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Topics - Nickadimoose

Pages: [1]
1
General Magic / Mirage Mirror ruling question--
« on: July 19, 2017, 05:46:07 pm »
Howdy folks,

I'm trying to make a deck and I had a fun idea that revolved around the use of Mirage Mirror to copy Enchantment - Aura cards. Essentially what I wanted to do was utilize Fraying Sanity, attach it to the other player and then periodically copy Fraying Sanity with Mirage Mirror. Unfortunately, while doing my due diligence to ensure all cards work as thought, I came across this text for the card-ruling;

"6/27/2017 If Mirage Mirror becomes a copy of an Aura, it’s put into its owner’s graveyard unless it’s somehow attached to an appropriate object or player already. If it becomes a copy of an Equipment and is attached to a creature, it’ll become unattached when it becomes a non-Equipment artifact again."

So, if I'm understanding this correctly if I have Fraying Sanity copy an Aura, it won't be attached to anything, so it'll go directly to the graveyard? That's how I'm reading the text right now. May I get a second opinion on this part?

2
Deck Reviews / [Standard] Enter the Battlefield Copy-Cat
« on: May 12, 2017, 04:17:26 pm »
Enter the Battlefield Copy-Cat

This deck is built around the idea of copying enter the battlefield minions; Combustible Gearhulk/Verdurous Gearhulk ideally, but also to copy any creatures your opponent might use.

This is all about fun little combinations to make this deck work effectively, you have the flicker options to enter the battlefield and save key component cards and trigger more of these copycat abilities.

Geistblast is to do a little bit of damage while at the same time, being able to exile it from your graveyard so you get another flicker trigger with some of the spells--that or duplicate Harnessed Lightning for effectively more damage.

Plus when a creature is cast with Kefnet Monument on the field, an opponent's creature can't untap until next turn. I'm hoping the early game with Greenbelt Rampager, Channeler Initiate can carry me into the mid/late game where this deck just becomes more powerful thanks to the combinations.

The sideboard is for drawing a bit more with the cycling ability for censor, cartouche to give +1/+1 flying and drawing abilities.

I thought this could be a fun idea. If there's anything you recommend, please, feel free.

3
Deck Reviews / [Standard] Jund Scarabs--oh my!
« on: May 03, 2017, 08:55:37 pm »
Jund Scarabs--oh my!

Generate -1/-1 tokens with Nest of Scarabs out! Due to the nature of how this deck operates, it will utilize very low powered minions to get damage across to an opponent, which means you need to overwhelm your opponent with outright numbers.

As long as Soul-Scar Mage is on the field every bit of damage outside of combat deals -1/-1 counters, which means Harnessed Lightning, Kozilek's Return, Outnumber, Deem Worthy--all these damage spells yields -1/-1 counters whenever Soul-Scar Mage is on the board. You can wipe your own Scarab board and your opponents with Kozilek's Return while at the same time generating a higher number of scarabs per round! Fantastic!

The ultimate goal is to flip Westvale Abbey off the token sacrifice while at the same time having a decently aggressive early game in Greenbelt Ravage, Consuming Fervor, Hapatra, Channeler Initiate, etc.,

There is minimal counterspell/remove -1/-1 counters in Hapatra's Mark, just in case you want to save something specific for the engine. I didn't do the lands because I don't have dice in front of me and I need to see it in action first.

4
Deck Reviews / [Standard] Lock Them Down [White/Blue Splash of Green?]
« on: September 29, 2016, 08:32:29 pm »
Lock Them Down [White/Blue Splash of Green?]

The entire strategy of this deck is to lock down an opponent for cheap cost, the objective will always be to slow down every aspect of an opponent's play, leaving you hopefully with full board control.

The entire premise is around using these cost effective small minions to completely control an opponent's board state. Bouncing back an opponent's minions, or flickering your own to have full board-state control. Any suggestions would be awesome.

5
Deck Reviews / [Standard] 5 Color Gearhulk - Reanimation
« on: September 23, 2016, 08:44:14 pm »
5 Color Gearhulk - Reanimation

5 color gear-hulk deck, the idea for most of these is not to hard cast these guys, but to either use Eldritch Evolution, or discard them and pull them back straight from the graveyard with Refurbish/Emeria Shepard. Trigger those wonderful ETB mechanics. Use Torrential Gearhulk to grab some of those useful To The Slaughter instants, that will promise to keep you alive hopefully.

