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Messages - Wojo

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16
Deck Reviews / Casual Cascade Deck- Opinions Welcome
« on: October 03, 2013, 10:35:52 am »
This is an idea I have been playing with for a few days and finally decided to put down on paper. I really like Maelstrom Wanderer, and wanted to build a deck around him. This monstrosity is what came about. Please, tell me what you think. I am already considering replacing Avacyn with a second Wanderer.


The premise of the deck is to cascade as often as possible, to end in some form of mana fixing/ramping to help you cascade some more next turn.



http://deckstats.net/decks/2897/36193-cascade-into-the-maelstrom

17
Deck Reviews / Re: Is this A Good Dueling Deck ?
« on: June 19, 2013, 07:00:48 am »
First, guild gates are not basic lands. You can only run 4 of them. That needs to be addressed. If this is a theory deck, run 4 Dragonskull Summit and 2 Blood Crypt to get the same effect for your mana base, but with little to no downtime and/or life lost. If this is cards you have on hand, run 2 Swamps and 4 Rakdos guild gates.


As far as Guttersnipe is concerned, your deck seems to be running a little creature heavy to get a lot of use out of it. I personally run 2 in my America control deck that has a total of 11 or 12 permanents, including it. It's brilliant in a spell slinger deck, but honestly, you could be using at least that one other slot for another instant to trigger the other two, or maybe for another creature to trigger Battalion on Warmind Infantry, or what have you. I like the idea of running 3, but i don't know if it will help you out too much, to be quite honest.


The biggest issue I saw was the illegal mana count, at the very least that needs adjusted in some way, shape, or form. I would suggest looking at your creature base, it seems a little varied and high cost to me, but then again I am of the mindset that my aggro decks should sit primarily around 2 drop creatures. "I will drop a ton of small guys quickly, then bring in my heavy hitters." I may not be the best person to look at for advice for Red/Black aggro, I personally looked at these colors as a very vicious discard combination. However, I hope I helped!

18
Deck Comments / Re: Azorius/Selesnya Control - Comments
« on: June 13, 2013, 07:03:24 pm »
Simic has a lot of cards that would help you, Plasm Capture in particular. 2G/2U for "Counter target spell. Add its converted mana to your mana pool next turn in any color combination you choose."

19
Deck Comments / Re: Big Fat Orzhov - Comments
« on: June 09, 2013, 07:23:49 am »
I want to thank you for the idea for the deck. This is a very good looking build. I have been looking into an Orzhov deck for a while, possibly working the Extort mechanic into my Black/Blue hand control deck to give me that extra survivability. However, can I suggest one card for you to work in?

Exquisite Blood. "Whenever your opponents lose life, you gain that much life." It is great in any black deck, but I think in this deck it would truly push the Blood Baron into its full power, and quickly, despite its 5 drop cost. It is merely a suggestion, but I hope it helps!

20
Deck Comments / Re: Maze's End - Comments
« on: June 02, 2013, 07:37:11 am »
I want to start off with the fact that I like your deck ideas. I did not know there was a 2 drop that hunts gates out. Kudos for that.

However, that is a green card, and all of your focus appears to be on getting Supreme Verdict and Negate to establish a wait time if you don't draw one of your four mana cards with green on them, which is also needed for Fog. At best, you get Maze's End out and can tap it turn 4 to pull a green gate. That's 4 turns to allow you to play a 2 drop creature, or a 1 drop stall, and in reality the gate comes in tapped still, so it would be turn 5 or 6 before it would be useful for you.

I personally am running a "Turbo-Fog" theme to stall in my Maze's End deck, so I have a focus on Selesnya for Druid's Deliverance, Fog, Safe Passage, Hold the Gates, and as support for Assemble the Legion to create defenses. With that, I run 3 Temple Gardens, as well as 6 Forests. You want to be able to play mana and use it that turn, and you seem to use Green as a means to accelerate your guildgates but have no immediate green mana.

I hope my late night ramblings helped and didn't confuse you!

21
I want to pull my deck down to 60 cards. Right now it sits at 100, primarily because every one of the local players I talk to say I need to keep adding "card x or y" and not necessarily help me remove cards. The goal of this deck is to cause your opponent or opponents to lose life every time they draw a card, and also to lose life every time they discard cards as well, and also to have cards constantly flowing through their hands. I can see this working as it sits, provided I am going against another behemoth deck that doesn't want to get started either. Does anyone have any suggestions about cards I should limit or remove? I'm not necessarily looking to add new cards in just yet. I want to get this deck built at 60 cards, then I can worry about swapping out better versions of cards lol.

Deck: Grixis Bleed

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