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Nachrichten - Haakon21

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1
Deck Reviews / Re: [Modern] Mono Blue Merfolk
« am: Juni 12, 2018, 07:57:07 Vormittag »
Remand and vapor snag are ok, but not really maindeck material imho.
I would consider playing a couple master of the wave, 3 to 4 harbinger of the tide and a playset of merfolk trickster.
Sideboard, spell pierce, ceremonious rejection, dispel and negate are great options.

2
Deck Reviews / Re: [Modern] El wizard Analiza
« am: Juni 12, 2018, 07:47:51 Vormittag »
Correction, young pyromancer is not a wizard.

3
Deck Reviews / Re: [Modern] El wizard Analiza
« am: Juni 12, 2018, 07:43:55 Vormittag »
Imho your deck is standar at core with some modern addition, I think it is a bit slow for the format.
Mercurial chemister is too expensive, so is Jaya ballard and Chandra, bold pyromancer.
Unwind is strictly worse than negate in modern.
Wizard's lignining is fine, but not above lightning bolt. Radiating lightning is at best a sideboard card.
Ghitu chronicler is not fast enough and will probably not be kicked. Ghitu Journeymage is probably ok on the theme but a bit weak.
Snapcaster mage is probably the best wizard to add in your deck, young pyromancer too.
Adeliz is really great (could play two or three), serum vison, mana leak are great options too.
Diviner's wand is slow, but ok. Sorecer's wand is really too slow for modern.

4
Deck Reviews / Re: [Modern] White Leyline Tokens
« am: Juni 12, 2018, 07:27:43 Vormittag »
Vault of the archangel has almost never been an issue, but I do play a little more land than you (21) and 4 of them are marsh flats, with 4 godless shrine.

5
Deck Reviews / Re: [Modern] White Leyline Tokens
« am: Juni 11, 2018, 07:42:13 Vormittag »
Hi,
For the sideboard, I usually play auriok champion, it buys a lot of time against birn strategy.
Also main deck I usually play 2 copies of Sorin, solemn visitor. His +1 is really strong with a go wide strategy, and again buys a lot of time against agro and burn. His -2 can help after a board wipe too.
I usually play 2 copies of vault of the archangel, Lifelink and Deathtouch can reverse the fame too.

6
Deck Reviews / Re: [Modern] Turbo Mill
« am: Juni 07, 2018, 07:57:20 Vormittag »
Yes, you're right, in my version I don't play ensnaring bridge, so Jace's phantasm isn't really a good addition in your version.

I play 23 lands in mine, I think 20 is a it too low. 21 should work.

In my sideboard I play hurkyl's recall against affinity. I have also surgical extraction.

7
Deck Reviews / Re: [Modern] Turbo Mill
« am: Juni 05, 2018, 01:26:04 Nachmittag »
Hi, what does really do white for you in the deck? Path to exile which enables archive trap? I think it would be better to cut the white, play 4 fatal push and add two field of ruin. Field of ruin, and the fetches allows you to trigger hedron crabe a lot, which is really key I think. I also like to play one or two ghost quarter. And as a plan B, I usualy play jace's phantom.

8
Deck Comments / Re: Bant Legends - Comments
« am: Juni 05, 2018, 11:05:45 Vormittag »
I would consider playing blackblade reforged (1 or 2) maybe over day of destiny

9
Deck Reviews / Re: [Modern] Blue White Control
« am: März 18, 2016, 02:56:22 Nachmittag »
20 lands are not enough, you'll need about 25/26 lands.

Path to exile is strictly better than vapor snag.

Aether vial with only 16 creatures is really not efficient.

meddling mage and elspeth*2

You might consider playing wall of omens, kitchen finks, restoration angel and snapcaster mage... and adding celestial colonnade


10
General Magic / Re: Brand new player, asking how a card "plays out" on the table
« am: Januar 31, 2016, 12:51:03 Vormittag »
You can cast sorceries only during your main phases when the stack is empty and you have priority, not anytime during your turn.
The turn is divided this way :

Beginning Phase
    Untap Step
    Upkeep Step
    Draw Step
Main Phase
Combat Phase
     Beginning of Combat Step
     Declare Attackers Step
     Declare Blockers Step
     Combat Damage Step
     End of Combat Step
Main Phase
Ending Phase
     End Step
     Cleanup Step

