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Messages - G. Moto

Pages: 1 ... 195 196 [197] 198 199 ... 206
2941
Deck Reviews / Re: [Casual] Second attempt at a GU deck
« on: October 31, 2015, 07:50:21 am »
I do have a few suggestion for this deck. The majority of adjustments are for the content of the deck rather than play style. You need to remove the remand and the accumulated knowledge. Remand gives your opponent the same trouble card back to them and affords them the opportunity to play it again later. Accumulated knowledge works solely on the multiple copies that you can find and would only slow down your deck down. cancel and dispel would be better additions because the majority of the time the opponent is going to try and disrupt your plays on your turns (which means instances). Secondly yes you do need more lands (a minimum of 24 if running G/U and some more of the tarkir dual lands at that. Combo those lands with swell to growth and your creature becomes +2/+2 stronger, you just gained +1 health, and you got a dual land untapped onto the field for only two mana on anyone's turn. Also try using some of the actual simic creatures that have the evolve effect. Those are the ones who's effects would benefit from playing big creatures with Kiora's effect and they also fit her general theme. Also worse comes to worst try and add cards that recycle your planeswalker (since she's not a creature) and aids your creatures in combat scenarios. Giving them vigilance and flying would make your big creatures dangerous. Hopefully these suggestions aided you in your deck building.

2942
[es] Solicitud de revisión de Mazos / Re: mill deck modern
« on: October 31, 2015, 07:26:46 am »
Duskmantle guildmage is a must have. Every card you mill is basically one point of damage. Also my favorite combo for a mill deck is an unblockable creature with the trepnation blade. Have fun with it.

2943
Deck Comments / Re: Reaper King Commander - Comments
« on: October 31, 2015, 07:22:48 am »
I as well are planing on running a scarecrow deck. Though mine is going to be more modern than commander they do share similarities that I believe may assist you. Firstly Reaper king's effect triggers anytime a scarecrow enters the battlefield. Having those changelings in your deck certainly aids in that process. However I doubt that the mana flow would be consistent enough to keep casting the same scarecrows repeatedly every turn. That's why you should consider "bouncing" your creatures by using cards such as ghostly flicker, sudden disappearance, and conjurer's closet. That way you can use your mana the bounce a creature on your turn or your opponent's turn whenever you choose to. Secondly their should be a method to getting your creatures onto the field a lot faster than just casting enough for maybe one or two per turn. That's why in tribal decks I use call to the kindred because it's basically scrying and creature playing for free. Thirdly you need to make sure that your colors are doing the most that they are able to since this is a domain deck. Every aspect of the five colors being used should be exemplified in your deck. White should be protecting, blue should be outmaneuvering, black should be destroying, red should be burning and green should be growing. Artifact creatures usually don't have that much going for them and the majority of your deck is land which will leave your scarecrows fighting flocks of crows with no defense. You need cards that either; Disrupt the opposing player's hand, Their deck, and/or Limit their field. MTG isn't a one sided game so be prepared for people trying to attack you with unblockable creatures, board wipe you by turn 6, and possibly mill you out. Be creative with this deck by build it so it will last the match. Keep these things in mind and your deck should turn out fine. Reply as soon as able. 

2944
Deck Comments / Re: The Mimeoplasm - Comments
« on: October 30, 2015, 05:44:24 pm »
Are you just recording your changes to your deck or is this an open topic for anyone wanting to comment? Not exactly sure what you're doing here...

2945
Deck Comments / Re: Vampires - Comments
« on: October 30, 2015, 05:39:40 pm »
I highly recommend on trimming down on the vampire lacerator. His stats are strong but If you play him too early then it'll end up hurting you. If you incorporated some vampires that have deathtouch or if you add retreat to hagra then you can give your vampires deathtouch (one in particular depending on the number of copies) and you can speed up the life drain/gain. Also covenant of blood and defiant bloodlord are good additions to this deck (I got the bloodlord for 50 cents so he's fairly inexpensive). Hope this helps.

2946
Deck Comments / Re: black white allies - Comments
« on: October 30, 2015, 05:30:56 pm »
Personally I'm running a Mardu deck build for my deck but it uses similar cards that your deck contains. You should really consider adding some red so that you can use the butcher of the horde. He combos well with your zulaport cutthroat and you can keep sacrificing kor tokens from your retreat to emeria to give him lifelink and vigilance (since he already has flying it would be a good push).If you're going for a purely orzhov feel then add some malikar familiars, nirkana assassins, and bloodbond vampires. They all get stronger whenever you gain health, some receive or already have deathtouch and would work with pathway arrow (the artifact that taps your creature so your creature can deal damage to another creature). Also feat of resistance, tandem tactics (for attack boosts and the life gain mid process), Also the retreat to hagra would also speed up the process of life draining as long as you keep playing lands. Its ability to give any creature deathtouch is also very nice. Lastly adding slab hammer to this deck will let you keep bouncing lands for repeated landfall action so adding scoured barrens will be useful in this deck as well.

