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Posted: Wed Feb 09, 2005 9:20 pm
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Posted: Thu Feb 10, 2005 9:00 am
You_Lie Sorry, fine, I'll do it. I've just been busy. Yayyy! *Worships*
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Posted: Mon Feb 21, 2005 2:22 pm
I call it Burn Engine...
Lands:
4 Mountains 4 Swamps 4 Great Furnace 4 Vault of Whispers 4 Cloudpost 1 Glimmervoid
Artifacts:
2 Doubling Cube 2 Gemstone Array 1 Blinkmoth Urn 2 Krark-Clan Ironworks 2 Gilded Lotus 1 Throne of Bone 3 Bottle Gnomes 3 Cathodions 3 Skeleton Shards
Instants/Sorceries/Enchantments:
1 Rolling Thunder 1 Fanning the Flames 2 Kaervik's Torch 2 Blaze 2 Consume Spirit 1 Crushing Pain 1 Night Dealings 1 Yamabushi's Flame 1 Irradiate 1 Relic Bane 1 Befoul 2 Dark Banishing
Creatures:
1 Megatog 2 Vulshok Sorcerer 3 Disciple of the Vault 1 Dross Harvester 1 Frostwielder
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Posted: Fri Feb 25, 2005 9:11 am
ok well assuming you could ever afford these cards heres the fastest best deck in the world i have won 123432123421 tounaments with this and it never fails
Acceleration 4 Dark Ritual 4 Elvish Spirit Guide 4 Land Grant 4 Tinder Wall 1 Black Lotus 1 Chrome Mox 1 Grim Monolith 1 Lion's Eye Diamond 1 Lotus Petal 1 Mana Crypt 1 Mana Vault 1 Memory Jar 1 Mox Emerald 1 Mox Jet 1 Mox Pearl 1 Mox Ruby 1 Mox Sapphire 1 Sol Ring 1 Bayou 1 Tropical Island 1 Channel
Fixers: 4 Chromatic Sphere
The Win: 4 Goblin Charbelcher 1 Tendrils of Agony
Tutors: 1 Demonic Consultation 1 Demonic Tutor 1 Spoils of the Vault 1 Vampiric Tutor
Draw: 1 Necropotence 1 Yawgmoth's Will 1 Ancestral Recall 2 Brainstorm 1 Timetwister 1 Tinker 1 Windfall 1 Wheel of Fortune
Reslience: 2 Living Wish 3 Goblin Welder
ok well where to start pm me if u dont know what any of the cards do because i didnt steal this deck from another site with card links eek well lemme run through it the point of this deck is to get the TWO lands in the deck out make 7 mana and use the goblin charbelcher and activate the accelerators are to get this 7 mana and to thin out ur deck. the fixers. well considering the deck is 4 colors sometimes they help to get colored mana. the win..... well belcher fits turn one or turn to if u play it right and against disruption u use tendrils for 10 to deal exactly 20 damage. the tutors obviously help u get the cards u need to combo off. the card draw is the most important part of this deck they help u take out land draw things u need and they also help u get mana accel. BUT if u abbuse the carddraw in this deck too much u wont have enuf cards left in ur library to belch and thats bad so be carefull. and as for the resillience well u living wish for any of these targets in ur sideboard
1 Bone Shredder 1 Deconstruct 1 Elvish Lyrist 1 Gemstone Mine 1 Goblin Welder 1 Mishra's Workshop 1 Naturalize 1 Oxidize 4 Phyrexian Negator 1 Scavenger Folk 1 Tolarian Academy 1 Uktabi Orangutan
and the goblin welders felp u bring artifacts back from grave like belchers or even lotuses and memory jar. well thats how u play the deck and if u need any further help or dont know how something works or what it does just ask me and if u so choose to make this deck i can help u learn to play it very very well over a number of mtg online playing formats ..(or if u live in vancouver bc) ok well i hope u pic me l8ter
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Posted: Thu Mar 31, 2005 3:45 am
My Deck...sorry about lack of links
LANDS---
3 x Swamp : Just your bog standard swamp 7 x Plains razz lains, what more can i say? 2 x Cloudpost : T: Add 1 to your MP for each locus in play 1 x Tranquil Garden : T: Add 1 to your mana pool T: Add G or W to your MP, ~ does not untap 2 x Cloudcrest Lake : T: Add 1 to your mana pool T: Add U or W to your MP, ~ does not untap 2 x Waterveil Cavern : T: Add 1 to your mana pool T: Add U or B to your MP, ~ does not untap 2 x Lantern-lit Graveyard : T: Add 1 to your mana pool T: Add R or B to your MP, ~ does not untap 2 x Mirrodin's Core T: Add 1 to your mana pool T: Put a charge counter on ~ T, Remove a charge counter:Add one mana of any colour to your mana pool
