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.

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - DelverMage

Pages: 1 2 3 [4] 5
46
General Magic / Best Two Mana Spells in Ixalan Standard – BLUE
« on: December 30, 2017, 12:57:32 am »
Ixalan Standard does not contain a plethora of strong blue creatures, not in a normal sense.  Blue seldom has cards that fit that definition.  The best blue spells are full of tricks and have interesting capabilities that change the game in ways none of the other colors do.  I will still write up the blue creatures I have on my list, even though they come with an asterisk, as they are a bit more situational. 

There are other cards I placed on my list that do not meet the criteria to be on this list, but are still important cards in the set that either bring a core function to the environment like Censor.  1U for a counterspell that can be over ridden for 1 mana is not very strong at all in nearly every situation except when your opponent taps out to cast a spell.  This is an iconic card that many people will take a risk on playing, knowing that they can just cycle it as soon as they need to or find it no longer helpful.  Perilous Voyage is another card that is the right power for the right price.   What makes it worth mentioning is that it targets any non-land permanent, including enchantments (I want to send your Cast Out on a Perilous Voyage!) at instant speed.  Plus if you send their Longtusk Cub on a Perilous Voyage in response to the third energy pump during the Declare Blockers reaction phase, you get to scry 2.  Tricky?  Yes.  Overpowered?  No.

Creatures
*Aether Swooper – A 1/2 Artificer with Flying for 1U is better than average.  It also generates two energy when it enters the battlefield.  It can use that energy next turn when it attacks to create a 1/1 Servo.  That combination of abilities puts Aether Swooper right on the cusp of of the best cards.  If you can by chance get a second servo out of the deal then that is extra bonus good.  Too bad it wasn't a thopter that this flyer was generating, if it was, there would be no asterisk on this card.

*Baral, Chief of Compliance – I have only seen this card used a few times in an Ixalan Standard deck.  It is far more popular in Modern currently.  As a 1/3 Human Wizard for 1U, it is cost efficient.  Its ability can be a huge bonus to any deck that has ten or more Instants and Sorceries in it.  As it does not fit in just any deck, it does come with an asterisk.  It is not an activated ability either, so it takes effect as soon as Baral, Chief of Compliance enters the battlefield.  Even if your opponents response is a Fatal Push, if you have Instants in your hand, they could be casted at the Baral discount.  The second ability that lets you draw cards is such a specific scenario that it has little impact on the value of the card in general.  Even in the UR Gifts deck that is very popular in Modern, that ability is not likely to be triggered.

*Shielded Aether Thief – A 0/4 creature for 1U is a fair cost, but as it has almost no attack value it would likely not get any broad play.  The Shielded Aether Thief comes with Flash, which allows it to be a surprise blocker which gives it tactical value, like a combat trick.  Then when it blocks you get an energy point.  Again those pieces alone are just not quite enough to make the list, but it gets here (with an asterisk) because after your next turn, you can tap it and pay 3 energy to draw a card (preferably after blocking again and getting a second energy).  Pull that off even once and this card delivered well above its cost.  The whole concept here though, is a situational scenario.  Depending on your meta, this card may be better off starting in your sideboard.

Spells
Cartouche of Knowledge – I have kept in mind that Auras, by their nature, are situational.  You cannot just whip out this spell and cast it if you do not have a creature to target.  It is also a bit risky when you cast an Aura, in that if your opponent can eliminate the target of the spell, they just got a twofer.  Auras do become permanents when completed, and their effect remains on the battlefield, unlike an Instant or a Sorcery.  So every turn that the Cartouche  of Knowledge remains in play, your creature continues to have the benefits.  PLUS, you get to draw a card when it comes down.  Nice, an Aura that is a cantrip.                                                                                                                                     

Riddleform – For 1U you get an Enchantment that can become a 3/3 Flier any time you cast a noncreature spell.  That is not to be confused with Instant and Sorcery spells like Prowess triggers on.  Artifacts, Planeswalkers, and Enchantments also allow Riddleform to activate.  This card certainly does partner well with creatures that have Prowess.  Riddleform also has the ability to Scry 1 for a 2U cost that does not require a tap to use, which is easy to forget about.  That extra ability is what puts this card on the list.  As a this card will often be in a deck that holds up mana to react on your opponent's turn, you can use it to scry during their end of turn if there is still mana available for use.

