BioProfDude Sure.

I played MtG starting with Beta and stopped about the time 4th Edition came out. I started playing again about a year ago. The game has certainly changed! I prefer to play Standard format. It's a fun game and it is overly addictive...

Please login to comment

gebell, those are both good cards, but way outside of the mana curve and strategy of this deck. For Midnight Oil, I want an empty hand for Lupine Prototype, and if I do need cards hopefully Bomat Courier may be able to provide those. For Ghirapur Orrey, I depend on my opponent being mana limited to maximize my mostly 1 and a few 2 mana creatures early game while they have few answers. Allowing my opponent to get mana down early game would lead to the definite defeat of this deck!

Thank you for the suggestions, though! I like those cards, just not for the strategy employed in this particular deck.

January 19, 2017 11:07 a.m.

Because you already have the more versatile Foundry Inspector, drop the more difficult to cast Herald of Kozilek. Also, looking at your mana curve, there's no way 18 lands will be sufficient. Probably need about 22 (maybe 21 if you're feeling daring).

I get the idea with Implement of Examination and Implement of Combustion, but I would drop those because you have way too many cards (74) and these are the easiest targets to drop in your list so far. For 3 mana, there are better counter spells than Metallic Rebuke. Walking Ballista is cool, but not in such a mana thin deck-- I would drop it. That card is definitely meant for cards with mana ramp and/or midrange or control decks. You'll struggle to get value out of that with your current deck idea (smaller creatures and spells overall, leading to a smaller mana base overall).

Hopefully these ideas are helpful? :)

January 19, 2017 9:11 a.m.

viperfang4, it does say until end of turn but that only applies to creatures on the battlefield at the time the spell resolves. Thus, it does not affect creatures that enter the battlefield after the spell resolves. For the spell to resolve, it has to have targets at the time it resolves, and only those targets are affected. You could cast that, I let it resolve, we clear any creatures necessary as a result of the spell, then you could cast creatures and they would not be affected by Flaying Tendrils. (It's a sorcery, so if you cast it, it would have been on your turn, which is why you would be the one with the first normal opportunity to cast a creature post-Flaying Tendrils)

It's a good post-combat trick for speed decks because the combat damage stays until end of turn, my creatures are all blocked and subsequently destroyed, then I cast a card like Make Obsolete or Flaying Tendrils to finish off some of my opponents creatures. (I prefer Make Obsolete because it only targets my opponent's creatures, but it's also only -1/-1, not -2/-2 like Flaying Tendrils)

You are correct that it is a good card, though, and one that I should have suggested.

January 19, 2017 8:55 a.m.

bafromme, I would suggest (for your deck) Yahenni's Expertise, Biting Rain, or Make Obsolete. The goal decks like mine is to get a lot of creatures out quickly (see Mono-red weenie speed deck (budget) or Mono-black weenie speed deck (budget)). If you can cast one of my suggestions by turn 4 or so, then my ability to win is significantly decreased, even if I have you just a few life left.

Good luck!

January 18, 2017 9 p.m.

Ah, Saheeli Rai, remember when she was (at best) a mediocre planeswalker and only cost like $3.50 a copy? Good times... :)

Yes, I think the sideboard is good. I'm not worried about Flaying Tendrils as I have yet to see that in the last several months. I think most people have forgotten it. My playing Make Obsolete completely confused a couple of opponents because they had simply forgotten it even existed. Yahenni's Expertise, on the other hand, is a rare and a bloody good one at that. That card will see frequent play. I honestly think it will be the major deterrent for all weenie decks.

January 18, 2017 12:06 p.m.

Said on None...


I think some hand control is needed. I play tested this a bit (went to turn 15 or so twice) and you have good removal, but no way to really keep your opponent from keeping up with you. I think Transgress the Mind, Mind Rot, and/or Witness the End for starters.

For your sideboard I suggest Make Obsolete or similar to deal with aggro decks and servo/thopter generators. For more tactical removal on the cheap, Dead Weight (maybe 2x (?) in addition to Fatal Push) is great to slide into a deck for early, cheap removal, and for slowing creatures mid-to-late game.

I have a mono-black deck that might give you some ideas (not tribal, but has good cards, I think) Mono-black weenie speed deck (budget)

Cool deck! Good luck! +1 from me!

January 17, 2017 11:30 p.m.

Said on The Fast & ......


I like the changes! I ran a few play test runs just seeing how it draws and the flow and I think this is pretty strong!

January 17, 2017 9:39 p.m.

viperfang4, in certain match ups Hope of Ghirapur would be a very good card. However, if I end up with more than one in hand (and I'm trying to empty my hand for 5/5 Lupine Prototype early game), then I need to sac one to cast the other. Here's the problem with that-- I need every single creature early game. Most opponents won't cast counter spells or removal that early in the game, so I would rather have creatures subject to removal than sacrificing. The logic: removal costs my opponent mana and time. Sacrificing costs me a creature in a speed deck and doesn't prevent my opponent from casting creatures (which early-game removal might and normally does). Keep in mind that I am routinely empty handed by the end of turn 4, sometimes on turn 4 and ready to swing with Lupine Prototype.

With all of that said, I do like the card and I think it's worth trying in play test. I had similar reservations about Bomat Courier and that ended up working well for me. :)

January 17, 2017 7:04 p.m.

viperfang4, I have certainly considered that card, for certain (as well as Kari Zev, Skyship Raider). There is definite upside to Hope of Ghirapur, except the legendary part (same with Kari Zev, Skyship Raider). Only one at a time is quite limiting. These'll be a couple of cards that will require tinkering in the deck when I finally get my copies of them.

