226

(9 replies, posted in Site Discussion)

rabidmonkeys wrote:

The prices come from an aggregate and a Mysql db call for the card name, why would that require anything be done manually? Maybe you guys need some help.

That's correct but I believe, based on previous posts and announcements, that this information is still gathered through a manual process.  Not manually as in hand-keyed but manual as in a human being has to set up and start the function that imports the data from TCG Player.  I believe this choice was made to increase the overall speed of this website and the trade-off for this efficiency gain is a lag time between set launch and card/price data display.

On the topic of needing help; if you have code you've written that fully automates the price import process I am sure the site owners would be at least mildly curious.  I can't speak for them but everybody likes free code if it's well written and modular.  Feel free to post it here or find a way to send it to them if you don't want to make it public.

227

(9 replies, posted in Site Discussion)

I believe the process of importing the prices to Deckbox.org is a manual one for.  They usually have everything in place within two weeks of launch which is still a handful of days away.  Patience is a virtue wink

A lot of good information floating around this thread; I am glad to see it.

Why all the Thrummingbird hate?  It's got proliferate which is arguably better than infect after the first poison counter has been applied.  In U/B infect it's essentially Plague Stinger 5-8 unless you have a Hand of the Praetors in play (more on that later).  Plus, the Thrummingbird can proliferate counters left by your other infect creatures.  It doesn't happen often but from time to time they will get blocked.

Also, I see the deck has shifted towards black as the majority color; cool.  It may then be worth dropping Cryptoplasm entirely as it is the only thing that requires UU in the entire deck.  That would then allow you to shift the mana base towards black even further since you'll only ever need 1 island.  Perhaps 7 islands (down from 10) and 16 swamps (up from 13).  This would also make it easier to run Victim of Night in place of Go for the Throat and Doom Blade; it's more likely to find a target.

My last recommendation would be to drop Hand of the Praetors altogether.  It may seem counter-intuitive but most of the time he will only help you "win more" when you're already winning.  I think you should strongly reconsider running 2x Contagion Engine but if you really don't want to then at least drop the Hand and add another copy of Vapor Snag and Silver-inlaid Dagger.  They are both too good to run just two-of in this build.

Mono Black Infect has been a pretty solid build in recent times.  Here is a link to a decent version; http://deckbox.org/sets/98411.  I like most of this build but would make the following changes:
-2 Nihil Spellbomb
-2 Phyrexian Vatmother
-1 Distress
-2 Contagion Clasp

+3 Whispering Specter
+2 Trigon of Rage
+2 Contagion Engine

Mainly these changes are to enhance the decks agressive capabilities.  Phyrexian Vatmother looks good on paper but it doesn't fly so it just gets blocked all the time.  Also, popping the Whispering Specter to clear out your opponents hand is the win in many cases.  The Contagion Engine for Contagion Clasp swap brings mass removal and double proliferate to the deck while lightening the crowded 2-mana slot. 

If you were looking to stay closer to your current build then I would at least recommend the following changes:

-4 Plague Myr
-4 Reaper of Sheoldred
-4 Mana Leak
-2 Steady Progress
-1 Grimoire of the Dead
-1 Venser's Journal
-1 Dissipation Field
-1 Nephalia Drownyard
-1 Swamp

+2 Blighted Agent
+2 Plague Stinger
+2 Corrupted Resolve
+4 Thrummingbird
+2 Contagion Engine
+4 Silver-inlaid Dagger
+3 Island

The changes are meant to focus the deck on the fast beatdown strategy and increase the amount of evasion in the deck to 13 sources (up from 5).  The equipment will make the evasion all the more deadly and help provide a respectable clock.  Most of the cards are already in your inventory save a few that will be easy to acquire if you choose to go this route.  Lastly, I didn't add it because they are expensive but if you can get you hands on Inkmoth Nexus', Drowned Catacombs or Darkslick Shores it would help the deck quite a bit.

That sounds like an intriguing solution, Sebi.  I look forward to seeing it implemented.

