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Mensagens - Nephi66

Páginas: [1] 2 3 ... 5
1
Deck Reviews / Re: [Standard] Elf Knight Aggro
« em: Dezembro 22, 2018, 09:28:06 pm »
I am intersted, did you play it ?

2
I have try both and actually found that for three mana I often ended playing Guttersnipe or a burn spell and a creature. After that I would rather play Jaya, especially with steam-kin on the board to help, than Sarkhan, so I perfectly agree with firestorm and its analysis.
Actually, Sarkhan is a very good planeswalker but I never play it on turn 3 except if I have more creature than my opponent, which in the end does not often happen on turn 3.
The best success I had with him is in control deck for the late game or in a dragon oriented deck of course.

Edit: deck looks good, the mana seems well balanced for a fast deck. Maybe +2 drop one and -2 drop two would have been better for the fast aggro oriented gameplan.
You have to experiment the deck now... Theory has its limit.  ;D

3
ok. If you want super fast aggro/burn, then if you hesitate between two spell, choose the one that cost less and/or which is instant speed.
You also have to make sure you will be consistently(?) use all your mana at least the first 3 turns.
I think it is a good idea to restart from your first version:
In this case, I would suggest :
- Fanatical firebrand : it is a good one drop and it if you sacrifice it under keld of flame... kaboom 3 damage :)  If you play it well, it can lead to 3-4 damage for 1 mana.
- Githu Lavarunner : 2/2 haste for one mana always does the job, if you have the window to cast it and attack under flame of keld, it's 4 damage. Even on first turn, 1/2 is a nice blocker
over
 - Rummaging goblin : 3 mana is just to much and does not enter the aggro/burn gameplan
- skirk prospector : no added value if you don't play a lot of goblin and do not cast big creatures and you have Steam-kin for the extra mana). 
Try to empty two slot for 2 Jaya and some fight with fire / Banefire and you should get a first nice version which will look like a very fast version.


4
Looking at your new version, I have to revise my first thought on flame of Keld + experimental frenzy, which are less incompatible that I thought.
In fact it could be deadly. First chapter makes you discard your hand(not good), but next chapter: you draw 3 cards ( regular draw + 2 from Flame of Keld).
When the ultimate chapter comes, you will have 4 cards in hand for later,  and additionnal +2 damage and have the potential to cast multiple spells with frenzy. It's just deadly.
However in this case, I would remove all pirate's pillage and prefer risk faktor which is kind of a bad or worse choice for the opponent in every case, and it costs only 3 mana.
Mutiny is good but maybe not that great if you are not under Flame of Keld to be in the starter deck, Sideboard would be better as a removal for deck running big creature. The reason it is not  great is that it's not instant speed. I think it's better to main Lava coil ( or/and some Dual shot for the extra damage with flame of Keld)
Also 3 copy of radiating lightning is too much, it's very good against aggro/token deck under flame of keld but not so much against midrange/control, at 3 mana, I will go for it, but for 4 mana, i'd rather cast two burn spell that will do additionnal damage with guttersnipe/flame of keld/
I believe that for experimental frenzy to be efficient, you have too play more few mana spells.

However I feel bad, I feel like I have made you completely change your deck, and that it will not be yours anymore. Maybe we should take another approach:
Which type of deck do you want to play?
Do you want to fast burn your opponent as quick as possible?
Do you want to be more patient, have some cards filtering and finish him off with a big banefire or flame of keld+guttersnipe combo ?

Last remark. I believe monored can play only 20 or 21 lands. Especially with runaway steam-kin. With 2 lands and steam-kin you can cast all your spell lists, so you should  be good.

5
Nice and fun deck as always with Mono red burn  ;D

However there is some disrupting issue in your deck with experimental frenzy. It has to be played  as a kinf of stand-alone draw card.
Flame of keld and frenzy are not good together. You do not want to discard your hand because of flame of keld when you are under Experimental Frenzy.
I do not say you can't play them  together but with a cumulated 7 copies of those 2 cards, you will probably often end not playing some flame of keld in the midgame or topdecking another Experimental frenzy when under a frenzy. You'll loose a turn  :( Also if you topdeck risk faktor under Frenzy, not very good either but still interesting though.

