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Axsatnaisa

PostPosted: Thu Nov 24, 2011 6:13 am


Tagg the Terror of Death
Axsatnaisa
Axsatnaisa
Not entirely sure what it would be called.... But I love my mono-green deck! <3


So I made some Changes..... It's now the following:

Lands-
22 Basic Green Lands

Creatures-
4- Llanowar Elves
1- Viridian Emissary
2- Garruk's Companions
1- Ambush Viper
1- Leatherback Baloth
3- Sacred Wolves
1- Blightwidow
2- Acidic Slimes
3- Garruk's Packleaders
1- Mitotic Slime
1- Primeval Titan
1- Vigor
2- Engulfing Slagwurms
1- Garruk's Horde
1- Kalonian Behemoth
1- Mossbridge Troll

Sorceries-
1- Prey Upon
3- Rampent Growth
2- Overrun

Instants-
1- Ranger's Guile
2- Fog
1- Hunter's Insight


Enchantments-
2- Lures

Whatcha Think?

take out fogs for prey upon.

take out lures for acidic slimes. Acidic slimes are really good, and when you have them fight something with prey upon, that thing dies from the death touch. (but you could also Lure a acidic slime and kill two things with it's deathtouch then) might even be more consistent than the ambush viper too.

it looks straightforward though ^^


The lures are part of the field wiper combo. Engulfing Slagwurm + Lure = all your creatures are eaten and I gain their life = Good Fight <3
PostPosted: Thu Nov 24, 2011 11:37 pm


Axsatnaisa

The lures are part of the field wiper combo. Engulfing Slagwurm + Lure = all your creatures are eaten and I gain their life = Good Fight <3


User Image - Blocked by "Display Image" Settings. Click to show.
$1.45 on Amazon, and they get incredibly powerful very fast. Just be wary of this card...

User Image - Blocked by "Display Image" Settings. Click to show.
$7.02 on Amazon. You can play it pretty early if you run with quite a few cheap greens.

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$1.42 on Amazon. Another good card to put Lure onto. It will get stronger the more damage it takes (assuming you don't get it killed)

Mirai Maku

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Mirai Maku

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PostPosted: Fri Dec 02, 2011 12:16 pm


My deck's an auramancer deck. It's still in its infant stages, but I'm slowly building it to where I want it to be. I'm hesitant to buy cards individually, but I'll do so once I save up some more money. I have three Kor Spiritdancer and two Retether on the way. I intend to get a couple Canopy Cover, Lifelink, and a Three Dreams eventually. Keep in mind - I only play casually. I can't physically get to any of the tournaments around me.

Basic Lands:
10 - Forests
8 - Plains

Non-Basic Lands:
2 - Graypelt Refuge
1 - Mosswort Bridge
1 - Krosan Verge

Green Creatures:
3 - Sacred Wolf
2 - Aura Gnarlid
2 - Llanowar Elves
1 - Avacyn's Pilgrim
1 - Baloth Woodcrasher
1 - Forgotten Ancient
1 - Lumberknot
1 - Feral Hydra
1 - Daggerback Basilisk
1 - Garruk's Companion

White Creatures:
2 - Stormfront Pegasus
1 - Mesa Enchantress
1 - Totem-Guide Hartebeest
1 - Auramancer

Sorceries:
1 - Primal Command
1 - Harmonize

Instants:
1 - Repel the Darkness
1 - Hunter's Instinct

Enchantments:
2 - Armadillo Cloak
2 - Oblivion Ring
2 - Pacifism
2 - Spider's Umbra
1 - Savage Silhouette
1 - Lure
1 - Asceticism
1 - Luminous Wake
1 - Arrest
1 - Holy Strength
1 - Divine Favor
1 - Hyena Umbra
1 - Boar Umbra
1 - Mammoth Umbra
PostPosted: Sat Dec 03, 2011 8:07 pm


Mirai Maku
My deck's an auramancer deck. It's still in its infant stages, but I'm slowly building it to where I want it to be. I'm hesitant to buy cards individually, but I'll do so once I save up some more money. I have three Kor Spiritdancer and two Retether on the way. I intend to get a couple Canopy Cover, Lifelink, and a Three Dreams eventually. Keep in mind - I only play casually. I can't physically get to any of the tournaments around me.