This site gets its card database directly from the Wizards of the Coast database, Gatherer.  Gatherer does not distinguish between "Portal" and "Portal Demogame"; perhaps because the lines are a little grey as to whether Portal Demogame is an official edition/set or just a pre-made package.  I am pretty sure it's the latter based on the description at StarCityGames where it states that it is a pack of cards from the "Portal" edition. 

If it were me, I would just treat the cards as though they are from Portal as there is little difference and I would rather organize my cards the way WoTC does.  The exact same logic applies to the coldsnap preconstructed decks. 

For whatever reason, WoTC treats some preconstructed decks as sets and others not.

I couldn't say whether deckbox.org intends to incorporate these missing categories or not but my guess is that they will continue to organize cards in the same way Gatherer does.

I have been playing a BUG EDH deck for many years and have refined it many times.  Here is my current list: http://deckbox.org/sets/82000.

Whether this exact list will work for you or not depends greatly on the other decks you normally play against. This list is a solid competitor in multi-player and head-to-head EDH games.  It does particularly well in long games given the amount of recursion the deck provides with Genesis, Eternal Witness, Crystal Shard and Erratic Portal.  However, it still has the power to win games with brute force due to ramp and some heavy hitters.  There are a few slots I am not happy with and should remove, like so:

Avatar of Woe (Casts for 8 at least half the time and just gets killed right away)
Raven Familiar (I always have something better to do than pay the echo and there are more efficient ways to draw cards)
Betrayal of Flesh (I never entwine and I usually just need the removal, 6 is too much to kill a creature.  Could be good if you play a lot of one-on-one's though)
Argentum Armor (too much mana)

I would gladly add Damia, Sage of Stone from the Devour for Power deck; outside of her, and maybe Cultivate, the remaining cards from the devour for power deck are simply not as good. 

I know that doesn't exactly answer your question so let me just say this.  Devour for Power has a few good spells in it but the deck is entirely unfocused.  A portion of the deck is dedicated to mill while the other is dedicated to beatdown.  If you happen to draw an even mix of these strategies, which will happen most of the time, you're going to have a tough time winning.  Pick mill or beatdown but not both; then remove the cards that don't fit your focus.  If you go the beatdown route, the decklist I laid out above is a good list.  If you want to go mill I recommend playing U/B instead of U/B/G.

I look forward to your reply.

Under the assumption that this deck is meant to make the best use of Charmbreaker Devils and Burning Vengeance I would recommend the following.

Remove:
2 Fortress Crab
1 Into the Maw of Hell
1 Pitchburn Devils

Add:
2 Lightning Bolt
1 Sturmgeist (it looks like you have a second one available, if not you can use Flame Slash)
1 Fireball

Given that you don't have enough of the right cards here to play a really focused strategy I think your best odds are to use your burn and bounce spells to keep the battlefield clear.  Then you can swing in with Murder of Crows, Sturmgeist, Scourge of Geier Reach and Charmbreaker Devils.

234

(5 replies, posted in General Discussion)

If I recall correctly from other posts, Deckbox.org gets its card database directly from Gatherer but there is an import routine that must be run manually.  I know Gatherer has at least some of the cards from the Gravebon precon (likely all of them) so it's probably just a matter of importing them into the Deckbox database.  I have no idea what that takes so I can't give you an exact time but historically they have been a few weeks behind new releases.  I am sure it will be imported soon. 

Also, this is just speculation, but usually import routines are large, time-consuming and impact the site negatively while they are being run.  For these reasons they usually need to be planned for a time when there are fewer visitors.  The only reason I mention this is to help justify why new sets aren't available immediately to this site after they are added to gather.  I hope that helps!

@Fejjgw, Can you give examples of the missing precons?  I may be able to then give a concise list to the Deckbox.org team to help speed things along.

deckbox.org gets its card information through a 3rd party (tcgplayer.com) and as such does not have finite control over which image is displayed.  I *heard* (e.g. I have no idea if it's true) that there is an API update coming out from the 3rd party that may address this concern.

If it makes you feel any better, I'd like to see the correct images too!

