Hahahaha
More of a command! Excellent first post!
Well, get on it, Sebi! It's a command!
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Deckbox Forum » Posts by Hellnikko
Hahahaha
More of a command! Excellent first post!
Well, get on it, Sebi! It's a command!
Keep in mind, I'm not taking it anywhere. It's good to know what it's weakness is. I like deckbuilding for it's puzzle solving too. That's probably my favorite and why I want to help discuss decks like this.
O-ring is expensive as removal. You might want to mainboard Revoke Existence just for that reason? Kind of sucks that it would have to go that way just in case someone happened to use Torpor Orb, but it's a little versatile card.
And with Venser, I could see him being a target quickly. Maybe instead of using him to flicker, maybe it's best to just bring him out when you can get your opponent just slightly in range of your attack and then use his -1 ability for a GG? You'd just have to see if the other has lands untapped before hand just in case they intend to counter him.
Oh, man.
Am I being called a sellout?
I only made the deck to understand it and see what I could with the components I have. There weren't any swords in there and I never used Gut Shot....yet. It's also important to know how the opposing decks could look from the opponent's perspective. It's much different to view a deck and then some how know all it's idiosyncrasies. But, I did buy 2 more Geists, but I've always wanted a playset before Delver was popular. Especially to use with Venser and Sundials. Snapcasters, like it or not, are very versatile little things and can be used anywhere. For me, I will always like all things Blue and White.
There, I defended myself.
Now on to some advice!
I like it and you've got a sound plan. You both have brought up some good points and for a tourney like environment, you could very well use all the distractions you can. Sundial could be a great diversion as everyone is focusing on what you might be doing, you can still utilize your shape anew/Blightsteel colossus(or platinum emperion) combo. I know you're thinking you don't want to split into too many directions, but these two combos may work together without butting heads. The more choices you have at your disposal, the better.
And for the tourney play, I think you can stick with Cloudshift and Ghostly Flicker for the simple fact that you'll want quick fixes asap. And you can't always rely on Venser to flicker because you can only do it on your turn. I know TyWooOneTime loves Nephalia smuggler, but if he comes out in the early turns, you'll need to save up for his ability and even when that happens, you might want to save it for more dire things, like the counters to your opponent's counters you are talking about putting in. Plus, you'll advertise your plans imo.
And last but not least, if you put in another planeswalker, my vote is Gideon. He's so powerful when he comes out, he's a lure, an assassin, or an extra gun without having to save up his abilities extra turns. He's like a cupcake... An awesome cake in a little cup. Who the hell doesn't like cupcakes?
A question: Is my advice helpful or am I just talking? I won't be offended however I don't wish to waste your time if it's not helpful
Dude, you are very helpful. It's good to have voices on here because there aren't many on here for this sub forum. I just placed 4 privileged position on my wishlist. That is an awesome card!
As far as the Oblivion ring and sundial, so you would wait until when to get it back? If you use the sundial I don't think you get an end step do you? I'm way beyond my depth and this is why I'm scared of this combo, I wouldn't be able to explain it
Okay, these are the steps you'll want to take. Let's assume you have Venser and a Sundial out, plus you have enough mana to cast an Oblivion Ring plus activate your Sundial of the infinite. Let's say you want to Ring a powerful creature before you attack. So in your main phase, you do just that. Then you attack. Now, for your second main phase, use Venser's +2 on your Ring and immediately activate your sundial. The creature will never come back and at the next end step, which would be your opponent's turn because you used the sundial, your Ring will come back on THEIR end step. Guess what happens on your turn? You can wash, rinse, repeat another permanent!
That's pretty much it in a nutshell. You can do this for Mimic Vat, Glimmerpoint stag, and I did find out you CAN do this for Geist of Saint Traft, but you need to end your turn with the sundial JUST as damage has been calculated.
I would also suggest Rancor, just cause if you go against a token deck you'll get chump blocked and the sac will be easily doable plus rancor is just a sweet card
Good idea on the hexproof. That's why I added the Elgaud Shieldmate. But the Conscriptions already have trample with Annihilator. And Rancor will soon be standard again. Not that it matters in this deck, but meh.
