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Said on Flyrates...


Interesting deck idea you have going here. I am always a fan of flying pirates and other favorable winds style decks.

My problem with your design is that you really have no need for Radiant Destiny as it just complicates your mana base and slows you down for having too many anthem effects. The card slot would be better off changing some form of board control like Fatal Push, Lightning Strike, or Lookout's Dispersal.

Another card I am not to fond of is Siren Lookout. For a three cost potential 2/3 flier, it is lacking for an aggro deck. I would cut in favor of more Kitesail Freebooter and/or Storm Fleet Aerialist . Reason for the Aerialist is that as a 2 cost for same base stats and is easy enough to make it trigger as a 2/3. It also being that one mana cheaper helps you agress faster by being able to drop more on the board sooner.

As for side deck I always make sure to have Lost Legacy when I play black just because there are enough combo decks being played and/or Second Sun decks. Being able to remove a key card to a combo or a card that just says I win the game (Approach of the Second Sun) on turn 3 is usually going to make things a lot easier.

I have a few more suggestions, but not the time to post atm. If you are interested I will try to post them later.

March 16, 2018 7:59 p.m.

Said on Jrods-Energy...


This is a nice first attempt. I have played against a lot of grixis control and have a good idea on what helps make them tick.

I would probably cut down 1 Nicol Bolas, God-Pharaoh and both Aethersphere Harvester in favor of Glimmer of Genius. The reason is that Nico is a very high mana cost card and you don't want to get stuck with him in your hand in the early game. The reason for the harvester is that you don't have that many creatures in deck, so you may be stuck with a vehicle with no crew. Reason why I suggest Glimmer is because it is a strong draw that lets you scry 2 before the draw 2 to help you find what you need/want. Another reason is that you get 2 energy from it to help your energy related cards.

If you have Disallow they should always be in your main board over Cancel. The card is the exact same mana cost and comes with extra option of counter target.

Best of luck with the deck.

March 8, 2018 7:14 p.m.

Said on B/W SUNSET...


I like the flavor of the deck. If you have tested the design I would love to hear what kind of results it gets vs what kind of decks.

March 8, 2018 4:29 a.m.

Said on U/W You got ......


I would like to start off saying I really like your deck idea you have here. I have a few suggestions and I hope you don't mind the lengthy suggestions.

Not sure if you are willing but you may want to splash for black to have Hidden Stockpile. The splash for this card can help you dig to your Mechanized Production as well as give you even more token production value.

If you add the stockpile, you can also use the creature Weaponcraft Enthusiast over Visionary Augmenter to ease off the double costs and still get a fabricate 2 card. The creature also serves a double purpose as sacrifice fodder to feed the stockpile for more tokens.

Another benefit of black is that you can use Lost Legacy in the side deck to help destroy combo decks by removing the combo pieces or remove win cons like Approach of the Second Sun.

You may want to remove Built to Last from your deck as it is not a great protection spell. It would probably be better to use either Negate or Disallow as it they car protect your non-artifact creature sources from removal (example: Mechanized Production being targeted for removal by an opponents Ixalan's Binding or Naturalize).

Another card you may want to consider is Thopter Arrest or more Baffling End over a couple copies of your Cast Out/Ixalan's Binding. The reasoning for this is that you have a rather high mana curve at 4 for most of your spells and you only are running 21 lands. The inclusion of some of these cheaper removals over the more expensive versions should help your decks flow a bit. Another reason for this suggestion is that you can combo these removals with Sram's Expertise (side note: another reason why to use Weaponcraft Enthusiast over Visionary Augmenter).

Finally I would pull out Torrential Gearhulk from the side deck. You don't run enough instants to really make it that effective. Disregard this comment if you chose to add black to deck with Fatal Pushes; since this is a much pricier change I didn't suggest earlier.

I hope these comments were helpful. If you have any questions feel free to ask away and I will try to help as best as I can.

March 7, 2018 11:22 p.m.

I like the concept of what your basing your cards around. You may want to consider trying Era of Innovation to combo with the Whirler Virtuoso. This makes it easier for you to gain energy for spawning more tokens as you will only need one one of the enchantment in play with one Decoction Module to make it so you can spawn a token and the pay one mana to maintain your energy.

You also may want to cut Metalwork Colossus from the deck because its mana cost is only reduced by "Non-creature" artifacts. You don't run that many that help that function and the creature itself doesn't help your deck function that much in general.

I would also suggest cutting Welding Sparks in favor of harnessed lighting. the energy based spell helps synergize with the energy mechanic of virtuoso and can be played for less and do the same amount of damage by default.

I would also suggest removing Pia's Revolution as this card does not offer much value to your decks style of play. This card functions better in a deck type that destroys its own artifacts in attempt to make your opponent think if they want you to have a card back or not.

Trophy Mage I am not sure if it is good in deck or not. You may just want to cut in favor of another copy of Chief of the Foundry and Foundry Inspector each since these are your only targets with the trigger.

In case you are interested you can check out a version of this deck I made a while ago for inspiration Module Silliness (U/R). It is something I dabbled with when the set Kaledesh first came out and though tit was fun.

Best of luck.

March 7, 2018 7:51 p.m.

Said on Scarabbian...