236

(15 replies, posted in Decks and Deckbuilding)

It sounds like you are enjoying the changes.  That's great!

inkmoths means Inkmoth Nexus'.  They work well with Lashwrithe after board-clearing effects like Day of Judgment.

237

(3 replies, posted in Decks and Deckbuilding)

I've been running this EDH deck for a few years and it's fairly well tuned for my play group but I an sure I can make more changes.  I want to see what everyone else thinks I could/should do with it so go nuts.

http://deckbox.org/sets/82000

Oooh!  Skyward Sword!  I can't wait.

Good luck on your box and thanks for responding.

239

(15 replies, posted in Decks and Deckbuilding)

I can't say I agree with your reasoning there.  Turn 5 wins seem pretty reasonable with this deck and it is incredibly consistent with a good amount of control and evasion.  It's not exactly my choice for decks I would like to play but it sure looks powerful and fast to me. 

I don't want to get too far off track though.  If you want to re-tool a U/B infect deck then let's do that smile

I would maybe start another thread but that's up to you.

240

(15 replies, posted in Decks and Deckbuilding)

Here is a decent list of a popular mono-black infect deck.  It's the best infect deck there is right now; I wouldn't probably go blue black (aside from the Gambit).

http://magicgameplan.com/blog/mono-blac … -standard/

I feel bad because I am going to shred this deck.  But, hopefully, you'll see my reasoning and appreciate U/B Zombie mill from another perspective smile

First off, I LOVE this deck concept.  I am completely enamored with Undead Alchemist and Endless Ranks of the Dead.  Wow, I would not be across the table from that!

So, looking at your deck I see some things that concern me.  First of them is Endless Ranks of the Dead; it creatures zombies during your upkeep based on the number of zombies you have in play rounded down.  That's an important distinction because you only have 8 zombie cards in the entire deck.  All other zombies you can create have conditions that you aren't always going to be able to meet (e.g. having other zombies already or your opponents having creature cards on the bottom of their library). 

If I were your opponent I would let you cast all the Endless Ranks of the Dead you wanted and just kill the handful of zombie creatures you cast.  You'd probably have a rough time putting together a legitimate threat in that case.

My recommendation is that you drop Deranged Assistant, Onyx Mage and Vault Skirge for zombies to help the cause.

My next concern are the ancillary cards like Runic Repetition , Grasp of Phantoms and Graveyard Shovel.  They don't have any real synergy with your two win conditions which is either "Zombie Mill" (Undead Alchemist and some zombies) or "So many Zombees!" (Endless Ranks of the Dead without Alchemist). 

So, here is a link to all the U/B zombie cards in Standard right now.  http://deckbox.org/games/mtg/cards?f=47 … !b31!793.2

From that list I like Stitched Drake and Cemetery Reaper for your build.  The reaper works very well with all of your strategies; the drake is a little concerning because it needs to be "fed" and you might not always have something to feed it.  Maybe more on that later...

I also like Gravedigger, Geth, Lord of the Vault and Skinrender for the deck. 

Lastly I would like to see the deck get some draw along with a way to feed the Gravedigger and/or Stitched Drake so I think you shoudl run a full compliment of Forbidden Alchemy.

So, the final list could look something like this.  http://deckbox.org/sets/100944

I look forward to hearing your thoughts on my suggestions.

242

(15 replies, posted in Decks and Deckbuilding)

nekiy2005 wrote:

Well, thx again for answer BUT i think you're wrong because Hand of the Praetors says that whenever you cast a creature spell with infect, an apponent get's posion counter.

You're welcome for the answer and I am glad that you responded.  And thanks to Mesther for supporting my point as well.  I totally understand where you are coming from; trust me, I've been there.  Here's an excerpt from the official game rules that may help:

601.2. To cast a spell is to take it from where it is (usually the hand), put it on the stack, and pay its
costs, so that it will eventually resolve and have its effect...

Putting tokens in to play with Phyrexian Swarmlord is considered a triggered ability since it happens "At the beginning of your upkeep" instead of whenever you decide to cast it. 

