- Redirus91
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Member for 14 years, 8 months, and 13 days
Last active Fri, Nov, 3 2023 20:07:47
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drakeavril posted a message on SCD Ripjaw RaptorWell there are some enrage enables just printed.Posted in: New Card Discussion -
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siregar0511 posted a message on G/R RampPosted in: Standard Archives
I play 1 too and he's been quite good. In one game I played him on turn 4, cast hour of devastation next turn to wipe the board, attack and cast hour of promise into Ulamog the turn after. LOLQuote from bonnbonn83 »I have been testing Neheb, the Eternal as a 1 of and I am very satisfied.
He is a must deal threat right away but can survive under many removals such as push, grasp, abrade, Hour of Devastation, kozilek's return etc.
It's often that you ramp on turn 3 and cast him on turn 4, then turn 5 will be a blast.
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I haven't lost to control. I run 3 TKS, 2 Reality Smasher, 3 Tireless tracker out of the board.Posted in: Standard Archives
They'll counter a few spells.
But every threat is backbreaking.
Tracker has to die on arrival or he takes over the game.
TKS being a 4/4 means their removal lines up poorly. We get info to play around their hand and take one of their best spells.
Reality Smasher is the bane of all things control.
World Breaker starts blowing up their lands.
Ulamog is Ulamog.
Post-board vs Black based decks, I'll take Ulamog out. Lost Legacy naming Ulamog is LOL. I switch the deck to more of a midrange deck by siding in dudes, and taking out a lot of my spot removal. -
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Flipdipple posted a message on Aetherworks Marvel DecksI played the Sultai vers. this weekend at 2 different PPTQ's. Made Top 8 at one losing to U/W control first round and then Sunday's was abysmal, 1-3, no marvel games and really bad spins. Really considering moving to the Temur Flamecaller version.Posted in: Standard Archives -
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RHAZZERCOM posted a message on Aetherworks Marvel DecksI normally bring in counter magic VS control to protect my strong cards. I run dispel and negate in sideboard. Also bring in tireless tracker, world breaker, another copy of ulamog. Cast triggers can and will win you games.Posted in: Standard Archives -
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RADN posted a message on Aetherworks Marvel Decksif control decks are siding board wipes agains you, they are doing it wrong anyway.Posted in: Standard Archives
Dont make it even by doing mistakes yourself -
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siregar0511 posted a message on Aetherworks Marvel DecksPosted in: Standard Archives
Against mardu vehicle Galvanic Bombardment, natural state[/card and Kozilek's Return are all fine choices. I usually cut down to only 3 or even 2 big eldrazi, cut the tormenting voice, 1 land and world breaker if you play it main deck.Quote from TheEmgee »Quote from siregar0511 »Need to see your sideboard but one of the best card against control is Chandra and you need to play at least 2. Tireless tracker is also excellent against control.
Agreed. Tireless Trackers are amazing against control and mirror matches.
What do you think is good sideboard against Mardu Vehicles. Surprisingly, my LGS has at least two players with mardu. I'm using more or less the original RG Marvel build. My current SB options against Mardu are 3x Nature State and 2x Kozilek's Return. I've considered Galvanic Bombardment. Thoughts?
PS
For those who don't know, Chandra, Torch of Defiance first +1 ability can redirect the 2 damage for each opponent to one of their planeswalkers (Rule 306.7). -
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entropicTHREAD posted a message on [Primer] RG RampPosted in: Standard ArchivesQuote from AxelStollScientist »It sounds to me like the decks are pretty much doing what i was suggesting and doing all along.
They ramp and use delirium to power unfair cards like traverse the ulvenwald.
Emrakul seems to be the premium finisher for almost any deck, probably because you can cast him earlier than ulamog.
You were also advocating using Ruin in their Wake iirc, and I am seeing zero copies. -
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PsylockeSmythe posted a message on [Primer] RG RampPosted in: Standard ArchivesQuote from delfam »Evolving Wilds, Traverse, and Oath of Nissa with 4-5 Wastes isn't enough to make Ruin in their Wake work?
According to Frank's article on it back when Oath was released, you need a total of 10 wastes (or sources of wastes) to get 81% chance of playing Ruin as Rampant Growth on turn 2. He stated that you can get to consistent numbers using: You can get into actually consistent numbers with 4 Evolving Wilds, 4 Fertile Thicket, 4 Oath of Nissa, and 4 Wastes. So it should make it work; but again you are back to using how many cards to get 1 card to work as Rampant Growth on turn 2? As siregar0511 put it:Playing ruin takes consistency out of your deck because it's basically a 2 card combo to make it work as a ramp spell
When Ruin works it works wonderful and is a very powerful play against other midrange and control decks (I don't think it helps the matchup against W/x Human decks; but I could be wrong). But it also takes way from playing Offshoots in the main because it makes sequencing your land drops harder. For example if you have an Evolving Wilds, Forest, Forest, Offshoot, Ruin, Chandra, Explosive, you can either play your Offshoot turn 1 or you are waiting until turn 3 or later to play it. Which can mean 2 to 4 less life gained and also taking 2 to 4 damage from attackers that they could have blocked.
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watched it, you said it, too durdly!
My Ideas on a Kiora ramp deck would to center it around Kiora and 7 mana on T4:
4 Rattleclaw Mystic
4 Whisperer of the Wilds
3 Hangarback Walker
2 Nissa, Vastwood Seer
4 Deathmist Raptor
3 Den Protector
2 Dragonlord Ojutai
2 Dragonlord Dromoka
3 Dragonlord Atarka
4 Draconic Roar
4 Kiora, Master of the Depths
Lands - 25
5 Forest
1 Mountain
4 Wooded Foothills
4 Windswept Heath
2 Cinder Glade
1 Prairie Stream
2 Frontier Bivuoac
2 Lumbering Falls
2 Yavimaya Coast
1 Shivan Reef
1 Haven of the Spirit Dragon
Due to Kiora's -2, you have to have 4 raptors and atl east 3 den Protectors!
Due to her +1, 2 CMC spells are important. Being able to protect herself in that fashion, 8 dorks to get her out T3 and 3 hangarback, 4 Draconic Roars help out.
Once you untap its dragon time......
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or a 4/4 with enough mana
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http://www.starcitygames.com/article/30509_BBD-VS-CVM-BW-Midrange-VS-GR-Aggro.html
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4 Lagonna-Band Trailblazer - no defender
4 Yoked Ox - no defender
4 Wall of Essence
4 Jeskai Barricade
4 Nyx-Fleece Ram - no defender/enchant target
4 Wall of Mulch - weak card draw engine to find needed cards
4 courser of kruphix - no defender/enchant target
4 commune of the gods - 12 targets
4 assault formation - enchant target
2 Kruphix's Insight - removed 2 land from the mana base considering the curve costs. Didnt know what else to add......
Lands - 22
6 plains
6 forest
4 temple of plenty
4 windswept heath
2 mana confluence
Who would dare to try it? LOL
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I think Kibler's list is solid, im going to sleeve that up next. Ascendency is garbage, maybe 1-2 slots against control but control is dead anyway. I dont think rabble master is a good addition to the deck and due to its high price I would encourage you to trade if for cards you could use in Temur if you were going to go with it. Buy low sell high
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http://magic.tcgplayer.com/db/article.asp?ID=12134
watch it
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cute, except you'd wish it was anything else when you have nothing on board.
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Kewl, dont get me wrong though! I love Terra Stomper, helps devotion, its a deal a 6 mana, huge beater. It just seems there are cards that fit that slot better.