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  • posted a message on UW DelverBlade
    Regarding Top - I'd figure with JTMS and the fetchlands I'd be able to cycle what I needed/top deck for Delver.

    So which creatures should I keep in then?

    I don't have access to spell pierce (I would add if I could - even a daze would be nice).


    I do have seachrome coast, so I can add those in.
    Posted in: Casual & Multiplayer Formats
  • posted a message on UW DelverBlade
    Quote from Cz
    Top isn't remotely playable in a tempo deck. You should be playing with 0 and not 4.


    Oh, I figured it would have good synergy with JTMS...


    This deck shouldn't have any lands that ETBT. Again, this is a tempo deck. You don't win games by Time Walking over your own Counterspells.


    I didn't want to shell out for Flooded Strand - so I chose the lesser one. Yes it enters tapped, but only way to fetch Hallowed Fountain. Glacial Fortess is there because I will have Plains/Islands out.


    Hawk is not a card that should ever be played as a 3-of for fairly obvious reasons. 4 or 0 my friends. I agree that 0 is a better number in general but I mean if you can't get Souls/Geists/TNNs/etc. in the deck then I guess it's fine? Mirran Crrusader is actually pretty strong so that would be an option as well. It's kind of expensive though. Then again 2 mana 1/1s don't really accomplish anything so you probably are better off using Crusader or something.


    Should I just change my creatures to 4 Mirran Crusaders, 4 Stoneforge Mystics, 4 Geists of Saint Trafts (removing Delver as well?)


    22 lands seems like a lot.


    How low should it be? What should I remove?
    Posted in: Casual & Multiplayer Formats
  • posted a message on UW DelverBlade
    I haven't fully playtested it yet - hence the thread.

    I have the hawks because this was the remains of a CawBlade deck (when it was standard awhile back). I could add more Geists (I also have Mirran Crusader that I can add).

    Unfortunately, I currently only have 2 tops. I'll try and get 2 more if I can, but then I have to cut 2 more cards from the deck.
    So to make Delver more consistent, what should be a good amount of Instants/Sorceries in the deck?

    I'm trying to stay UW - so Lingering Souls may be out of place? If I do, what mana/lands should I adjust?

    Ok, I'll up stoneforge to 4. Deck is at 61, so I'm trying to figure out what card to remove - silly that I chose her to be removed.
    Posted in: Casual & Multiplayer Formats
  • posted a message on UW DelverBlade
    I love blade variations, but just don't want to shell out for big money cards (FoW, ABU Dual Lands, etc). Trying to make my variation on it - it's for casual, so it doesn't have to be extremely competitive. Any comments welcome. If I should up or lower any of the cards, lmk, and I can adjust.

    Thanks!

    Posted in: Casual & Multiplayer Formats
  • posted a message on Building a land deck
    There's an awesome Legacy deck - http://forums.mtgsalvation.com/showthread.php?t=288614
    Posted in: Casual & Multiplayer Formats
  • posted a message on Need help with Dracomancer deck
    Thanks!

    Ok, so I'm not the only one who thinks this isn't that great of a deck lol

    I pretty much unlocked all the cards from all the other decks (excluding the expansion) and the Dracomancer deck is just blah. The dragon deck in previous DOTP wasn't this slow/bad.

    I'll take a look at that article. Only a few more wins to fully unlock this deck anyway.

    Thanks!
    Posted in: Magic Duels
  • posted a message on Need help with Dracomancer deck
    Hey guys,

    I'm having a little trouble maximizing this deck.
    I have won using this deck, but most of the time it's so slow but is great late game, if I can survive that long.

    Anyone have any good decklists they're using?

    Much thanks,
    Posted in: Magic Duels
  • posted a message on [Primer] Lands
    Sorry if this is a noobish question. Just learning how to play this deck.

    So, say an opponent isn't playing with a lot of non-basics, which means that Wastelands are moot - so then you can resort to Ghost Quarters. However, that just lets the opponent put another basic land out, which s/he will have lots of if s/he isn't running non-basics. So how else do you deal with destroying the opponents lands?

    I get you can use Rishadan Port to tap their land + Tabernacle to use their lands to tap if they have creatures on the battlefield, so that limits their mana sources. But is there something else I'm missing/not getting?

    Thanks!
    Posted in: Legacy Archives
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