I know the stages. It's the details I can't read online in tutorials (I have read many of them) I am missing. I know when I can cast a sorcery, but no where does it say how many (someone else has answered that here now, but that is just one example of how the online tutorials are lacking and why I am coming here asking questions). That's the problem with all the tutorials online, they list steps like you just did, with no details as to what actually happens in those steps. Here's an example:
"Main Phase: Most of the game's actions happen during the main phase. With the exception of Instants, cards can only be played during a player's main phase. There are two main phases each turn: one before and one after the combat phase."
Yeah, but it says absolutely nothing about the order you play inside that phase, how many cards you can play, etc. Never in any of the tutorials I have read so far did it say "Main Phase 1 (pre-combat), if you have sorceries you want to cast, do this FIRST, you may cast as many as you can afford, you will not be able to cast sorceries after you play creatures or instants."
It's like teaching someone how to make pudding like this:
Kitchen
Milk
Vanilla
Cocoa
Sugar
Cornstarch
Stove
Done
I don't know how anyone manages to learn the game using the tutorials given outside of coming to a forum like this and asking for further clarification (so I'm really glad forums like this actually exist). If anyone has a link to a detailed tutorial/rulebook/guide, please do share the link.

There is no order within the main phase. During a phase or a step, the first thing that happens is obligatory actions (such as untapping permanent at the beginning of the untap step). Then any abilities that triggers at the beginning of XXXX phase go on the stack. Then, if you get priority in this step/phase, you get priority.
The only limit to the number of something, is that (if nothing says otherwise) you can play only one land during your turn. You can cast as many spells and activate as many abilities as you want (or are able to).

11
General Magic / Re: Brand new player, asking how a card "plays out" on the table
« am: Januar 30, 2016, 12:47:09 Vormittag »
You can cast sorceries only during your main phases when the stack is empty and you have priority, not anytime during your turn.
The turn is divided this way :

Beginning Phase
    Untap Step
    Upkeep Step
    Draw Step
Main Phase
Combat Phase
     Beginning of Combat Step
     Declare Attackers Step
     Declare Blockers Step
     Combat Damage Step
     End of Combat Step
Main Phase
Ending Phase
     End Step
     Cleanup Step

12
Deck Reviews / Re: [Modern] Elves
« am: Januar 26, 2016, 05:00:41 Vormittag »
Nice and straightforward deck. Well built.

I would cut 2 joraga warcaller and add 1 Ezuri, renegade Leader, and 1 summoner's pact.
Because Joraga Warcaller, reavealed  by collected company, is disappointing. (And chord of calling is useless for him)
If you do the math, if you have 8 mana and joraga in hand, your elves will get +3/+3, and with Ezuri, your elves will gain +3/+3 and trample...



13
Deck Reviews / Re: [Modern] goblin damage
« am: Januar 25, 2016, 04:23:51 Vormittag »
Instead of Fervor, you could play goblin chieftain.
Legion loyalist is very good with goblin piledriver.

14
Deck Reviews / Re: [Modern] Pointy Ear Overload
« am: Januar 18, 2016, 10:49:14 Nachmittag »
Hello,

I don't Know if you want to go to very competitive events. If it's for casual event, your deck is fine, it works quite well.

For competitive events, it's a bit sub-optimal, and then you'll probably lose most of your matches.

Most of competitive Elf decks run 4 elvish mystic, 4 llanowar Elves, 4 Nettle Sentinel, 4 heritage druid, 4 elvish archidruid for the ramp,
3 Ezuri, renegade leader for the kill. Collected company, chord of calling elvish visionary to "dig" through their deck.

The rest of the deck is usually "silver bullets", utility creatures, as reclamation sage, scavenging ooze, elvish champion,...

15
Deck Reviews / Re: [Modern] Flickering Titan
« am: Januar 18, 2016, 10:14:58 Nachmittag »
Dark confidant is a bad idea, with 4 ccm6 and 7 ccm4, you will lose a lot of life.
Lone missionary could really help, maybe replace some damnation by languish, at least your titans will survive.

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