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  • posted a message on Reanimator, still viable?
    Quote from Lazy Lockie
    then why not simply running Hypergenesis? it's 1 step lesser, seeing as you don't need to throw your fatties on graveyard, which costs tempo and deck slot, not to mention that you'll probably need some sort of control, in addition to getting the splash hate of Hypergenesis decks.


    While I do agree, Hypergenesis is a stronger archetype, it lacks consistency. It depends on having 3+ amazing fatties in hand when your combo goes off. If we could figure out a way to get 10+ hasty fatties in the graveyard turn 2 or turn 3, then do the cascade trick into Living End...

    Well, for one advantage it would probably be a mostly clear board (I rather doubt that most decks will have more than 2 or 3 creatures in the graveyard by turn 3 unless they have some reason for it, like reanimator), thus allowing you as a deck builder to be less picky on evasion for your critters, it also allows you to get the numbers that Hypergenesis lacks, giving you the option of swarming your opponent. It also doesn't allow your opponent to gain as much of an advantage, as most decks can at least gain something from Hypergenesis, even if it is just mana acceleration.
    Posted in: Decks for Critique
  • posted a message on Reanimator, still viable?
    Actually, Living End could be playable along the lines of Hypergenisis: Cascade into it. Another thing that gets around path to exile is creatures that you use for the sole purpose of their comes into play effects, along the lines of Bogardin Hellkite.

    The thing you need to make it work is getting an absolute ton of creatures in the graveyard. It's a shame Iname, Death Aspect is so expensive, because then you could do it with spirits.
    Posted in: Decks for Critique
  • posted a message on W/U Myr Deck
    I would take a look at CrustaceanCrusader's deck, ROFLthopter. It has a very similar method to achieving its goals, using the combo around Thopter Foundry, Sword of the Meek, and Time Sieve to generate limitless thopter tokens and win the game by having infinite turns. You could use the same engine rather easily. Last I checked, none of the cards involved were budget-breakers. You could easily use the myr to help balance the mana requirements for the deck, if you are set on using them.

    The real problem I'm seeing with the deck, in its current incarnation, is a lack of focus and that the deck is slow. However, I really like the inclusion of Storage Matrix to help mitigate the problem. If you don't want to use the Thopter engine, I would probably go with something like this:



    Okay, to make this deck work, you need to have Myr Matrix, Mana Echoes, and at least 5 Myr available. Basically, you pay 5 mana, make a Myr token, and then Mana Echoes gives you 5 colorless mana, use that to make another Myr, get 6 mana, and so on. That's the engine. Then you can do a couple of things, use Tez's ability next turn to make all your Myrs 5/5's before the Matrix boost to smash your opponent into the ground, or you could use a grinding station to limitlessly mill them. I suppose you could also toss in Read the Runes, Fireball, festival of the guildpact, or whatever X-spell you wanted, to take advantage of the infinite mana you're producing.

    The rest of the deck is nothing by ways to pump out Myrs, draw cards, search, and stuff to help you stay alive till you can get the combo.

    It's still fairly rough, but it should give you an idea of where you can go with it

    ~Mortal
    Posted in: Decks for Critique
  • posted a message on R/B Hellbent feasible?
    This is just a rather random idea I had a few nights ago, I thought it had some potential, so I played around with it. I would love to make this as competitive as possible, although it could be that in the current meta, it might not be ideal.



    So there it is, my theory deck. The basic strategy is aggro; out tempo them, and then when you've gotten the advantage, crush them with all your flash-backed creatures (That's what unearth really is, when you get down to it.)

    What makes this deck different? Well, you'll note a lack of one-drops, and a surprising amount of disruption. The lack of one drops means that this deck is slower than most aggro-type decks, I would guess by about a turn. However, it also runs 14 discard spells, most of them capable of making your opponent discard multiple cards. (And yes, Sedraxis Specter amounts to a sorcery spell that costs 1B: Target opponent takes 3 damage and discards a card. Exile this card instead of putting it into the graveyard.)

    Important Cards:

    Avatar of Discord: Actually, this is probably the card I'm the least comfortable with. It's cheap, has evasion, hits hard, and can weather most pyroclasms. Problem is, you have to discard the two cards, which can be a problem. However it does deserve a place in the deck simply because it is an amazing beatstick in this situation. The only real competition would have been Hell's Thunder or Ball Lightning but it does have more synergy than either.

    Blightning: This is probably one of the better tempo manipulators in the meta right now, as far as I can tell. It's kind of a shame it doesn't get as much use as it could. However, I could see taking this out for more lands or for Lyzolda, the Blood Witch or Anathemancer.

    Jagged Poppet: An efficient attacker or defender, and once you achieve hellbent, it becomes a very useful creature. Probably one of the stronger cards with hellbent ever printed.

    Delirium Skeins: Kind of a 'duh' card for this deck.

    Shambling Remains: Probably one of the best Unearth cards printed, and perfect for this sort of deck.

    Sedraxis Specter: An instead of for Hell's Thunder, and discard fodder. The disruption actually can help a lot, particularly if it takes you awhile to get your opponent to top decking.

    Viscera Dragger: Another wonderful unearth card. Also the only card draw in the entire deck.

    Gathan Raiders: 3 for a 5/5 with hellbent isn't bad, but is otherwise a rather vanilla card.
    --

    Cards I could see in the deck:

    Lyzolda, the Bloodwitch: This is a very good card, but it does kinda fight Hellbent. Makes a great finisher, though. Particularly with Unearth in the late game.

    Hell's Thunder: A flying ball lightning. With unearth and two points less of power. Also, doesn't get smacked around by 1/1 first strikers. Problem: the Unearth cost is a bit out of the range of this sort of deck. If it was even 1 colorless cheaper...

    Conflagrate: The price is right, particularly in the flashback cost, but it doesn't hit hard enough. You could in theory get seven damage with a full hand, in practice, I suspect you would get two or three in most cases.

    Kindle the Carnage: Basically, this could replace Blightning, and definitely has a place in the sideboard, but it has a tendency to destroy all of your creatures too, which is problematic. Still, I think that it has a lot of use.

    Firefight Mage: Basically, a wannabe Kris mage (which I would love to have in extended right now). But it is a cheap discard outlet, and I can get some utility out of it in some aggro match ups, I expect. There's got to be better out there, though.

    Anathemancer: While the Unearth cost is painful (Seven!?), the effect is awesome and totally worth it, given all of the crazy mana bases going around today. Plus, it even has a 2/2 body, which isn't terrible. I'd put this in my side board, but I could see them main deck.

    Dredgescape Zombie: It's cheap and it comes back. Not much else going for it though. Good with Lyzolda, I expect.

    Burning Inquiry: Awesome, but the random discard hurts. Especially first turn.
    --

    Thanks for reading all that, please, any help you might have is would be appreciated!
    Posted in: Decks for Critique
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