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Messages - TheWarfox

Pages: 1 ... 10 11 [12]
167
Deck Reviews / Raffine, Conniving Queen
« on: July 16, 2022, 05:51:55 pm »
It's a Connive, Flying-tribal deck. Lots of discard and draw synergy. Been putting it together longer than I care to admit. Still have some cards in the mail I'm waiting on to maybe pop in like a Sol Ring, maybe a Swiftfoot Boots. I'm pretty happy with how it's looking.

-The Warfox
https://deckstats.net/decks/209945/2634997-scheming-with-raffine

168
This is not a serious deck. This is a jokey, roleplay-ish group hug kind of deck.

Gor Muldrak is a silly, ridiculous commander. There are optimal ways to use him. We will not be doing those here.
This deck is built around the idea of screwing with the board, ramping everyone, and getting them at each other's throats while you prepare to take advantage. Gor Muldrak puts lots of big, chonky 4/3s on the board, but more importantly as long as he's in play you and all your permanents are immune to those big Salamander boys. This leaves your opponents to be using them against each other. There's card draw, mana ramp, free permanent playing, and free mana aplenty in this deck for all players. The idea is to hit the gas harder than they can adapt to. Too many cards in hand makes them desperate to play them down to avoid discarding. This means it's a lot more likely their dangerous items hit the board, and that's when you steal their best stuff.

I roleplay when I play this deck. Gor Muldrak is a crazy conspiracy theorist character, convinced that the Amphin(Salamanders) have infiltrated society and are secretly undermining everything for their inevitable invasion. I will blabber on about the evil of Salamanders, and muse on one of the players being the Salamander King in disguise. I play mind games over whose side I am on, meddling with my interaction spells, but never fully punishing them. You'll note that none of my counterspells leave my opponents without at least a consolation prize. There's a lot of stuff like that. By the end of the game the most dangerous player gets declared the Salamander King, and I shift gears into trying to defeat them. I often fail, but I still have fun. I've had lots of silly shit happen with this deck, including one time stealing an opponent's commander with Modify Memory, and then using Hadana's Climb/Winged Temple of Orazca to one-shot them with their own now-flying commander for 22 damage.

It's a ton of fun. Lots of little interactions you can use to take advantage of the chaos, like getting extra upkeeps with Sphinx of the Second Sun and Paradox Haze, and then using things like Followed Footsteps and Progenitor Mimic with the only actual Salamander in the whole deck, Amphin Mutineer. The Mutineer can exile a ton of enemy creatures this way, turn them into more 4/3 Salamanders(that your commander makes you immune to!), and then you can do silly things like use Caller of the Hunt with Salamanders and Hadana's Climb to really whack people with a pumped up monster. Don't expect to win games, but do expect to have influence over who wins.

- The Warfox

https://deckstats.net/decks/209945/2634298-rise-of-the-salamander-king-gr

169
Commander Deck Reviews / Rise of the Salamander King(Group Hug)
« on: July 16, 2022, 02:40:42 am »
This is not a serious deck. It's a jokey group hug deck I like to play with my friends. Most of what's in the deck is meant to totally screw with the flow of the game. Way too much card draw, way too much mana, free stuff being put on the board, etc. Every counterspell is chosen to not leave the person who got countered with nothing. They all give something for the trouble of countering their spell. The commander, Gor Muldrak, is a joke as well. When I play this deck, I play as if I am trying to root out the evil, vile 'Salamander King' by testing my opponents and trying to find out who is the most evil. Once the Salamander King is decided, the group hug ends and I focus all efforts into defeating whoever that player is. Sometimes I decide that I was the Salamander King all along.

It's all about having fun and disrupting everyone else's play style. I've made multiple players self-destruct because they couldn't keep up with all the card draw. It's great fun.


