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Messages - jaceperry

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1
Who doesn't like basically unblockable creatures. Normally blue would be the color for you but not everyone likes blue. So I created the commander http://deckstats.net/decks/43072/518610-shadow-horseman-warleader/en. This deck takes a little to set up but when it is set up it hits hard.

So guys I want to know what you think.

2
Deck Reviews / Re: [Standard] Human COCO abzan
« le: Mai 10, 2016, 11:00:00 am »
   Evasive creatures seem to be a big thing in this block. Menace, Skulk, Flying and Unblockable are all hard to get around but not impossible to beat. Here's an example;

1) Menace- The opponent has the upper hand if you have less creatures so in combat it kinda forces you to double block if you choose to defend yourself from it. Hound of the farbogs is dangerous in a B/G deck if you can get the +1/+1 counters on him from cards such as might beyond reason. Simply way around menace, either pacify it or give it a creature that the hound itself would NOT want to block (such as rancid rats). Death touch can be a lethal way to deter your opponents from attacking as well.


2) Skulk- Speaking of creatures with Skulk, they can only be blocked by creatures with equal or lesser value (kinda the opposite of howlgeist from the last block). A good way to get around this is to either block with a lot of tokens, do mass board removals and burn spells (puncturing light would be a good choice), or make their creatures stronger by playing strength of arms. If you have an equipment then you get a creature token and if you have a low power token then you have skulk/block fodder. It's risky but it can help you in a pinch if the opponent doesn't see it coming.

3) Flying- Flying is tough to contend with in any format. Best bet is to either give your creatures flying as well, make sure your creatures have reach, burn their flyers out the air or attack and force them to block. You can't block their flyers with your ground creatures but you can destroy theirs if they block you. I run a Esper Spirit deck where flying comes greatly in handy. Having ghosts that have (1/5), my silent observer actually stalemated a Temur werewolf deck I was playing against.

4) Unblockable- This is probably the most difficult to get around for players and it basically ensures a win if you can keep up the tempo. I recently acquired a elusive tormentor and it wrecked shop for me against a W/B deck I played against. Best way to get around unblockable creatures is to either burn them or pacify them. You could also attack and force your opponent into blocking your attackers. This way you're still removing their creatures without having to do any extra-curricular activities.

     I hope that this advice was somewhat helpful to you.


You know they would not be pacifying that Elusive tormentor unless they were dumb enough to tap out or run out of cards in hand. My current deck is built around it actually. BUG Tormentor the whole reason for green is to get the tormentor big and swing in for the kill. I call the deck the Buggy Tormentor.

3
Deck Reviews / Re: Human COCO abzan - Comments
« le: Avril 11, 2016, 10:30:50 am »
might want to listen to him i played against a similar deck and decimated it with elusive creatures of ub. Flying and unbloackable.

4
General Magic / Re: Favorite Flavor Text
« le: Avril 06, 2016, 06:48:50 am »
Mine is honestly Goblin sledder. "Here let's play 'sled' Here's how it works you're the sled.
It is a hilarious flavor text but most goblins do.

5
Deck Comments / Re: U TITI Control - Comments
« le: Avril 06, 2016, 06:43:15 am »
I speak from experience I got choked out when I was playing my mill deck. Mindbend I would have changed its text to forest. That would have been entertaining.

6
General Magic / Re: Modern & Vintage Banlist update: ETA- EDH
« le: Avril 05, 2016, 02:43:24 am »
The banning of Eye of Ugin makes me angry. They had to listen to everyone with Eldrazi hate.

7
Deck Comments / Re: U Thing in the Ice / Delver Control - Comments
« le: Avril 04, 2016, 08:48:39 pm »
Other than remand as well.

8
Deck Comments / Re: U TITI Control - Comments
« le: Avril 04, 2016, 08:47:02 pm »
You need to put another counter spell that isn't mana leak in here. In case someone plays choke. Which will tap down all your  islands until choke is destroyed. You could put mindbend in sideboard.

9
Deck Comments / Re: Jund-fix - Comments
« le: Mars 25, 2016, 02:47:24 pm »
correct i am just making sure you are aware.

10
General Magic / Our rat friends and standard.
« le: Mars 19, 2016, 07:42:01 pm »
No Typhoid Rats are going out of standard. They were last printed in Fate reforged.

11
Deck Comments / Re: Jund-fix - Comments
« le: Mars 18, 2016, 11:37:54 pm »
You know this won't be standard legal when SOI comes out.

12
Deck Comments / Re: Welcome to Renown town. - Comments
« le: Mars 18, 2016, 11:29:03 pm »
Talking about yoked ox. It is in their for any fellow aggro decks. Got to take into account that threat.

13
Deck Comments / Re: Landfall - Turn the Screw - Comments
« le: Mars 18, 2016, 10:10:22 am »
Animist's awakening could be amazing in here. You would hit more than one land drop as long as your didn't run into a crap reveal. It is from Origins.

14
General Magic / Re: Suggestions wanted: Unusual Commander
« le: Mars 18, 2016, 01:50:04 am »
Which dromoka? There are two and they give different effects.

15
Deck Comments / Re: Walk All Over the Wastes - Comments
« le: Mars 11, 2016, 12:15:21 pm »
There is a land in Oath that allows you to tap it for a creature for a many of any color. Just cannot remember the name at this moment. Take out all the forests and replace them with it just put some small colorless eldrazi like Eldrazi mimic to allow for it to tap to produce mana.

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