Thanks for the suggestions!

January 17, 2017 5:39 p.m.

Said on The New GW ......


Another card to consider would be Quarantine Field. It can get multiple targets, as long as you have mana. This could be useful late game. No flash, as with Stasis Snare, though. Just a thought!

January 16, 2017 5:40 p.m.

Said on The Fast & ......


You could probably also drop 1x or 2x Siege Modification. That's a good card, but you have limited vehicles for targets, so you could end up with those in a game and not see any vehicles for targets, and then you have a dead card in hand...

January 16, 2017 3:14 p.m.

Said on The Fast & ......


Looks like the best to drop are the Bold Impalers for the strategy you're after. Were it me, I would drop the Reckless Bushwhackers, but I have a different strategy. In your deck, I think you can drop all 4 Bold Impalers and that will free up some room for you.

January 16, 2017 3:12 p.m.

Said on The Fast & ......


I'm not so sure that Lupine Prototype is a dead card in your deck (if you cannot empty your hand) as it is great for crewing that Consulate Dreadnought. Two mana to take over the majority of a crew is pretty good. Mark my words, though: Aethersphere Harvester is what you will want in the deck. The extra mana cost is worth all of the upside.

January 16, 2017 9:38 a.m.

Said on The New GW ......


I think that Aethersphere Harvester will give you more value than Heart of Kiran. While Heart of Kiran has vigilance, and that is definitely great, I think that the extra toughness and the cheaper crew cost and the lifelink make Aethersphere Harvester a better overall value. Just my opinion, anyway.

While Oath of Nissa is a pretty good card, I think the Aether Revolt expansion will lead to a lot of servos and thopters, so I think that an additional couple of Declaration in Stone would be better for you mainboard. Opponents will be looking for servos to sacrifice for revolt triggers, and clearing the board of those will be essential.

Cool deck! Good luck!

January 15, 2017 10:13 p.m.

CthulhusNo1FavCultist, I definitely thought of that card. The 3/1 for 2 is a good value, but I'm already a bit heavy on the 2 mana creatures. Still, it is worth consideration. Thanks for the suggestion!

January 10, 2017 7:31 p.m.

Fallerup, I'm not huge on the effects cards, for some reason. If I use them, I try to stay at the 1 mana cost level. They burst in and do their thing, which has its place, but then they disappear at the end of the turn. They certainly have upsides and downsides. As far as Scrapper Champion goes, it's very good but way too slow at . Honestly, I rarely use the +2/+0 ability of Bold Impaler. That's a combat trick I pull late game when opponent's think I have forgotten about it. For me, it's a 1/2 creature for , and if it's still around later when I have some mana to spend, I'll use it. Early game I'm emptying my hand ASAP to get as many creatures out as possible. Burning 3 mana on an effect when I have creatures in hand is not terribly productive unless I think I can snag a good kill with it when it's blocked. Even then I might just let it die to get more creatures out early game.

HairyManBack, Kari Zev, Skyship Raider is most certainly on my radar. My apprehension, though, is the same I have for Heart of Kiran-- they're both legendary, so only 1 copy at a time. I might 2x each in the deck, but certainly no more as they could end up clogging my hand while I'm trying to get it empty for Lupine Prototype. Kari Zev's Expertise is a very good card, but it costs 3 mana, and that's possibly too slow, though the extra cast-a-2-mana-or-less ability is pretty solid.

January 10, 2017 7:29 p.m.

TheRedeemed, yup, that's in my update from yesterday. It's already been replaced with Sky Skiff for now...

January 10, 2017 7:17 p.m.

Contingency Plan could help get cards you don't want out of the way to help plan your turns.

Engulf the Shore, maybe Just the Wind as well, in the side in case you run into good aggro decks.

Also, do you really need 24 lands for this? Could you get away with 22 easily, given so many of your cards have a 0 mana casting cost?

Cool deck! Good luck! +1 from me.

January 10, 2017 7:02 p.m.

Smuggler's Copter I get. It's in virtually every deck and the ONLY reason I got a playset (just go the last one, and that stings a bit) was to be able to stay competitive. There are indeed ways to deal with the copter as an opponent, but putting in removal only for the copter is silly.

Emrakul, the Promised End I get because people have figured out how to get her out way too quickly, and she ends games once out.

Reflector Mage by itself is terribly annoying and definitely disrupts game flow. Reflector Mage getting blinked by cards like Essence Flux SUCKS at a whole new level of suck.

Personally, I think Spell Queller would have been a better target for banning, but I'm not crying even a bit to see Reflector Mage go away. It's blinking the card that truly made it evil.

January 9, 2017 4:39 p.m.


B/W Ally life gain/drain

Standard BioProfDude


W/R weenie Kaladesh-updated

Standard BioProfDude


B/R Vampires for fun and madness

Standard BioProfDude


3rd at Standard Showdown; B/G with no delirium.

Standard BioProfDude


U/B Zombies with no funny deck name

Standard BioProfDude


B/W Another crappy life gain/drain deck

Standard BioProfDude


Mono-red weenie speed deck (budget)

Standard* BioProfDude


Mono-black weenie speed deck (budget)

Standard* BioProfDude


Finished Decks 8
Prototype Decks 2
Drafts 0
Playing since Battle for Zendikar
Points 2670
Avg. deck rating 19.50
T/O Rank 43
Helper Rank 25
Favorite formats Standard
Good Card Suggestions 237
Last activity 1 day
Joined 9 months