Basic Lands:
10 - Forests
8 - Plains

Non-Basic Lands:
2 - Graypelt Refuge
1 - Mosswort Bridge
1 - Krosan Verge

Green Creatures:
3 - Sacred Wolf
2 - Aura Gnarlid
2 - Llanowar Elves
1 - Avacyn's Pilgrim
1 - Baloth Woodcrasher
1 - Forgotten Ancient
1 - Lumberknot
1 - Feral Hydra
1 - Daggerback Basilisk
1 - Garruk's Companion

White Creatures:
2 - Stormfront Pegasus
1 - Mesa Enchantress
1 - Totem-Guide Hartebeest
1 - Auramancer

Sorceries:
1 - Primal Command
1 - Harmonize

Instants:
1 - Repel the Darkness
1 - Hunter's Instinct

Enchantments:
2 - Armadillo Cloak
2 - Oblivion Ring
2 - Pacifism
2 - Spider's Umbra
1 - Savage Silhouette
1 - Lure
1 - Asceticism
1 - Luminous Wake
1 - Arrest
1 - Holy Strength
1 - Divine Favor
1 - Hyena Umbra
1 - Boar Umbra
1 - Mammoth Umbra


I always stay away from enchantments, but nowadays there are a LOT of hexproof guys that are easy to get a hold of, i would use those over any none- hex guy. I suggest dungrove elder (even though it is not a mona green deck). playset of birds of paradise to fix mana and use invisible stalker (also opens you up to otehr enchantments) with lifelink on stalker it is equal to GG for them. thrun is also a good one, cause he regens for pretty cheap. add a couple cultivates to thin, fix, and push out more higher costing threats for the extra colors.

I love uril in enchantment decks, but you would be using 4 mana, maybe use the alara block for fixing cause its a casual deck you dont need too many 4 of a kinds.

Good lucK!

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PostPosted: Sat Dec 03, 2011 9:20 pm


Tagg the Terror of Death


I always stay away from enchantments, but nowadays there are a LOT of hexproof guys that are easy to get a hold of, i would use those over any none- hex guy. I suggest dungrove elder (even though it is not a mona green deck). playset of birds of paradise to fix mana and use invisible stalker (also opens you up to otehr enchantments) with lifelink on stalker it is equal to GG for them. thrun is also a good one, cause he regens for pretty cheap. add a couple cultivates to thin, fix, and push out more higher costing threats for the extra colors.

I love uril in enchantment decks, but you would be using 4 mana, maybe use the alara block for fixing cause its a casual deck you dont need too many 4 of a kinds.

Good lucK!


My problem with that is that I'd rather not base my deck on 0/1 creatures that can easily be killed / countered before I get any use of it. If it dies, or if my hand gets filled with different colored cards before I get the bird of paradise - then I'm screwed. I would think a mountain/plain or mountain/forest land that taps to give either would be a better choice, since lands are a tad harder to destroy than creatures.

As far as hexproofing goes, I do have a few hexproof cards in my deck. The ones that do not have hexproof are usually protected by Asceticism or Canopy Cover. If, worst comes to worst, the card is returned to my hand so that every enchant goes to the GY, then I have retether to bring all of them back onto the field.

I've been considering getting Uril, but I'd treat him as a luck of the draw mechanism instead of basing my entire deck around him. After all, the point of an aura deck, as far as I understand it, is to make small creatures into monsters through enchants. That's why pushing mana to bring out big creatures isn't that helpful. A single kor spiritdancer can go up to being a 12/14 creature with only a couple of enchants that give her other benefits as well.

The cards that I'm wanting to get to put in my deck are: Engulfing Slagworm, Privileged Positionx2, Phytohydra, Primeval Titan, and Eldrazi Conscription. The problem is money.
PostPosted: Mon Dec 05, 2011 11:16 am


Mirai Maku
Tagg the Terror of Death


I always stay away from enchantments, but nowadays there are a LOT of hexproof guys that are easy to get a hold of, i would use those over any none- hex guy. I suggest dungrove elder (even though it is not a mona green deck). playset of birds of paradise to fix mana and use invisible stalker (also opens you up to otehr enchantments) with lifelink on stalker it is equal to GG for them. thrun is also a good one, cause he regens for pretty cheap. add a couple cultivates to thin, fix, and push out more higher costing threats for the extra colors.

