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Messages - ushiikun

Pages: 1 ... 5 6 [7]
91
Deck Comments / Re: Still Aleap - Comments
« on: April 17, 2016, 10:57:19 pm »
You know, that'll teach me to internet before I've finished my coffee for the morning! 

92
Deck Comments / Re: Still Aleap - Comments
« on: April 17, 2016, 08:42:27 pm »
Why Languish instead of Grasp of Darkness?

93
Deck Reviews / Re: [Standard] landfall
« on: April 17, 2016, 05:39:05 pm »
You'll need to drop Temur Battle Rage, Temur Sabertooth, and Map the Wastes, to get the deck back to standard.

To replace Sabretooth, here are some creatures that play into the landfall mechanic:
Undergrowth Champion
Grove Rumbler
Mina and Denn, Wildborn

You're a little short on removal and ways to block anything with evasion, maybe look at:
Plummet
Vines of the Recluse
Aim High
Rabid Bite
Fiery Temper
Lightning Axe (combos well with Fiery Temper)

And finally a good all around boost is Atarka's Command.  Played defensively, it gives all your creatures +1/+1, reach and you can put a land into play to kick off landfall abilities.

Arlinn Kord can help as well, since her -1 power on the "night" side does 3 damage to target player\creature.



94
Deck Reviews / Re: [Standard] Wolves of Innistrad
« on: April 17, 2016, 04:55:27 pm »
  Adding rabid bite will definitely help with the offense of this deck and give your silverfur partisan more targets. Also maybe having ulrich's kindred in the side board (or even main board) might whelp with the survivability of some of your creatures. Same goes for rush of adrenaline, uncaged fury, aim high, and moonlight hunt would all make great additions to your deck.

Everything G.Moto says.  With only two removal spells and no flying\reach creatures, a WU could be a tough go.  Skulk is also going to easily get by your larger creatures.  I like Village Messenger as a cheap 1/1 one drop, that becomes a 2/2 Menace.

If you want to boost how many tokens you are generating Cult of the Waxing Moon can help if you expect your creatures to be flipping alot, and it is tough enough that not getting the boost from Howlpack Resurgence isn't much of a negative.  I also like Lambholt Pacifist as a solid cheap blocker until you get Howlpack or Pack Guardian out (Cult helps with this as well).

95
Deckstats Feedback / [Suggestion] Deckbuilder Color Filters
« on: April 16, 2016, 11:46:51 pm »
i have two recommendation for the Deckbuilder:

1)  Can we get colorless added as a filter option?  There are multiple cards that are colorless now that aren't artifacts, so relying on that as a way to get to colorless cards doesn't work.

2)  Would it be possible to get check-boxes for filtering cards instead of a drop-down (like on deck search)?  It be nice when I'm prototyping a BW deck to have the deck builder be able to show me cards of both colors.

96
General Magic / Re: Help me build this deck
« on: April 15, 2016, 03:29:54 am »
As just a finisher, I'd go mono black. That give you a little control until you can assemble your comb, some good discard outlets to get creatures directly into your graveyard, and some tutor to help get your combo into your hand.

97
Deck Comments / Re: White Blue Tempo - Comments
« on: April 11, 2016, 03:21:10 am »
Maybe a couple Startled Awake?  A couple of skulk creates to attack alongside Kytheon, Hero of Akros while he is indestructible is an interesting combo.

98
Deck Comments / Re: Werewolf Company - Comments
« on: April 09, 2016, 09:41:26 pm »
Running into the same problem with a similar deck I'm working on. Atarka's Command works, unless your creatures are tapped.  I'm think about adding Aim High or Vines of the Recluse, so I can untap, boost, and add reach.  It still kicks off Silverfur Partisan, since you'll still have targeted a wolf\werewolf.

99
Deck Comments / Re: 13 Life Win - Comments
« on: April 07, 2016, 02:50:11 am »
Triskaidekaphobia is an interesting card, but it is dangerous, too.  I won one of my match-ups 2-0 at the pre-release, because I healed myself (I was at 13) and got my opponent down to 13.  His own card killed him.  I'd think about putting some instant speed heal in the deck, so you can make sure you don't get taken out by your own enchantment.

100
Deck Comments / Re: Charge counter 0.1 - Comments
« on: March 24, 2016, 05:17:50 pm »
Maybe add a couple Steel Sabotage, so you can return Everflowing Chalice, Surge Node, or Astral Cornucopia and recast with more charge counters on them late\mid-game?

101
Deck Comments / Re: Werewolf 1 - Comments
« on: February 25, 2016, 11:39:35 pm »
There are 6 werewolves n the deck that can transform, and an instant that transforms all humans to their werewolf form.  One werewolf stops werewolves from transforming back to their human form, and one human form that boosts all humans.  Shouldn't be too hard to keep your werewolves in their monstrous form.

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