Search for Azcanta – One of the nice things about Enchantments is that most decks do not have a good way to deal with them main deck.  Some may have sideboard cards to help, but most of the time the Enchantments get to stay.  Search for Azcanta provides a modified Scry ability before your draw phase.  If you chose to not keep the card on the top, it does go the graveyard instead of the bottom, but I would almost consider that better than a normal Scry.  Certainly a deck can take advantage of that, beyond the fact that eventually it will trigger the transformation of Search for Azcanta.  In the early game, this can really help keep a good curve going, or help find answers if the cards in your hand are not quite doing the job.  Once it transforms in the Azcanta, the Sunken Ruin it is an island at the very least or a reusable card engine that looks 4 cards deep for a card that is not a land or creature.  The rest go on the bottom of your library.  From a late game standpoint this card is excellent for finding combo cards, removal, or big game finishers.
 
Sideboard
*Essence Scatter and *Negate – I will speak to both of these cards cards at the same time.  I am not convinced that they really should be on my list of the best cards, but these two cards are staples in the Standard format and will be used in many decks as long as they are legal.  Either of these two cards and easily be worth their weight in mana, and later in the game can destroy spells that cost much more than 1U.  In the early game they are more of a break even spell, but if timed right they can eliminate combat tricks and shut down early attempts at large creatures.  Great defense against nasty Hydras, Gods, and Dragons.

47
General Magic / Best Two Mana Spells in Ixalan Standard - WHITE
« on: December 29, 2017, 02:54:30 pm »
Two mana spells are the bread and butter of great magic decks.  There are normally a lot more options at this casting cost then there are one mana spells.  This just makes the competition that much stiffer.  For the two mana installments, I will discuss cards that almost make the cut as a part of the introduction.  There are a lot more of those in the two slot then there was at one mana.  But that discussion will help shape why I came to the decisions that I did.

White does not have an abundance of cards to make this list.  There are a few cards that come real close, like Eddytrail Hawk, that can become quite effective in the right situations.  But when a situation exists for maximum effectiveness, the harder it is to pull off the less value we can assign to it.  That does not mean that in the right deck a particular card could become an all-star, but we are trying to determine which cards are best in the Ixalan Standard format, so how generally effective matters here.  Eddytrail Hawk suffers from having a low power, mostly.  That is why it just doesn’t quite make the mark.  Vizier of Remedies is another example where there is an application or even a combo where a card like this can really do well, but I cannot recommend that Vizier of Remedies could be considered for general use.  Ashes of the Abhorrent would have been considered as a strong sideboard card, except the majority of the strong decks in play as of the writing of this article do not win games by using graveyard abilities.  U/W God-Pharaoh’s Gift completely works around these effects.  It would have done well against the field when Innistrad was in the block.  Maybe it can be useful if there are strong Embalm and Eternalize decks in your local meta, but for now this is not seeing play in Standard.

Creatures
*Adorned PouncerAdorned Pouncer is a card that I really had to decide if it made the list, it is only a 1/1 after all.  I have chosen to add it with an asterisk, because it is easy to give it the power boost needed to make its double strike ability really dangerous.  In addition, because it can be eternalized, it comes back as a 4/4 double striker which is quite deadly.  This is also a great target for God-Pharaoh’s Gift, so there are two ways to bring it back as a 4/4. 

Glory-Bound Initiate – A 3/1 Human Warrior for 1W is a fair deal.  When you exert it on the attack is becomes a 4/4 with Lifelink which is excellent for two mana, even at only having this effect every other turn.  This could become even more powerful, if given vigilance or a means to untap it were available.

Honored Crop-Captain – Although this is a two color card, I will present this with White.  3/2 for two mana is above average for a two mana card, although it is 2 different colors.  With the ability to increase the power of each other attacking creature when Honored Crop-Captain joins them puts this card on the list.  Finding two other creatures to help her fight is a fairly easy thing to do, especially in R/W.  Consider the fun that can be had if Kari Zev, Skyship Raider and Honored Crop-Captain are attacking together.

Spells
Servo Exhibition – As the only white spell to make this list it only just barely does so.  White seems to have more targeted cards and specialty cards than just strong cards in general in the Ixalan Standard format.  Putting two 1/1 Servo artifacts on the battlefield for 1W directly impacts the existing game.  They can provide the opportunity to go wide against your opponent, or save you from a devastating attack as chump blockers.  The ability to put creatures on the board without summoning them helps to bypass some avenues that players use to lock down creature decks.  As there are a number of cards that become advantaged when artifacts are in play, this becomes a sorcerous boost in addition to two more able bodies.
 
