deckstats.net
You need to be logged in to do this.
The buttons above will open in a new window. Please return to this window after you have logged in. When you have logged in, click the Refresh Session button and then try again.

Informações do Perfil

Mostrar Mensagens

Esta secção permite-lhe ver todas as mensagens colocadas por este membro. De realçar que apenas pode ver as mensagens colocadas em zonas em que você tem acesso.


Mensagens - NormalAnomaly

Páginas: [1] 2
1
Deck Reviews / Re: [Legacy] Fear my Wrath
« em: Julho 29, 2017, 11:10:19 pm »
A lot of legacy decks can have you dead by turn 3... Elves, sneak and show, reanimator... the decks that don't can just counter your first couple of wrath effects and have you dead.  I'm not sure if you've played legacy before but this deck doesn't seem viable, not to ruin your good vibe or anything...sorry.  I don't think this deck would be good in any format.

2
Deck Comments / Re: 4-C Midrange - Comments
« em: Maio 04, 2017, 04:39:48 pm »
Hey,
Thanks for the comment.  To be honest I made this deck before 4-c saheeli took over and I didn't have attune on the radar.  I used evolving wilds for mana fixing, it also can trigger revolt for fatal push which is relevant.  However, now that you mention attune it seems like it might work.  A lot of times I drop an aether hub turn two and stick a Glint-sleeve, which allows me to draw an extra card turn 3, but attune seems great as well.  For some reason I didn't have winding constrictor in here, now that i do, if you play glint-sleeve after the constrictor then you get your 2 energy.  Both creatures are lightning rods for sure.  If they have removal they will take out that first threat.  If they don't, your odds are actually pretty high winning with this deck if they can't deal with your first glint-sleeve before it draws that card, to be honest.  This deck has a great late game, as well as plenty to do early.  Its only problem is sometimes it does have mana issues, I usually lose though because I only draw 2 lands for the first five turns and then can't come back.  I usually get the colors I need. 
All that being said, how many attunes would you add and what would you take out?  In my opinion, I'd take out a few lands.  Just wanted to hear how you would shift the deck.  I just played in the new format, lost to some new brews so I updated my list to this, I think attune just might work, I'm going to try it out, Thanks! 
If you have the cards you should try this list out, last week I went 4-0 didn't lose a game actually, but that was super lucky :)  (Beat saheeli combo which no longer exists, a vehicles deck, tower deck, and energy aggro, I was ecstatic with that)

3
Deck Comments / Re: RW Humans - Comments
« em: Maio 02, 2017, 09:52:55 pm »
Bloodlust Inciter seems okay, if you don't draw it early it's not so good, and I decided to add Dragonmaster outcast instead because of the great late-game potential.  Instead of crowd buffing, I put in some late-game card draw potential.  Not sure how Oracle's vault will play out.  I think this humans deck is more of a mid-range deck with late-game potential as opposed to a deck that wants to win by turn five, although a nut draw against a goldfish is always a possibility.  I'm not so much into the all or nothing strategy, if my opponent is removing my creatures, i'd much rather play oracle's vault on turn five or six than be stuck with a trial of solidarity in my hand.  With all the buffs already attached to permanents (mimic, lieutenant, always watching) i'd rather not play with things like pursue glory.

4
Deck Reviews / Re: Turn 3 Emrakul - Comments
« em: Fevereiro 25, 2017, 07:40:00 pm »
The reason you need the deck to be good on the play is because the on of the top decks in modern (death's shadow) plays 4 thoughtseize and 4 inquisition of kozilek.  You simply wont have time on the draw to get the extraction off.  My deck runs delver's and thing in the ice, with 4 inquisition and 4 spell pierce, again, on the draw with your combo deck, you aren't in a very good position.  Just some things to consider, not sure if you have the cards or are just throwing the idea out there with no intention of building the deck. ;)

5
Deck Reviews / Re: Turn 3 Emrakul - Comments
« em: Fevereiro 25, 2017, 07:25:24 pm »
Ok so after reading your description I realize you already though of all this, but I still like the thought scour plan because it allows the deck to be good on the play... and the 2 extra extirpates give you the probabilities you need to take that first step...you can always chump block with the apostle to get it into graveyard.  Going down to 10 lands seems good to me because you really only need one to start and once you extract, your deck should draw another.  Just my advice clearly I should have read your description and sideboard but great minds think alike.