Outside of that, I agree with you that you would give your opponent 1 poison counter, 1 time when you cast the Swarmlord if you have a Hand of the Praetors in play.  But they won't get additional poison counters from Hand of the Praetors as the tokens that come in to play. 

If that's not what you meant by "combo" then I misunderstood and apologize. 

nekiy2005 wrote:

What about Contagion Engine look's good but i need 6 Mana ! to cast it, i think Black Sun's Zenith is much better than Conagion Engine

Contagion Engine targets a single player (presumably your opponent) and puts a -1/-1 counter on each of their creatures.  The following turn you can use the activated ability from the engine (pay 4 to proliferate twice) to put two additional -1/-1 counters on your opponents creatures AND give them two additional poison counters (if they had any already).  So, the Engine acts as both a way to clear you opponents board so your attackers can get through and a way to apply poison counters remotely (without attacking) in case they have shut down your ability to attack. 

The Zenith with just clear the board of all creatures (theirs and yours) leaving you to start over.  Then it just comes down to who has better cards in their hand at the time and/or who draws better cards.  I, personally, would rather not leave that to chance.

nekiy2005 wrote:

And sorry for any mistakes, i'm not good in english smile

Don't apologize for that.  I don't know what language you speak but I assure you my "whatever-your-language-is" is worse than your English wink  I applaud you for even attempting to speak more than your native language.

243

(15 replies, posted in Decks and Deckbuilding)

nekiy2005 wrote:

Well, thank you for answer, but if really i don't want to make blue-black deck

That's fair; I don't really want you to build a blue-black deck.  It would, technically, be blue-black because of the inclusion of Tezzeret's Gambit but you wouldn't have any blue mana.  You would just pay the 2 life and 3 colorless for it instead.  So, really, the deck would play as if it were mono-black.

nekiy2005 wrote:

simply i looked on combo like Hand of the Praetors + Phyrexian Swarmlord

If someone told you that those two cards combo because the tokens created by Phyrexian Swarmlord cause Hand of the Praetors to trigger and give your opponent more poison counters they are, with all due respect, incorrect.  Hand of the Praetors states that you must "cast" a spell with infect.  This includes declaring the spell, paying any casting costs (e.g. mana, life, etc.), and placing the spell on the stack to be potentially countered.  Phyrexian Swarmlord states that it simply "puts" tokens directly on to the battlefield.  They are not the same thing, unfortunately. 

Don't get me wrong, shelling out a bunch of 2/2 infect creatures every turn IS an awesome play; but it's not one that is so amazing that I would choose it over Contagion Engine in this deck. 

nekiy2005 wrote:

and if apponent will have a creature with deathtouch then Phyrexian Hydra will prevent it..

This is true but it will also get smaller and very quickly become useless.  I see your point that it will be be good in a very specific situation but I doubt that situation will arise as often as Contagion Engine would be helpful. 

nekiy2005 wrote:

but also thank you i will try to make differences.

You are very welcome.  I thank you, as well, for taking the time to explain your opinion on my suggestions.  In the end, you know your environment better than I do; maybe you play against a TON of deathtouch creatures and artifact destruction.  In those cases, perhaps your original build is the way to go.  In a diverse environment (meta-game if you will) it's far more likely that 3 Contagion Engine + 3 Tezzeret's Gambit will outplay 2 Phyrexian Swarmlord + 2 Phyrexian Hydra + 2 Disentomb


nekiy2005 wrote:

P.S What means speeling ?

I was making fun of myself, speeling is "spelling" misspelled.

I strongly recommend Crystal Shard and Erratic Portal in this build.  They can be used both offensively and defensively to either bring back your utility creatures (e.g. Wood Elves) or allow any one of your tiny creatures to block fatties and live (provided the fatty doesn't have trample).  It can also be used to keep your opponents mana in check as they are often forced to keep two mana open to play around one of these artifacts.