Side Board
Tocatli Honor Guard – There are many cards in the Ixalan Standard format that have trigger abilities  as creatures come into play; both permanents and the creatures themselves.  As a 1/3 Human Soldier for 1W it is cost effective, but the ability to shut down “enter the battlefield” triggers can change the game, even if it is just on the battlefield for a few turns.  Eliminating some common Energy gains, hand manipulation, counter generation, and abilities like Revolt and Explore from the game takes away a significant amount of synergy from many top decks which makes it much harder for an opponent to win.  Be prepared for Tocatli Honor Guard to become your opponent's primary target.

48
There are a number of different artifacts that have seen play in Standard.  Many vehicles,  large creatures, and other powerful artifacts that swing the game towards victory have seen the battlefield of late.  In the one mana category, however, there is isn’t too much that is good without being quite situational.  I have also included a zero mana creature, since it doesn’t make sense to have a write up just for that.

Creatures


Ornithopter – 0/2 flying artifact creature for zero mana.  When this first came out in Antiquities we all thought it was quite dumb, for about a minute.  It puts an artifact creature on the board for zero mana, which can trigger many things.  It makes a great chump blocker or it can quickly become an evasive powerhouse with the application of a nice Aura or two.

Bomat Courier – 1/1 hasted artifact creature for one mana.  Every time it attacks it snags a card off the top of your deck and holds it. (Exiled cards, face down)  At some point you can spend one red mana, discard your hand AND sacrifice the Bomat Courier to pick up that stack of cards.  The fact is, those cards are seldom ever recovered.  If you opponent doesn’t eliminate the courier rather quickly for being an annoyance, they will usually try to destroy it before you get a chance to sack it yourself.

49
General Magic / Best One Mana Spells in Ixalan Standard - GREEN
« on: December 21, 2017, 05:32:30 pm »
Green is providing quality over quantity in Ixalan Standard.  There are only 4 cards on my list but 2 of them are in the Top 5.  One of them I believe would also be considered controversial as it does not see much play in constructed but the question is, 'How many cards can you draw for one mana'?

Creatures

Narnam RenegadeNarnam Renegade is the sidekick of Rigging Runner.  A 1/2 elf warrior with deathtouch is a very good card for one green mana.  But wait!  There’s more!  If you summon Narnam Renegade after you lose a permanent it gets a +1/+1 counter!  2/3 deathtouch elf for one green mana.  So now Evolving Wilds can give you a land AND trigger your Narnam Renegade to be the beefy version.

Spells

BANNEDAttune with Aether – A staple green ability, enhanced with a shot of energy has made Attune with Aether a go to card for almost any deck that has green.  It is a great color fixer plus that energy can be used to feed other, more dangerous creatures.  Even if your deck is not really energy based, if used in the same deck as Aether Hub, it helps to keep those fueled as well.  Attune with Aether is a top 5 card in Ixalan Standard format.

Blossoming Defense – Besides the fact that it should be renamed to Blossoming Offense, Blossoming is the number one combat trick in Ixalan Standard.  Facing an opposing use +2/+2 and hexproof will cause one to lose both their momentum and their now fizzled spell.  It is like Bristling Hydra brand No Stick Pam, fortified with extra protein. This is also a top 5 card in Ixalan Standard.
 
Sideboard

Shapers’ Sanctuary – This is a card that I have only had played against me in one match.  I do get why energy based decks do not use this card or any tight agro deck, but here is an enchantment for one mana that gets you a card every time your opponent targets one of your creatures.  Fatal Push, nets you a card.  Cast Out, nets you a card. Glorybringer exerts….and you get to draw.  Hello!?!  I can understand that the later in the game it shows up, the less likely it will be useful or effective.  On the flip side once you start having them in multiples…..

50
General Magic / Best One Mana Spells in Ixalan Standard - RED
« on: December 21, 2017, 04:29:08 pm »
Red has 7 one mana cards that I thought worthy of this list, although a few of them have asterisks signifying that they are situational.  Some of the better reprinted staple cards in the set are red.  Most of the situational cards are worth working towards when designing and playing this deck, which is interesting because many times strong red staples are good all by themselves.

Creatures

Flameblade Adept – Here we have a 1/2 red creature with menace for one mana.  Early evasion and improved toughness is a real bargain for that price.  If you happen to be cycling, or discarding cards (by choice or not), Flameblade’s power grows.  This is convenient to take advantage of circumstances, but not strong enough to actually try to build around.  If you are looking to create an Abandoned Sarcophagus cycling deck that has red, the Flameblade Adept would be a shoe in.

