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Post - Alcibiade2nd

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Deck Comments / Re: Yuriko Aggro - Comments
« il: Dicembre 20, 2019, 05:56:24 pm »
Here are a few pointer
Try and maximize your turns 2 Yuriko. To do this, keep hands with a turn 1 creature and one land of blue and one of black mana. Dont be scared to mull aggressively, Yuriko and co will refill your hand.  Unless you have some 0 CC plays or mulled to 6, you will have to discard to hand size after the attack on turn 2, but see it as a free loot effect!
Lands: You can use your creature lands to Ninjatsu. Especially useful against boardwipes. Dont forget that Mutavault is a Ninja!
1 drop: Try to always keep one in hand to rebuild after a boardwipe. Unless you have Arcane Adaptation or Inkfanthom Witch incomming, you usually dont want more than 2 other small creature beside Yuriko. The bestow on Hypnotic Siren is very powerful.
2 drop: Inkfanthom Witch has finished way more games than I tought it would when I put it in the deck. Deceptively powerful.
Draw/Selection: Use your instant speed topdeck manipulation (Brainstorm, Mystical Tutor, Lim Duls Vault, Sensei's Divining Top, Vampiric Tutor) while the Yuriko triggers are already on the stack. Living the dream of stacking 32 damage on each opponent with 3 Yuriko triggers and a Brainstorm is the best feeling in the world.

Weaknesses: This deck doesnt really have graveyard hate appart from Committ, thinking about adding some. Enchantment base removal (Imprison in the Moon, Lignify, etc) can be a real pain.

Thank you for your read!

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Deck Comments / Re: Hollow One - Comments
« il: Agosto 13, 2019, 11:03:45 pm »
Thanks for the comment!

This list is not designed to try and activate Tasigur. Tasigur just acts as a slightly less expensive Gurmag. Might go wit the stock list of 4 Gurmag in the future tho.

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Deck Comments / Re: ULTIMATE Zada - Comments
« il: Luglio 19, 2019, 08:06:14 pm »
After numerous games with the deck, I have arrived to my favorite iteration of the deck. Its fairly competitive, but with a glass canon vibe. This deck can often win out off nowhere, but if your meta has a lot of counterspell, can struggle a bit. Don't forget that if they counterspell or fizzle a spell targeting Zada, only the original copy is stopped, you still get all the other copies on your other creatures. Choose your moment for casting Zada carefuly, because sometime, getting it countered or killed even once is backbreaking.
Your 3 ways of winning, in order of how often they happen:
1) Storm off, make a lot of mana, draw a lot of cards, play Purphoros or Impact Tremors and loads of tokens, and/or Guttersnipe and a lot of spells
2) Infinite combo of 2/2 haste Dualcaster Mage and Heat Shimmer/Twinflame. A bit cheap, but needs set-up and can be fizzled with instant removal, so I dont feel that bad :)
3) Attacking with a horde of boosted creature is more of a back-up plan, but it sometime is enough!

Here are some details:

-Lands: Because we need a lot of red mana, and a lot of our ramp creates colerless, I dont want to go too heavy on colerless lands.
-Draw all: The best ones are Expedite and Crimson Wisp (1 mana instant) and Fists of Flames (great boost). For those that need to be played in combat, dont forget that at least one of your creature needs to be attacking. For Balduvian Rage, you need to play it on a attacking Zada. Rile kills all your */1, unless you played a defense boost before.
-Ramp: In a Zada deck, you want creature ramp more than usual, because they count for the copies.
-Fast mana: Your way of generating big boosts of mana. The Neheb's are rarely seen in Zada decks, but they have really poweful effects. When you get going, Runaway Steam-Kin lets you keep on going.
-Boost: I used to play more non-cantriping boosts, but i had so many dead starting hand because of them, that i kept cutting them one after the other. Still sometime useful to have a few, but as new sets come out and add interesting cards, I might cut them all.
-Tokens: Your way of flooding the board. Usually, I try to have at least 4 other creatures before going with Zada and Cantrips. If you can go for more without overextending, great, but I usually try to keep at least one card in hand that will help me rebuild if there is a boardwipe.
-Removal: We are a storm deck, interaction is for chumps! But seriously, just a few silver bullets, or we dilute our plan too much.
-Other: Our burn win cons and more utility spells

Hope my deck will inspire you!

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General Magic / Re: With this set containing 37 planeswalkers...
« il: Maggio 02, 2019, 04:50:18 pm »
I would like to try Ashiok (tutors are the bane of commander) and Narset in a control build. If you can protect them, they hose so many strategies...

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Deck Reviews / [Standard] Servo tribal
« il: Settembre 05, 2017, 10:11:44 pm »
Servo tribal

FNM viable? Herald of anguish can be cast turn 4 pretty often, and theoretically turn 3 (turn 1 orni and hope,turn 2 puzzleknot or exhibition, turn 3 Herald).

The point is to survive with servo until you can develop a token engine or your herald. With the lords, you can also go beatdown with the right draws.

 Thanks for feedback!

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