Sgt.Pickles Deckling

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Mutavult and other manlands!

February 18, 2017 9:14 p.m.

Said on Jeskai Monks...

#2

So you're new to magic? Here are some general tips to think of when you're building good decks:

Pick between synergy or value: an "anthem" or "lord" effect is something that gives creatures of a certain type bonuses. There are no good "monk" lords, so synergy with monks isn't all that great. However, another synergy is how your monks get better with instant and sorceries being cast: That's a good synergy. Generally, if there are little synergies in a deck, it helps to just look for cards that are generally good on their own: This is where you should go.

Make sure the deck is focused: You should have one main gameplan, with alternate win conditions. Don't just throw random cards in- every card should have a specific reason as to why it's in your list. If you're control, make sure you can stall the game by gaining life and killing creatures, then push out big fat creatures that are hard to deal with (like hexproof/indestructible) and win the game. By contrast, if you're aggro, drop as many 1-2 mana creatures as you can and don't be running stuff like narset. As it is, this deck looks like a midrange deck, which focusses on having good cards and being able to do different things. However, this step is still very important: make sure every card contributes to your overall prediction of how you are going to win.

Watch the mana costs: a game of magic is usually decided in the first 4-7 turns. Also, you always want to have something to cast early on. 6 mana sorceries are therefore usually flat out bad- especially if it relies on having a board-state: magic is very control based, so I think you should take out flying crane technique because if you haven't won by turn 6, it's probbly because you don't have any creatures left to even use it on. 4 mana is even considered expensive in magic.

Choosing mainboard vs sideboard and avoiding niche cards: Flying crane technique looks great, sure. But again, what happens when you don't have any creatures come turn 6? Magic is way more finicky than games like Hearthstone, and it really punishes you for having cards that may not be able to be even used. Charms and commands are great becuase they allow for alot of versatility and responses to many different problems, but things like hindering light might not be as great cause you may not even get to use them. (hindering light IS actually pretty, good but crane technique is not. I think you get what I'm saying though.)

Generally, the best cards are those that are A) low on the mana curve, B) multi-use, C) resilient, and D) still powerfull. Here are some cards that are not very good in this sense: Cunning Strike great, but 5 mana for this sucks. Biovisionary one gets killed, and you're done. Kalonian Tusker It's strong, but it does shit all other than attack and block.

On the other hand, here are my favourite cards that obey the "strength" rules: Geralf's Messenger Low cost, burns your opponent even if it dies, is strong against kill spells cause it comes back, and is very strong. Demigod of Revenge Comes bakc like crazy. Is a great finisher. Soulfire Grand Master A popular pick, actually. Is an okay body, but it gives you life and can double your spells so you can maintain card advantage late game. Ojutai's Command It's never a dead card, cause it can do just about everything. Thrun, the Last Troll Anyway, you get the idea.

Always think about card advantage: In a slower deck like yours, card advantage is everything. It's good how you have alot of cards that draw you more cards, but remember: effects that draw you cards means the spell itself is weaker: Cunning Strike is an example of this. Even Soulfire Grand Master helps your card advantage, cause you don't have to rely on casting two spells to, well, cast two spells.

Anyways, good luck and welcome to magic... fell free to ask if you have any questions. Also, if you want examples of "prefect" competitive modern decks, search for these decks: Jund, Affinity, Tron, Burn, and Control. Study them and see if you can figure out why they're so good. And remember, you don't have to have a $1000 deck to win. There are some great tournament winners you can get for $40.

February 18, 2017 8:25 p.m.

Essence Flux for sure. So usefull, better than any other bounce.

February 18, 2017 11:54 a.m.

Said on Persistant Ballista...

#4

It's a cool concept, but I feel like there's just waaay too many steps to win compared to just a regular melira aristocrats deck. I do realize that you're trying to do something unique, so I'm trying to find a way to make this deck work. One thing that comes to mind is, if you didn't know, Anafenza, Kin-Tree Spirit actually has the exact same infinite effect as melira. (The + counter negates the -). So maybe if you add Hardened Scales and or Winding Constrictor, some creatures that benefit from counters like Hangarback Walker, then tune your deck towards more midrage counters value as opposed to combo (but still with the potential melira/anafenza + sac outlet + persist), you could he on a great start... also, Viscera Seer is a must. Eldritch evolution is nice.