Cranberries: Laboratory Maniac as a 1 of, just as insurance, your loss is now a win I run one in a Mono-blue card draw and it works fairly well
Cool idea... except I traded you my only Maniac. If I get more, that's really not a bad idea. Just that it's very hard to control.
I still like the Acid-moss just cause it puts you 2 lands ahead of your opponent but it's not standard
I've already got them on order. No reason I can't if I'm playing casually.
Are you sure each human resolves separately? I was under the impression that instants resolve at the same time but it would make sense that each token would have to go on the stack individually, however the spell would've resolved before the tokens are put on the stack so you wouldn't be able to copy it if my understanding is correct, you could copy the Battle Hymn for each token but I don't think you could copy both spells. If you want a cheap infinite combo with midnight guard, you should look into Presence of Gond, not standard but instant unlimited elves and it's pauper legal If you want to gain life ditch the mage and put in Nearheath Pilgrims, you're only going to want to spend the mana on the Champions, might as well make it permanent(ish) other than that how are you planning to get up to 60 cards? I would suggest at least one more Cathars' Crusade along with something else to pump mana into, nothing comes to mind currently but a mana outlet aside from Devil's Play could be good, especially if they have a Witchbane Orb, then everything is sad
Everything I looked up says you can. This is just from google:http://forums.mtgsalvation.com/showthread.php?p=8343136
...But, you're right. I actually don't want to hit someone for infinite damage. It's cool to pull off once, but not sure I'd want to keep playing the combo after that. Of course, there's always a catch if they do pull off a witchbane orb. At any rate, I did decide to make this a real aggro deck rather than using this combo. This is one I would hate to explain before someone inevitably counters me. So I decided to follow TyWooOneTime's (That is a very hard name to spell. lol) advice on the cards he suggested to fill it out nicely. Should be fun!
Another quick question, when you use the O-Ring for permanent Exile with the Sundial, do you lose the ring? and if so is it worth it? I have been trying Exclusion rituals but they tend to take too long to get out, T6 removal is pretty slow
Oh, man. I feel like an ass. I didn't see this question!
NO, you do not lose the oblivion ring. It comes right back at the end step, but it can target something else to exile something else permanently the next turn. The second statement is basically on the stack before you activate the sundial, but once you do, everything on the stack is exiled. That's the same for the Geist's angel, glimmerstags, and mimic vat. Hope that helps.
Eldrazi Conscripts: You two are very right to use the pilgrims, but I would definitely want to use abundant growth more. Unfortunately I only have 3. Then again, I may want to focus on the ramping because the sooner I can get Sovereigns out, the better. The other cards imsully mentioned I obviously don't have, but it's something to look forward to. Especially if I like the deck enough. I didn't focus too much on the flying, but it's not a bad idea to juggle the thought. And I realize the enchantments are going to be open outside of hexproof, but if I still have a sovereigns out, I could do it again 3 more times. Also if I keep abundant growth, they have enchantments to target and may burn them up their counters before I eventually bring out the good stuff. I'll keep both thoughts in mind!
Cranberries: It hasn't been bad, really. I've milled myself to death before. That's not fun. I'm fully prepared to mulligan down to one, just as long as I can get a treasure hunt in my hand. I know the land will come and the zombie infestation should come later. If it's not, then I'm up the creek with land and no outlet to make zombies. Elixirs is NOT a bad idea either, in case I do screw up, that can be a major out. I really wanted endless ranks to add major pressure because I can only bring out 20 zombies. And they are sporadic and won't keep spawning and eventually they'll die. Elixirs will fix that, but maybe I can combo it a little? If I can get one out and no one counters or removes it, I can discard the other with something else and make a zombie with it. *shrug* How about 4 treasure hunts, 1 infestation, 1 elixir, and 1 endless? Unless someone has a Liliana's Caress, I should be fine. LOL
Land Hate 2.0: I saw this on Reddit about 3 weeks ago and had to try it out. It just sounded so damn fun, I couldn't pass it up. I ordered some of the cards and noticed it was a standard so I could bring it to a tourney for shits and giggles. But what I'd really like to do is focus on the multiplayer too. The main focus is to shut down one opponent at 3 mana constantly. That way they can't bring out their big guns while you can pummel them with yours. I REALLY like Dual casting and pyromancer Ascension and I have both! (Although only one of the ascension, sadly) Very awesome ideas and I'll keep them in mind especially when I decide to drive outside the realm of standard, which seems to be my focus for some reason.