I love uril in enchantment decks, but you would be using 4 mana, maybe use the alara block for fixing cause its a casual deck you dont need too many 4 of a kinds.

Good lucK!


My problem with that is that I'd rather not base my deck on 0/1 creatures that can easily be killed / countered before I get any use of it. If it dies, or if my hand gets filled with different colored cards before I get the bird of paradise - then I'm screwed. I would think a mountain/plain or mountain/forest land that taps to give either would be a better choice, since lands are a tad harder to destroy than creatures.

As far as hexproofing goes, I do have a few hexproof cards in my deck. The ones that do not have hexproof are usually protected by Asceticism or Canopy Cover. If, worst comes to worst, the card is returned to my hand so that every enchant goes to the GY, then I have retether to bring all of them back onto the field.

I've been considering getting Uril, but I'd treat him as a luck of the draw mechanism instead of basing my entire deck around him. After all, the point of an aura deck, as far as I understand it, is to make small creatures into monsters through enchants. That's why pushing mana to bring out big creatures isn't that helpful. A single kor spiritdancer can go up to being a 12/14 creature with only a couple of enchants that give her other benefits as well.

The cards that I'm wanting to get to put in my deck are: Engulfing Slagworm, Privileged Positionx2, Phytohydra, Primeval Titan, and Eldrazi Conscription. The problem is money.


I would stay away from Slagworm and Phytohydra, just because they cost way too much. slagworm is cool with lure, but assuming your deck is working, your enchantments are going to be on the smaller guys by then. I like the primeval, and you can proxi it until it cycles out. have you tried sun titan? feels like a lot of your drops can come back after a board wipe and sun titan is just awsome.

as far as uril, it is just a luck of the draw type card, he is flavor thats all.

you have a good curve of hexproof guys but of course their in wierd colors. turn 2 invisible stalker(or just change it out for something without hexproof but proactively gets you to your bigger guys), turn 3 dungrove elder or troll acetic, turn 4 thrun, turn 5 Asceticism (rest of your guys can regen and hexproof).

like the conscription and privileged position, 2 positions in play is pretty funny.

lands are better then 0/1 creatures by far, that is why rare lands that come in every set are costly. But the point of birds is not just mana fixing but to ramp you to turn 3 spells on turn 2. I would much rather lose a birds to one of their kill spells or counters because it takes those spells out of their hand.

But as far as your deck is going I like the cards you are puting in. good luck with your money issue XD

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sky_rider19

PostPosted: Mon Dec 05, 2011 11:13 pm


Alright...After about 2 months of this set being out, my deck is finally coming into the second stage of building. Here is my BG Zombie deck.
Mana:
Swamp: 12
Forest: 8

Monsters:
unbreathing horde: 4
Avacyn's Pilgrim: 2
Cemetery Reaper: 4
Rotting Fensnake: 2
Diregraf Ghoul: 4
Walking Corpse: 3
Adaptive Automaton

Other spells:
Unburial Rites: 2
Moan of the unhallowed: 4
Ghoulcaller's Chant
Zombie Infestation: 2
Endless Ranks of the dead: 2
Parallel Lives: 4
Army of the Damned: 2

Artifacts:
caged Sun
Semblance Anvil
Grimoire of the Dead

I'm toying with putting in essence of the wild to make the tokens 6/6 but I think later on in the game needs to be focused more in black then green. What do you think guild?
PostPosted: Tue Dec 06, 2011 6:29 pm


sky_rider19
Alright...After about 2 months of this set being out, my deck is finally coming into the second stage of building. Here is my BG Zombie deck.
Mana:
Swamp: 12
Forest: 8

Monsters:
unbreathing horde: 4
Avacyn's Pilgrim: 2
Cemetery Reaper: 4
Rotting Fensnake: 2
Diregraf Ghoul: 4
Walking Corpse: 3
Adaptive Automaton

Other spells:
Unburial Rites: 2
Moan of the unhallowed: 4
Ghoulcaller's Chant
Zombie Infestation: 2
Endless Ranks of the dead: 2
Parallel Lives: 4
Army of the Damned: 2

Artifacts:
caged Sun
Semblance Anvil
Grimoire of the Dead

I'm toying with putting in essence of the wild to make the tokens 6/6 but I think later on in the game needs to be focused more in black then green. What do you think guild?