Rise of the Salamander King(Group Hug)


170
Got some new cards in the mail.


Revision 8

Added/removed cards:
-1 Collective Effort
-1 Dragonscale General
+1 Comeuppance
+1 Soul Warden
+1 Winding Canyons

Changed amounts:
-1 Plains

171
Haha, yeah, that's one of the reasons I maintain a pretty fun group hug deck. Really cause some chaos giving away free mana and boatloads of card draw and they all have to worry about each other while I'm happily doing whatever I want.

172
Made some edits, trimmed some fat, added some more mana rocks and utility.


Revision 7

Added/removed cards:
-1 Gideon's Battle Cry
-1 Gideon, Martial Paragon
-1 Horn of Valhalla // Ysgard's Call
-1 Reya Dawnbringer
-1 Windshaper Planetar
+1 Bennie Bracks, Zoologist
+1 Halo Fountain
+1 Sol Ring
+1 Sol Talisman

Changed amounts:
+1 Plains

173
To be fair, there's two modal lands also, as well as some ramping cards, but you're probably right, I should squeeze a little more in there. I've been fairly disenchanted with mana rocks with my play group due to lots of artifact hate, so maybe I need to correct my thinking a bit. I'll put some thought into it at work.

174
I somehow totally forgot I have Skullclamps and this is a token-creature heavy deck. What an oversight.


Revision 5

Added/removed cards:
-1 Angel of Mercy
-1 High Sentinels of Arashin
-1 Segovian Angel
+1 Alliance of Arms
+1 Collective Effort
+1 Kabira Takedown // Kabira Plateau
+1 Power Matrix

Changed amounts:
-1 Plains

175

176
Path to Exile has better synergy with Deep Gnome Terramancers than Swords to Plowshares. DGT turns PtE into a ramp spell too.


Revision 4

Added/removed cards:
-1 Swords to Plowshares
+1 Path to Exile

177
Mistakenly thought I had Gideon, Champion of Justice and had removed the Segovian Angel thinking I had 101 cards, but was wrong.


Revision 3

Added/removed cards:
-1 Gideon, Champion of Justice
+1 Segovian Angel

178
Mmh, I think I have a couple of those earlier cards, and I did just pack a Kozick yesterday, I think it's worth considering a lot of those. I love Johira, of course, in fact, back when I played during her block she was my original version of this whole suspend idea, but that was when I played regular magic so I could have multiple copies of cards like her timebugs and stuff. All of your suggestions are good, of course, I mostly just posted this so people could take my deck idea and alter it as needed to make salt burst at the seams in their group. <3

179
This deck is very annoying to play against, and even kind of annoying to play. Alaundo the Seer has a pseudo-Suspend like ability that interacts curiously with Suspend cards. Every time you tap him, you draw a card, then put a card into exile with time counters equal to its mana value(don't do this to lands and 0 cost cards or they're lost forever!), and then he removes a time counter from all other cards you have in exile, including Suspended cards. So, while the non-Suspend cards he has in exile won't remove counters on your upkeep, all the suspended ones will.

Well, everything in this deck is about getting tons of value out of Suspended cards, cheating out expensive spells, and abusing the everloving heck out of Alaundo to tap him over and over and over, take advantage of that card draw, and have some hellishly long turns, and with some luck even use him on other peoples' turns too. My play group was SUPER salty about this deck so I've only gotten to play it once in the last two weeks, but even when they started dogpiling me and not letting me get Alaundo back out, I was so far ahead and had so many recurring-suspend cards working that I was able to still pull out a win.

-The Warfox

https://deckstats.net/decks/209945/2622444-suspend-alaundo

180
Deck Reviews / A mono-white Superfriends/Tokens/+1/+1 Counters deck!
« on: July 11, 2022, 08:51:22 am »
Hey! I managed to figure out a way to combine some ideas with a Carth the Lion superfriends deck I have, a Roalesk, Apex Hybrid simic counters deck, and a generally Angelic theme into a single deck with Lae'zel and Inspiring Leader as the commander. Lots of Gideons, lots of creature tokens, Angels and turning other things into Angels, and enough proliferate to really pop off with. Hope you like it.

-The Warfox

https://deckstats.net/decks/209945/2628098-white-superfriends-tokens

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