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Messages - Raketenudo

Pages: 1 [2]
16
[de] Deck-Bewertungen / [Standard] Yorion Dance of the Doom
« on: May 12, 2020, 08:02:45 am »
Yorion Dance of the Doom

Can't believe I've never seen this Idea in Arena until now.
I think Yorion is what finally could push Esper Doom over the edge of being Tier 1.
Also now i finally have space for almost all the nice cards i wanted to put in there.

Any constructive thoughts or Ideas?

17
[de] Magic allgemein / Deutschsprachige Proxies
« on: February 23, 2020, 07:25:43 pm »
Moin,

kennt jemand eine Seite, auf der man deutschsprachige Proxies drucken kann?
Meine beiden go-to Proxyseiten (deckstats, mtgpress) können nur englisch.

Danke und Liebe Grüße

18
[de] Deck-Bewertungen / [Deutsch] Theros Limited Archetypes
« on: January 17, 2020, 02:33:17 pm »
Theros Limited Archetypes

Hier habe ich euch die Archetypen der neuen Edition Theros: Jenseits des Todes zusammengestellt. Ihr seht jeweils ein paar Beispiele, für Karten, welche hier gut hineinpassen und findet unten eine kurze Erklärung des dahinter stehenden Prinzips.
Diese Liste ist eigentlich für meine "Lokale" Gruppe gedacht, aber vielleicht kann ja sonst noch jemand was damit anfangen.

WICHTIG: Diese Archetypen und Vorschläge sind nicht starr! Ihr habt gute Karten für ein Rot/Grünes Deck mit Opferungs-Effekten? Dann los! Eure blaue Verzauberung würde sich gut in eurem Grün/Schwarz-Deck machen? Warum nicht!

Blau/Weiß – Fliegen
Diese Farbkombination möchte hoch hinaus. Mit ihren Fliegenden Kreaturen ist sie nur schwer aufzuhalten. Mit den vielfältigen Möglichkeiten in Blau und Weiß, den Gegner zu verlangsamen, wird auf dem Boden für genug Ruhe gesorgt. Dies ist ein Midrange bis Control-Archetyp

Blau/Schwarz – Von der Bibliothek in den Friedhof
Indem wir unsere eigene Bibliothek in den Friedhof befördern, erhalten wir Munition, um mit der Entkommen-Mechanik Vorteile zu generieren. Viele Möglichkeiten, den gegner zu verlangsamen und immer mehr kleine Vorteile aufzubauen, mach dies zu einem Control-Archetyp.

Schwarz/Rot – Opferung
Unsere Kreaturen sterben sowieso andauernd – warum nicht einen Vorteil daraus ziehen? Mit vielen Wegen, Kreaturen zu opfern und daraus einen zusätzlichen Vorteil zu ziehen, kombiniert mit Möglichkeiten, Kanonenfutter zu generieren, halten wir dieses Deck am laufen und den Gegner auf Trab. Passt auf fliegende Kreaturen auf! Dies ist ein Aggro bis Midrange-Archetyp.

Rot/Grün – Stärke 4 oder mehr
Große Kreaturen machen großen Spaß. Warum also nicht ganz groß werden? Mit Karten, die uns Vorteile verschaffen, wenn unsere Kreaturen Stärke 4 oder mehr haben, und Kreaturen mit entsprechender Stärke verschaffen wir uns auf dem Boden die Übermacht. Passt aber auf Flieger auf! Abgerundet wird dieser Aggro bis Midrange-Archetyp durch Möglichkeiten, schnell Mana zu generieren.

Grün/Weiß – Auren
Ein bisschen mehr geht immer. In dieser Farbkombination versuchen wir, eigentlich uneindrucksvolle Kreaturen durch Auren zu verstärken. Wir haben so eine hohe Vielseitigkeit, laufen jedoch Gefahr, durch einen gegnerischen Zerstörungszauber mehrere gute Karten zu verlieren. Auch Flieger können hier problematisch werden. Aggro bis Midrange-Archetyp

Weiß/Schwarz – Wiederbeleben
Hingabe heißt, auch mehrfach für uns zu sterben. In diesem Archetyp kontrollieren wir unseren gegner mit den Starken Zaubern aus Weiß und Schwarz, während wir unsere Kreaturen ein fach immer wieder ins Spiel zurückholen. Gleichzeitig versuchen wir, den gegner an Wiederbelebung, zB durch Befreiung zu hindern. Midrange bis Control-Archetyp

Blau/Rot – Zauber in der gegnerischen Runde
Offenes Mana ist immer eine Gefahr – dieser Archetyp macht sie real. Mit vielen Spontanzaubern und Karten mit Aufblitzen erhalten wir dank unserer Synergien zusätzliche Vorteile, wie das ziehen von Karten. Gegen diesen Aggro bis Midrange-Archetypen weiß unser Gegner nie, was als nächstes kommt.