Eldritch Evolution to Emeria Shepard as hard as possible, the chance to hit with Oblivion Sower once cast is extreme best case scenario. It means you play not only the lands on your side but the lands on your opponent's side with the proper trigger. If things go to the graveyard who gives a crap, it's better for you.

Any suggestions would be appreciated. I want to make this idea work.

6
Deck Reviews / [Standard] Weird Delirium/Landfall deck
« on: September 21, 2016, 10:01:34 pm »
Weird Delirium/Landfall deck

This is mostly to control an opponent's board while at the same time setting up for landfall mechanics/delirium. I'm not sure how well this will work, I'm not very good at deck-building.

Someone asked me to help improve a deck for game-day, this is about the best I could come up with given I've never done a landfall or delirium deck before.

7
Deck Reviews / [Standard] Red/White Artificer Rush
« on: September 14, 2016, 03:10:20 pm »
Red/White Artificer Rush

This is the first thing that came to mind when I saw all these wonderful artificers and the Inventor's goggles card. The idea is to of course spring artificers on your opponent, which get's a free equip boost when they enter, as Inventor's Goggles can be freely equipped as soon as they enter the battlefield.

Most of these get a boost in tandem with having an artifact, most notably Craftmaster Paradigm & Inventor's Apprentice. They gain more of a boost as equipped creatures from the amazing 2 drop, Stone Haven Outfitter, whose also an artificer. Not only that but he provides a static +1/+1 boost to all equipped creatures and provides the useful benefit of when an equipped creature dies, you draw a card.

I've put in some madness cards which work off of Smuggler's Copter to draw/discard when it attacks or blocks, which I'm hoping to do a lot of. Authority of the Consulate helps the rush mechanic, a one cost tap-down that ensures (hopefully) that your opponent will be lagging behind the onslaught of your artificer rush.

Depala, Pilot Exemplar is there to provide a boost/seek mechanic to all your dwarven friends, which comprise a majority of this deck. Inventor's Fair/Aerial Responder are there to boost back any life and hard equip Inventor's Goggles for added effect when needed. Hopefully the combination of flying/boosted artificers will end the game quickly.

8
Deck Reviews / [Standard] GET IN THE DAMN SHIP, YA ELDRAZI MONSTERS!
« on: September 07, 2016, 10:50:22 pm »
GET IN THE DAMN SHIP, YA ELDRAZI MONSTERS!

I just thought it would be funny to abuse the Enter the Battlefield mechanic. I had relative success with my first deck, this is essentially the same thing but with Panharmonicon and a Skysovereign. I'm going to make lots of Eldrazi Scions to man the ship for part of a win-condition. However the real treat of the deck is the board-clearing potential of Eerie Interlude and Cataclysmic Gearhulk, which I find hilariously awesome.

You need a bit of mana to pull it off, but here's how I imagined it playing out (still new to Magic so not sure of the interaction) but cast Eerie Interlude before an opponent's turn ends, choose all your own creatures, summon out Cataclysmic Gearhulk, sacrifice the usual but your own creatures aren't on board to be sacrificed. At the beginning of the end step after Gearhulk's ability resolves your own creatures will come back, all with the ETB triggers resolving again.

I like the damn ship, ok?

9
Deck Reviews / [Standard] The indestructable, hexproof zombies!
« on: August 12, 2016, 09:47:20 pm »
http://deckstats.net/decks/70444/545791-the-indestructable-hexproof-zo

A friend that I play Magic with is talking a lot of crap about how zombies can't work. I want to shut his face up. His bant company deck crashed my last zombie deck (blue/black) with the standard Prized Amalgam, Gisa, Diregraf/Relentless Dead combination and badly, so this was my revisit to the zombies idea except with white to hopefully make Elusive Tormentor transform into Insidious Mist, then use Odric to give all my perpetually recurring zombie creatures indestructible and hexproof.

If you manage to set this up you'll have a board filled with constant, indestructible/hexproof zombies and no amount of removal aside from an entire board-wipe will stop you, mix in the lifelink of Lone Rider to the mix and you're practically immortal.

Like I said, I want to crush his smug face, any tips/ideas would be appreciated.

10
Deck Reviews / [Standard] Starfield of Dicks, mono-white enchantment.
« on: August 10, 2016, 09:29:26 pm »
Starfield of Dicks, mono-white enchantment.

I come up with a lot of decks around cards I find interesting; Starfield of Nyx is certainly one of them, plus I've always liked equipment cards.

