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Mensagens - drrizzy

Páginas: [1]
1
Deck Reviews / Re: Deck building Please help!
« em: Outubro 18, 2016, 06:20:16 am »
Dear MTGWarrior,
Keep in mind that I am a noob (I have been playing MTG for approximately a year every Monday and Friday night at the local game store), so if anyone else vetoes my tips take their advice.  At the same time it is awesome that you love to build "home-brews" too and not go with the standard archetypes.

Some tips for Modern are the following: 1) Your board state generally needs to be established by turn four.  While the game may not be over by turn four, spells that cost a lot mana-wise need to be justified.  2) Keep in mind what tempo you would like the game to go at.  Namely is your deck aggro, mid-range, or control.  3)  Choose cards so that your creatures get the maximum synergy. 

I found a good column on deck building here: http://www.mtgsalvation.com/forums/the-game/standard-type-2/deck-creation-standard/128633-how-to-build-better-decks

Good luck in building decks!
Steve

2
General Magic / Meddling Mage and Eldrazi Displacer
« em: Maio 11, 2016, 03:37:17 am »
Dear MTG friends on Deckstats,
I am a noob (I have only been playing since Battle for Zendikar) and I was wondering if any experts on the rules could let me know how Eldrazi Displacer and Meddling Mage interact.  Specifically,  Meddling Mage's rules text says "As Meddling Mage enters the battlefield, name a nonland card.  The named card can't be cast."  When Meddling Mage leaves the battlefield can that card be cast again?  What if Meddling Mage is bounced (by Eldrazi Displacer)?  Can you keep bouncing Meddling Mage and naming cards that your opponent can't cast?  Thank you for your help.
Steve

3
Dear mastertransmuter and jaceperry,
Thank you very much for your help with my deck.

I have a few new questions regarding the revised deck.

Thank you for your help on my deck.  I will be upvoting your comment (mastertransmuter) tomorrow (or in 1/2 hour if I'm still on).

Steve

The revised deck is below:

2 Halimar Tidecaller
2 Embodiment of Insight
3 Lumbering Falls
3 Wooded Foothills
4 Horribly Awry
3 Wastes
6 Island
4 Evolving Wilds
3 Forest
2 Mountain
2 Prophet of Distortion
1 Oran-Rief Hydra
3 Cinder Glade
2 Mina and Denn, Wildborn
1 Jace, Vryn's Prodigy
1 Jace, Telepath Unbound
2 Blinding Drone
3 Negate
3 Slip Through Space
1 Ruins of Oran-Rief
4 Containment Membrane
1 Unknown Shores
1 Holdout Settlement
4 Scatter to the Winds
1 Kiora, Master of the Depths


4
Deck Reviews / Re: [Modern] Landfall Control can I get a deck review
« em: Fevereiro 22, 2016, 06:32:47 am »
Thank you for your advice as well jaceperry.  I am still reviewing the deck and will probably repost soon.

5
Deck Reviews / Re: [Modern] Landfall Control can I get a deck review
« em: Fevereiro 22, 2016, 06:01:12 am »
Dear Bane2k4,
I like your suggestions and will look into it.  I really appreciate the feedback on this deck.  You had some great ideas.
Steve

6
Dear MTG friends,
I am a "noob" at MTG (I have only been playing since "Battle for Zendikar").  I love deck building, but am very new to building control decks, as the decks that I have built are mid-range/aggro decks.  I have a few questions about this starting build.
  •   Control decks need to draw lots of cards.  Besides Jace, there are not many "draw" cards in this deck that can work before turn four.  Should I add another Jace.  My instincts say yes, my wallet pleads no.
  •   Halimar Tidecallers are very crucial to this deck.  Should there be more/less.
  •   Embodiments of Insight and Fury are very crucial too.  Is 2 a good number?
  •   Should I use Embodiments of Insight or Embodiments of Fury?  I lean towards Embodiments of Insight because my opponent cannot burn it as easily.
  •   What should I do to replace the Wooded Foothills and Cancel spells from Khans of Tarkir?

