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Messages - The deaf warrior

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16
Deck Reviews / Re: Infinite Combo
« on: January 27, 2016, 02:50:04 pm »
This seems like a solid build, but why are you only running one each for your infinite combo? Is the goal of the deck not to trigger the combo, or is it just a nice thing to have? Just asking because you called this deck an infinite combo.

17
Deck Reviews / Re: Red/Blue Draw/Mill
« on: January 25, 2016, 02:38:45 am »
I would prefer not to have to integrate another color. Would there be a way to have a similar effect without bringing in white?

18
Deck Reviews / Red/Blue Draw/Mill
« on: January 24, 2016, 07:53:31 pm »
I made a mill deck that I was hoping may work in standard, but I was concerned about consistency.

Red/Blue Mill

 Creatures are for blocking and controlling draws, while the spells are for drawing, removal, and a small amount of control, to keep the opponent from interfering too much. Sphinx's Tutelage is my mill card. 13 Islands and 10 mountains.

Bottom line, I'm concerned that my land balance is off, and I'm also concerned over consistency. What can I do to solve these problems?

19
Deck Reviews / Re: [Modern] goblin damage
« on: January 24, 2016, 04:40:54 am »
I used to play a deck like this, and there's one little goblin I'd like to recommend. Weighing in at a mana cost of only two, Goblin Piledriver will be a MAJOR addition to this deck. It has protection from blue, rendering it safe from their bouncers and tapping effects. And it also gets +2/+0 for every other attacking goblin. Save up your forces, bring out Goblin Piledriver, and you could swing for a massive hit. One other card is Goblin War Strike. This one cost sorcery deals damage equal to the number of your goblins. If everything runs smoothly and optimally, you can bring down your opponent without even swinging.

I'm going to suggest taking out one Krenko. At four, you'll likely draw him too much and be unable to play him. Three would be an optimal number. Just something to consider.

20
Deck Reviews / [Standard] Red/Blue Mill
« on: January 24, 2016, 04:27:16 am »
Red/Blue Mill

Draw to Sphinx's Tutelage and keep drawing, with control to keep your life total sustained.

What can I change to improve general efficiency and start grabbing cards quickly? Keep in mind this is budget, so Jace is out, as badly as I want to run him.

21
Deck Reviews / Nicol Bolas Budget EDH
« on: January 22, 2016, 11:10:35 pm »

22
Deck Reviews / [EDH / Commander] Nicol Bolas Theme Commander
« on: January 21, 2016, 06:35:18 pm »
Nicol Bolas Theme Commander

Just a Nicol Bolas themed commander deck, from an elder dragon commander challenge me and a few friends are doing.

I was wondering what kind of cards I could add to improve efficiency while keeping with the theme, besides throwing in the Planeswalker version of Nicol Bolas? Any help would be greatly appreciated!

23
Deck Reviews / Re: Dimir Mill
« on: December 08, 2015, 02:49:15 pm »
As I look at this I would say it's not so much Dimir as it is something closer to Esper. Is there a specific reason you run Path to Exile versus something like Go for the Throat? Granted, it's a strong, cheap, instant speed removal, but as a result, you're having to make room for ways to produce white that might bet better filled with Jace's Phantasm or Consuming Aberration.

24
Deck Reviews / Re: Exalted Infect
« on: December 08, 2015, 01:45:07 am »
Okay then, so I'm thinking I'll make the following changes:
-1 Virulent Swipe
I'm considering -1 Virulent Wound and another Virulent Swipe so I can +1 Tainted Strike and +2 Victimize, but I have to admit, I really like that automatic kill on X/1s, especially considering I see those a lot, and as a result, I'm hesitant to drop a Virulent Wound. Although I suppose I could sideboard it.

25
Deck Reviews / Exalted Infect
« on: December 07, 2015, 09:12:59 pm »
Exalted Infect

Black Infect Exalted aggro/control. I was wondering, what could be done to this deck to improve the speed and consistency while still staying within a budget range of about $80?

26
Deck Reviews / [Casual] Awaken Control
« on: November 17, 2015, 09:15:20 pm »
Awaken Control

Cast awaken spells early on to control the game and then awaken lands to win, in theory.

What can be done to improve this deck for tabletop playing on a budget?

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