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Messages - MattDancz

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Deck Comments / Re: The Rise of the Eldrazi - Comments
« le: Janvier 19, 2016, 05:31:47 pm »
How does this deck defeat mono-black?
How does this deck defeat mono-blue?

I get that this deck is trying to ramp into an Eldrazi with Annihilator, but that makes me question the inclusion of Vent Sentinel. With only 10 creatures with defender, you might see 2 or 3 defender creatures consistently, which means you can deal a little extra damage to your opponent during their end phase. I don't think this deck is running enough lands either, 20 lands leaves me feeling a little mana deprived when I play test it. Try adding the tron lands, and some mana cylixes, or other mana fixers. Seek the Wilds are great in tron decks, finding the creature you want or another piece of tron, and crop rotation is a must include to find missing pieces and extra Urza's Towers. Expedition map is a maybe. Reap and Sow is a maybe. If you still like red, play those lightning bolts main board, they kill Delver of Secrets, and the deck's opponent if their life total is low enough. Although with tron you may find Blaze effects more fun. This deck still needs an answer for a turn two glass cannon deck, which can double as a turn two Gurmag Angler answer, which is one of the strongest creatures in the format, next to the Eldrazi this deck plays. Since infect is a strong deck, I wouldn't recommend depending on walls to protect the decks controller, as even a 1/1 infect will kill any of this decks defenders after one block. Relying on 0/1's to ramp into an Eldrazi, or sacrifice for an alternative cost, makes this deck incredibly weak against Nausea and Tremor. Both of which are common sideboard material, thanks to green/white infinite token decks. The only cards I like in this deck for this ridiculously fast format are Ulamog's Crusher, Lightning Bolt, and Relic of Progenitus. In fact I like Relic of Progenitus and Lightning bolt so much in this deck and for this format that I recommend that the deck play 4 of each mainboard. Dredge is still a mechanic that has a lot of power in pauper, because they can play Gurmag Angler turn two. I believe there is some ridiculous combo with cloud of fairies that produces infinite mana also, that requires a key component to rest in the graveyard for some time before being able to return it to hand and replay it. Yeah, pauper shocked me the first time I played it, because I hadn't researched the format beforehand.

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Deck Reviews / Re: [Standard] Abzan Displacer Infinite Combo
« le: Janvier 12, 2016, 12:03:29 pm »
I think you could add more spells that make eldrazi Scions. Catacomb sifter could be useful here for setting up the pieces. Creature based mana ramp is very easily disrupted. I either recommend land finding spells, Artifact/Enchantment mana ramp, or Call of the Scions type effects. All of which would play better than shaman of Forgotten Ways and Beastcaller SavantHedron Archive isn't as good in this case as From Beyond, which can be used to ramp into 6 mana or beyond, or sacrificed to find a missing combo eldrazi. Still loving the synergy of Siege Rhino and Eldrazi Displacer. Instead of just attacking for 4 every turn, it also forces your opponent to lose 3 life too. Not to mention the ridiculous amount of incidental life gain you will get from blinking a Siege Rhino once or twice a turn. The only down side I see to Eldrazi Displacer, is that it is the biggest combo maker I've seen in awhile, which means it is also the biggest target at all times when it is on the battlefield.

3
Deck Reviews / Re: [Standard] G/R Eldrazi
« le: Janvier 01, 2016, 05:18:07 am »
I like the way crumble to dust plays with Oblivion Sower, but I couldn't really tell you if that is a viable strategy for a Green/Red ramp deck. Vile Aggregate seems to be a power house, especial when combined with Hangarback Walker, with ingest working very well with Oblivion Sower also. Oblivion Sower Might be to slow for the format right now, but it is good enough to beat Siege Rhino, and its ability still triggers even if it is countered, and that upon cast ability is what you are really after in a ramp strategy. I feel ramp could benefit heavily from Kiora, Master of the Depths but without blue she is a fish out of water. Personally I don't feel green/red ramp has the cards to make it truly dominate. Primeval Titan was the big threat back in the day, and Oblivion Sower's ability seems like a weaker version of that, because it could net you zero of your opponents lands. Another possibility is Conduit of Ruin, which helps get that first creature into play, but doesn't help cast Ugin, the Spirit Dragon, and several other threats that are available to the strategy. Overall From Beyond seems like a reliable way to cast big spells, and provides chump blockers, not to mention tutoring for much needed Eldrazi, although it is slow mana production for four mana. Then again Green/Red doesn't have a 4 mana planes walker, and this fills that role if only weakly.

4
Deck Reviews / [Standard] Temur Ramp
« le: Octobre 14, 2015, 03:57:45 pm »
Temur Ramp

This deck will be modified. I'm toying around with this Temur Ramp deck until October 2016 when locks comes out and the core sets are gone from the standard environment forever. Although this deck is standard legal right now, I've been considering removing Grove Rumbler for Ruination Guide, Snapping Gnarlid for Reckless Cohort, and Skyrider Elf for Cryptic Cruiser, Guardian of Tazeem, or Dragon Outcast. Basically drop the green, and become an Izzet Ramp deck. There is no telling what new cards will add to this deck, or how the meta will change in a year.

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