wait until the next set XD there's not enough black green love ><' essence idea is cute but competetivly i dont think it's good ><'

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sky_rider19

PostPosted: Tue Dec 06, 2011 7:20 pm


Tagg the Terror of Death
sky_rider19
Alright...After about 2 months of this set being out, my deck is finally coming into the second stage of building. Here is my BG Zombie deck.
Mana:
Swamp: 12
Forest: 8

Monsters:
unbreathing horde: 4
Avacyn's Pilgrim: 2
Cemetery Reaper: 4
Rotting Fensnake: 2
Diregraf Ghoul: 4
Walking Corpse: 3
Adaptive Automaton

Other spells:
Unburial Rites: 2
Moan of the unhallowed: 4
Ghoulcaller's Chant
Zombie Infestation: 2
Endless Ranks of the dead: 2
Parallel Lives: 4
Army of the Damned: 2

Artifacts:
caged Sun
Semblance Anvil
Grimoire of the Dead

I'm toying with putting in essence of the wild to make the tokens 6/6 but I think later on in the game needs to be focused more in black then green. What do you think guild?


wait until the next set XD there's not enough black green love ><' essence idea is cute but competetivly i dont think it's good ><'

oh this is definitely going to evolve as the block progresses. And I agree. that's what's keeping me from putting him in. I honestly don't know how this will turn out if it is even viable.
PostPosted: Sat Dec 10, 2011 1:29 am


sky_rider19
Tagg the Terror of Death
sky_rider19
Alright...After about 2 months of this set being out, my deck is finally coming into the second stage of building. Here is my BG Zombie deck.
Mana:
Swamp: 12
Forest: 8

Monsters:
unbreathing horde: 4
Avacyn's Pilgrim: 2
Cemetery Reaper: 4
Rotting Fensnake: 2
Diregraf Ghoul: 4
Walking Corpse: 3
Adaptive Automaton

Other spells:
Unburial Rites: 2
Moan of the unhallowed: 4
Ghoulcaller's Chant
Zombie Infestation: 2
Endless Ranks of the dead: 2
Parallel Lives: 4
Army of the Damned: 2

Artifacts:
caged Sun
Semblance Anvil
Grimoire of the Dead

I'm toying with putting in essence of the wild to make the tokens 6/6 but I think later on in the game needs to be focused more in black then green. What do you think guild?


wait until the next set XD there's not enough black green love ><' essence idea is cute but competetivly i dont think it's good ><'

oh this is definitely going to evolve as the block progresses. And I agree. that's what's keeping me from putting him in. I honestly don't know how this will turn out if it is even viable.


well mana wise you can do the black green land woodland cemetary. I would also splash white for unburial rites, so sunpetal grove or the scars land would work, it's nice to have access to card advantage even late game, the pilgrim is too slow for that even when you play on turn 1 the format has so many wrath spells that it will get killed when theres a big threat on the board. I also think parrallell lives is too much, limit it to 2-3, you have better things to do on turn 4. travel preperations is pretty cute i think. giving your 2/2 zombie a 3/3 on turn 2. its kinda like delver, and it would help make the pilgrim into a bigger threat.

just food for thought, I don't think the deck is viable until the next set, as much as i want to have GB zombies be awsome, all of the combinations i did during playtesting it just tanked. standard right now is defined by the faster decks like illusions, temper steel, and rdw.

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PostPosted: Mon Dec 12, 2011 7:18 pm


Lands:

13 Swamp
11 Forest

24 Lands


Sideboard:


0 Sideboard Cards
Creatures:

3 Typhoid Rats
2 Lumberknot
1 It That Betrays
2 Abattoir Ghoul
1 Kiku, Night's Flower
2 Jade Mage
1 Kozilek, Butcher of Truth
2 Onyx Mage
3 Ambush Viper
3 Necrotic Ooze
2 Entomber Exarch
2 Moldgraf Monstrosity
1 Vengeful Pharaoh
1 Reaper from the Abyss
2 Reassembling Skeleton
1 Avatar of Woe
2 Royal Assassin
1 Skirsdag High Priest
1 Massacre Wurm

33 Creatures
Other Spells:

1 Quicksilver Amulet
1 Liliana of the Veil
1 Praetor's Counsel
3 Geth's Verdict
2 Doom Blade
2 Bladed Pinions
1 Call to the Grave
1 Bonehoard
1 Plague Wind

13 Other Spells

this is my most recent deck. I found I love the morbid ability with sacrifice. ^.^
PostPosted: Thu Dec 15, 2011 5:13 pm


Aside from the fact that cards like Flashfreeze will totally rape him in round 2,
do you think this basic burner would be good for someone new to use?
I made it for my brother and he likes to stay pure so I figured this would work in mild matches with people who are at his own level.


