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Messages - dchsknight

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1
Deck Reviews / [Modern] R/w Aggro
« on: July 31, 2014, 11:50:32 pm »
R/w Aggro

Landfall

check it out!

2
General Magic / Mechanics questions.
« on: July 28, 2014, 02:04:34 am »
So lets say I have 4 Goldnight Commanders on the field. And in my hand I have 2 launch the Fleets. And lets say I have 10 plains on the feild. So I transition from the Main phase to the attack phase. here is what I want to know. Is this legal to do.

Main phase...

transition to Attack Phase.

To Entering the attack Phase cast both launch the fleets on all 4 Goldnight commanders. that uses 10 mana.

Declare the goldnight commanders as attackers.

(launch the fleets triggers.)

8 1/1 Solders enter the field. Goldnight Commanders's effect triggers. Each giving 8/8 to all creatures I control. So that would create 8 32/32 soldiers ont he field and 4 34/34 goldnight Commanders attacking...

Block step.

Defender declares blockers if any...

Chaos ensues...

Does that look right?

3
Deck Reviews / Re: [Modern] Hexproof
« on: July 18, 2014, 10:26:11 pm »
I would get rid of invisible stalker and any other blue spells and mana, go with Kor Spiritdancer instead, much more effective then splitting up your mana into 3 sources for just 1 card. You will have a more effective draw chance.

4
Deck Reviews / Re: [Standard] Aggro Burn Red
« on: July 17, 2014, 07:38:58 am »
imo and IMO only I feel your creatures are to wide spread and to high of a CMC for an aggro deck this is like a mid range deck.

Aggro decks play cheap yet effective creatures fast. A cheap effective creature is just as good as a burn spell if not more. Wipe spells generally do not come out till turn 3 and with a proper aggro deck you need to cause as much damage as possible before it comes out. Then it needs to keep momentum after it comes out. I would get rid of your gods unless you have a way to get them out by turn 3 because if you do an aggro deck right you wont make it to the turn the gods can come out.

I would stay away from 1 and 2 copy cards for an aggro deck. You want consistency and momentum in a aggro deck a bunch a different creatures that kind of all over the place, kind of don't do well for an aggro.

a good aggro deck as 8-12 1 drop monsters and 8-12 2 drop monsters and kind of stays clear of 3's and 4's because you want to be slamming your opponent hard and fast and you have no time for 3's and 4's, unless you have cards that help them to get out fast.

Also for a burn spell, you want versatile burns, burns that can either hit opponent or creature you don't want just cards that hit oppenents or monsters but both.

That is just my opinion on aggro. take it with a grain of salt.

5
Deck Reviews / Re: [Modern] Rotten Finger of Doom
« on: July 16, 2014, 10:39:36 pm »
I would put some land in that allows you to pull non-basic land from your library to cut down on dead draw for your legendary land. Since you can only have 1 out you should gaurente you get it out instead of hoping to get it with only 2 copies in the deck.

6
Deck Reviews / Re: [Standard] B/R aggro
« on: July 16, 2014, 10:34:45 pm »
The focus is aggro, the foundry street and pyro is just one of the ways this is achieved.

7
Deck Reviews / [Standard] B/R aggro
« on: July 16, 2014, 10:14:27 pm »
B/R aggro

The strat of this deck is to put out the pyros with foundry street denizens and start pumping out the damage. This also allows the use of swarm tactics and ramping damage

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