CREATURES---
1 x Lantern Kami W: 1/1 Flying 2 x Death Speakers W: 1/1 Prot:Black 2 x Order of the White Shield WW:2/1 Prot:Black WW:~ gets +1/+0 UEOT W: ~ gets first strike until end of turn 2 x Defender of Law 2W: 2/1 You may play any time you could play an instant. Prot:Red 1 x Ageless Sentinels 3W :Wall, Flying, If ~ attacks or blocks, its type becomes giant bird 2 x Cursed Ronin 3B : 1/1 Bushido 1, B:~ gets +1/+1 until end of turn
SPELLS---
2 x Ethereal Haze W: Prevent all combat damage dealt this turn 1 x Conviction 1W:Ench Cr gets +1/+3, W:Return ~ to its owner's hand 1 x Serra's Embrace 2WW: Ench Cr gets +2/+2, flying and Vigilance 1 x White Ward W: Ench Cr gets Prot:white, this does not remove ~ 1 x Sandskin 2W: Prevent all damage dealt to and dealt by enchanted creature 1 x Worship 3W: if you control a crature, all damage that would reduce your life to less than 1 reduces it to 1 instead 1 x False Defeat 3W: Take any one creature card from your graveyard and put it into play 1 x Blessed Reversal 1W: For each creature attacking you, you gain 3 life 1 x Justice 2WW: Upkeep WW, Whenever a red creature or spell deals assigns damage, Justice deals an equal amount of damage to that spell's controller 1 x Scavenged Weaponry 2B: When ~ comes into play, draw a card, Enchanted creature gets +1/+1 1 x Midnight Covenant 1B: Enchanted Creature has B: This creature gets +1/+1 until end of turn 1 x Fatal Mutation B: When enchanted creature is turned face up, destroy it it cant be regenerated. <<1 x Contaminated Bond 1B: Whenever enchanted creature attacks or blocke, its controller loses 3 life 2 x Dragon Shadow 1B Enchanted creature gets +1/+0 and fear. When a creature with converted mana cost 6 orr more comes into play, you may treturn ~ to play enchanting that creature
LEGENDS---
1 x Nezumi Shortfang = Stabwhisker the Odious 1 x Nezumi Graverobber = Nighteyes the Desecrator 1 x Visara the Dreadful 1 x Ihsan's Shade 1 x Commander Eesha 1 x Yosei, the Morning Star 1 x Kitsune Mystic = Autumn-Tail, Kitsune Sage 1 x Honden of Infinite Rage 1 x Honden of Life's Web 1 x Honden of Night's Reach 1 x Honden of Seeing Winds
ARTIFACTS---
1 x Scythe of the Wretched 1 x Skull of Orm
STRATEGY
Part 1: Hope to get at least 1 Death Speakers out V Black Deck. Part 2: Get enough Multi Lands out to get all 4 Hondens into play Part 3: Use Visara to destroy opponent's good creatures, use Nighteyes the Desecrator to put them into play under your control Part 4: Opponent has no cards, and no creatures. Mass attack with spirit tokens and everything else, bwahaha. Alternative Card for the mass attack with cool cards: Insurrection
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Posted: Fri Apr 01, 2005 7:40 am
here's my first of three decks ill post. TYPE 2 REANIMATOR BRU HA HA!!! ARTIFACT 4 Slumbering Tora- 3 mana, pay 2, discard a spirit or arcane card from your hand, Slumbering Tora becomes an X/X artifact creature where X is the converted mana cost of the dicarded card. 4 Talisman of Dominance- 2, taps for colorless or for a blue or black if you take one damage 2 Spawning Pit- 2, sac a creature, put a charge counter on it, pay 1 and remove two counters, create a 2/2 art. creature token. CREATURES 4 Kuro, Pitlord- 6 and triple black, (9/9 legendary Demon Spirit), pay one life target creature gets -1/-1 until end of turn, pay four black at upkeep or sacrifice kuro 4 Unspeakable- 6 and triple Blue, (6/7 Flying, trample legendary spirit), whenever it deals combat damage to a player, you may return an arcane card from your graveyard to your hand 4 Patron of the Nezumi- 5 and double black, (6/6 legendary spirit), whenever a permanent an opponent controls is put into a graveyard from play, that player loses 1 life 2 Myojin of Life's Web- 6 and triple green, (8/8 legendary spirit) LAND 2 Saltwater marsh- comes into play tapped, taps for blue or black 1 Shizo-legendary land, pay 1 black and tap it, target legendary creature gains fear. also taps for black 1 Minamo-legendary land, pay 1 Blue and tap it, tap or untap target legendary creature. also taps for blue 10 swamp 6 island Spells (they are all instants exept for the beacons) 4 Goryo's vengence-arcane, 1 and 1 black or splice onto arcane for 2 and a black, return target legendary creature from your graveyard to play it can attack the turn it comes into play, remove it from the game at end of turn. 4 Gifts ungiven-3 and a blue, search library for four different cards, your opponent choses 2 to put into your graveyard, and 2 to put into your hand. shuffle your library. 