*Inventor’s Apprentice – 1/2 red creature for one mana.  Slightly above average, but as soon as you have an artifact in play the Inventor’s Apprentice becomes a 2/3.  Now you have a good deal, as the special circumstance is easy to do.  This is the same idea as Toolcraft Examplar, not as powerful, but it remains consistent.  Inventor’s Apprentice really enjoys a nice pair of Inventor’s Goggles, FYI. 

*Rigging Runner – A 1/1 first strike for one red is good.  If you can wait until your second main phase to cast the Rigging Runner after you have a creature attack it will be a 2/2 first strike as it will get a +1/+1 counter.  That does start to push Rigging Runner to the far edge of a good starting card, but casting it on the second main phase of Turn 2 is about as fast as it can get and be the best value.

Soul-Scar Mage – 1/2 human wizard with Prowess for one red mana is a very nice card.  The Soul-Scar Mage also turns your non-combat damage in to -1/-1 tokens for creatures.  This is an excellent way to deal with the various Gods from Amonkhet, as they are indestructible.  That does tend to make the Soul-Scar Mage a strong target for removal.  This effect is triggered though, not activated, so you can follow up the successful summoning of a Soul-Scar Mage with a Lightning Strike and get your negative tokens.  This card gets an Honorable Mention towards the Top 5.

Spells

Magma Spray – One of the core cards in recent Standard formats, it was first introduced with Shards of Alara.  Although Magma Spray can only target creatures, if they die, they are exiled.  This is an extremely useful result in the Ixalan Standard format.  There are many powerful staple cards that deserve every Magma Spray they get.  Don’t forget that Magma Spray’s effect still works even if it was not the only card to do damage to the creature.  So a chump block followed with a Magma Spray can keep those pesky Scorpion and Scarab gods from going back into your opponent’s hand.

Shock – Another red staple reprint that was originally introduced in the set Stronghold.  Shock is an instant that is good for 2 damage, and it can target creatures or players.  It is very vanilla, and very useful.
 
Sideboard

Chandra's Defeat – Because this card is so razor focused, it just does not make any sense to play it in your main board.  But many top tier decks utilize legitimate targets as a part of their path to victory.  With its ability to provide 5 damage to a red creature or planeswalker, Chandra’s Defeat has become a staple card in just about any Standard deck that can cast it.  Not only does it help keep Chandra herself off the battlefield, but it takes out many game finishing cards like Glorybringer and a number of Dinosaurs.  Now if we could only get it to work on Hazoret the Fervent.  (Hmmm.  Chandra’s Defeat while Soul-Scar Mage is in play would do the trick.)

51
General Magic / Best One Mana Spells in Ixalan Standard - BLACK
« on: December 20, 2017, 04:00:50 am »
Black has two of the strongest one mana cards in Standard, a third that is nearly as good, plus a combat trick that is growing in popularity.  There are two creature cards that I needed to consider, even though they are both a bit situational or require a certain kind of deck to be even better I think they deserve to make the list.

Creatures
 
*Deadeye Tracker - This is a 1/1 pirate for one black mana that has a secondary ability that can be quite useful if given the chance to use it.  For 1B, Deadeye Tracker can exile two cards from your opponents library AND perform an explore.  This combo of effects is quite strong, if you ever get a chance to use it.  Explore is nice, but currently not a ability that wins games.  Exiling targeted cards from the graveyard is really good against a couple of the upper tier decks in Ixalan Standard.  The problem here is those players are quite aware of this and the result is Deadeye Tracker does not often get to perform effectively.  The ability requires DT to tap, which gives your opponent 2 turns to remove the threat.  Even with the recommendation that this can be a sideboard card the best I can do is give Deadeye Tracker an Honorable Mention.

Dread Wanderer - A 2/1 zombie for one Black mana is a great card, but it comes into play tapped.  That basically  means it cannot be a blocker on the next turn, but if you are playing with Dread Wanderer you are not looking to block anyways, right?  Dread Wanderer also has the ability, at Sorcery speed, to come back into play from your graveyard, tapped.  You have to have only one card or less in your hand at the time, but an aggressive black deck that can really use Dread Wanderer will find itself playing of the top of the deck often enough that this really is not a hard circumstance to be in, plus there are currently a number of good situations for the zombie tribe that can quickly make DW even more dangerous than a 2/1.

