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Messages - Landale

Pages: [1] 2 3 ... 29
1
General Magic / Re: Rules Question; Everything Counters
« on: June 12, 2024, 04:37:05 am »
Just for the sake of clarity the land types are:
Cave, Cloud, Desert, Forest, Gate, Island, Lair, Locus, Mine, Mountain, Sphere, Plains, Power-Plant, Swamp, Tower, Urza's.
And yes that means that one land with an everything counter turns on any of the Urza's lands
Note that, according to Wizards themselves, Cloud is only a type while playing a game with Mystery Boosters. Even Nearby Planet does not gain the Cloud type, and that's acorn/silver border stuff.

2
General Magic / Re: Scavenger Hunt
« on: June 01, 2024, 11:06:35 pm »
I don't think you can get bigger than +7/+7 with just a single card. 
I don't think so either.
I had brought up Raised by Giants earlier because that is the most reliable way I can find to be able to consistently guarantee +8/+8, since it'll allow Embiggen to be in a Burakos, Party Leader deck in the first place and you'll always have access to both of them.

3
General Magic / Re: Scavenger Hunt
« on: June 01, 2024, 12:59:05 am »
Correct me if I'm wrong,
"Non-Brushwagg". The second a creature gets that type is the second it becomes an illegal target and gets nothing from Embiggen.

4
General Magic / Re: Scavenger Hunt
« on: May 30, 2024, 06:46:39 am »
Burakos, Party Leader gets +7/+7. Legendary Creature Orc Cleric Rogue Warrior Wizard
If he's your commander with Raised By Giants out, he'll get +8/+8 thanks to that adding Giant onto his types.

Stonework Packbeast also gets +7/+7 as an Artifact Creature Beast Cleric Rogue Warrior Wizard, but does not have a reliable way to tack on another type.
Tajuru Paragon and Veteran Adventurer get +6/+6 being Creature (Elf/Human) Cleric Rogue Warrior Wizard.

6
Deck Reviews / [Modern] Zada's Energy Revolt
« on: May 25, 2024, 12:22:11 pm »
Zada's Energy Revolt

I don't know too much about the Modern format, but I was hoping to give it a try when Modern Horizons 3 comes out. Aether Revolt and Galvanic Discharge caught my eye and I wanted to try making it work with Zada going nuts on energy production. Essentially just get 4 creatures, more or less as needed, Zada included, and Galvanic Discharge her to do so to each of them killing only one of your own creatures. Aether Revolt currently isn't on here but it's an enchantment that increases non combat damage dealt by 2 if a permanent you control left play that turn and also deals damage equal to the amount of energy you gain, meaning each Galvanic Discharge will blast your opponent in the face for 5.
As I stated though, I don't really know the format so I'm not sure how effective the idea would actually be in practice and am open to ideas on how to improve it.

7
Deck Reviews / Re: Review My Deck PLS-- Omanth +all the land
« on: May 17, 2024, 11:57:47 pm »
If this deck is supposed to be a joke, it's a pretty bad one.
If this deck is supposed to be serious, it's absolutely awful.

It does basically nothing and could only win against someone doing absolutely nothing, and even then it'd struggle.

8
Commander Deck Reviews / Re: How do YOU guys build commander decks?
« on: May 10, 2024, 10:07:51 pm »
My general starting point is 36 lands, 10 interaction, 10 draw, 10 ramp, 30 goal cards, 3 utility, and the commander. Then I adjust based on testing.

As for testing, aside from playing actual games which happens to provide the best feedback on your deck, I just play it against imaginary decks that are doing nothing with a time limit of 10 turns. If the deck can not win reliably within 10 turns completely unopposed, it's not likely going to stand up to most mid power casual decks.

9
Commander Deck Reviews / Re: Question about first commander deck
« on: May 09, 2024, 10:56:05 pm »
Consider the overall power level of your playgroup.

Edgar Markov is a very strong commander.
Like, banned-in-1v1 strong.
He will attract a lot of hate from other people at the table and can lead to some frustrating experiences if the rest of your deck can't keep up.
This is probably the most important thing to keep in mind in general. If you show up to casual games with a notoriously high powered commander at best people are going to immediately respond by going 3v1 on you, at worst they'll tell you to play another deck or screw off.
It doesn't hurt to have a deck of this kind of power on hand, even if you never intend to go into higher powered or even cEDH level games, just to be able to bring down someone who isn't respecting group power levels but you don't want that to be your only deck.

If you're wanting to do vampires for sure, maybe try Licia, Sanguine Tribune if you're wanting to stick to Mardu. She easily cheats her high cost, as well as command taxes, and quickly grows into a very lethal threat, but she can be easily interacted with so players are going to be significantly less hostile toward you for playing her. Being $100 cheaper than Edgar is a plus too.
If you want to go Orzhov or Rakdos Vampires there's no shortage of great options either.