6
Deck Reviews / Re: Turn 3 Emrakul - Comments
« em: Fevereiro 25, 2017, 07:13:05 pm »
Once you extract your apostles you are basically praying for a topdeck shelldock isle, with decent probabilities of drawing it @1/5.  Then, you are hoping to hit emrakul, probabilities pretty good since you have 4 emrakuls in @ 20 cards in library (1/5) and you get to look at top 4 with shelldock.  So, basically a lot has to line up in a row, but it's not impossible.  Again, if you are on the play and thought scour into surgical extraction turn one, they can't really stop it at that point  and you'll have at least a few turns to topdeck a Shelldock isle for the win :)
I really like thought scour here because it thins the deck by a few cards, allows you to extract or extirpate, and draws you a card back!!!

7
Deck Reviews / Re: Turn 3 Emrakul - Comments
« em: Fevereiro 25, 2017, 07:02:40 pm »
After thinking a bit more, with what you are trying to do, you really want a turn one thought scour since you are likely to mill an apostle and you could surgically extract that way.  Your probabilities of drawing surgical extraction or extirpate have to be high by turn 2 i.e. 1/7 or 1/8.  Basically means you need 2 more extirpate.  A new list could be:
4 thought scour
4 surgical extraction
4 extirpate
4 shelldock Isle
4 polluted delta
2 watery grave
4 Emrakul
34 Shadowborn Apostle

Let me know what you think of the new list...

8
Deck Reviews / Re: Turn 3 Emrakul - Comments
« em: Fevereiro 25, 2017, 06:34:51 pm »
One problem seems to be getting the shadowborn apostle into the graveyard in the first place.  Sure, you can discard to hand size, but with 13 lands you may be taking mulligans, which doesn't work well for that plan.  What I would do is add 4 collective brutalities, you can discard apostle for a second mode, remove a counterspell or anything that could potentially stop the combo, or kill the shadowborn with the -2/-2 ability.  Maybe even add thoughtsieze or inquisition of kozilek to protect combo, would be much more effective than funeral charm I think and could discard your own shadowborn as well.  Other than that, pretty cool.

9
Deck Comments / Re: W/B Servos - Comments
« em: Fevereiro 13, 2017, 07:11:56 am »
Nice, I think the curve could be lowered quite a bit though.  You also might want to play spire of industry with so many servos to fix your mana and maybe play 24 lands. With such a quick format, i also think you need some cheap removal, 2 removal spells at cmc 5 is not where you want to be.  Ever think about animation module with servos and metallic mimic, can pump out a 2/2 for every mana you spend whenever a servo comes into play.

10
Deck Reviews / Count on the Counters
« em: Janeiro 29, 2017, 04:47:37 am »

11
Deck Comments / Re: Tezzeret's Improvise - Comments
« em: Janeiro 27, 2017, 01:14:28 am »
In my opinion, the artifacts you play have to be good on their own, to make the deck more consistent.  In my blue-black walkers deck on here, i use animation module with metallic mimic and walking ballista.  The combination of those three artifacts is great, they are all good on their own and can cause major damage together.  Name servo on mimic and create a bunch of 2/2's with animation module.  I also added heart of kiran to my build, because it is just a boss card, and to fuel it i put some liliana's, syndicate traffickers which work well with animation module, and scrap trawler to help get back artifacts.  I just think that the deck needs to work well without relying so heavily on improvise cards.  Then the deck would be more consistent.  Also, i'd seriously consider spire of industry in an artifact deck, and i'd also run more artifacts than 15 if you have 16 improvise spells.  Just some thoughts :)

12
Deck Comments / Re: Tezzeret's Improvise - Comments
« em: Janeiro 25, 2017, 11:43:34 pm »
I tried building a similar deck, I think the problem with adding janky artifacts and improvise spells is that there are many ways to get really bad hands.  Some hands will be great, but I think too many will be nonsense for an extremely competitive environment.  I'm still not sure how to construct a fully competitive Tezzeret deck.

13
Deck Reviews / [Standard] The Schemer Schematic
« em: Janeiro 21, 2017, 11:55:46 pm »
The Schemer Schematic

Artifacts, Improvise, and Tezzeret.

14
I thought of the animation module with metallic mimic on servo combo too in one of my decks a week ago and then someone replied that the servo comes into play with the +1/+1 counter on it already, so you are not placing the counter on it and hence you cannot activate animation module from metallic mimic's ability.  Something to think about, i'm no judge.

15
Deck Reviews / [Standard] Ghirapur Horrery
« em: Janeiro 05, 2017, 06:34:00 am »
Ghirapur Horrery

This is an update from the last version.  This one runs thing in the ice, and I think it has more punching power then the last version.  Still needs some testing but definitely has power.

Páginas: [1] 2