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mokuzai

PostPosted: Mon Jun 28, 2010 9:00 pm


Tagg the Terror of Death
mokuzai
Thanks for all your help, especially Tagg, you helped out a lot, and I owe it all to you that I placed 1st with my mono green Elfdrazi deck in last FNM. (I cracked a free foil Vengevine too, so double thanks)

Lands

24 Forest

Creatures

4 Arbor Elf
4 Artisan of Kozilek
4 Elvish Archdruid (I'm gonna miss you!)
1 Emrakul, the Aeons Torn
2 Greenweaver Druid
2 It That Betrays
4 Joraga Treespeaker
1 Kozilek, Butcher of Truth
4 Llanowar Elves
3 Palakka Wurm
1 Ulamog, the Infinite Gyre

Spells

4 Momentous Fall
4 Summoning Trap

Sideboard

2 Gravity Well
2 Living Destiny
2 Mold Shambler
4 Naturalize
2 Prized Unicorn
3 Windstorm


The synergy between Eldrazi and Momentous fall is apparent and it is very difficult to loose when that activates at the right time. There is also a nice little trick I like to play with Artisan of Kozilek: use Fall. At the end step, discard a nice big Eldrazi. (like It That Betrays) next turn cast Artisan and resurrect the fatty. This two for one has worked very well for me.


I'm glad you did well Moku! you'll still be able to use Elvish Archdruid when M11 is out for standard. because they already cycled one out, they are going to Cycle Both M10 and alarda when scars of mirrodin comes out. You still have liek 5 more months with it.

Standard when M11 comes out will be

M10
alara block
zendikar block
M11

This is why they did so much editing with Extended because thei're gonna cycle out two ^^. plus when Mirroden comes out im sure you'd want to try something else!

Niec vendge vine too! you should try to sell that baby now it's price is shooting cause of that B.U.G. deck. or trade a for two normal vendgevines!


The deck is good, don't get me wrong, but it's not as consistent as I would like it to be. I have the ability, with a little luck, to third turn an eldrazi. But too often, I find myself with a bad hand, and bad hands mean death. I would like some pointers on how to make this deck more stable and reliable.
PostPosted: Tue Jun 29, 2010 11:39 am


@ Moku

Well heres whats up, You need card advantage. A good thing to live by is "The person with the most cards in hand Wins, If they can play the spells"

For example look at U/W control, Spreading seas, Wall of Omen, Jace, almost always puts a card in hand. with Elspeth you make a 1/1 dork, which also produces card advantage.

Jund. The cascading elf, sprouting thrainax, seagegang, and all the removal in it, all produce card advantage.


Lets look at your deck.

What I guess is happening is that you ether play all your elf spells, and you don't get the big spell to go off. OR you get too many high costing spells and are unable to go off at all

your mana curve, is a "V" The fall is a mid casting spell, but you would mostly wanna play it on a big dork not on your 1/1 elf. so, you know those palakka worms? replace them with Vengevines. they cost cheaper. and although the worm lets you draw and gain life, a terminate kills is, and if you JUST played it, you wont be able to fall it (in theory) VEngevine, is good, costs 4 i believe, and they need to Oring it or remove from game spell it. and even if they do, you can fall it with the mana you would have used to cast the worm. now if it is just a simple grave yard spell, then you can easily just play 2 elves to bring the vine back.

Artisan of Kozilek, very very high costing, it is a good card, but still you might want to replace the 4 (or 3) with Harrow, reason for that is that it thins our your deck, while not really halting your mana exel. and the eldrize leaders shuffle your yard into the deck if they do wrath you. anyways harrow turn 3, two elves with the untapped mana. it generates card advantage because of the extra land in play and you can still play your cheaper costing spells

you might want to lookinto the elf that costs 2 and draws you a card. makes card advantage while putting a body and helping your archdruid

Now your deck looks pretty great itself, but i think these changes will improve it even better. Hope this helps moku!

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PostPosted: Tue Jun 29, 2010 1:46 pm


O and hoarrowing with thinning makes summoning trap more likely to hit something worth while while not halting your game. Maybe one Garruk to make dorks and untap lands. if they wrath you, you can even make dorks to up your defenses while the board is clean
PostPosted: Tue Jun 29, 2010 8:08 pm


I think i may have used this thread once... not even sure of that; here's something I'm tinkering with; Mono-Red / Artifact Landfall;


Creatures; 13

4 Plated Geopede
4 Hedron Scrabbler
3 Hedron Rover
2 Walking Atlas

Spells/Artifacts; 22

4 Adventuring Gear
4 Explorer's Scope
4 Storm Cauldron
4 Rite of Flame
2 Quietus Spike
2 Whispersilk Cloak
2 Font of Mythos

