deckstats.net
You need to be logged in to do this.
The buttons above will open in a new window. Please return to this window after you have logged in. When you have logged in, click the Refresh Session button and then try again.

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - CardAgain Sweater

Pages: [1] 2 3 ... 36
1
Deck Reviews / [Standard] I Miss Panharmonicon
« on: December 03, 2018, 10:22:29 pm »
I Miss Panharmonicon

Quasiduplicate creatures with underrated etb effects or abilities. Siren's Ruse to double up on etb triggers and protect creatures from removal.

1st target is demanding dragon. I kinda want more removal in the deck to try to ensure its five to the face or getting rid of a hexproof/indestructible creature.

2nd target is timestream navigator, for obvious reasons.

3rd target is sailor of means for additional blocker and to get to 5 mana faster if lands are not coming.

Draw cards instead of removal for now. Siren stormtamer is a useful 1cmc play, but not really on theme except for interacting with siren's ruse.

I'll probably find better targets to duplicate/blink, but these are the fun ones in UR that fit a curve without thinking too hard.  Leave a comment if you have a suggestion.

2
Deck Reviews / [Standard] 1000 Year Basic - Plain Rice No Spice
« on: November 25, 2018, 09:13:41 pm »
1000 Year Basic - Plain Rice No Spice

1000 year shell to adapt in order to copy whatever trash spell you want,  facilitated by the treasure color fixing. 4 copies of Unmoored Ego sounds fun.

3
Deck Reviews / [Standard] Dark Purple - FNM Jank
« on: November 23, 2018, 09:19:51 pm »
Dark Purple - FNM Jank

Dimir Control with mostly early hand disruption followed countering the midgame threats I learned about by looking at opponent's hand, with a smaller removal package to back that up. Surveil bolsters smaller set of draw spells, making them worth more.

MAIN JANK WINCON: Cast unmoored ego T5 (or whenever counterspells are unlikely) then while it is on the stack, copy it with expansion//explosion. The copy resolves 1st, and by turn 5 or later - and by peeking at opponent's hand with duress and thought erasure - you should have a good idea of what card to name when the copy resolves. You get to search through the opponents library to find the best card to name when the original spell resolves.

Teferi and crackling drake (or seal away / settle, chemister's insight)
Carnage tyrant and find//finality
Arclight phoenix and goblin electromancer (or enigma drake)
Niv Mizzitt and crackling drake
History of benalia and benalish marshal
Experimental frenzy and risk factor

This can screw with a whole lotta popular, competitive standard decks. It can also get smashed by a whole lotta popular, competitive decks. It's definitely FNM level.

Traditional Finisher is Doom Whisperer or large Expansion//Explosion, with the walls on early defense for whatever gets through the hand disruption and counters - if the walls survive, they can also act as finishing pressure after Surveil triggers beef them up.

Expansion//Explosion is a phenomenal card. Doubles your removal spells or an opponent's chemister's insight in a pinch, or copy their counterspell. If you don't need it for anything like that, late game it is removal or burn with big card draw to let you turn the corner. Can't believe it is still uner $3.

Sideboard is a switcheroo-type thing, siding in 13 creatures. Take out duress, thought erasure, unmoored ego, mission briefing, 2x expansion//explosion. Usually effective once opponent sides out most removal after 1st game, or they use it up on early thoughtbound phantasm because they only saw 1 or 2 creatures in the 1st game.

If you successfully stole game 1 by playing and copying unmoored ego - a card players have universally categorized as 'unplayable trash' - this switcharoo sideboard plan will help you steal game 2.

Using isareth's attack trigger to bring back lazav is great. Isareth either gets through or kills a decent blocker as she dies. If she diesin combat, next turn give lazav isareth's ability to bring back isareth, total of 5 mana for that turn.

The deck is over 60 cards and that's ok. You can't have gotten this far reading the deck summary and still be expecting peak competitive tailoring :)

Just opened a 3rd Doom Whisperer and I'm not even sure I want to add it. 2 have been just fine.

