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  • posted a message on [WWK] Admonition Angel
    I found the finisher for my G/W control deck. Woohoo : )
    Posted in: The Rumor Mill
  • posted a message on G/B Rock
    I can vouch for Thornling
    Posted in: Standard Archives
  • posted a message on G/B Rock
    Hey this deck looks really simple and cool. How does it test against the meta? Replace duress with sign in blood methinks.
    Posted in: Standard Archives
  • posted a message on [Development] Goblins
    I've been running Goblins since the Zendikar release and the only deck I've REALLY had a tough time beating is MBC or Vamps. If they resolve a Tendrils Of Corruption, it's over. They gain too much life for goblins to come back from. Is there a card I'm overlooking that would help against MBC?

    GOBOS GOBOS GOBOS!

    Lands (20)
    15 Mountains
    4 Teetering Peeks
    1 Scalding Tarn (It's The Only Thing I Have)

    Creatures (26)
    4 Goblin Guide
    4 Goblin Bushwacker
    4 Goblin Chieftain
    4 Hellspark Elemental
    4 Warren Instigator
    4 Raging Goblin (Why People Doubt This Guy, I'll Never Know)
    2 Siege-Gang Commander

    Spells (14)
    4 Lightning Bolt
    4 Burst Lightning
    4 Dragon Fodder
    2 Mark Of Mutiny (Usually The Finisher If I Run Out Of Steam)

    SB
    3 Goblin Ruinblaster
    3 Shatter
    3 Magma Spray
    3 Relic Of Progenitus
    2 Manabarbs
    1 Pithing Needle
    Posted in: Standard Archives
  • posted a message on JUND - Theft By Taking (TBT)
    I was working on something similar. I recommend Carnage Altar as an alternative sac engine. Plus it offers "awesome" draw at the cost of your opponents creatures. Nothing is funnier than taking their Baneslayer, swinging with it, then sacking it to Carnage Altar and drawing another Mark of Mutiny etc.
    Posted in: Standard Archives
  • posted a message on Very Odd Red Deck Wins, No Creatures. Cept One...
    Updated. took out Obsidian. Don't know why he was there to begin with. He's just cool. Bumped up the land count and added Spire Barrage, it's pretty much a better Fireball and Banefire in this deck.
    Posted in: Standard Archives
  • posted a message on Very Odd Red Deck Wins, No Creatures. Cept One...
    The deck really revolves around getting quest for pure flame out and then bolting, bursting, banefire-ing and fireballing to the face until it has enough counters to activate and finish off your opponent. With the only cards in the deck being burn cards, you will most likely achieve a good solid 7-9 damage by turn 3 and activate the quest on turn 4 and kill your opponent. The beauty about a deck like this is that the quest can activate after your first spell of the turn and be ready for the second one. There is plenty of board sweep to keep your opponent busy as well, and they double as helping quest.

    Lands (24)
    24 Mountains

    Spells (36)
    4 Quest For Pure Flame
    4 Howling Mine
    4 Lightning Bolt
    4 Burst Lightning
    4 Volcanic Fallout
    4 Earthquake
    4 Banefire
    4 Fireball
    4 Spire Barrage
    Posted in: Standard Archives
  • posted a message on [Development] U/R Control (The Consistent Control Deck)
    Here's my build. Doesn't run fetches cuz i don't have them but I always get the mana I need. Siege-Gang and Bogardan Hellkite are EXCELLENT in this deck and they are good targets for your Rite of Replication if your opponent has nothing. One of each walker because they are toolboxes and they only ENHANCE the already good deck. They aren't needed although Chandra usually proves more useful than Jace.

    Lands (24)
    14 Island
    10 Mountain

    Creatures (6)
    3 Sphinx Of Jwar-Isle
    2 Siege-Gang Commander
    1 Bogardan Hellkire

    Spells (30)
    4 Essence Scatter
    4 Negate
    4 Double Negative
    4 Lighting Bolt
    3 Into The Roil
    3 Spell Pierce
    3 Swerve
    3 Pyroclasm
    1 Rite Of Replication
    1 Jace Beleren
    1 Chandra Nalaar

    SB
    4 Quest For Ancient Secrets (For Mill Decks)
    4 Magma Spray (For Those ANNOYING Unearth Creatures)
    4 Shatter (For Eldrazi Monuments)
    3 Eathquake (For Swarms)
    Posted in: Standard Archives
  • posted a message on Grave Pact II: With PERSIST!!
    Here's the updated version...MUCH BETTER WITH QUILLSPIKE!!