After that I recommend finding room for Eternal Witness, Man-o'-war and Coiling Oracle.  The first two should be fairly obvious but my reasoning for the last is a little hidden.  Essentially, Momir Vig, Simic Visionary + Crystal Shard + Coiling Oracle is a draw and ramp engine that is incredibly difficult to outlast.  If your opponent doesn't shut it down quickly you'll have a fist full of cards and more lands in play than you'll know what to do with; they will be overwhelmed.  All the while blocking their largest, non-evasive threat and taking no damage (block with the oracle and bounce to your hand before damage; it was headed there anyway wink)

Please let us know if any of these changes worked for you.  I wish you luck!

245

(15 replies, posted in Decks and Deckbuilding)

The green you've added isn't very strong and that leaves little incentive to add a second color to the mana base.  I would recommend dropping the green altogether. 
I would also drop the Disentombs as I think there are simply better cards.

With the extra space I would potentially add 3 Contagion Engines and 3 Tezzeret's Gambits.

The land count is a little light; I would run 1 or 2 more, dropping a Doom Blade or Go for the Throat to make room.  By that rationale, I would pick either Doom Blade or Go for the Throat and drop the other card entirely. 

Let us know if you make any of these changes and how they work!

EDIT: Speeling is not always my strong suit.

Yay!  I look forward to all of these changes.

247

(9 replies, posted in Site Discussion)

I don't personally mind OpenID but I think Sebi and Laura need to decide for themselves if it's the right move for the site.  It has implications that span well in to the future.

To combat the spammers without switching to OpenID I would recommend a multi-faceted approach if you agree with it.  You could add Captcha to the account creation page, set a limit to the number of e-mails per minute (or whatever time period) and add a link to all e-mail sent from this site that can report spammers.  If a specific account is reported enough times over a short enough amount of time (e.g. 10 times in 24 hours) then the account is banned or suspended pending review.  This impedes both human and robot spammers. 

The obvious risk to the aforementioned approach is that legitimate people with accounts ban other accounts just to be jerks.  Then you have to figure out how to combat this if it becomes a problem and you'll ultimately become the arbiter of a situation you probably don't want to be involved in sad  I suppose you could just ban the problem accounts here as well.

My sites always run better without all the users.  wink

248

(4 replies, posted in Site Discussion)

I can see the problem with this implementation though.  It's not terribly difficult but so far none of the security checks take in to consideration other users.  Public is available to anyone who wants to view it; even if they don't have a Deckbox account.  Password protected is like public but requires a password; it does NOT require a Deckbox account. 

Adding the option of "Friends" to the privacy settings would be misleading, in a way, because what if you wanted to share the deck with someone who didn't have a Deckbox account.  You would be left with the choice of exposing the deck to the world (public) or telling your friend they HAVE to make an account which they may not want to do.

One solution would be to modify the privacy menu to allow certain options to be mutually exclusive (i.e. Public and Private) but allow others (i.e. Password Protected and "Friends") to behave more like groups where-in you can select one, the other or both.  Simply put, checkboxes instead of radio buttons.

249

(4 replies, posted in Site Discussion)

I would also like to see this functionality.  I don't always want the world to see my brews but I would certainly like to have my friends take a look without the hassle of a password or arbitrarily setting it to "password1" or something else which can be easily guessed.

250

(2 replies, posted in Decks and Deckbuilding)

Of the cards available to you I think this is a decent setup.  I wouldn't be concerned that you don't have a lot of creatures;  20 creatures is a decent amount.  You may want to consider swapping out a few cards and increasing your land count to 24 though.  I would probably drop the 2 Cellar Doors, the Demon's Horn and the Dead Weight for 4 swamps.

After that I would heavily consider bending your all-zombie-creatures rule to make room for the Grave Titan you have.  He's close, he spits out zombies; he's just not a zombie himself.  Trust me, you want him in the deck wink

If you DO make room for him I would also swap out 2 of your Ghoulraisers for 2 Gravediggers.  Your 3 CMC slot is a little crowded and it's way better to choose the creature you get back instead of getting something at random.

Let us know how the changes work out!