If you have any insights or feedback, let me know.
Sincerely,
Steve

Embodiment of Insight/Halimar Tidecaller landfall control

The strategy of this deck is to control the board and then add Halimar Tidecaller, and Embodiment of Insight to catch people off guard when they do not have flying creatures.  The hydra is there to play a control game in case they do have flying creatures.

7
Deck Reviews / [Modern] Landfall Control can I get a deck review
« em: Fevereiro 21, 2016, 10:40:35 pm »
Dear MTG friends,
I am a "noob" at MTG (I started playing when Battle for Zendikar came out).  I have been playing mostly aggro decks in Modern and aggro to midrange decks in Standard.  This is the first control deck I ever built.  The idea of it is to control the board, get Halimar Tidecaller and Mina and Denn Wildborn out as soon as possible (turn 4-5 hopefully for Mina and Denn and turn 2-4 for Halimar Tidecaller, depending on the board), then get out Rampaging Baloths and/or Embodiment of Insight for landfall mayhem.

I have a few questions on this very new idea for a deck.  The first is about the creature count.  The second is just asking for everyone's input.

Thank you for your time and kindness in looking at my "home-brew".
Steve

Landfall Control

The idea of this deck is to control the game until I can get out cards like Mina and Denn Wildborn, Embodiment of Insight, and Rampaging Baloths.  From there I use landfall to generate beast tokens and hurt my opponent.

8
Dear G. Moto,
Thank you very much for your advice.  I really like the idea of the slab hammer and rugged highlands.  The sylvan scrying and swell of growth combo is great as well.  Thank you for your help.
Steve

9
Dear G. Moto,
Thank you very much for your advice.  You are very right in that the game can run slowly with landfall if I have larger creatures (I originally built it with Oran Rief Hydra, Rampaging Baloth, Baloth Woodcrasher, etc).  I reworked the deck with others' advice to go for the aggro approach.  I most recently reworked it again.  I posted the revised deck after the post you replied to.  I apologize for this and I appreciate your advice.  The current, reworked deck is definitely going for the aggro approach.  The main changes are that a lot of the "mana dorks" (Elvish Mystics and Skyshroud Rangers) have been removed and replaced with some Kird Apes, quick drop spells to pump creatures up and roast (since one guy at modern plays a Tarmagoif deck).  If you have time I would love your feedback on this deck.  The main questions I have for the new deck are about whether to replace the Become Immense with Sylvan Scrying, and about other spell choices.  Also, should I add the Slab Hammer permanently?  Thank you again for your response.
Steve
The revised deck is below:
4 Cinder Glade
4 Evolving Wilds
7 Forest
7 Mountain
4 Scythe Leopard #need one
4 Snapping Gnarlid
4 Plated Geopede
4 Lightning Bolt
2 Blighted Woodland #need one
4 Makindi Sliderunner
2 Giant Growth
4 Blood
4 Kird Ape
2 Roast
3 Become Immense
3 Groundswell

//Sideboard
SB: 4 Back to Nature
SB: 4 Boiling Earth
SB: 1 Become Immense
SB: 1 Slab Hammer

10
Deck Reviews / Re: B/G Sacrifice - Budget Standard BFZ
« em: Janeiro 16, 2016, 12:52:23 am »
Thank you for letting me know the purpose of the manifests.  I think you have a good deck.

11
Deck Reviews / Re: B/G Sacrifice - Budget Standard BFZ
« em: Janeiro 15, 2016, 05:49:05 am »
Understand that I am relatively new to MTG, so take my advice with a grain of salt.  After looking at your deck, if I understand your deck's objective correctly you want to create scions really quickly and sack them to build up creatures like Nantuko Husk, and Rot Shambler.  The pairing with Zulaport Cutthroat is excellent, and along with Bone Splinters and Evolutionary Leap you have made good choices. 