Spells

Duress - A reprinted card that has spent a little bit of time out of Standard, but is back again to cause grief.  Looking at your opponents hand and removing any non-land, non-creature card to their graveyard is just good.  Always has been, always will be.  Often Duress is the best way for a deck to disrupt your opponents' strategy.  Are there some top tier decks that this is less effective against?  Sure, but that is why we have a sideboard strategy.  I believe this is a top 5 card in the current Standard.

Fatal Push - Fatal Push has pushed its way into the top 10 list of pretty much every competitive format in Magic.  Granted, it is not effective against any creatures with a casting cost higher than 4, and a bit trickier to use against three and four mana creatures, but there are no adverse side effects to using it.  No life or land gained by your opponent, no creature sacrifices (at least as an official cost), and no color restrictions.  Fatal Push is the best one mana spell in the Ixalan Standard format.

Harsh Scrutiny - Here we have a new twist on an old friend.  For one black mana, we get to see target opponents hand, and remove a creature card from there to their graveyard.  It is relegated to Sorcery speed, but the new twist is the Scry that follows.  Again, with the current Standard format running so creature heavy, it is going to be really hard to miss with this spell.  I have only seen 2 opponents play this card against me, but I think this card deserves more play.  This card gets an Honorable Mention for the top 5 cards.

Skulduggery - An instant that provides a 2 point shift on the fly.  This is a shining example of a great combat trick.  There are so many ways Skulduggery can influence combat.  Chump blocking their 3/3 first strike with your 2/2 lifelink, is exactly what your opponent was hoping for.  Then you cast Skulduggery, gain 3 life instead of 2, and your creature is wiping of the dust while their first striker gets buried in the graveyard.  Keep an eye on this card as you will be seeing it more with the rise of mono black decks.

Sideboard

These are not the good black spells you were looking for....

52
General Magic / Best One Mana Spells in Ixalan Standard - BLUE
« on: December 19, 2017, 10:16:39 pm »
Blue does not have a plethora of creatures on the one mana list, but is does have some good spell choices.  Often though, Blue tends to have some of the BEST cards at these two cost levels, and I think Ixalan is no exception.

Creatures
Siren Stormtamer – A Blue Pirate that also is a 1/1 evasive flyer for one mana.  Still a strong choice, but add in the ability to spend a point of blue mana and sacrifice it to counter a spell or ability targeting you or one of your creatures and it becomes easy to make this a 4 of in any deck sporting blue.  If you have other cheap blue instants that you are holding blue mana up for, having this in play gives you another strong option to disrupt your opponents’ plan.  Don’t forget that your Stormtamer has this ability, it is easy to do.  Just remember, there is also a good chance your opponent will forget about it too.  (Until it causes them to lose a game…..)

Slither Blade - This blue naga rogue is only slightly better than a stock one mana creature at a 1/2.  This Naga is sneaky and should be a ninja as it is unblockable.  Perfect target for some combat tricks, auras, or some equipment, like Dousing Dagger, and you have hits on players or planeswalkers not named Gideon of the Trials.

Spells
Dive Down – Here is the Blue answer to targeted removal.  Certainly more defensive then Blossoming Defense, but both equally useful for protecting your creature.

Opt – Scry 1 and then Draw a Card.  Like what you see, then put it in your hand, if not, put it on the bottom of your library and keep the next card.  Opt is reprinted from the Invasion set way back when.  This is a go to card in Blue, and again is often an automatic 4 of in decks that have blue.  This is one of the best one mana cards in Standard currently, at least top 5.

Spell Pierce – Counter target NON-CREATURE spell, unless they pay 2 mana.  Vehicles and other artifacts are NOT creatures!  For one mana this card is excellent against both Black and Green on turns 1-3 or so (Fatal Push, Attune with Aether).  After that, it is more of an opportunity card that may well just end up taking space in your hand.  Don’t forget that often, it is worth using a Spell Pierce even when they can pay it, if it means they are now tapped out.  This provides you a window to act, with little to no chance of interruption from your opponent.

Unsummon – This reprint is as simple as they come.  Return target creature to its owners hand.  I have been abusing this card from the beginning (of Magic) and this card is effective, as long as your opponent is playing with creatures.  There are so many tricks you can play with Unsummon.  Disrupting their attack, foiling their combat tricks, rescuing your own creatures from targeted removal, just limited by your imagination, a legal target, and one blue mana.
 
Sideboard
This space intentionally left blank.