Schwarz-Grün – Befreiung
Unser Friedhof ist auch eine Ressource. Schwarz und Grün möchten wie Schwarz/Blau die eigene Bibliothek in den Friedhof legen und daraus Vorteile ziehen, insbesondere durch die Befreiungs-Mechanik. Midrange bis Control-Archetyp

Rot/Weiß – Heroisch
Helden sind immer gefragt. Durch diese Mechanik, in alten Editionen als Heroisch bekannt, erhalten alle Kreaturen einen Bonus, wenn du einen Zauber auf eine Kreatur wirkst. In diesem Aggro bis Midrange-Archetyp möchtest du möglichst viele Kreaturen auf dem Spielfeld haben und durch strategisch eingesetzte Verstärkungszauber und Auren deinen Gegner übervorteilen.

Grün/Blau – Konstellation
In dieser Farbkombination dreht sich alles um Verzauberungen. Deine Karten erhalten einen Zusatzeffekt, wenn du Verzauberungen spielst, und so versucht du deinen Gegner aus dem Spiel zu Verzaubern. Midrange-Archetyp.

19
General Magic / Re: [EDH] Stupid ammounts of mana in Sultai
« on: August 27, 2019, 03:10:33 pm »
@CleanBelwas
Thats a nice Idea. I'm not really into Graveyard decks but I'll be considering this.

@Slyvester12
I'm looking into Elves as well for this Deck, just not sure if it's the right strategy. But thanks for posting the list, gave me a few nice pointers

@Red_Wyrm
Don't really want to get into Rainbow, though Ramos is a nice Idea. Besides, even though I know Burn would be a nice strategy, it's not what I want to do with this deck.

I think I'll be looking into elves with Thrasios and... maybe Tymna the Weaver to get my dorks as draw engines up

20
General Magic / [EDH] Stupid ammounts of mana in Sultai
« on: August 27, 2019, 10:04:28 am »
Hey everyone,

there is a card i really love, but to date, am unable to fit into a deck:
Villainous Wealth

For the last few days I was thinking about building a deck around this card, but I am stuck and was hoping to find a few suggestions here.
So, this is what i want to do:
- play at least Sultai (BUG) or a color combination containing Sultai
- be able to get to stupid ammounts of mana (like, in the 20-40 range) consistently
- have a working deck that is not 60% Mana Rocks and Ramp
- use other pay offs like Torment of Hailfire, Mass Manipulation, Gelatinous Genesis, Genesis Wave, Dread Summons
- have a central strategy that supports this, but isn't a one-hit-wonder that can only produce mana, and has some alternate playmodes or win conditions
- provide a few mana sinks outside of those big spells

And here is what I have so far:
- I don't want to play infinite mana combos - this would spoil the fun with all those X-Spells
- Doubling Cube, Boundless Realms, Kruphix, God of Horizons, Mana Reflection, Regal Behemoth, Unbound Flourishing, Vorinclex, Voice of Hunger, Zendikar Resurgent, Zhur-Taa Ancient, Mirari's Wake might be able to support this strategy
- Thrasios, Triton Hero might be a nice Commander here, as he provides a great Mana Sink and Ramp
- Maybe Elves are a viable strategy with Priest of Titania, Elvish Archdruid, Marwyn the Nurturer, Wirewood Channeler, Gaea's Cradle
- Budget is not an Issue, as I have a rather large card pool and my playgroud allows any number of proxys

So, does anyone have an idea for the direction this deck could take? How do I get to stupid ammounts of mana consistently in Sultai?

Thanks,

Rakteneudo

21
Deck Comments / Re: Nest Tender EDH - Comments
« on: August 09, 2019, 08:48:28 am »
maybe something to sac the eggs for value can help
seconding this.

Also, I don't like the idea of going a token route with this commander. I think it would be better to rely on the commander and non-creature ways to create eggs, and lessen the non-big drop creature count (removing eternal witness and acidic slime, maybe switching in some non-creature alternatives like regrowth and decimate in), all to increase the chances of getting one of the huge creatures out with your eggs

22
Deck Reviews / Re: [Commander] What's a good Commander for Big Red
« on: August 01, 2019, 07:09:25 am »
Have you considered Zada, Hedron Grinder? With him, you can basically turn any combat trick that cantrips into a decent draw spell. He won't really help with ramping, but it would give you options, especially for big splashy cards like Chandra's Ignition.
Yes, i have - I actually have a Zadra Deck. It just isn't a Big Red, it plays a lot of mana dorks and token generators, small buffs and draw spells.