3 thirst for knowledge- 2 and a blue, draw 3, dicard 2 or an artifact 3 Beacon of unrest- 3 and double black, return a creture or artifact from graveyard to play, shuffle beacon back into library. 2 Mana Leak- 1 and a blue, counter target spell unless they pay 3 Sideboard 2 mana leak 1 beacon of unrest 4 cranial extraction- 3 and a black, arcane sorcery, name a non-land card, search opponents hand, graveyard, and library for the named card and remove them from the game. opponent shuffles their library 2 Night of Souls' betrayal- legendary enchantment, all creatures get -1/-1 3 rend flesh-arcane, 2 and a black, destroy target non spirit creature 3 hideous laughter-arcane, 3 and double black, all creatures get -2/-2 until end of turn
this is what this deck does, use the tora, Gifts, and TFK to get creatures in the graveyard. then use goryo's to bring them back. ideally by turn four you should create 2 9/9's and pop off all of their creatures before smacking them. Kuro and patron are a combo with their abilities. the reason i use -1/-1 is so it kills Indestructable creatures. I then use Unspeakable to return the goryos to my hand. The spawning pit makes it to where i sac my creatures before the end of turn making it an every turn cycle.
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Posted: Sat Apr 02, 2005 6:05 pm
I was going to post one of my Unhinged decks, but then I saw that there was no Un-cards allowed. *snap* It's a good one, too, and I doubt very many people would've thought of it. Oh, well. *sigh* But anyways, here's a very, very, very expensive version of one of my own favorite combo decks: Actual Lands: 8x IslandMana Accelerants Galore: 4x Black Lotus4x Mox Sapphire4x Lotus Petal4x High TideSpells That Cost Absolutely Nothing (Or Less!) AND Still Do More: 4x Cloud of Faeries4x Snap4x Frantic SearchDraw Some Cards: 4x Ancestral Recall4x Stroke of GeniousCounter: 4x Force of WillThe True Power Cards Of The Deck: 4x Dream Halls4x Mind's DesireIf You Really Need To Do It Two Times (Or Three, Or 98,723,498,179...): 4x TimetwisterThe deck works as so: lots of quick mana, plus free spells working with High Tide to make lots and lots of mana, going to Stroke of Genious on yourself for your entire deck, drop all the stuff you can, sac off the lotuses, play lots of spells, then before you have to draw any cards, dump the Timetwisters before playing the last one. That recycles the deck, plus you still have a lot of mana. Draw more cards, keep going ad nauseum and kill your opponent with a final stroke, or until your opponent concedes. That's an insanely expensive deck that's not legal anywhere, but you said no rules other than what was posted in the first post, and there was nothing saying I couldn't use that many Lotuses, Recalls, Moxen, or Twisters. Btw, the mana base may look kinda weird with only 8 lands, but with 12 other free sources of at least one mana, it works just fine. And as you can see, the whole deck works together. Every last bit of it, except for the Force of Wills, and those are needed to stop threats against your win condition. Lastly, note that while everything can work together amazingly well, the deck's many individual combos (based off of High Tide or Dream Halls or just Urza Saga "Free" Spells) can go off independant of one another, or maybe you can just beat them down with a Cloud of Faeries, if worst comes to worst. (Worst for both of you, really; if they can't stop a 1/1, they're in pretty bad shape as well.)