R/W Humans: This was just unfinished and I was stuck on what I really want it to do. Do I focus on making it aggro or am I trying to be more methodical. For instance, there's a really unique combo to try and where you stick a midnight guard with dual casting and then hit either gather the townsfolk or thatcher's revolt WITH a battle hymn. Midnight guard will untap separately for each human that hits and you can essentially keep gaining mana because you'll be copying both spells. Not sure if it's infinite, but if I can ramp it twice, that's a lot of mana open for a devil's play. Champions and cathar's was just a secondary and unfortunately, I only have the one Crusade so that's why there's only one. Elixir's aren't bad, but I think they are more random to control. Not the life gain part, just the shuffling the yard into deck. I wasn't intentionally asking to make it a aggro humans, but it might be my only choice. I will look into the cards you've suggested. And the Mage was just an extra. I saw him lying around and thought.... eh, just pop him in. lol
Anyway, thanks a ton for the advice. You guys rock. I like having a small group of advice givers on this forum. I also miss Tawnos but I'm sure he's busy. He probably deserves a rest.
Have to agree. At first looking at it, I thought it was an EDH deck where you're only supposed to have 1 of each card. Otherwise, if you're just trying to do a normal 60, it's best to capitalize on multiples of cards.
This is how it was explained to me. Pretend your deck is some of your favorite family members. Pick out your favorites and add multiples of those. These are the ones you want to see come around more, especially for your family visits.
If you look at the deck you posted right at top, click on Tools and then on statistics, you can see an example of what your hand could possibly look like and/or you can see what your mana curve is looking like. Depending on what you want your deck to do, it may be fast or ramp up slowly. Then if you look down below, you can tell yourself how much land you need total and it will split it up for you.
Now, one thing I will point out, but someone can correct me if I'm wrong, I like the dual lands you have in here (yes, I know they're way old school and count as basic lands), but I'm not sure 10 cards is enough for this deck when you have some monstrous casting costs on some of your one ofs. For instance, your Hellkite Overlord essentially costs 8. You'll have to, luckily mind you, bring out 80% of your land before you can bring that badboy out and hopefully before you draw every card in your deck.
Key points:
You want to be consistent. Bring out your favorite family members more by having 3 or 4. Hell, even 2 cards doubles your chances of getting your favorites.
Pick a strategy. Do you want to go fast or ramp up. In multiplayer, it's probably better to ramp. You want a few 1 cost spells, a little higher on 2, and then top out at 3 before it starts to go down. (This is the mana curve I was talking about)
Have the right amount of land. If you are keeping your higher cost cards like Hellkite Overlord, you'll need 25 or 26 land.
I'm by no means an expert, but that's what I've gathered on my experience. Hope it helps!
Excellent advice, gentlemen. I'll have to expand more tomorrow, but just wanted to thank you both for now.
I have some new ones. Feel free to tear them apart and put them back together. :-)
Eldrazi Conscripts: http://deckbox.org/sets/184306
Cranberries: http://deckbox.org/sets/164186 (Added Endless Ranks of the Dead)
Copy of Land Hate 2.0: http://deckbox.org/sets/184122 (Not my creation)
R/W Humans: http://deckbox.org/sets/184236 (This one I need help with and want to know if/how I could utilize the combos)
When you type out a post, there are some icons up above the box. Just highlight the word and then push the "M" for Magic linkage.
Or you can use the code [m tg]fling[/m tg] -----> Fling (without the space, of course.)
Hope that helps!
a quicker way to check the whole deck is to make a copy of the deck you're lookong at--once you have a copy in your decklist, it'll tell you how many of each card you have in your inventory, and estimated total cost for all not in your inventory
Excellent idea! Thank you!
I have to do a report on some of the decks I used this past week.
