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Messages - Lusunu

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1
General Magic / Re: Which Booster Packs are worth buying to open :-)
« on: August 09, 2024, 11:00:06 am »
I've recommended it a couple times to people before but I think the Lost Caverns of Ixalan packs are spectacular because a lot of the big pulls are cards that are useful in more than just Standard. Tishana's Tidebender, Roaming Throne, Cavern of Souls, Mana Crypt, all of the jurassic park cards-lots of popular powerful and not just in the mythic slot either.
Obviously MH3 and Bloomburrow are the two big ones but MH3 is a premium set so it's a lot more expensive and Bloomburrow other than a couple cards doesn't have too much that's insane afaik.

2
Deck Comments / Re: board wipe tribal - Comments
« on: August 09, 2024, 04:44:50 am »
EDIT: I'm dumb, the former card doesn't work. There are cards that copy triggered abilities though.

3
Deck Comments / Re: board wipe tribal - Comments
« on: August 09, 2024, 04:44:23 am »
Have you considered running Illusionist's Bracers? They let you trigger both on cast effects, or make a pair of 2/2 imps to deal even more damage.
It might also be worthwhile-once Duskmourne comes out-to run Screaming Nemesis, since you can cast it and then an AoE spell to make your opponents unable to gain life.

4
Deck Reviews / Re: Rate my Wombats plz
« on: April 05, 2022, 12:20:41 am »
Spectacular budget deck. Flawless mana curve, plenty of midgame tempo, and all for only 10 dollars!

5
Hi Gazz22:) What suggestions do you have? If there are new options to consider I'll be glad to include them in the deck, just write them down here and I will edit the deck thanking you in the description:)
Vindicate is a staple of B/W. Unmake is also solid, as is Anguished Unmaking or Utter End. If you see a lot of monocolored threats, Vanishing Verse is nice. Also, Despark or Fracture. The latter is a tad on the underpowered side IMO
EDIT: you have some of the cards I suggested. Epic. Also, looking at your deck list, a funky little maneuver is to add in a Maze of Ith, so you can swing with Kaalia and then pull her out of combat. Presumably you care more about summoning the Big Hot Men as opposed to the commander damage, so it's a good way to keep her alive

6
I see. I figured that with Inundate, it's unlikely that you'll see another opponent with a deck that's both blue and as creature focused or more so than this deck (I seldom see blue deck with more than 20 creatures, much less 37), but I suppose it depends on your pod. Simic is a decent guild option, and it can run lots of creatures depending on the build.

7
Ever consider running an Inundate, Aether Gale, or Cyclonic Rift, if board advantage is key?
Last one might be a tad on the expensive side, but the first two aren't half bad in price and can help a lot

8
Deck Comments / Re: Atraxa - Super Friends - Comments
« on: March 15, 2022, 12:52:42 am »
@Lusunu I think there just isn't much proliferate synergy in this deck. That seems like a very viable way to build the deck, it just isn't what this one is trying to do. Even Tezzeret's Gambit was cut recently.

Then why run Atraxa as your commander, if proliferation isn't what you're looking to do? I'm sure there are other commanders that synergize with planeswalkers.

9
Deck Comments / Re: Atraxa - Super Friends - Comments
« on: March 11, 2022, 02:00:00 am »
What about Contagion Clasp/Contagion Engine? Both are excellent proliferate options

10
Add Utvara Hellkite-big dragon recursion

11
Deck Comments / Re: Lands in EDH - A Primer - Comments
« on: March 02, 2022, 11:52:40 pm »
This is a spectacular primer on dual lands. Sent this to a couple of friends of mine who are getting into Magic the Gathering because this is an exhaustive list of dual lands. Despite it not being technically a dual land, I would like to see the Thriving and vivid land cycles added just to make the list a tad more exhaustive, as it's a super nice budget option for people running 4+ color decks, and I'd like to hear your thoughts on those two cycles. Alternatively, a separate guide for all multi color lands would be great too-there's a lot of cards like Transguild Promenade that should see discussion, even if it does suck.

12
Deck Comments / Re: Copy of: Karador, Ghost Chieftain - Comments
« on: January 30, 2022, 06:38:35 am »
Add Jarad, Golgari Lich Lord to this deck. He's a good way to get graveyard value

13
Commander protection varies so much for me from deck to deck. Sometimes I don't need to protect my commander because they have their own protection-Uril, the Miststalker and Skithiryx, the Blight Dragon come to mind.

But when I have to, Darksteel Plate and Lightning Greaves/Swiftfoot Boots are far and away the best way to do it. If I don't have access to those, I actually prefer flicker spells like Ephemerate or Cloudshift. Particularly because I can use it in conjunction with my own board wipes to save my favorite thing.

14
definitely an auto-include in any mono green deck-but in using it your opponent also gets a free land onto the battlefield. Generally not too much of an issue since if you're running green you have ramp of your own, but it's not gonna be super broken IMO

15
General Magic / Re: How many lands in a 60-card deck?
« on: January 27, 2022, 09:00:09 pm »
I'm usually thinking about having the correct amount of lands to cast all the main spells in the game at the correct time. Too little lands and I have to wait an extra turn to cast my spells, too many and I have too few spells to cast. The average cmc is a good starting point but it's only half of the story. My Manaless Dredge has no lands at all and it's working pretty fine ;D

As an example: my Heroic deck is a straight, classic and simple mono-W and has a low mana curve, so I need 3 lands on the board at turn 3 to play everything. At the beginning of turn 3, I'll see 9 total cards (7 in hand + 1 turn 2 + 1 turn 3) and statistically I want that 3 of them are lands: 3/9 = 0.33. So 33% of my deck has to be lands (20 out of 60 cards). If I'm starting second, then I'm gonna draw one card more, increasing the chances of an extra land.

On the other hand I have a Pirate deck where the highest cmc is 4, so ideally I'd like to statistically have 4 lands on turn 4 (4/10*60 = 24 lands out of 60 cards).

Another aspect is how much colorless mana is required. My Selesnya deck is absolutely horrible regarding this: most of the cards require both {G} and {W} to be casted and this definitely increases the mana requirements for the deck. My Vehicle deck, on the other hand, has a lot of colorless cards and it's quite versatile on this aspect, so it can run with fewer lands than the ideal number.

I also suggest to check this online tool: https://mtgcalc.shinyapps.io/manacurve/

This is an interesting way of thinking about it, and for lower cost decks this sounds like a good idea. But decks with higher upper ranges (for instance, I have a jank 60-card deck based around Nicol Bolas because it's funny) probably don't want to have 8 lands out of 15 cards. Card draw is also a factor that has to be taken into account.

I'd say for the most part you want between 22 and 24 lands overall in a deck. More than that just feels like overkill, unless you have a *ton* of card draw.

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