Spells

Brimstone Volley x4
Arc Trail x4
Incinerate x4
Volt Charge x4
Devil's Play or Fireball x4
Shock x4
Galvanic Blast x4

Creatures

Furnace Scamp x4
Grim Lavamancer x4
Goblin Arsonist x4

Land

20 Mountain

Every card in this deck burns life.
Every card in this deck is standard.


Added links to card descriptions.
Any suggestions are appreciated!


VeeRuh

Phantom


The Original Jitterbug

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PostPosted: Wed Dec 28, 2011 4:59 pm


PostPosted: Sat Dec 31, 2011 1:03 am


Simply Vera
Aside from the fact that cards like Flashfreeze will totally rape him in round 2,
do you think this basic burner would be good for someone new to use?
I made it for my brother and he likes to stay pure so I figured this would work in mild matches with people who are at his own level.


Spells

Brimstone Volley x4
Arc Trail x4
Incinerate x4
Volt Charge x4
Devil's Play or Fireball x4
Shock x4
Galvanic Blast x4

Creatures

Furnace Scamp x4
Grim Lavamancer x4
Goblin Arsonist x4

Land

20 Mountain

Every card in this deck burns life.
Every card in this deck is standard.


Added links to card descriptions.
Any suggestions are appreciated!



I would take out 4 fireball/devils play for 4 shrine of burning rage. shrine is essentially the same thing, if not better then fireball effects because it does 1 dmg every turn (by puting chare counters it acts like your land drop) and it rewards you for playing every red spell. I would also run 4 stromkirk noble over the 4 furnace scamps. (volt charge also helps both the cards i just suggested)

there you have the basic "red deck wins" for todays standard. if you want to make it a bit better you can add the blue/red lands and just add 2 desperate ravings which also help the shrine and 2 koth of the hammer. then it will also open you up to blue sideboard cards. (taking out shock or the furnace scamps i would choose the scamps)

Essentially if you are playing at FNM with non-ptq players this deck should win lots of games regardless of what decks other people are playing because this deck is so linear. there really isn't a "bad" play. I lent the deck to a child relatively new to magic and he was meeting me in the finals, and even that game I had a hard time recovering from the aggression he was putting out. pristine talisman really was the only reason i was able to power through

also he shouldnt need to worry about flashfreeze unless their aimed at koth, just because its only a 3 of side board card, he should be worried about surgical extraction which wreaks a lot of decks, sadly no one really plays that card.

Also Red Deck Wins is always the best deck for someone new to use because it's hard to make bad plays with it.

O yeah and put slagstorm in here too. probubly as a 2-3 of. My version has it at a 4 of over the goblin

sideboard would consist of the extra slagstorms, artifact hate, ect

if you run teh blue version mana leak and snapcasters should be in the sideboard to change the playstyle of the deck so players would be caught off guard game 2

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PostPosted: Sat Dec 31, 2011 1:17 am


The Original Jitterbug
you need more creatures to make skabb ruinator good. I think that card is bad right now ><' essentially it requires 4 cards (including itself) to be played. too many times i find it a dead card. I also am not a fan of zombie infestations because losing 2 cards it bad, card advantage normally wins you the game. You might want forbidin alchemy over the drownyard seeing as it puts cards in your yard and gives you the card you want, limit the enchantments to 5-6. 8 is far too many even though i know your deck is going the tokent route. i would keep endless ranks over parallel lives cutting out the green.

take out celler door. it is bad. too many times it has been a hit/miss card. 4 forbid in alchemy is good

2 grave titans. because grave titans WIN games. there is a reason why control decks use it as a win condition.

cemetary reaper over the adaptive automation cause reaper is just a better version of the automation.
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