February 18, 2017 11:38 a.m.

Looks pretty cool! Thank you so much for commenting :P Obviously the deck isn't anywhere near complete.

February 18, 2017 11:20 a.m.

Said on Alcoholism...

#6

I actually have thought about decks like that in the past, and tinted remedy especially is quite interesting. I'll see if the exquisite blood + sanguine bond combo could be a thing here. Thank you so much for the comment and upvote!

February 12, 2017 4:23 p.m.

Said on Golem Hotline Blink...

#7

Lmao the flavor is real

February 12, 2017 4:06 p.m.

Said on Temur Tempo...

#8

Since you didn't know it wasn't legal, I'll give you a usefull tip :P

You know that sidebar on the right of the page when looking at the deck that shows the wheel of colours your deck has, the mana curve, the deck price etc? If you scroll down, there's a part that says "legality". It will either say "This deck is modern legal" in green or "This deck is not modern legal" in red, an it will say why it's illegal and it will show you the illegal cards.

February 12, 2017 2:45 p.m.

Said on Temur Tempo...

#9

Since you didn't know it wasn't legal, I'll give you a usefull tip :P

You know that sidebar on the right of the page when looking at the deck that shows the wheel of colours your deck has, the mana curve, the deck price etc? If you scroll down, there's a part that says "legality". It will either say "This deck is modern legal" in green or "This deck is not modern legal" in red, an it will say why it's illegal and it will show you the illegal cards.

February 12, 2017 2:45 p.m.

Said on Temur Tempo...

#10

Deck ain't legal mate. Is this for casual?

February 12, 2017 10:35 a.m.

Said on I HOPE U ......

#11

+1 just for the name, thanks lol

February 11, 2017 10:52 p.m.

Said on I HOPE U ......

#12

And when I run this, I feel happy inside. It's such a feeling that my win streak, I can't hide. I can't can't hide. I can't hide.

February 11, 2017 2:26 p.m.

Aw man that sucks... It probs would have been better if you were going agaist similar creature decks.

February 8, 2017 8:08 p.m.

Said on Mardu Warriors...

#14

Holy shit this is... this is so cheap! Damn! I'm building myself this deck for less than a dollar in mtgo right away... one up from me!

February 8, 2017 8:05 p.m.

Said on To Arms my ......

#15

Hey! I love the deck but I have a few tips...

You have far too many spells for collected company to be accurate at all. Besides, this deck should aim to win fast, and collected company is better in a deck with reflector mage, spell queller, etc. I would take out collected company, but if you want it in you've got to drop some other spells. Also, you might not have enough one drops. One drops are extremely important in a deck like this, and you could benefit from 2-3 more. I have no idea what a good one drop warrior is, but maybe you could drop one renegade rallier (as it's a niche card and at worst is a 3 mana 3/2 with no anthem effect... kinda bad in an aggro deck), and one or two herald of dromoka (vigilance is nice, but power is alot better than more blocking power in MOST cases).

Good luck! one-up from me.

February 8, 2017 8:03 p.m.

Although I guess since coco is an instant, it could allow for a great response from removal spells or a combo piece if you find what you want

February 5, 2017 2:13 p.m.

Personally, I've always hated collected company for multiple reasons:

a) it's used for the value, yes, but what happens to that value when you flip three lands, two paths, and another company?

b) it prevents the use of removal or other utility, and is dead until turn 4 (when you could have had an important creatur on turn two or path Tron's Wurmcoil engine)

c) people often try to build around collected company completely, thus throwing away 4 mana cost creatures, spells, and just overfocussing in general.

That being said, I understand why people play it and I'm not suggesting that you throw it away. I do however think you could try experimenting with other cards... only problem with simic is that it doesn't allow for much removal aside from dismember :P

February 5, 2017 2:12 p.m.

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Finished Decks 25
Prototype Decks 19
Drafts 0
Avg. deck rating 5.75
T/O Rank 236
Helper Rank 625
Good Card Suggestions 5
Last activity 20 hours
Joined 11 months