Pirate's Pillage is an interesting alternative or/mix to experimental frenzy. Pirate's Pillage kind of comes in play when you start to have only 2 or 3 remaining cards in hand and can give you the extra mana boost to cast a jayla ballard on turn 5 if you miss your land drop. Then you can Keld into empty hand to get two more cards, or use risk faktor.

The biggest advantage of Experimental frenzy is that it does the job alone so it takes less slots in your deck, than the whole Flame of keld + pirate's pillage + risk faktor suite.
IMO: 2 options:
1/ 2-3 experimental frenzy + 2-3 risk faktor . Prefer Banefire to Fight with fire.
2/ 3-4 Pirate's pillage + 3-4 risk faktor + 3-4 flame of keld.  Prefer fight with fire, and cheaper burn spell. Radiating lightning is also very good with the flame of keld

I spoke of Jaya Ballard earlier, I will explain why.  I would rather choose Jaya Ballard over Sarkhan, Fireblood  for 3 reasons:
- the card filtering is better.
- the extra mana means you can cast a banefire or kicked fight with fire from turn 6 or 7 for a 9+ damage depending on how many electrostatic field / gutternsnipe you have on the board
- In the late game you can cast your spells from the graveyard, which kind of a I win the game in this kind of deck ;)
However, the best might be to sideboard/mix them depending on the matchup.

Also, I approve the addition of banefire but I would play at least 4 copies of  banefire / fight with fire). In fact, I strongly suggest the addition of Fight with fire if you play flame of keld, because it does combo multiple times with the 3rd chapter of the flame of keld. Each time you divided the damage of it, it add +2 damage :
"If damage dealt by a source you control is being divided or assigned among multiple permanents an opponent controls or among an opponent and one or more permanents they control simultaneously, divide the original amount before adding 2. For example, if you attack with a 5/5 red creature with trample and your opponent blocks with a 2/2 creature, you can assign 2 damage to the blocker and 3 damage to the defending player. These amounts are then modified to 4 and 5, respectively. "
Remember, if you play Jaya Ballard and you can just cast them for a few mana and  play them later at their full potential from your graveyard.

So, why mix the two of them ? Banefire cannot be countered not damage prevented so it's the go killer card against blue control !

I would also add, in the sideboard, some copies of cards like Star of extinction or Chandra, Bold Pyromancer, just in case you have some bad matchup with big creatures you do not succeed to remove from the board, especially hexproof creatures like Carnage Tyrant.


So, now you have some tactical choices to do.  :)

Mutiny is also a cheap removal spell .

Hope, my two cents advices will help.


6
Deck Reviews / [MTGA]Quick Draft Core Draft 2019 - UB aggro
« em: Novembro 29, 2018, 05:54:44 pm »
MTGA Quick Draft - Core 2019 - UB aggro

At first, I wanted to go R/B as I picked Volcanic Dragon, Aviation Pioneer, Salvager of secret, Gallant Cavalry and a shock in the early stages of the draft. 
However, I did not see any other burn spells from the whole draft, except for 2 Lava axe, I switch to U/B.
The deck curves out nicely and you are pretty sure that you hit constantly at least one Snapping Drake and one Angel of Dawn by Turn 6 or 7 at the latest.

What do you think of the Build?

I did 6 wins .
Lost 1 :  U/W control: Cleansing nova on turn 6 killed my board. Then Gallant Cavalry, Herald of faith and Lena, selfless Champion outmatches me quickly.

Lost 2 : very bad drop land: Stuck at two until turn 5 or 6 and died on turn 9(?) with 3 lands

Lost 3 : U/B control that stabilizes at 7 life and slowly destroy my deck from turn 7 or 8 with extra draw (Mystic archeologist) and extra creature with Isareth the awakener




Note: Forget the sideboard.

7
Deck Reviews / Re: [Standard] Red speed burn deck
« em: Outubro 05, 2018, 11:57:10 am »
I agree with SMFrenzel
You need at least 18 basic mountains for your deck to works.

Electrostatic field is not yet in standard  ;D but definitely a card to add.
Check also
- risk factor (not in standard yet)
- wizard's lightning

Maybe you have too much creature now?