However, instead of Sultai Emissary and Qarsi High Priest you might want to go with Carrier Thrall and/or Call the Scions.  The downside is that your average casting cost is higher, but the upside is that these cards are more in line with the objective of your deck (generate scions; sack them while hurting your opponent, gaining life and using the scions for removal; and build up Nantuko Husk or Rot Shambler for the final attack).  Since games in Standard format tend to go longer this may be a viable change.  Carrier Thrall is 30 cents per card, and Call the Scions is 19 cents per card.  This should be in budget.

12
Deck Reviews / [Modern] G/R Landfall
« em: Janeiro 15, 2016, 04:48:22 am »
G/R Landfall

I am new to the modern format.  The idea of this deck is to take advantage of landfall to make an effective green and red deck.

Groundswell, Evolving Wilds, Blood and Blighted Woodlands are there to boost landfall attacks.  Lightning bolt is there for removal.  Giant Growth and Become Immense are there to boost attacks.  All other creatures are landfall creatures except Kird Ape.

13
Dear wonderful people at deckstats,

I am what you call a "noob" when it comes to MTG, and especially to Modern.  I love playing MTG, and I especially love the aspect of building decks.  That being said, I built a completely awful Modern deck the first time.  After being thoroughly trounced in my first Modern tournament (I lost all 4 matches and only won one game), I got some more advice from the people at the tournament.  With that advice I refined my deck.

Here is the general strategy of the deck.  The deck is a green and red landfall deck.  Scythe Leopards, Plated Geopedes, Snapping Gnarlids and Makindi Siderunners are there to provide creatures that grow larger with landfall.  Elvish Mystics are there so that during the beginning turns I can get creatures out quicker.  Skyshroud rangers are there to help drop an extra land.  Lightning bolt is there for removal.  Swell of Growth is a good landfall spell.  It and giant growth are there to hit opponents harder, should they choose not to or be unable to block a hit.  Earthen arms and solidarity of heroes are meant to work together well (add the two earthen arms +1/+1 counters to a creature, cast solidarity of heroes next turn and then lay down landfall).  I cannot currently afford 4 wooded foothills so I am using Cinder Glades instead.  The blighted woodland is for a "kill shot" toward the end of the game.

The sideboard is mainly for playing against players who use an enchantment deck (one of my friends is great with this) or who use a control deck and I might want to hit harder as the game might go longer.

I have the following questions.  One is about the number of lands that I should have in my deck.  Since my deck has a small casting cost (1.53 avg.) should I go with fewer lands?  On the other hand it is a landfall deck.  What are people's experiences in this area.

Another question is about the Elvish Mystics and Skyshroud Rangers.  The reason I have four Elvish Mystics is to increase the chance of drawing one on first turn.  Should I have more, less?  Also, should I even include the Skyshroud Rangers?

Also, I had Flesh/Blood in my deck at one point for the Blood spell.  Would this work better than Swell of Growth?  The reason I took some of the Swell of Growth cards out was because it is a great +2/+2 spell, but if I didn't have any land in my hand it would not be as good.  What are people's experiences in choosing spells to optimize landfall decks.  Is this concern about Swell of Growth legitimate; or if one has a fairly good hand, and good land draws is this not really a worry?

The deck is included below.  Thank you for your help.

Steve

4 Cinder Glade
4 Evolving Wilds
9 Forest
5 Mountain
4 Scythe Leopard #need three
4 Snapping Gnarlid
4 Plated Geopede
4 Lightning Bolt
2 Blighted Woodland #need one
4 Elvish Mystic
2 Skyshroud Ranger
4 Makindi Sliderunner
4 Giant Growth #need two
4 Earthen Arms
2 Solidarity of Heroes
2 Swell of Growth

//Sideboard
SB: 4 Back to Nature
SB: 4 Titanic Growth

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