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Post - Kazuaro

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Deck Comments / Re: Kolaghan Fun - Comments
« il: Giugno 14, 2015, 04:15:09 pm »
If the deck is Aggro, which I think Kolaghan is... firstly, I would aim to reduce the mana cost of my cards, Like pyrotechnics has a high mana cost for what it does, and it only works at sorcery speed. Secondly, I would aim to get 3-4 copies of certain cards, because Aggro is a tempo deck, and you'd want a greater probability of drawing cards you need.

These are only suggestions, but:
2-3 more of Temur Battle-Rage
3-4 Mardu Runemark? (first strike and buff is advantageous)
2-3 more of Roast (they're brilliant removal, albeit only for non-fliers)
2 more of Dragon Fodder (maybe 1? because late game all they do is chump block)
1 more of Dragonlord Kolaghan and replace with maybe the Kologhan from FRF or the Boltwing Marauder

Stuff you may wanna take out...?
Most spells you think you won't need that cost 4 mana or more
Flamewake Phoenix. Although it is a good card, your main threats are dragons and not a 2/2 firebird

Also note:
Having 4 Kolaghan, the Storm's Fury may be risky because of the legend rule

Other than that, pretty solid.

2
Deck Comments / Re: Kolaghan Fun - Comments
« il: Giugno 14, 2015, 04:01:01 pm »
Is this deck supposed to be aggro?

3
General Magic / Re: Ideas for multiplayer session
« il: Giugno 14, 2015, 03:53:15 pm »
Me and my friends play a format called "Emperor", which is tons of fun. So, if you're familiar with the concept of a 2HG, Emperor is similar, but involves a team of 3 instead of 2. The general idea is to designate someone to be an 'emperor' out of your team of 3, while the other two players are 'generals'. The generals defend the emperor and one team wins by killing off the emperor.

There are tons of alterations you can make to make each game different. For example, instead of each player having an individual life total, the generals could share a life total, making them easy to wipe out, or the emperor has a higher life total than the other players, or even a combination of the two.

The 'emperor' could run a commander deck/ singletons-only deck, while the generals each have 60 card decks. The idea behind commander was that because the emperor is of a higher status, he/she has a creature they can always call for. The generals are of lower rank, and have no such privilege, but instead can command more than one copy of a particular creature, hence the 60 card deck.

So there you have it, an innovative fun way to play magic with 6 people. and of course, the number can be expanded slightly to match your needs. Hope this helps!

4
General Magic / Re: Deck Idea: Empty Hand
« il: Giugno 14, 2015, 03:45:53 pm »
That means Thoughtseize, Duress, Despise and every discard effect ever will be useless if you have no hand :)

5
General Magic / Re: How many Basic Lands do you run in Standard?
« il: Giugno 14, 2015, 03:43:43 pm »
I have been advised to play 24 or 25 lands in Standard.

The number of basic lands depends on the type of deck you run. So, for example, aggro decks is all about tempo, so it needs few basic lands. As a general guideline this is what it should be like:

Mono-Coloured Aggro Decks
19-21 Basic Lands

Other Mono-Coloured Decks
23-24 Basics

Dual-Coloured Decks
2-3 Fetch Lands
12-14 Basics
3-4 Pain Lands/ Shock Lands (no standard ones currently I think)

Tri-Coloured Decks
4 Fetch Lands
2-4 Pain/ Shock Lands
6-8 Basics
3-4 Scry Lands
4 of a any-colour land (Mana Confluence)

That's just a general guideline someone told me once. Of course, every deck is different, so it might not help you to dogmatically run 20 Lands for every aggro deck you play. Honestly, tweaking is always needed, and if you're stuck, count the mana symbols of each colour you're playing and work out ratios that way.

6
Deck Comments / Re: (WOTC) Warriors of the Coast - Comments
« il: Giugno 13, 2015, 10:37:55 am »
I could get started on that soon, so watch this space for the next few days!

7
Deck Comments / Re: "Can't touch this, dududu" - Comments
« il: Giugno 07, 2015, 09:40:03 pm »
Thanks, it started off as me throwing a bunch of cards I found... and then I discovered a trend to counter/ tap opponent's spells and I built around the idea of a pillow fort, including a bunch of phyrexian cards and artifacts to help me search my deck for needed cards

8
Deck Comments / Re: Mono Green, Mono Dece - Comments
« il: Maggio 18, 2015, 09:29:48 pm »
Feel free to comment. This is the first time I'm building for Tiny Leaders

9
General Magic / Dash, Intimidate and all things Judge-y
« il: Maggio 16, 2015, 08:49:05 pm »
So, what I really need to ask is this, as I'm training up to be an MTG judge soon...

How does dash work? To my knowledge, you cast a creature for it's dash cost, attack and do you take it back into your hand during your end step? or is it during your next end step?

Secondly, creatures that have intimidate cannot be blocked by anything other than artifact creatures or creatures that share that colour, am I right?

Lastly, abilities. When do artifact abilities activate? Presumably, since artifacts are not creatures, they do not have summoning sickness? And once a creature with a "tap, to activate ability" is played can that ability be activated just like an instant? or does it only activate during your turn?

Thanks guys!

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