8
Deck Comments / Re: Vamps V3 - Comments
« em: Janeiro 05, 2018, 03:36:34 pm »
I think vampires' deck will soon be back in serious business :
New very interesting cards will pop out with  Elenda, the Dusk Rose and Legion Lieutenant
So vampire token will be deadly again.

9
Deck Reviews / Re: [Standard] Krokodil
« em: Dezembro 02, 2017, 04:10:16 pm »
I tried a gimic version of your deck on Magic duels and I was amazed how fun it was to play. The version is far different from yours as I have the format limitation from Magic duels but the mechanism with hapatra and nest of scarab are the same.
2-drop examplar of strength instead of channeler initiate
3-drop Soulstinger instead of Obelisk spider : I find it truly great because whenever it got killed it's a threat for the opponent.
Also went for Cartouche/trial of ambition as removal
3 Crocodile and 3 decimator beetle
On the 6 slot, I went for 2 Rishkar's Expertise as I have no vraska and the card gave me the game several time.
It's truly not a no-brain deck and the way you can drain out the strength of your opponent creatures while building your swarm of insect/serpent is just so good. I understand now why you keep 4 nest of scarab, the card is insane.
Anyway, it sucks that there is no sideboard /rematch in this game but I just wanted to say that the game deck is real fun to play.

10
Deck Reviews / Re: [Standard] - Falling Death
« em: Dezembro 02, 2017, 03:53:02 pm »
@dorkovitch: we agree :)

11
Deck Comments / Re: Vamps V3 - Comments
« em: Novembro 30, 2017, 01:32:56 pm »
So, how does the deck run ?

12
Deck Reviews / Re: [Standard] Simic grow standard
« em: Novembro 30, 2017, 09:23:58 am »
Nice changes ! I like the sideboard except for fiery cannonade. I think cards from the  black removal pack such a lost legacy, duress, doomfall etc... would fit better and cover a wider range of matchup.

OMG. I forgot Highspire Infusion gives trample. You're right, it's better to get the trample.
I thought about Shielded Aether Thief but I did not think you wanted blockers but it's definetely a good choice. I wonder if maybe you sideboarded too much draw spells compare to the orginal build. Anyway let's play it. The deck looks balanced, see how it runs. Theory has its limit :)

13
Deck Reviews / Re: [Standard] - Falling Death
« em: Novembro 29, 2017, 03:53:28 pm »
OK. It seems like you want to do a flying strategy. Which flying do you have in more than 2 copies ?
Stormfleet aeralist should be in the mainboard. It's very easy to cast it with the +1/+1 counter bonus which means you have a 2/3 flying for 2 mana which is much better ratio than carrion screecher or Shaper aprentice. It's also a bit better than Wasp of bitter end.
Add other Eternal of Harsh truths.
You should play your deck, see how it goes. Learn some knowledge and experience of the game

14
Deck Reviews / Re: [Standard] Simic grow standard
« em: Novembro 29, 2017, 01:22:28 pm »
I think 6 creatures might be not enough. 2 more might be welcome. I think you should add some creatures that uses energy such as longtusk cub or Bristling Hydra. In case you use energy creature, you could switch Larger than life for Highspire Infusion.
Empyreal Voyager and rogue refiner are also very good blue/green creature, and god Kefnet would be perfect in this deck, because you have full of ways to draw cards and you could still use the unused mana to draw a card with kefnetn.
4 Hyeroglyphic illumination + 2 Glimmer of genius seems too much : they cost  4 mana , so it might be interesting to find ways of drawing in the 2 and 3 mana-slot.
In B/G: Spring // Mind  is interesting as it give both a extra land and some card as well as bounty of the luxa

Also , do you know Baral, Chief of Compliance ? it fits nicely on those kind of decks.

15
Deck Reviews / Re: [Standard] Krokodil
« em: Novembro 28, 2017, 05:30:12 pm »
Well done... still some work and you will be positive
You understand me wrong, I was not talking of mainboarding them but you could remove the 2 grind // dust from your sideboard for 2 more lost legacy. This will not weaken you deck in your good matchups but it sill strenghten him in your bad ones.
BY the way, I'm curious to know about vraska(planeswalker). Did he win you some game ?

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