This deck is all about utilizing those small enchantments to control the battle. Each enchantment played is just the inevitable doom-hammer that will fall when Starfield of Nyx comes in.

Sigarda's Aid is there to flash in Helm of the Gods, which gains power when an enchantment is played. Ideally, you'll want to flash the equipment in as a HEY, SURPRISE, you've just let Lone Rider get a ton of Lifelink damage. This is all about surprising your opponent with the cards they thought they'd never see!

11
The indestructable, hexproof zombie brain-train! (standard)

A friend that I play Magic with is talking a lot of crap about how zombies can't work. I want to shut his face up. His bant company deck crashed my last zombie deck (blue/black) with the standard Prized Amalgam, Gisa, Diregraf/Relentless Dead combination and badly, so this was my revisit to the zombies idea except with white to hopefully make Elusive Tormentor transform into Insidious Mist, then use Odric to give all my perpetually recurring zombie creatures indestructible and hexproof.

If you manage to set this up you'll have a board filled with constant, indestructible/hexproof zombies and no amount of removal aside from an entire board-wipe will stop you, mix in the lifelink of Lone Rider to the mix and you're practically immortal.

Like I said, I want to crush his smug face, any tips/ideas would be appreciated.

12
Deck Reviews / [Standard] You're An Insect Wizard, Harry.
« on: August 08, 2016, 06:04:13 pm »
You're An Insect Wizard, Harry.

I'm a huge fan of Docent of Perfection. Huge. I love it's ability, not only do you just create wizards off instant/sorcery spells, but it's transform conditions are super easy to meet! Reflector Mage, Jace, Vyrn's Prodigy, Stormchaser Mage & Willbreaker are some of the coolest cards in standard right now in my opinion, and not only do each of these cards get a fantastic boost from a transformed Docent, but they're useful right out of the gate.

Prowess triggers for Stormchaser, bounce back potential with Reflector, grabbing enemy creatures for next to nothing with Willbreaker/Milling opponent's ccards with Manic Scribe, while also certain spells with Mizzium Meddler/Negate. Jace/Anticipate will help you get the cards you need, while the scry effect from an awesome Titan's Strength will keep you in the game, on top of triggering some nasty combat interactions!

Jori En will shine in this deck, if he survives, the spells and costs of each of these cards is so low cost you'll be hitting two spells a turn in no time at all. It will keep the death-engine perpetually running while ensuring that you hopefully will have full board control.

Granted, there are 62 cards but I can't imagine what to cut. I wanted just enough spells to make this worthwhile with enough wizard creatures to throw down the pain.

13
Enter the Battlefield...again, and again, and again.

This is a definite work in progress but the entire idea behind this deck is abusing enter the battlefield effects, in this case those that produce the mana-train Eldrazi Scion.  This deck is all about pumping up to those devastating board wipe creatures, Ulamog or the Decimator of The Provinces, which acts to give all the Scions trample +2/+2.

Like I said this is a big work in progress kind of deal, I only started building the deck today but if you have any recommendations feel free. I played a deck like this at the BTF pre-release and it always felt like I had a creature to sack or something to do rather than sit idly and wait. I loved it.

14
Deck Reviews / [Standard] Starfield of Dicks (WIP)
« on: August 04, 2016, 03:37:13 pm »
Starfield of Dicks

I come up with a lot of decks around cards I find interesting; Starfield of Nyx is certainly one of them, plus I've always liked equipment cards and ever since I laid eyes on Eternal Scourge I've wanted to play around with it/Relentless Dead together.

This deck is all about utilizing those small enchantments/creatures that perpetually keep coming back to stay alive/control the battle. Each enchantment played is just the inevitable doom-hammer that will fall when Starfield of Nyx comes in.

Let me know what you all think, I don't feel super strong about my deck building skills but a lot of the fundamentals of my deck seem to be right on target. I just get overloaded with fun cards that I want to play with instead of practical cards that would help me actually survive a match.

Sigarda's Aid is there to flash in Helm of the Gods and the random pieces of equipment like Neglected Heirloom to raise the damage, especially Helm of the Gods which works off enchantments played. This is all about surprising your opponent with the cards they thought they'd never see!

15
Deck Reviews / [Standard] Zombie/Lifelink
« on: August 03, 2016, 03:54:01 pm »
Zombie/Lifelink

Return everything from the graveyard and murder all threats!

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