4
Deck Reviews / Re: [Casual] Tokens, Tokens and More Tokens!
« on: August 22, 2018, 07:01:23 pm »
Very nice list of Selesnya tokens cards; there's a couple in there I'm going to have to remember.

I know this isn't a formal deck yet so I'll just mention some newish cards that fit your WG tokens theme:

Anointed Procession - why not double your tokens - with two copies (or a 2nd similar effect from a different enchantment like doubling season) on the battlefield you quadruple them.

Regal Caracal and Pride Sovereign - I know you don't have cats as one of your tokens yet, but these two might be woth it for you.

Shanna, Sisay's Legacy - pumped based on # of creatures, with bonus of not letting your opponents target her with an ability (not quite the same as shroud, as spells can still target her).

Majestic Myriarch - P/T based on # of creatures you control, like Shanna, but also gets any keyword your other creatures have. With the variety of keyword-having-tokens (flying, trample, vigilance, etc.) you generate, this seems like a good fit.

Appeal // Authority could also be a good fit. Dwarven Priest, timed correctly could get you gobs of life. Angel of invention gets you tokens while being an anthem for the whole team.

Oh, and one old card - Beastmaster Ascension.

Anyway, I love the theme - thanks for sharing your idea!

5
New Squee might work quite well in this deck. The ability to always have access to a 3cmc spell to trigger Imminent Doom or for a chump blocker would address the issue of running out of gas.

6
I think this will work in a tournament capping deck costs at $20. Some good new cards since I last looked at this idea.


Revision 5

Added/removed cards:
-1 (Main) -2 (SB) Open Fire
-2 Sunbird's Invocation
-3 Wildfire Eternal
+2 Blur of Blades
+4 Shivan Fire
+2 The Flame of Keld
+2 (SB) Smelt

Changed amounts:
-3 Abrade
-1 (Main) +1 (SB) Fiery Cannonade
+2 (Main) -2 (SB) Flame Lash
+2 (Main) -2 (SB) Hungry Flames
-2 Magma Spray

7
General Magic / Re: Deckstats Competition - Make an Artefact Deck!
« on: August 18, 2018, 04:50:57 am »
I count 8 decks so far - that might be our highest count so far for these competitions? That's great!

Keep' em coming; contest is open until Sunday. Artifacts in Standard still has lots of juicy stuff left!

8
General Magic / Re: Deckstats Competition - Make an Artefact Deck!
« on: August 13, 2018, 09:49:49 am »
Kaladesh and aether revolt are still legal in standard! Tons of ideas!

Indomitable creativity; metalworks colossus; inspiring Statuary, any of the lesser used gearhulks or monuments. There's more: desecrated tomb, dragon's hoard, sorcerer's wand, powerstone shard, etc.

I know you all have it in you to brew a neat idea; put it out there - no negative points are awarded for trying, there's nothing to lose!

9
General Magic / Re: Deckstats Competition - Make an Artefact Deck!
« on: August 12, 2018, 06:12:23 pm »
How do I link a decklist o to this thread?

One way I do it is to open a page for the deck I want to post to a comment, then select the share/export tab. The site generates a hyperlink for you to cut and paste wherever you want to put it.

When you paste it into a thread on this site, it will show up as a formatted decklist in your post; make sure to type a little extra to let us know how sweet your brew is - cool interactions and what not.

Good luck!

10
General Magic / Re: Deckstats Competition - Make an Artefact Deck!
« on: August 07, 2018, 06:48:18 am »
Here is a deck I've been playing at LGS level with good success; I juiced it up by 2 mythics for this competition:

https://deckstats.net/decks/82140/1056906-tricky-treasure-deckstats-chal

THE PLAN - Sacrifice treasure / other artifacts to trigger Marionette Master. Use instant speed pump spell on MM while artifact gy triggers are on the stack. This is all done with very little opportunity for opponent to interact. Looking for T6 kill if everything lines up. This is lifeloss not damage, and a triggered - not an activated - ability.