Land; 25

4 Terrain Generator
4 Evolving Wilds
4 Terramorphic Expanse
4 Teetering Peaks
9 Mountain

I know green can break Landfall, but I'm trying to keep this mono-red ~ seems to play out well, can usually bash for 7 on turn 2 a good 60% of the time. - still needs work. - Any ideas for Red/Artifact cards to make it moar broken/fun ? biggrin  

DA-FDNT
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PostPosted: Wed Jun 30, 2010 10:00 am


DA-FDNT
I think i may have used this thread once... not even sure of that; here's something I'm tinkering with; Mono-Red / Artifact Landfall;


Creatures; 13

4 Plated Geopede
4 Hedron Scrabbler
3 Hedron Rover
2 Walking Atlas

Spells/Artifacts; 22

4 Adventuring Gear
4 Explorer's Scope
4 Storm Cauldron
4 Rite of Flame
2 Quietus Spike
2 Whispersilk Cloak
2 Font of Mythos

Land; 25

4 Terrain Generator
4 Evolving Wilds
4 Terramorphic Expanse
4 Teetering Peaks
9 Mountain

I know green can break Landfall, but I'm trying to keep this mono-red ~ seems to play out well, can usually bash for 7 on turn 2 a good 60% of the time. - still needs work. - Any ideas for Red/Artifact cards to make it moar broken/fun ? biggrin


HEY DA lol. that's pretty uniqe I was expecting a Standard landfall deck. but I see thing. KNow you would want to keep it mono red, But You can splash it for blue to put the crab and that unblockability rebound card, and the Red blue sac land from zendikar over the cloaks, spike, and evolving wilds (keeping the terramorphics). putting in like 2 or 3 islands of course. maybe ponder to set your lands on top of your deck to get the most out of explorers scope

Anyways Red red red!

With your build and Idea, I honestly would have to say if you want to keep it a Red landfall deck, you probubly made one of the best decks that you could with the cards you've chosen. I would personallly take out 1 or 2 of the storm cauldrons because you wont really be needing more than 2 ever you should be winning by that time right?

I personally do not like the artifact landfall creatures, but there are not too many landfall red dorks that are nearly as great as the geopede
PostPosted: Wed Jun 30, 2010 2:05 pm


Tagg the Terror of Death
DA-FDNT
I think i may have used this thread once... not even sure of that; here's something I'm tinkering with; Mono-Red / Artifact Landfall;


Creatures; 13

4 Plated Geopede
4 Hedron Scrabbler
3 Hedron Rover
2 Walking Atlas

Spells/Artifacts; 22

4 Adventuring Gear
4 Explorer's Scope
4 Storm Cauldron
4 Rite of Flame
2 Quietus Spike
2 Whispersilk Cloak
2 Font of Mythos

Land; 25

4 Terrain Generator
4 Evolving Wilds
4 Terramorphic Expanse
4 Teetering Peaks
9 Mountain

I know green can break Landfall, but I'm trying to keep this mono-red ~ seems to play out well, can usually bash for 7 on turn 2 a good 60% of the time. - still needs work. - Any ideas for Red/Artifact cards to make it moar broken/fun ? biggrin


HEY DA lol. that's pretty uniqe I was expecting a Standard landfall deck. but I see thing. KNow you would want to keep it mono red, But You can splash it for blue to put the crab and that unblockability rebound card, and the Red blue sac land from zendikar over the cloaks, spike, and evolving wilds (keeping the terramorphics). putting in like 2 or 3 islands of course. maybe ponder to set your lands on top of your deck to get the most out of explorers scope

Anyways Red red red!

With your build and Idea, I honestly would have to say if you want to keep it a Red landfall deck, you probubly made one of the best decks that you could with the cards you've chosen. I would personallly take out 1 or 2 of the storm cauldrons because you wont really be needing more than 2 ever you should be winning by that time right?

I personally do not like the artifact landfall creatures, but there are not too many landfall red dorks that are nearly as great as the geopede


Yeah, the artifact ones aren't too great, but of the two the hedron scrabbler is better, & I'm going to be adding 2 more Walking Atlas at the expense of say 1 hedron rover, & a whispersilk.

& I'm thinkin' I'll keep the 4 Storm Cauldrons, cause they stack xD - bouncing teetering peeks is always fun.  

DA-FDNT
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Distinct Elder


mokuzai

PostPosted: Thu Jul 01, 2010 7:19 am


DA-FDNT

Yeah, the artifact ones aren't too great, but of the two the hedron scrabbler is better, & I'm going to be adding 2 more Walking Atlas at the expense of say 1 hedron rover, & a whispersilk.