2947
Deck Comments / Re: Grixis Nightmare - Comments
« on: October 30, 2015, 05:19:29 pm »
Though grixis does have one of the greater control elements compared to the other shards on alara the creatures are what really make up the deck. However if you still don't want to use them then my best suggestion is adding cards that cause; 1) Hand disruption like duress and mind rot, 2) Creature removal and nullification such as weight of the underworld, and 3) spell recursion and stronger mil cards such as tome scour, mind sculpt, and traumatize. Your greatest strength for this deck will be your ability to crank out spells at an expedited pace. If you start to slow down or the opponent starts playing more creatures than you can remove then you'll have your back against the wall. Consider sing creatures like duskmantle guildmage who's effects can really carry a deck. If not then just refer to the tips i gave you.

2948
Deck Comments / Re: black oldschool - Comments
« on: October 30, 2015, 04:58:00 pm »
Well i see the mono-black and discard theme that you have going but what is the overall mission of the deck? What are you trying to accomplish when you play this deck?

2949
Deck Reviews / Re: [Standard] rg land destruction
« on: October 30, 2015, 08:13:17 am »
I encourage shifting the deck focus to elemental creature. They'll get big bonuses from landfall triggers and you'd be able to slow your opponent down plenty to reuse their effects (for example; combo slab hammer with the dual lands from tarkir that give you health when they enter the battlefield WITH grove rumbler). Just an idea.

2950
Deck Reviews / Re: [Standard] Sultai Eldrazi (WHAT DO YOU THINK?)
« on: October 30, 2015, 08:08:00 am »
I'm not saying the deck isn't made well ,it's just that survival means covering your bases and making sure that you can keep your health and field advantage in a positive position until you are ready to unload on your opponents. You don't have to change anything but just consider adding creatures such as catacomb sifter and the low drop blue unblockable eldrazi. Even if you used some of the low drop black eldrazi creatures for chump blocking or actual combat never allow yourself to be a sitting duck. Because by the time your deck starts to pick up you'll already be behind. Honest truth from a guy beaten by an unblockable creature swinging 19/19 cause i didn't have any creatures or or kill spells. Good luck though.

2951
Deck Comments / Re: Champions of the undergrowth - Comments
« on: October 30, 2015, 07:57:00 am »
Well i'm glad you took my choices into consideration. As long as you know what you want your deck to do then building will just be a matter of finding pieces to your puzzle.

2952
Deck Comments / Re: Training Grounds Casual - Comments
« on: October 29, 2015, 08:21:20 am »

2953
Deck Comments / Re: Black/White Allies - Comments
« on: October 29, 2015, 08:18:52 am »
I'll give you a list of suggestions and reasons why but it's up to you how you want to shape u your deck:
1. retreat to emeria (so you can make kor ALLY tokens)
2. Nirkana assassins ( because they'll gain deathtouch as you gain health per turn)
3. pathway arrows (so all our deathtouch creatures can kill without fighting or swinging)
4. bone splinters (so you can kill tokens and creatures you don't need and still hurt your opponent)
5. Malakir familiar (so you have a flying deathtouch creature)
6. dutiful return (because you can't wait around all game to draw just one of your high drop march from the tombs)
7. tandem tactics (so your creatures can gain attack points, you gain health, and they gain deathtouch mid combat for your nirkana assassins)
8. gideon's reproach (cause you need some low drop creature removal)
9. stone haven medic (so you can gain health every turn)
10. remove hangerback because it doesn't contribute to the theme of health gain or allies
11. minimum 2-3 of any cards, 4 max only if it's required to run the deck.
  this is my list of suggestions for you, I hope they all help.

2954
Deck Comments / Re: R/W Zada - Comments
« on: October 29, 2015, 08:07:27 am »
You don't need him, what this deck does need is the card feat of resistance. It gives target creature a +1/+1 counter and gives it protection from a color of your choice. That's called card advantage. Also tandem tactics if you're going for a big push on offense and want to get some life gain as well.

2955
Deck Comments / Re: Champions of the undergrowth - Comments
« on: October 29, 2015, 08:02:07 am »
I highly encourage adding hunt the weak, infuse with the elements, natural connection (to go with your retreat to kazandu), serene steward (to add more +1/+1 counters), ondu rising (cause life gain is good), rot shambler combo with tokens and bone splinters is a good strategy as well. Also have some spells that protect your creature from being exiled like ranger's guile. The LAST thing you want is having a 10/10 trampler on the field get exiled in one turn. Also add cards that give your creatures vigilance, that way they don't die from sheer drop so easily.

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