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Posted: Sun Apr 03, 2005 1:20 am
Evolution of Dragons Lands (cause it's a good place to start) 9 forest 9 island 7 plains Blue cards 2- Day of the Dragons4 - Discombobulate3- RelearnGreen Cards 3- Parallel Evolution2- Beacon of Creation4- echoing courage4 - One Dozen EyesWhite cards 4- Sunscape Familiar4- Raise the AlarmArtifact cards 2- Panoptic Mirror3- Naisance EngineOk the combo should be relevently easy to fallow. try to get out as many creature tokens as possible. while also playing the Sunscape Familure to make my larger spells cost less (One Dozen Eyes and Day of teh Dragons). the Discombobulates stall while letting my rumage a little bit and set things up to my advantage. Finally I play the massive enchantment day of teh Dragons. this will make all those creature tokens I created using cards like beacon of Creation and Raise the Alarm, and using relearn to get those spells back to play them agian, into 5/5 flying red dragons. If I'm lucky I'll have a Parallel Evolution in ,my hand for the next turn so I can double my dragon force. The big bruiser spell in my force is Echoing Courage. Dragon Creature token is the name of the creature. There for every creature that shares the same name with the said creature get's +2/+2 so they were 5/5 flyers and now they are 7/7flyers yay! Pretty self explanitory
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Posted: Mon Apr 04, 2005 10:07 am
My deck was so OMFG that people stopped posting xp
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Posted: Mon Apr 04, 2005 7:00 pm
Kiyo Angelfire My deck was so OMFG that people stopped posting xp It was only one day. This thread has been dead for at least a week at a time before. Besides, your deck is just plain whimpy compared to mine and many others, if we were to play against each other, or in comparison against other things. I mean, yours would be really powerful if it didn't take forever to kill. I mean, turn two is the very latest a combo deck can go off on average and expect to stand a chance. A merely decent aggro deck can kill a creatureless deck in four turns, and a weenie deck in 6. Combo needs to be done before they even START getting their stuff going, and before their hoser cards can come out. Pyroclasm really kills your deck, and it plays for 1R, so you can't even allow them a second turn. Against an almost good control deck, counterspells come flying out at you immediately after you cast a worthy spell (thanks to Force of Will), and so you shouldn't be waiting until turn four until you can re-counter. Then their really powerful counterspell (in the form of Mana Drain) plays for UU, so again, you can't allow them a second turn. Then, there's against another combo deck. How are you supposed to survive when they go off on turn two or one unless you go off on turn two or one? It just doesn't work. In conclusion, your deck is really nowhere close to "so OMFG that people stopped posting".
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Posted: Mon Apr 04, 2005 7:50 pm
However, Jentsu, competitiveness is not a quality that is being judged in this contest smile (this is exemplified in my entry :p)
I have no problem with netdecks; I play them all the time. But entering them in a deck-building contest as your own is not cool. Finkish One and forsaken_archer, I'm lookin' at you wink (as well as the tweaked Ignition deck from page 1, kinda)
Mana + Accelerants: 4 Mirari's Wake 3 Vernal Bloom 4 Sakura-Tribe Elder 4 Nature's Lore 4 Kodama's Reach 1 Sol Ring 2 Bayou 2 Savannah 4 Windswept Heath 13 Forest
Other: 4 Death Grasp 4 Wrath of God 3 Swords to Plowshares 3 Eternal Witness 2 Mirari 2 Beacon of Creation 1 Pentavus 1 Darksteel Colossus 1 Kamahl, Fist of Krosa 1 Demonic Tutor 1 Vampiric Tutor 1 Yawgmoth's Bargain
Eeks in at 65 cards, not terrible for a casual deck. The premise is simple: Get a crapload of mana with twelve landsearch spells and eight spells that make land more potent while staying alive with Wrath, Swords, and Witness/Elder chump-blocking.
Then comes the fun part.
If you want to be boring, you can just play a Death Grasp for an ungodly amount at their head or beat down with a Colossus or a bunch of land (Kamahl). Winning certainly isn't difficult. But if you've got some leeway room, you can go for the combo kill.