Stay alive with removal and defense long enough to land Marionette Master, making 3 treasures along the way - I can get her out by turn 6 about 35% of the time - and use her fabricate 3 etb trigger to make the MM a 4/6. Right away, Sac 2 treasures to make 2 red mana, while the artifact death triggers from Marionette Master are on the stack, pump MM with Invigorated Rampage using 2 of the floated mana. Pump resolves to 8 power, crack another treasure in response - triggers resolve for 24 lifeloss. Sometimes it can take longer than turn 6 to assemble the kill shot; thats where the defensive blocks and removal comes in.

So, how do we set this up?

Treasure Map is the quickest way to both get the necessary treasures as well as digging through the deck to find the combo pieces. My 2 drop creatures not only buy time against aggressive creature decks, they all help make treasure or draw cards. Dire fleet hoarder's 2 power can make very early attacks unprofitable, or unopposed it can whittle down life total for a 2-treasure kill at 16 lifeloss. Gleaming Barrier bricks a lot of attacks and I want both it and the hoarder to die blocking (casting invigorated rampage on the barrier to take out a steel leaf champion is fun). The vampire did its work on etb with the card draw.

Yahenni is there to get that early damage, and with the removal in the deck, they can grow to be a bigger threat. Sacrificing a treasure producer is not such a big cost for the indestructible effect that can stretch out the game and let you keep drawing or scrying. Yahenni can also be used to sac a creature you target with supernatural stamina to repeat a needed etb effect, or if another treaure is needed by saccing it again. I've cast marionette master and created 3 servos, supernatural stamina on MM, sacced MM to yahenni, MM comes back tapped and pick 3x +1/+1 counters, then sac the 3 servos to yahenni for 12 lifeloss from MM. Not an essential piece, but a very handy fit for what the deck wants to be doing.

Walking ballista is great for the normal reasons, but it can also be cast for zero for that last trigger for Marionette Master. Karn gives further card advantage, a theme in this deck to get the combo together. Karn also serves as a distraction, with opponent focusing attacks there, buying me more time. Obviously, the constructs can grow to be big pretty easily in a treasure making deck. Here is another trick, say you have 3 treasures and 2 of karns constructs - they are 5/5's. If for some reason, Marionette Master is out and you didn't get the planned insti-kill, their deaths will trigger MM, and if they have damage marked on them but not enough to die, you can sac treasures to weaken them to the point they die and trigger MM.

Removal package is fairly 'Standard' in a mostly black deck. I considered unlicensed disintegration but it was troublesome to cast this turn 3 instead of scrying with treasure map. Cut/Ribbons while sorcery speed provides a little more direct damage with the aftermath half.

I've played over a hundred rounds with versions of this deck; this is higher budget only in an additional Karn and Ballista (instead of a 4th hoarder and 4th wall, or 2x cast down, or even Pirate's pillage to save $40+ bucks in budget). I played a $25 version of this in grixis and it held up.

As long as you have the pump spell, 3 treasures, and 4BB from your lands to cast MM, you are guaranteed to do 9 lifeloss from supernatural stamina and 15 from invigorated rampage if MM resolves. If the opponent targets for removal with the fabricate 3 etb trigger still on the stack, you can still crack treasures and pump before their effect resolves - it will just be for less than optimal lifeloss since your 3x +1/+1 counters won't resolve before opponent's removal.

Counterspells are by far the worst this deck faces, but even then a control deck can fall to repeated attacks from 2 drops (remember those pump spells?) and ribbons from the graveyard after you cast cut on your treasure making defender. Or they tap out for their finisher, giving you the window to pull the marionette master out without fear of essence scatter.

I dont think a sideboard was required, but I made one from habit. Sideboards are very dependant on personal metagame.