Germans did very well heads-up. I'm not sure if it was just the perfect starting hand, but once I can get a hedron crab, mindcrank and trepanation blade, it's locked down tight. I had him so mana starved and just pummeled him so bad that I actually felt bad about it! I didn't use that many sorceries or instants, if at all. Then we played a three person FFA and I barely won that. We all played a blue of some kind and one of them brought Jace out. The only thing that really saved me is that they didn't notice me as a threat, which I was sad about. I just sort of won because really, I looked pathetic. Then I drew two Increasing Confusion and pumped them twice for U8. Meaning 48 cards in 4 turns hit the graveyard. I was also one mana off from Kicking Sadistic Sacrament, so I was sad about that. If only I didn't block with my two deranged assistant, which I found out I did have in there. I ended up taking them out to put in some Grindclocks. This deck is easily the worst deck that I've made and it actually turned out, or rather played out, perfectly for me.
My MP nightmare also worked extremely well. Flying defense has helped tons and it does help to get as much life as possible to flip the chalice of lifes. Then add the unwinding clock later. I was always just trying to focus on the setup but what I needed to do was rush there and then execute.
Copy of Splinterfright deck is just mean. I have to try really hard to lose to it, no matter who's playing. I played a guy who likes to Day of Judgment everything at the start and it really blew up in his face during one of our games. I was so pumped up that it was nearly impossible for anyone to do anything. I like it the most.
And surprisingly enough, my delver is doing well without most of it's components. Today, I filled in all the holes but I love to play it because it actually makes my friends play better, smarter, and puts me into a lot more control then I'm used to. It truly is a little different playing experience with that one. These guys really think twice, wait a bit after they cast something just to make sure I can't mana leak or flash a snapcaster out. It's great. Maybe I'm used to revving up all the time. Perhaps that's a bad thing too. *shrug*
(More decks to come...)
Wow, you rock! Thanks a ton for the advice and I'll have to do some research on the cards and get back to them. Some of them I'm not familiar with and I'll have to look them up individually.
As far as permanent exile the Phyrexian Ingesters and Exclusion Rituals both permanently exile something each time you flicker them without losing your card, so that's why I'm not a big fan of the Sundial, I would only use it with glimmerpoint stag, flicker the stag to flicker their anything then sundial to exile it but to be honest it's too complicated and I just don't want to have to explain it every time I use it since I don't have a consistent playgroup
Many times THIS. It took awhile before I could even understand the mechanics. I wouldn't want to explain this either. For me, it's a neat factor.
I really should look at these decks before I post them... I swear I had Hedron Crabs in there! I just looked at my deck and sure enough, I do. I definitely don't have deranged assistant or Mindshrieker in there anymore. Huh.
I also deleted screwed up. Just thinking about it, I'm doing something wrong. And I'm definitely using Seraph of Dawn now. So, I altered my MP Nightmare that replaced it. http://deckbox.org/sets/148657 Edit: Added some cards I think would fit, but still need to whittle it down.
Captain America: (Must have forgotten islands. Whoops!)
Germans: Jace would be awesome.
Nightmare 2: Read the fine print on Sundial of the Infinite. Everything on the stack as it's tapped is exiled. Feel free to look up Venser tricks. There's another with Glimmerpoint Stag.
Screwed up: If I go into infinite life mode, I know my friends will concede and there's really no reason to keep playing after that. I think I'll scrap it and really focus on getting 30+ life as soon as possible and then drop some chalices. That's the only way I can really do it.
Altered Knight: Will definitely add some removal. Hell knows I need it.
Spirits: Another well observation. I only have four and I forget what decks those are in.
I won't bring up that unmentionable again. :-P
Green deck: Birds of Paradise were a way for flight blockers along with mana gain. I wasn't utilizing their multicolor, but they seem a lot more useful than the elves last time I played. I know I had elves in them before and I was embarrassed, let's put it that way. Lumberknot is part of it, but I wanted to really mess with people on the trainees. I do like all your other thoughts, especially the darksteel one. I'll be making a lot of changes hopefully. :-)
Thanks again!
And yes, I need help with my green and black love. For me, Black is the hardest to deal with. And green, I tried to make a mono green and I'm not sure how I screwed it up, but it sucks!
http://deckbox.org/sets/163274
Maybe needs more Giant Growth and Overrun...
Alright, some of these decks are combos I read about and so I'll have to explain them in detail on why they are present.