The combo kill is as such: Get a crapload of life with Death Grasp and tutor for a Yawgmoth's Bargain. Draw your deck. Wait until you untap. The next turn, play Beacon of Creation with Mirari for a crapload of 3/3 or 4/4 (multiple Mirari's Wakes) Insect tokens. This should cost you 7 mana. The Beacon shuffles back in, and you pay 1 life to the Bargain to draw it again. Play it again for 7 more mana (Mirari'd) and get a crapload more tokens. Repeat this until you run out of mana or life (likely mana first). Next turn, swing.
I reliably swing for 5,280 or so with this deck.
(and yes, I have this deck constructed in real life. It is very fun in Multiplayer especially)
-Reisen
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Posted: Tue Apr 05, 2005 4:59 am
Jentsu Kiyo Angelfire My deck was so OMFG that people stopped posting xp It was only one day. This thread has been dead for at least a week at a time before. Besides, your deck is just plain whimpy compared to mine and many others, if we were to play against each other, or in comparison against other things. I mean, yours would be really powerful if it didn't take forever to kill. I mean, turn two is the very latest a combo deck can go off on average and expect to stand a chance. A merely decent aggro deck can kill a creatureless deck in four turns, and a weenie deck in 6. Combo needs to be done before they even START getting their stuff going, and before their hoser cards can come out. Pyroclasm really kills your deck, and it plays for 1R, so you can't even allow them a second turn. Against an almost good control deck, counterspells come flying out at you immediately after you cast a worthy spell (thanks to Force of Will), and so you shouldn't be waiting until turn four until you can re-counter. Then their really powerful counterspell (in the form of Mana Drain) plays for UU, so again, you can't allow them a second turn. Then, there's against another combo deck. How are you supposed to survive when they go off on turn two or one unless you go off on turn two or one? It just doesn't work. In conclusion, your deck is really nowhere close to "so OMFG that people stopped posting". Calm down ... jeez... I take if you've never fought a token deck before have? Atleast not a well put together one. Believe me this thing is fast, and when I get the ball rolling, it's hard for me to stop. and with in a few turns your are staring down the barrel that is 9 5/5 flyers. and if a parallel Evolution is attached to a panotpic Mirror that force just keeps doubling every turn.
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Posted: Tue Apr 05, 2005 7:42 pm
Reisen However, Jentsu, competitiveness is not a quality that is being judged in this contest I know, but she said that it was "so OMFG that everyone stopped posting", which obviously wasn't true. I was just telling her why, and pointing out some of the weaker points to help make it so OMFG that people might stop posting. Also, your deck is pretty good as far as decks that people can realistically build without spending too much on go. I'd have an easier time building a time machine and going back to get the cards I need for cheap than I do buying the deck with current prices. sweatdrop Kiyo Angelfire Calm down ... jeez... I take if you've never fought a token deck before have? Atleast not a well put together one. Believe me this thing is fast, and when I get the ball rolling, it's hard for me to stop. and with in a few turns your are staring down the barrel that is 9 5/5 flyers. and if a parallel Evolution is attached to a panotpic Mirror that force just keeps doubling every turn. I've made good token decks as well as fought against them. They're not that fast, and this one is no exception... Anyways, in your combo strategy, I'd make one seemingly minor change that would really change a lot: play the Parallel Evolution before Day of the Dragons. If they're going to counter a spell, they're going to counter the first of those two big ones they see, and doubling your 1/1s and 2/2s is not nearly as good as making what you do have 5/5s.
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Posted: Tue Apr 05, 2005 7:43 pm
Portal to Your Doom
Spells 4x-Counter Spell 4x-Circular Logic 4x-Memory Lapse 4x-Rights of Refusal 4x-Compultion 4x-Wrath of god 4x-Chain of vapor 4x-Standstill
Land 15x-Island 4x-Lonly Sandbar 4x-Riftstone Portal 4x-Nantuko Monastary 1x-Cephalid Colloseum
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Posted: Tue Apr 05, 2005 7:53 pm
Green/Red Maddness
Creatures 4x-Wild Mongrel 4x-Basking Rootwalla 4x-Arogant Wurm 4x-Horned Kavu 4x-Flame Tongue Kavu 3x-Anger
Spells 4x-Fiery Temper 4x-Violent Eruption 4x-Lightning Bolt 3x-Survival of the Fittest
Land 10x-Forest 10x-Mountain 4x-Shivan Oasis
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