Zahry

6 Decks, 8 Comments, 1 Reputation

Just one thing - immediately replace overrun with overwhelming stampede. And get some fetchlands, they can really help you. :)

1
Posted 27 February 2012 at 17:22 in reply to #237448 on EDH SLIVERS OWNAGE

Permalink

Messenger and Geist in one deck? With four duals? Sorry, but this can't work :) Maybe consider adding that new b/g DKA land and some GFTT or similar. Otherwise, keep on good work, this field needs new decks :)

0
Posted 02 February 2012 at 23:15 as a comment on B/G Rock is back!!

Permalink

As I said, this is remake of my old kinad boring deck, where this worked well, but I think this is good idea, thanks. Counter spells is not "my cup of coffe", I'd rather use some discard like despise - and maybe some Disperse could help against O-rings - I will surely consider all of those ideas. Thx again, you helped me

0
Posted 24 January 2012 at 17:46 in reply to #229883 on Faithless Heartless Reanimatess (Standart)

Permalink

Thanks for your suggestions.
Our decks are different in some way, and my style is to play fast, and punish any opponents mistake. Gatstaf shepherd is here because of I really need some good turn2 drops. I agree that Grim Lavamancer is not that good, bud everytime I played, i had enough "bullets" for him (bud mostly because I played against BR vampires and UB control). After your suggestion, I maked some changes (and reworked sideboard). 2 Grims are just enough to play role of semi-removals, 1 BoP is always good but more than two was... How to say, just more then i needed. I can always GSZ to him if I need him. :) I really don't want another Primeval Titan, just because its not the real win condition. He is here to win games that lasts too long and I can't make enough pressure after BSZ, DoJ and similar. I also added one GSZ, because it is better than beast within, but remember that BW can destroy any permanent - even your own land at the end of enemys turn, and then you have an creature for "free". Having at least one is improving the deck :)

But again, thanks for help :)

0
Posted 30 November 2011 at 23:55 in reply to #216839 on R/G Wrath of the night pack vol.2

Permalink

This idea is great, but... I think this needs very much testing. I don't like Red Sun's Zenith here, you dont ramp mana, and later in the game you want to draw some artifact destroy. What about two Devil's play instead? Because of mulch, you will really love that flashback. Maybe it will be possible to change white to blue, master looter will be really insane in this deck, and ponders and manaleaks, waste of words :)

0
Posted 18 November 2011 at 10:36 as a comment on (Standard) F*@k your crops!!!

Permalink

Maybe its because field around me is really fast, but with two gangs I had about 10% chance to survive long enough to put some pressure :) Against decks like RDW or WolfRunRamp its really hard to don't loose so early, and any U/? control don't let you flip any of your wolves, he counters any of your moonmists and kill everything which can be serious problem for him. And that about 21 lands, everytime I played more i have 4 or more lands on starting hand. Yes, its about luck, but god says that I'm not able to play that many lands as anyone else :))

0
Posted 17 November 2011 at 23:52 in reply to #215232 on Werewolves Finish.Take3

Permalink

Oh men, tournament quality? I'm playng wolves since Innistrad pre-release, and this deck is simply bad. Your deck is simply slow, and only swords can't make it better. 4 Instigator gangs? Why? 2 on starting hand = mulligan, and even having one of them is bad. Your deck can't win fast enough, and have no plan to lategame. Check mine, I played it several times on FNM and I was usually in top4: http://www.mtgvault.com/ViewDeck.aspx?DeckID=257764...

0
Posted 17 November 2011 at 12:19 as a comment on Werewolves Finish.Take3

Permalink

Yes, but I just wanted to make an werewolf deck, not koth deck :)

0
Posted 05 October 2011 at 08:03 in reply to #204857 on R/G wrath of the night pack

Permalink