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Messages - kmalsom

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16
Deck Comments / Re: Abzan Rally - Comments
« on: January 25, 2016, 07:29:22 pm »
I think you need a sac outlet to make this work better.  Otherwise you loose everything you brought back from your graveyard on your next upkeep and don't get to get the triggers from Zulaport Cuthroat (exiling creatures doesn't trigger him), you might look at Vamperic Rites, Ayli, Eternal Pilgrim or Nantuko Husk.

17
Deck Comments / Re: White/Black Ally - Comments
« on: January 25, 2016, 07:17:14 pm »
Rally the Ancestors doesn't work good without a sacrifice trigger.  You loose the allies at your next upkeep and they don't get haste.  It will trigger Rally on your Allies, but won't enable you to attack.  I would replace those with March from the tomb or add Ayli, Eternal Pilgrim so you have a sac outlet. I would also replace Brutal Hordechief with Drana, Liberator of Malikar.  She's an Ally with a good upside, she doesn't drain herself, but can help your creatures survive combat and do huge damage. 

Eldrazi Displacer would also allow you to flicker an Ally to trigger the life gain/drain with Kalastria Healer, but it does require several colorless sources.  You have Caves of Koilos that provide colorless, but I would think you would want about 3 more sources to be sure you can trigger it.

I'm not sure I would run Ondu Rising, I think you would be better with Lantern Scout.  If you are going to mainboard a discard spell, I would choose Duress over Despise.  If you are concerned about creatures, I would run more creature removal.  The other option would be something like Painful Truths so you could draw cards.  One of the challenges decks like this have is running out of gas.  Painful Truths helps you avoid that problem.

18
About Deckstats / Re: Beta-Test: Your Collection
« on: January 08, 2016, 07:16:34 pm »
What would also be nice is the ability to have 2 collections.  One for paper and one for MTGO.  Then to be able to see which cards I am missing for that deck in paper or online.

19
Deck Reviews / Re: UW Prowess - Comments
« on: December 17, 2015, 06:00:05 pm »
Hi,

Your deck being aggro should do away with the enchantments, and keep the creature count to 16 at least. You deal damage based on your creatures attacking, so you should be able to draw all of them.

Try

4 Elusive Spellfist
4 Jeskai Sage (Jeskai Sage draws a card when it dies, I think better than the Elder)
4 Seeker of the Way
2 Monastery Mentor
4 Myth Realised

then maybe

4 Center Soul
4 Feat of Resistance
4 Artful Maneuver
4 Enshrouding Mist
2 Valorous Stance

then add your choice of card draw, either Anticipate, maybe Dig Through Time, and your choice of counters.

Good point, I think if I do enchantments (other than myth realized, which is kind of a prowess trigger) it will be Battle Mastery or Glaring Aegis.  I like Battle Mastery, just wish it wasn't 3 Mana.

20
Deck Reviews / Re: UW Prowess - Comments
« on: December 17, 2015, 05:56:25 pm »
cards like Niveous Wisps, Launch the Fleet, Path to Exile, Blustersquall,
Dream's Grip,
Hundred-Talon Strike, Vault Skyward   

all cards that are good cheep prowess triggers:)
great cards, but unfortunately not standard legal.

21
Deck Reviews / [Standard] UW Prowess
« on: December 16, 2015, 11:11:52 pm »
I need some suggestions on what I should add and I need to remove 2 cards.  It feels a little creature light, but the idea is to put a couple of creatures with prowess out and use battle tricks and protection spells to quickly race the opponent out for damage.

UW Prowess

Updated with Monastery Mentor and Shu Yun.

Get creatures with Prowess out and attack.  Use protection spells to keep it from getting killed.  Use Monastery Siege with Dragons to make opponent spells more expensive.

22
Deck Reviews / [Standard] UW Prowess
« on: November 19, 2015, 04:37:13 am »
UW Prowess

Updating my decklist.  Please provide feedback.

Thank you,
Kari

23
Deck Reviews / [Standard] Rakdos Landfall Lifesuck
« on: October 23, 2015, 05:48:25 pm »
Looking for feedback:

Rakdos Landfall Lifesuck

Aggro deck with Landfall triggers and creatures that punish the opponent for killing your creatures by sucking down their life, but lead to the opponent needing to kill them by sucking life by just attacking.

24
Deck Reviews / Re: [Standard] Mill-Control (WU)
« on: October 23, 2015, 09:18:32 am »
No day's undoingReset your counters, fetches and mill them for at least 14 for 3?
I'd need to have a way to exile their graveyard first.

25
Deck Reviews / Re: Mill-Control (WU) - Comments
« on: October 23, 2015, 07:17:31 am »
Updated for BFZ, please let me know what you think.  Additional win condition now with Awaken spells.

26
Deck Comments / Re: Siege Rhino is all anyone plays - Comments
« on: October 13, 2015, 11:05:39 pm »
LOL... I agree, that's all you need. :)

27
Deck Reviews / Re: R/G Landfall - Comments
« on: October 12, 2015, 09:28:02 pm »
You can double your Evolving Wilds count with its twin Terramorphic Expanse
Terramorphic Expanse isn't currently legal in Standard if you care about that.

28
Deck Reviews / Re: [Standard] R/G Landfall
« on: October 12, 2015, 07:59:56 pm »
Landfall decks generally need to play fast and hit hard early. If you atre making it to the late game, you are probably way behind.

With that in mind, your jaddi offshoot (defensive creatures in general) ate not going to be great to play. You'd be better replacing that with the red one drop with landfall. (Can't remember the name right now.)  I also wouldn't play nissa's renewal or nissa's revelation because you can't play them till late in the game. There are a couple of creatures that allow you to search for a land when they come into play and I think you'd get more value from them.

If you are willing to spend a little bit for it, I would replace some of your plains and forests with some additional cinder glades and buy a few of the khan's fetchlands. They help with mana fixing like the evolving wilds, however they allow you to search for the cinder glades and they don't come in to play tapped. (Assuming you have two basic lands in play, otherwise you can hunt up a basic land. ) This means you can still get the double trigger, but can use the mana on the same turn.

I like the start you have here.

29
Deck Reviews / Re: [Standard] UW Heroic
« on: September 23, 2015, 01:51:53 pm »
Any feedback is greatly appreciated.

30
Heroic needs few creatures and lots of spells.  Generally you want 1 creature out and you will pump him with spells. 

I would also look for lands that don't enter the battlefield tapped, as you need land to counter the kill spells that your opponent will likely have.

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