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Said on Jund Elves...

#1

Yeah Pelt Collector never felt as good as I wanted it to, especially since a lot of your things won’t trigger it in this deck without clancaller(s) in play after the first or second time and then it never gets trample. Elfball seems like a really strong way to attack a midrange-heavy meta and the decks you listed playing against were mostly slower matchups, making the explosive potential of banner+whisperer+rhythm a really terrifying combo to go against

February 15, 2019 6:22 p.m.

Said on Golgari Graverush...

#2

Kjartan those are all better choices than the Watery Grave s, Gemstone Mine works well with loam also and confluence is more flexible, I’m sure there are games you have to just play out your creatures but that’s probably because of static gy hate like Rest in Peace and green is more important to hit then to cast Nature's Claim or Assassin's Trophy and get your engine going again

February 15, 2019 6:18 p.m.

Said on Golgari Graverush...

#3

This is so close to dredge, but seems less consistent, why not throw in some Shriekhorn s and Cathartic Reunion s and call it a day? Also Watery Grave is unnecessary, you shouldn’t have to cast your amalgams.

February 14, 2019 3:32 p.m.

Said on Jund Elves...

#4

Banner is pretty bad against aggro decks, it’s for midrange and control since go-wide decks are soft to wraths, which those decks are likely to play in some number in their 75 and it’s a better Experimental Frenzy there. It plays like Beast Whisperer that also anthems and will most likely never be removed, where Banefire is also best against slower decks but requires you to have way more of an initial presence to generate lethal damage with against decks that are actively trying to keep you from doing that. Turn 3 banner, turn 4 beast whisperer into whatever else is game over in most spots. Why remove things when all of your 1-2 drop elves are 5/5s with haste? Also check out Marwyn, the Nurturer as a 1-2 of, she’s disgusting if she stays in play.

February 14, 2019 10:56 a.m.

Said on My First Deck ......

#5

more ramp would be a good place to start, swapping spells like Kodama's Reach , Skyshroud Claim and Farseek in for the mana dorks. Those are best in decks that can really utilize them by either untapping or using something like Birthing Pod to turn them into better stuff later. Along the same lines, you probably want 35-36 lands. Adding guys like Wall of Roots and Wall of Omens will help smooth out your draws while giving you some beefy blockers and can start attacking if you have something like Assault Formation out; definitely check out more walls/defender guys, they're always undercosted, have giant butts and usually a good etb effect. Zendikar Resurgent , Mirari's Wake , Soul of the Harvest and Beast Whisperer could all easily find a spot here as well, extra mana and lots of card draw is great! Good luck!

February 13, 2019 10:13 p.m.

You could cut the City of Brass type lands, they aren’t great if you can just ramp quickly and won’t have trouble with colors. Past that, you could swap some of the non fetchable duals for basics also for the same reason. Going to 36 lands is probably fine also with so much cheap interaction, giving space the moxes if you want

February 12, 2019 2:30 p.m.

Said on Temur Gate Mind...

#7

It’s low compared to other prime time decks which are closer to 27-29 lands and additional ramp, this does have access to more disruption so I can see that helping a lot in the early game.

February 12, 2019 1:58 p.m.

Said on Temur Gate Mind...

#8

Seems very low on lands for a deck completely dependent on them, have you had mana issues?

February 12, 2019 12:31 p.m.

Said on Jund Elves...

#9

Vanquisher's Banner over Banefire in the main deck, and go up to 4 gc guardian and incubation druid, 4 trophy is too much for an aggressive deck like this since it puts your opponent a turn ahead of you essentially, maybe 2 main deck but you would much rather snowball into a massive field of elves than try to interact early

February 12, 2019 10:21 a.m.

catlinkelly if the mana feels like it’s being stretched too much then maybe, costing 1 to activate makes it tough on deck that really wants to curve out turns 1-4 though and the counter wouldn’t protect anything from Lightning Strike or Lava Coil , which would really be the reason to want it. Thanks for the suggestion!

February 12, 2019 10:14 a.m.

Said on Frenzied Affinity...

#11

Sure, I don’t actually have opal either and 17 lands is the max I’ve played, I really hate flood in this deck though since it tends to only need 2-3 lands to win so that’s my deck building bias.

February 11, 2019 8:33 p.m.

Said on Frenzied Affinity...

#12

Haven’t watched the video but it seems a little heavy on lands, the additional 6 burn spells maybe account for that? I’ve been tweaking my own list, the deck does some ridiculous stuff when frenzy sticks

February 11, 2019 7:06 p.m.

L0TTO haven’t played it but I can any deck playing a lot of wraths being a difficult matchup, and their creatures outsize ours very quickly. Duress can help take away the removal, but if they have more than one sweeper it’s probably over every time. I’ve thought about trying to go either jeskai and just splash the black for Judith and split cards or Esper splashing red for Judith and Heroic Reinforcements , both would give you Counterspells which is what you really want there. Having Spell Pierce and Negate to protect the board could go a long way, but it makes the mana even more punishing which leaves you vulnerable to red, although the counters help there too. Maybe give that a whirl and see if some added interaction helps, good luck!

February 10, 2019 2:21 p.m.

L0TTO both cards could pretty easily fit here, I have Light Up the Stage for draw which wasn’t in the initial list and I cut some of the 4 drops to try and play more aggressively, theater would work better for a more grindy version (which the afterlife cards help with), although spectacle could be harder to enable if you slow down too much. Legion's Landing  Flip is super strong in decks like this but I’m not sure what to cut at the moment, maybe the Goblin Instigator s. I’m glad you’re having fun with it!

February 7, 2019 12:57 p.m.

You’ll probably empty out your hand very quickly, making the green ramp worse since it does nothing if you’re drawing into more ornithopters and memnites, you could try blue and black to get some draw with thoughtcast but discard spells and aggro generally don’t work together. Both are hard on resources and you’re spreading yourself thin pulling in 2 opposite directions

February 6, 2019 9:43 p.m.

skywalker0206 that card seems a little too slow for constructed, I’m not a fan generally of enchantments that don’t do things on their own since they tend to be win more, thanks for the suggestion

February 6, 2019 8:50 p.m.

Said on Eldrazaster...

#17

Really they would just accelerate you with a good starting hand, eldrazi tron cares less about setting up tron than the mono g versions so if the opponent is wasting interaction there then great, you probably stomped them

February 6, 2019 8:27 p.m.

Said on Eldrazaster...

#18

Try the tron lands with expedition map, sylvan scrying and ancient stirrings, your mana will be super consistent

February 6, 2019 7:12 p.m.

skywalker0206 that could definitely fit in place of Teysa and maybe call to the feast to lower to the curve and get more aggressive, I put those in since this was a build-around for Judith and Teysa to give someone an example list but not attached myself. I would probably just try 2 at first in place of Teysa and if the deck feels like it wants more, put in the other 2

February 5, 2019 11:22 p.m.

Fireblade triggers hero, has haste and synergizes with Judith to get some extra damage without needing to attack, decent 2 drop

February 5, 2019 8:27 p.m.

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