    Lands (23)
    14 Swamps
    8 Forest
    1 Urborg, Tomb Of Yawgmoth

    Spells (9)
    2 Grave Pact
    3 Harmonize
    4 Search For Tomorrow

    Creatures (28)
    4 Murderous Redcap
    4 Kitchen Finks
    4 Quillspike
    4 Shriekmaw
    4 Birds Of Paradise
    4 Nantuko Husk
    3 Wall Of Roots
    1 Puppeteer Clique
    Posted in: Standard Archives
  • posted a message on Grave Pact II: With PERSIST!!
    Would this work? Heartmender to heal the persisters...Finks and Redcap. Sack outlet (Husk) and Grave Pact to kill everything. Thoughts?


    Tags Added
    -Lotus
    Posted in: Standard Archives
  • posted a message on Basically Basic Pacman's Revenge
    This is more like it !


    Lands (22)
    1 Urborg Tomb Of Yagmoth
    2 Twilight Mire
    10 Forests
    9 Swamps

    Creatures (26)
    4 Llanowar Elves
    4 Wall Of Roots
    4 Shreikmaw
    4 Kitchen Finks
    4 Creakwood Liege
    4 Deity Of Scars
    2 Doomgape

    Spells (12)
    4 Search For Tommorow
    3 Vampiric Link
    3 Terror
    2 Grave Pact
    Posted in: Standard Archives
  • posted a message on Basically Basic Pacman's Revenge
    What I would like to accomplish is a B / G deck that is FUN rather than relying on Quillspike...any thoughts?

    PACMAN'S REVENGE!!!!

    22 Lands
    1 Urborg Tomb Of Yagmoth
    2 Twilight Mire
    11 Forests
    8 Swamps

    26 Creatures
    4 Deity Of Scars
    4 Creakwood Liege
    4 Rendclaw Trow
    4 Wall Of Roots
    4 Llanowar Elves
    4 Shriekmaw
    2 Doomgape

    12 Other Spells
    4 Harmonize
    3 Vampiric Link
    3 Syphon Life
    2 Profane Command
    Posted in: Standard Archives
  • posted a message on Mega Life Gain Turbo Mega Ultra (Aggro)
    Cauldron Haze, oh man I REALLY wanted to like it...but it just doesn't help. But I WILL replace Beckon Apparition with Profane Commands. Batwing Brume is amazing...it;s just so damn good against...merfolk, fairies, elves...standard basically : D And if they attack with everyone...it's a free swing for me!
    Posted in: Standard Archives
  • posted a message on COUNTERPUMP! U/G Eventide
    I like the idea of Dream Fracture, but I tested with the wall and it dindt perform to well. Birds can attack, which is nice, and with the Liege out it can Untap for mana every turn. I'm thinking of replacing Familiar's Ruse with Dream Fracture...but then, would that eliminate the need of Wistul Selkie? Should I replace her with Hedge-Mage?
    Posted in: Standard Archives
  • posted a message on COUNTERPUMP! U/G Eventide
    Pretty much the same idea that everyone else is trying with U / G except with the small twist of bouncing you own creatures, via familiar's ruse. Gain life with Finks, counter again with Mystic Snake and draw more cards with Wistful Selkie when you bounce them. Pitch in Guile late game and well....have him dino rampage over everyone.

    COUNTERPUMP

    Lands (22)
    2 Flooded Grove
    2 Yavimaya Coast
    11 Islands
    7 Forests

    Creatures(23)

    4 Birds Of Paradise
    4 Slippery Boggle
    4 Mystic Snake
    3 Wistful Selkie
    3 Kitchen Finks
    2 Murkfiend Liege
    2 Guile

    Spells(15)
    4 Ponder
    4 Rune Snag
    3 Cryptic Command
    3 Familiar's Ruse
    2 Favor Of The Overbeing

    SIDEBOARD

    3 Inundate
    4 Raking Canopy
    4 Firespout
    4 Unsummon
    Posted in: Standard Archives
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