Happy to answer any questions :)

11
Deck Reviews / Re: [Standard] Best Buds
« on: August 05, 2018, 06:28:15 am »
This has been doing well at the LGS level. 5-2 at FMN and Saturday Standard Showdown. The 2 losses were to PPTQ grinders and one was close.

It was accidentally 61 cards once I counted them up, but it works. I wish fungal plots stacked. Cant afford to run multiple copies, but it is so good in this deck.

Demon of Catastrophes eats removal the turn before Tendershoot Dryad comes down. That's nice; and if it survives thats ok too.

Not sure about yahenni's expertise in the sideboard as it hoses me too, but thats boardwipes in black for ya.


Revision 4

Added/removed cards:
+1 Growing Rites of Itlimoc
-2 (SB) Aethersphere Harvester
-2 (SB) Heroic Intervention
-2 (SB) Vicious Offering
+2 (SB) Bone Picker
+2 (SB) Plague Mare
+1 (SB) Sorcerous Spyglass

Changed amounts:
-1 (Main) +1 (SB) Blossoming Defense
+1 Demon of Catastrophes
-1 Fungal Plots
+1 Spore Swarm

12
Deck Reviews / Re: [Standard] Graveyard Turnstyles
« on: July 29, 2018, 10:14:19 am »
Ive only been able to play 4 rounds with this at FNM, and let me tell you: the prevalence of mono green decks with vine mare makes mono black midrange decks as bad as a token strategy against a world of goblin chainwhirler(s). The hexproof blanks one of Black's best features in targeted removal, no blocking from black creatures means very little interaction. Yahenni's expertise, doomfall, harsh scrutiny, divest, lost legacy.

This build is midrange, not consistently fast enough to race an unblockable hexproof threat with 5 power.

Any other cards for a mono black deck to deal with this problem? Other than that, the deck is fun. I've faced so much monogreen I'm not sure hiw this does against other archtypes, but who wants to throw this up against a 50% green field? I'm just complaining - as a combo player, I hate having to add specific hate cards that don't build towards my payoff.

Last thing: this definitely needs another land...or two. I have tons of mana sinks available, I use it up by my opponent's end step and wish I had 2 more each time. 22 lands means I start with 2/7 lands each game - and with 22 lands that means I have about a 50/50 chance of having either 2 or 3 in my opening hand. Adding a 23rd land increases that to 45/55 in favor of 3 lands. I think it'd have to cut down to 3 supernatural strength to fit 23 lands.

13
Deck Reviews / Re: [Standard] Panharmoniconica
« on: July 28, 2018, 10:13:19 pm »
Sideboard finalization. Thinking about adding a 4th Naban and dropping to 3 siren stormtamers.


Revision 3

Added/removed cards:
-2 (SB) Essence Scatter
-2 (SB) Negate
+2 (SB) Abrade
+2 (SB) Lightning Strike
+2 (SB) Magma Spray
+2 (SB) Refuse // Cooperate
+2 (SB) Supreme Will
+1 (SB) Sweltering Suns

14
Deck Reviews / Re: [Standard] Graveyard Turnstyles
« on: July 28, 2018, 05:24:36 am »
Bone pickers are good coming out of the sideboard to speed up a match, kill hexproof (nongreenhorse, anyway) stuff, go over a board stall.

Fungal infection came in handy to make chumps to block vine mare. Might need yahenni's expertise in the sideboard to try and address that threat.


Revision 3

Added/removed cards:
-2 (SB) Doomfall
+2 (SB) Bone Picker
+2 (SB) Fungal Infection
+2 (SB) Lost Legacy
+2 (SB) Vicious Offering

Changed amounts:
-1 (SB) Sorcerous Spyglass

15
Deck Reviews / Re: [Standard] Sustainable Saprolings
« on: July 23, 2018, 10:50:40 am »
maybe a copy of Torgaar Famine Incarnate as a finisher?

What about demon of Catastrophes for your finisher? The additional casting cost should be easy for a saproling deck, and 6/6 flying trample is pretty dope.

Pages: [1] 2 3 ... 36