& I'm thinkin' I'll keep the 4 Storm Cauldrons, cause they stack xD - bouncing teetering peeks is always fun.


Oh how epic would it be to start bouncing Sejiri Steppe? I know it's white, but considering the majority of your spells are not colored at all and lands aren't TECHNICALLY colored, I suppose you could get away with that.
PostPosted: Fri Jul 16, 2010 2:40 pm


Yeah, so I'm building an "Acquisition Deck" and I'd like a little help on what to change. The main strategy is to Scry down to my Gather Specimens and Telemen performances while countering until I have them, and then using them to steal big creatures...

Here's the deck list:

Spells:
3 Telemen Performance
3 Gather Specimens
3 Preordain
3 Foresee
4 Negate
4 Cancel
3 Path to Exile
4 Oblivion Ring
3 Ponder

Creatures:
2 Djinn of Lost Wishes
3 Wall of Denial
3 Wall of Frost

Lands:
2 Terramorphic expanse
8 Plains
12 Island

60 cards

RP_Master_Jak

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Alkuholz

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PostPosted: Fri Jul 16, 2010 4:04 pm


My extended devastating red

4 Simian Spirit Guide
4 Goblin Guide
4 Spark Elemental
4 Goblin Bushwhacker
4 Devastating Summons
3 Ball Lightning
4 Shock
4 Lightning Bolt
4 Tarfire
4 Burst Lightning

21 Mountains
PostPosted: Fri Jul 16, 2010 10:08 pm


I was told a million times of all the people in my way




I've been asking around about this one, and I wanted to get advice here as well, its a project deck I'm trying to build and I just wanted a bit of feedback. It's essentially an enchantment with alara/zendikar cards.

Lush Growth x3
Hyena Umbra x3
Toxic Iguanar x2
Kor Spiritdancer x3
Trace of Abundance x3
Canopy Cover x2
Wall of Omens x4
Mesa Enchantress x3
Aura Gnarlid x3
Mayael's aria x2
Bear Umbra x2
Glory of Warfare x2
Bloodbraid Elf x2
Uril, the Miststalker x2
Open the Vaults
Hellkite Charger

Still workin' on land, but I'm not too worried about it right now.


how I had to keep on trying and get better ev'ry day

Ash Badguy Faust

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PostPosted: Fri Jul 16, 2010 10:42 pm


RP_Master_Jak
Yeah, so I'm building an "Acquisition Deck" and I'd like a little help on what to change. The main strategy is to Scry down to my Gather Specimens and Telemen performances while countering until I have them, and then using them to steal big creatures...

Here's the deck list:

Spells:
3 Telemen Performance
3 Gather Specimens
3 Preordain
3 Foresee
4 Negate
4 Cancel
3 Path to Exile
4 Oblivion Ring
3 Ponder

Creatures:
2 Djinn of Lost Wishes
3 Wall of Denial
3 Wall of Frost

Lands:
2 Terramorphic expanse
8 Plains
12 Island

60 cards


Here is some advice. first put in a playset (if you can) of glacial fortress replacing 4 of the islands. that way you still have access to blue and white mana if it does need to come to that.

Another is to take away wall of frost and put in wall of Omen. (because Omen draws you a card while still having a decent blocker for 2) Take the Negates out for mana leak. Same cost for can creature spells as well.

Those are my initial advice ^^ when you rework it to your likeing repost if you want more help ^^ and make a sideboard too ^^
PostPosted: Fri Jul 16, 2010 10:46 pm


NOT CRAIG
My extended devastating red

4 Simian Spirit Guide
4 Goblin Guide
4 Spark Elemental
4 Goblin Bushwhacker
4 Devastating Summons
3 Ball Lightning
4 Shock
4 Lightning Bolt
4 Tarfire
4 Burst Lightning

21 Mountains


well if you wanted advice, the thing i would take out is Devastating summons for hellspark elementals. You wouldnt want a play set of that card ether because you have to sacrifice the mountains as you play the card which can be countered and then you loose lands.

If you want more advice let me know ^^

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PostPosted: Fri Jul 16, 2010 10:52 pm


Ash Badguy Faust
I was told a million times of all the people in my way




I've been asking around about this one, and I wanted to get advice here as well, its a project deck I'm trying to build and I just wanted a bit of feedback. It's essentially an enchantment with alara/zendikar cards.