Obviously the Captain America is a joke. I was going to throw in some Accorder's Shields for flair. I could easily just make it a R/W humans deck to make it more efficient. I was curious on how else I could make it viable without the dual lands I obviously need just because a three color can be painful. (Hence the apparent problem with it.) Cloudshift was simply to exploit the clause for Zealous Conscript. Conscript comes into play, take control of creature. Cloudshift said creature, it's now mine permanently since it's never the original creature and therefore doesn't go back. I could essentially do the same thing with Ghostly Flicker to include artifacts or land. Or, I could cloudshift the conscript again for another creature the second time. Lots of variation. The problem is mana, really. I should have Shimmering grottos or any land fetch cards to make it easier, really. And btw, I don't think Timely Reinforcements will work that way. It's just white soldiers, not humans. And fling is really awesome when I attack with a red human and then fling it afterward just for extra gumption. But I can see how it's not that great. It was just for Captain America pride. lol
Germans is just a deck I put together to essentially burn libraries. Or try, that is. The one time I played it and really did damage was playing two other friends (Originally, it was one on one, and that's why I played it) and made them burn roughly 60+ cards between the both of them before they killed me. With your recommendations, I think I will check those cards out because I do see the snowball effect and I likes! Thank you for this one! And to be honest, I didn't really have a plan for Hexmage Vampire except to counter other counters like planeswalkers. (Not sure if that really works.) But I did want to keep the Sadistic Sacrament and felt bad if that was the only black card.
Nightmare 2: This one has the Venser/Oblivion Ring/Sundial trick. And you're right, it doesn't work on the Geist's Angel like I thought it would, but essentially this is what happens. I oblivion ring a permanent. On the 2nd main phase, I blink the oblivion ring on the permanent with Venser and then quickly stop the turn. Everything on the stack disappears and the permanent is gone for good and doesn't come back for the Rings second part. this could also be done for Mimic Vat also. I know, it's dirty. With any of these combos, I just want to try them once and then not do it again.
Screwed up: This is an alter to my other multiplayer life-gain, MP Nightmare. I wanted to get something that could gain me life extremely. I've played this deck 5 times and I could not get the combo that I read from Reddit last week. First, I need to have a Suture Priest, and then a Fiend Hunter (opponent's creature exiled is optional). Then I would need to have 5 mana to put down an oblivion ring for the Fiend Hunter and Relic-Warder targeting the ring. Then when the Fiend Hunter comes back, it targets the Relic-Warder and bam. Infinite Life. Unfortunately, I can't get the cards in my hand without dying horribly. And no, I still have not got my chalice's flipped and utilized the Unwinding Clock for multiplayer. Everyone sees the damage and I'm toast fairly quickly.
Altered Knight: you are definitely right on the flyer bit. I should easily add in a lot of flyers or something to combat the flyer threat. The red is just to bring out the Oxid Ridge guy. Perhaps I should just put him into my mono-red deck, but thought I'd try for the knight. I wanted to see how well indestructible could work for cheap instead of waiting on an Avacyn, really. This was just getting ideas from the Duel Decks, Knights and Dragons. (Ha, that's an awesome card btw.)
Yeah, Spirits: Not sure why I don't have Lingering Souls except I would need to add black to it to capitalize on the flashback. And that's true on the Automaton, but it won't make them flying, will it? That's probably why I didn't add it, but anything is worth a shot.
And yes, we are to Delver: I know it's been done to death (Hence the name I gave it.), but I lack the cards that most have and wanted to see what I could make of mine. And yes, I've already tried just using Invisible Stalkers and Runechanter's Pikes, but something was missing. I just wanted to see how it worked and the ideas in it. What I really wanted to try was the snapcasters. The first one I got, I quickly traded it on here for (what I thought) excellent cards. Then I started to explore blue and was like.... why did I trade that guy?!?
Now this is the kicker. I hardly play one on one with these. It happens, but the focus is multiplayer with friends. I really have no idea how to adjust for other people in a game. I'm usually out of options and no hand at turn 8 and others just have a much bigger force than I. It's like I didn't do anything at all all those turns.
I don't have time today to explain them, but if you want to take a look and ask questions what's going on, I'll explain them later. Or just to tell me what to do different or tell me what's right. Keep in mind, some of them have different goals and you can try to deduce what they are. But like I said, I'll explain later, unfortunately. Consider it fun homework...