53
General Magic / Best One Mana Spells in Ixalan Standard - WHITE
« on: December 19, 2017, 08:04:29 pm »
In all competitive constructed events, the first few turns are the most critical opportunities to position yourself for a win.  What are the best options available to help ensure those first two or three turns are strong?  Standard is the format with the least amount of options to choose from so I have gone through all the cards available for a constructed deck and here is my listing of the best options.  Mostly the decision is based on the card as it stands alone, but some others do take into consideration other circumstances if they are simple to arrange.  (*Toolcraft Exemplar will be the prime example for that)

Creatures
Sacred Cat – A 1/1 lifelink for one mana is very playable.  Add in the ability to return from the dead, via embalm, and it becomes a must play card if you have a creature based deck using white.

*Toolcraft Exemplar – This is just a 1/1 creature for one mana on the surface.  It is also an artificer, which has a number of cards and strategies that can be associated.  In addition, it suddenly becomes a 3/2 creature when it attacks if you happen to have an artifact in play.  It is extremely easy to have an artifact in play in the current Standard environment.  Vehicles, thopters, servos, even things like Treasure Map and Dowsing Dagger from Ixalan. 

*Duskborne Skymarcher – Any time you can get a 1/1 Flyer for one mana that is a strong choice and early evasion is always useful.  The Skymarcher can be even more effective if you have a decent vampire presence in your deck as it can provide a timely boost to other vampire attackers.

*Imperial Lancer -Imperial Lancer is a 1/1 human knight for one white mana.  Stock one mana creature, right?  BUT, if you have a dinosaur in play, the lancer gets double strike!  That does not seem like much better but any opportunity to add +x/ to the double strike Imperial Lancer it becomes truly dangerousCartouche of Solidarity on Imperial Lancer gets you a 1/1 vigilant warrior and your Imperial Lancer is now a 2/2 First Striker!!  (4 points unblocked)  all for 1 more white mana.  (and a dinosaur in play).  I realize this is a bit of a stretch, but double strike is one of the most potent abilities in the game.  A 1/1 double striker is weak, but very easy to boost with combat tricks and equipment. 

Spells
Authority of the Consuls – This is an excellent hoser card for use against creature based decks.  For one mana you have just slowed down your opponents’ ability to deploy hasty attackers or even flash blockers.  When they do summon creatures, you gain life, which helps a little bit each time.  With the majority of the tier 1 decks as creature based, I have listed AotC as a main deck card, but it can just as easily be a sideboard staple, if you are playing white.
 
Sideboard
Demystify – One mana enchantment removal that helps prevent combat tricks (Cartouche), eliminate the popular Cast Out and similar enchantments, not to mention Search for Azcanta.  If timed correctly, as an instant, it can almost be like a combat trick itself. 

Fragmentize – One mana enchantment or artifact removal.  Fragmentize comes with limits that Demystify does not have, plus it is at Sorcery speed.  Target versatility is very strong but this card becomes less useful as the targets get bigger than four mana.  So it can stop Gate to the Afterlife before it is sacrificed to fetch the mighty God-Pharaoh’s Gift but once the Gift is out of the bag……

54
Deckstats Feedback / Getting credit for being copied.
« on: December 15, 2017, 04:18:30 pm »
Just an idea, but it would be nice if you got Karma points when folks appreciated your deck enough to copy it.

The fact that is shows in their deck view where they cloned it from is a nice touch btw.


55
Deckstats Feedback / One question and one request
« on: November 27, 2017, 06:09:08 pm »
The question is when will Iconic Masters be added to Deckstats?

The request is that you make CMC  a filter able field for deck construction.

56
Deckstats Feedback / Strip Mine filters as a Modern Legal card
« on: November 05, 2017, 03:16:27 pm »
Likely due to its inclusion as an Expedition.


57
Deck Reviews / [Standard] BG Explorer Exploder
« on: October 10, 2017, 03:47:29 am »

58
It still considers the two blocks that have rotated as of 29September17.

59
Deckstats Feedback / Deck version rollback feature
« on: June 19, 2017, 12:43:33 pm »
Something that I think would be completely useful, is the ability to select a previous version, and have a copy of that set to the newest version.  So not exactly a rollback, as the history of deck changes would still be present.

When reviewing a past version, I find that there isn't an easy way to capture the contents to copy into note pad without significant manipulation of the result.  The list version of the deck builder is the best way to do that, but you cannot get there in a historical version.

This would allow players to "revert" back to a previous version of the deck, to remove changes made while trying to enhance it.  (But really just making it worse.....  ;)

60
It doesn't matter if they are Amonkhet cards or older ones that are modern legal.  I still get that error.

Pages: 1 2 3 [4] 5