Lush Growth x3
Hyena Umbra x3
Toxic Iguanar x2
Kor Spiritdancer x3
Trace of Abundance x3
Canopy Cover x2
Wall of Omens x4
Mesa Enchantress x3
Aura Gnarlid x3
Mayael's aria x2
Bear Umbra x2
Glory of Warfare x2
Bloodbraid Elf x2
Uril, the Miststalker x2
Open the Vaults
Hellkite Charger

Still workin' on land, but I'm not too worried about it right now.


how I had to keep on trying and get better ev'ry day


WOW this is TERRIFIC YOU PUT IN THE LINKS AS WELL! haha anyways lets see what my advice can be. First off Snake umbra. it draws you cards ^^. Also there is a lot of enchant removal in M11. expecially in green so thining your deck out with card draw is good so you have a chance of picking up your vaults w/o putting another one in there. Snake umbra also works with bloodbraid elf. Put in 2 more of those too lol. they are great.

Lush growth is very very bad -.-' replace it wit hthe elves or other cards. and then rework the lands so you wont need that one.
PostPosted: Sat Jul 17, 2010 10:58 pm


Tagg the Terror of Death
RP_Master_Jak
Yeah, so I'm building an "Acquisition Deck" and I'd like a little help on what to change. The main strategy is to Scry down to my Gather Specimens and Telemen performances while countering until I have them, and then using them to steal big creatures...

Here's the deck list:

Spells:
3 Telemen Performance
3 Gather Specimens
3 Preordain
3 Foresee
4 Negate
4 Cancel
3 Path to Exile
4 Oblivion Ring
3 Ponder

Creatures:
2 Djinn of Lost Wishes
3 Wall of Denial
3 Wall of Frost

Lands:
2 Terramorphic expanse
8 Plains
12 Island

60 cards


Here is some advice. first put in a playset (if you can) of glacial fortress replacing 4 of the islands. that way you still have access to blue and white mana if it does need to come to that.

Another is to take away wall of frost and put in wall of Omen. (because Omen draws you a card while still having a decent blocker for 2) Take the Negates out for mana leak. Same cost for can creature spells as well.

Those are my initial advice ^^ when you rework it to your likeing repost if you want more help ^^ and make a sideboard too ^^


Only three problems I see:
1. My dad plays white blue too, and he has ALL our Glacial Fortresses.
2. He also has ALL our Wall of Omens...
3. I'm too broke to buy any.

However, I can see the Mana leak for Negate switch, I was just debating whether or not I wanted to use it or not. Now that I have a second opinion, they're going in and the Negates are out.
I'll post an updated version with a side board when I get the fixes made...

RP_Master_Jak

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PostPosted: Sun Jul 18, 2010 2:44 am


Tagg the Terror of Death
Ash Badguy Faust
I was told a million times of all the people in my way




I've been asking around about this one, and I wanted to get advice here as well, its a project deck I'm trying to build and I just wanted a bit of feedback. It's essentially an enchantment with alara/zendikar cards.

Lush Growth x3
Hyena Umbra x3
Toxic Iguanar x2
Kor Spiritdancer x3
Trace of Abundance x3
Canopy Cover x2
Wall of Omens x4
Mesa Enchantress x3
Aura Gnarlid x3
Mayael's aria x2
Bear Umbra x2
Glory of Warfare x2
Bloodbraid Elf x2
Uril, the Miststalker x2
Open the Vaults
Hellkite Charger

Still workin' on land, but I'm not too worried about it right now.


how I had to keep on trying and get better ev'ry day


WOW this is TERRIFIC YOU PUT IN THE LINKS AS WELL! haha anyways lets see what my advice can be. First off Snake umbra. it draws you cards ^^. Also there is a lot of enchant removal in M11. expecially in green so thining your deck out with card draw is good so you have a chance of picking up your vaults w/o putting another one in there. Snake umbra also works with bloodbraid elf. Put in 2 more of those too lol. they are great.

Lush growth is very very bad -.-' replace it wit hthe elves or other cards. and then rework the lands so you wont need that one.
I was told a million times of all the people in my way






Wow, this is honestly the best advice I've gotten about this deck so far. I tried getting some feedback in tabletop gaming but all I kept hearing is

"Oh your deck might not be able to keep up with RDW or Vampire tribe,"

"mesa enchantress is a sub par card, it's gotta go,"

"Open the Vaults is a bad addition to this deck,"

"Tag your thread,"

"You need 4 spiritdancers and 4 enchantresses,"

"Not enough enchantments in this deck,"

"you should do blue instead of red, sovereigns of alara herp derp eldrazi consicription herp derp,"

I will try snake umbra, because totem armor is one of my favorite set mechanics in standard right now, I just have been contemplating which ones I want to throw in this deck. As far as lush growth, I think I want to at least try them in my preliminary tests just to get an idea on how good or how bad the synergy is with it. If it only slows me down, then yeah, it's out and I'll probably put in arbor elf or spider umbra.


how I had to keep on trying and get better ev'ry day
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