Captain America:
http://deckbox.org/sets/178342
Germans: (I know... what an awful name. Just think WW2)
http://deckbox.org/sets/157430
Nightmare 2: (Don't ask, I'll change it later.)
http://deckbox.org/sets/177182
Screwed up:
Edit: [DELETED]
Altered Knight:
http://deckbox.org/sets/123862
Spirit U/W:
http://deckbox.org/sets/155924
....: (Yes, it's a Delver one, but things are missing)
http://deckbox.org/sets/180716
Now here's the catch. All of these aren't working somehow. Now I just need new ideas to make them work, if anyone doesn't mind.
P.S. Tawnos - I REALLY like your Splinterfright! It's worked so well, it's amazing. The trick is in the flashbacks, truly.
http://deckbox.org/sets/166017 <--- This is Tawno's baby.
And then I think maybe I said too much or I'm perceived as not knowing as much and giving bad advice.... Now I'm worried again. :-(
I feel ya, man. I like to hear back on my deck ideas too and it can be disheartening. At first I thought it was me and maybe the deck is just rehashed. Then I think this isn't a high traffic forum like I'm used to.
Without further ado, let me see if I can give some feedback: (I'll be skipping the draft, if you don't mind. Nice win though!)
The first one is pretty solid. I'm more of the type to shove 4 of each thing as much as possible but I do understand you can only play with what you got. You've got a sound plan too when you think you'll be low on cards and can essentially refresh. For me, I like more removal things and would try to put in 2 more Defang. I also like the other enchantments and if you can add more of those, they work so well together that it could be devastating. Of course, some things would have to go also. Because they could work, the bracers wouldn't be necessary. (I still like the spear though.)
When I first saw Moonlight Geist, I thought it was too much for it's ability. Not sure if you still need Seraph of Dawn and Zealous Strike either. Just my opinion and if this deck works like it is, awesome! I wouldn't touch a thing!
Now for the Venser deck, I love this guy. I had to get 4 of him ASAP when I wanted to do the flicker thing before AVR came out. I also capitalized on Stonehorn Dignitary and any ETB cards I could get my hands on to lockdown and control. But, they had to work together and like you, I had a bunch of plans and options. But I knew I couldn't explore all of them so I realized I had to cut mine down. So I'll start with the negatives (my opinions, of course) and end with the things I really like.
Nephalia Smuggler's ability is just way too expensive for what you have in this deck that can do the same thing; Venser's +2, cloudshift, ghostly flicker, and deadeye Navigator. In my opinion, even for a blocker, he's useless. The second thing that probably won't work like you want it are the lawkeepers and Sunblast Angel. You're hoping for 2 of the 3 cards to make it through your deck and it will hardly happen like you want it. I also thought about putting a ton of Sunblast in my venser deck, but there is so much to do around turn 6 for it to make a difference. (Like Geist-honored Monk for 5 multiple times)
I'm neutral on Stolen Goods. Not sure of it's presence in here unless you could consistently snapcaster or Mnemonic Wall it. I'd honestly like to try it to see how it pans out, but I wouldn't reserve it to stay. Journey to Nowhere is also a weird one. Not sure of it's intent unless it's for opponent removal. Sanctifier is a good idea and option, but another one I'd want to question. Augury owl and Aether Adept are more blockers and I never really got to use their ETB flicker abilities, but they are still good cards! But again, I've played Venser without Cloudshift and Ghostly Flicker, so that might change.
Now for the things I never thought of and need to change: I really like your Kor Cartographer and Roil Elemental you've got going. (I even had to snag some Elementals after looking at this) Geist-honored Monk and Cathars' Crusade also hella awesome. That's an incredible ramp up that I could not foresee coming until you explained it. And then you mentioned the R/W deck above and thoughts of Champion of the Parish with Thatcher Revolt and Fling danced in my head! I actually have "Pure Imgaination" playing in my head with the possibilities right at this moment.
Anyway, good job on the decks and thanks for sharing. I'll be sure to add some of my deck ideas on here too as I get them along hoping for some feedback as well.
P.S. Also like the flicker deck name. Awesome. :-)
That would be so awesome. To both ideas, honestly.
Deckbox Forum » Posts by Hellnikko