10
General Magic / Re: Opinion on Murders at Karlov Manor setting
« on: April 23, 2024, 08:17:04 pm »
Although New Capenna may have aligned better with the theme and design, the murders on Ravnica hold greater impact because they involve named characters that the community cares about, rather than individuals created solely to fulfill a narrative purpose.
I'm not really sure they succeeded there. Teysa's fine, Kylox was new, Tolsimir and Zegana, while established characters, never did anything to actually put themselves in memory, and Agrus just got stuffed in a jar to maybe show up again sometime later. There was little to no impact here, so they could've killed off a handful of New Capenna characters to the same effect.
The only major impact from this is that they went ahead and tacked on a reveal at the end that Niv-Mizzet was ignoring it all to set up turning Ravnica into the center of the multiverse.

11
Commander Deck Reviews / Re: Superfriends Carth
« on: March 31, 2024, 10:32:39 am »

I only got one question, probably I´m missing something but what is the advantage of indestructible lands? 😅

Protection from land destroying lands, which are becoming more common generally speaking, and land destruction in general. If that's not a problem in your groups, don't worry so much about it.

As for general advice Golgari happens to have one of the best options for blockers; Glissa. Glissa, the Traitor, Glissa Sunslayer, and Glissa, Herald of Predation. Short of Indestructible or Flying these are almost impossible to safely swing into, which helps considerably in getting people to just not swing at all.

12
Commander Deck Reviews / Re: Looking for Spice...
« on: March 31, 2024, 08:58:53 am »
Defense of the Heart would allow you to tutor up both Ruric Thar and the Spark Double.
Magebane Lizard, once the next set comes out, can serve as a weaker backup to Ruric Thar, and is a viable mass copy option if for some reason, like Drannith Magistrate, you can't get Sakashima out.
Mirror Image is another clone option. And if you want to meme it up, you could always go with the Jumpstart 2022 version of it so Ruric Thar can be a pretty anime girl.
Eternal Witness and Timeless Witness allow you to get stuff back out of your graveyard without hurting you like Regrowth and Road of Return would.

13
Commander Deck Reviews / Re: Undead Unleashed Editing
« on: March 29, 2024, 08:03:50 pm »



Revision 69

Added/removed cards:
-1 Illicit Shipment
-1 Vampiric Rites
+1 Geralf, the Fleshwright
+1 Gisa, the Hellraiser
+1 Undercity Sewers
+1 Watery Grave

Changed amounts:
-2 Snow-Covered Swamp

It has been a long time coming that Wilhelt gets some new toys, but the new cards for Gisa and Geralf just demand to be added in. And now we play the waiting game, both for the release so I can get these cards, and for Duskmourn in hopes of more.

14
Commander Deck Reviews / Re: Yarus, Roar of the Old Gods
« on: March 26, 2024, 02:36:46 am »



Revision 7
Yedora's not pulling much weight, and having to explain that yes I can flip morph type creatures it turns into a land if I pay their costs has gotten frustrating, so I'm trying out The Skullspore Nexus in its place.

Added/removed cards:
-1 Yedora, Grave Gardener
+1 The Skullspore Nexus

15
Commander Deck Reviews / Re: i always come back
« on: March 24, 2024, 04:25:03 am »
29 lands, 6 ramp, one of which costs 4 mana, when your average mana cost is 4.06.
2 cards that draw, one that tutors, and both of the non mana rock options here are 7 mana. (I missed one the first time around, there's also Faramir in there but he's also a really bad choice given how little ways you have to make use of the rest of him)

This deck seems designed specifically to lose to absolutely any deck, and badly.


34-38 lands, 8-10 ramp, ~10 draw. This is a general baseline for any given Commander deck to reliably function.
Barren Moor, Secluded Steppe, Polluted Mire, Drifting Meadow, Desert of the Glorified, Desert of the True, Castle Locthwain
Sol Ring, Arcane Signet, Blood Pet, Vesper Ghoul, Soldevi Adnate, Marble Diamond, Charcoal Diamond
Greed, Dark Tutelage, Dark Confidant, Bushmeat Poacher, Dockside Chef, Ayara, First of Locthwain, Shadowheart, Dark Justiciar, Silversmote Ghoul, Skullport Merchant

Those lists of suggestions could go on for days, but that's still a start.

I'd suggest trimming from the top, the more expensive the card the more impact it needs. Debtors' Knell, Ethereal Absolution, Price of Knowledge, Virtue of Persistence, and Kaya, Intangible Slayer are all cards that are not going to be winning you the game, Invasion of Tolvada's too expensive and does nothing of value without putting in even more work. Invoke Justice's 4 white is a big demand, especially with you not running any duals. Angelic Edict, Oblivion Strike, and Obzedat's Aid are absurdly expensive for how little they do, and at sorcery speed none the less. You have almost nothing other than random tokens that work with Wispdrinker Vampire, and a single one of your anthem effects pushes almost all of the few that do out of range anyway.

Try to make sure you're sorting your cards into custom subsections, rather than using the default. Deck Goals, Draw, Interaction, Ramp, Utility, and Land is a pretty good way to go about it. This lets you, and others, see how your deck is constructed more clearly.

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