The deck seems really well built. My main question is why the side deck option Dispossess? I am not sure what artifact is out that you would want to run this card to remove besides gearhulks. It is not a bad idea for those but was wondering if there were any other cards you were using this to side vs. You may want to consider for the side Lost Legacy or Negate if you find yourself vs second sun or combo decks.

As for the main deck you may want to run either Glimmer of Genius or Hieroglyphic Illumination over Chart a Course . The reason for why I suggest this is to make it so you have more instant speed draw options to hold mana up for control spells and you will more often then not have to discard for the Chart. Another reason I prefer the 2 spells I suggested is that because they are instant speed you can target them with Torrential Gearhulk to get more draw power when you don't need to use it for control.

March 7, 2018 4:17 a.m.

Said on Filthy Pirates!...


Interesting idea you have going. you may want to consider Kitesail Freebooter over Siren Reaver/Dreamstealer. The reasoning is that you want early game creatures that are hard to block and able to swing the moment you drop Raiders' Wake. This will give you a more consistent early creature that is hard to block that also removes potential control cards from your opponents hand.

You would also want to cut Kitesail Corsair ideally for a card like Warkite Marauder because they are the same mana cost and it just does more for you. As this creature attacks you can make a potential blocker loose all its abilities and become a 0/1.

Best of luck with the deck.

March 6, 2018 1:50 p.m.

Said on Grixis Pirates...


Just remembered a card option you might like. Warkite Marauder is a creature that offers a lot of versatile aggressive options with how it attacks. You get the functionality of atacking with an early flier that makes it harder for your opponent to block, and you can kill the target off with Shock regardless of what the creature was that you targeted since it becomes a 0/1 with no abilities (this includes all gods). It also pairs well with your few ground attackers making it easier to swing with them. Lastly it also removes your opponents ability to block you with fliers with exception to vehicles and thopters made in response to attack be virtuoso.

March 6, 2018 4:21 a.m.

Said on R/G Dino Ramp...


For pure consistency I would probably say Abrade is your go to card for the deck. The card does cost 1 more mana and does less damage, but it can be used even if you don't have creatures on board. The card Reckless Rage is great for interacting with your own creatures enrage ability, but can lead to awkward moments when you don't have a creature on board so you can't cast it or the only creatures out have on board are your humans that would die if used. I personally would still use the Rage just because I like its flair and interaction with the cards (especially if you use Ranging Raptors), but would use Abrade for more consistent play.

You may want to consider the use of Magma Spray in side. The card can help you against rush decks and recursion decks because of the exile tag. This will also be very useful against The Scarab God decks as you can burn it before combat damage if they use it to block to prevent it from coming back, or pair it with savage stomp to remove it from game as well.

March 5, 2018 4:33 p.m.

Said on R/G Dino Ramp...


Very solid deck layout you have. The only card I might change out would be Ranging Raptors in favor of Thunderherd Migration. The extra 2 cost ramp spell I find to be useful for early consistency to get out the turn three 4 drop.

Best of luck with the deck. +1

March 5, 2018 2:47 p.m.

Said on Grixis Pirates...


It is a nice deck design you have going here. If you want to be a more aggressive deck then I would suggest Storm Fleet Sprinter. The unblockable tag will help you with attack based triggers from your creatures and the haste is always useful for fast aggression. If you want to include this creature for faster rush then you would probably want to cut Dreamcaller Siren, Captain Lannery Storm or dare I say Hostage Taker. The reason I would swap any of these cards out is because they are the higher end of your curve and I am simply suggesting if you wanted a more aggressive outlook for the deck.

Reason for suggestion over Lannery is because it can be blocked denying you triggers from Brass

Reason for Hostage Taker is because it usually takes an extra turn casting what you stole before you are willing to swing with it and can be blocked easily enough.

Reason for Dreamcaller Siren... its the next best option if you don't choose the other two.

I really like the hostage take so I understand not wanting to cut it from the deck, but It could be a side deck card for when you need it for certain match ups. The card functionality is relatively slow if you want to be an aggressive deck.

Like the deck you have as a base still. Best of luck with it.

March 5, 2018 2:33 p.m.

Said on Path of the ......


Thanks for the comments and I am glad to hear you got inspired by the deck design. I also like how your inspiration took you in a very different deck direction and was refreshing seeing some unique deck building going on. I probably won't go that way with the deck as I am trying for a more aggressive deck design. Best of luck with your brews.

Small update on progress. Since am I putting BUG explore on hold because I can't find certain cards at local store; I have found most of the cards to make this deck out of spares I had, but need to pick up a few cards to finish idea. May get a test run on this with update in 2 weeks.

March 3, 2018 6:20 a.m.

I have to say what you came up with is very interesting and I like seeing Tilonalli's Summoner find some use. I don't have a lot of experience with GPG deck types or the refurbish deck strats, so unsure what all to suggest at this point.

I do think Radiant Destiny might be unnecessary and can lead to dead turn usage when we could be playing cards to further combo or activate special cards like Summoner. The deck is also light on creatures to make a card like Destiny really feel value. May suggest adding Sunscourge Champion or a gearhulk to main board to replace the card as quick fix.

March 3, 2018 6:09 a.m.




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Finished Decks 30
Prototype Decks 22
Drafts 0
Playing since Tempest
Avg. deck rating 5.09
T/O Rank 198
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Favorite formats Standard
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Venues Manaforge Games
Last activity 5 days
Joined 2 years