23
Deck Reviews / Re: [Commander] What's a good Commander for Big Red
« on: July 31, 2019, 11:31:07 pm »
@Marshstepper78:
You would be 100% right if I wanted to build a nice Neheb deck, but as it Stands i want to cast those big dumb generic fatties. I want to do a Big Red EDH, and can't find the right General, not build a good Neheb deck  :D Heartless Hidegtsugu also doesn't fit this for me.
As for Wheels, im still unsure if I like them, and Mana Geysir shall go in, thanks.

@robort:
Maybe I'll do a "real" Neheb Deck sometime, Stigma Lasher would go in 100%

@ApothecaryGeist:
Nice Deck, I really liek the focus on Etali. He's one of the main reasons I want to play Big Red. To be honest, i just don't like paying 6 to cast my General for the first time... I'll be lendging some suggestions from there.


All thing considered, I think I'll go with Feldon of the Third Path, as of all the Options I have he requires the least build around to function in at least some way while providing recursion and repeated ETB-Triggers.

A few more thoughts on going Multicolor for Big Red: After some consideration I figured one of the biggest reasons for me to play Big Red is the amazing multicolor hate (Blood Moon, Ruination etc.), wich wouldn't work in multicolor.

24
Deck Reviews / Re: [Commander] What's a good Commander for Big Red
« on: July 31, 2019, 12:08:56 pm »
Hey CleanBelwas, thanks for the great reply.

Most of the Options I already thought through and dismissed:
Neheb, Dreadhorde Champion I just don't like him flavour wise, and in my oppinion he isn't good enough in any of the asprects i want my commander to be.

Krenko, Mob Boss same argument as Radha

Grand Warlod Radha i thought about her, but as I don't want to play a token or go-wide strategy, she is mostly out of the question.

Jhoira of the Ghitu is a really nice idea, I'll check her and the suspend-synergies out

Nikya of the old ways is really great ramp, but I'd like to put some of the nice Payoff-Spells nad Planeswalkers in, so she's out too.

Honestly, i was even considering radha, heir to keld and would be using her, if the RR she gives on attack would stay until the second main.

As for your other suggestions: those cards are really god, but as stated i want to keep ramp and draw down to as few as possible.

Another Option i consider is Niv-Mizzet, Dracogenius along with heavy colored ramp to fix the draw issues red has (maybe adding in rhystic studys and mystic remora).

But as of now i think I'll prefer and go with Feldon of the third path, even if he doesn't synergyse with my non-creature spells

25
Deck Reviews / [Commander] What's a good Commander for Big Red
« on: July 31, 2019, 08:50:57 am »
Eternal Power, Eternal Value

So I really like the Idea of putting together a Big Red Commander Deck.
Deckstrategy would / should be ramping up fast (yes, in red) and then going for one big drop after the other.
Problem is, I can't seem to find a Commander that suits me.

What it should do is either fix Red's Ramp-Problem, or Red's Carddraw-Problem. (Preferably Ramp, as i like reds carddraw-options flavor-wise)

I would like to dedicate a maximum of 60 Cards to Lands, Ramp and Carddraw, ideally only 50-55, so I can fit in all the nice big stuff red (and colorless - looking at you, Kozilek, Butcher of Truth) has to offer (and go greedy).
Money isn't an Issue, as I have a large card pool and my playgroud encourages Proxys to keep up with the rather high (but not competetive) powerlevel.

Ideas so far are:
Neheb, the Eternal
Use Group Slug to Ramp, finish with those sweet fatties. He's what I went for in the first place.
I don't really like this idea anymore, because it is too dependent on Neheb, because Group Slug is more effective as a focused strategy, and because I feel it takes up too much slots in the Deck.

Feldon of the Third Path
I think he compliments this Idea nicely, but lacks Carddraw as well as Ramp. Also I would need to dedicate some slots to card filtering / discard effects, wich I would rather not.

Anyway, I'm looking forward to any and all suggestions - note that they don't have to be Mono Red, just need to include Red, as I feel confident playing Big Red in multicolor  ;)

Decklist is (obviously) unfinished, but grouped by the primary effect a card should achieve in this deck. I'm also glad for any suggestions on cards to play or rather cards to cut. Sideboard contains cards i considwered, but already cut.



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