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Messages - Federico Rosano

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16
Deck Reviews / -1/-1 COUNTERS deck (ft. Hapatra, Vizier of Poisons)
« on: July 06, 2021, 12:44:28 pm »
https://deckstats.net/decks/88072/2138781-hapatra-1-1-counters-

-1/-1 COUNTERS deck (ft. Hapatra, Vizier of Poisons)

Introduction
I think it's crucial to briefly clarify the goals of my deck building to better understand what are the choices that led me to choose a certain type of cards, instead of others. My MTG experience started back in 2003 when I bought my very first deck and since then I slowly improved my knowledge in the game mechanics and decks building. I always played for fun against friends and so my ultimate goal is having good time together. This viewpoint drasticaly limits my Magic deck building experience to non-tournament only, but it definitely has its own benefits in money saved and a much wider card choice I can pick from.

Said so, these non-written rules apply to all my decks and lead to good games more often than not.
The cards must:
- contain an unique game mechanics
- have a good sinergy,
- avoid infinite combos.

Devour and Landfall are two examples of good game mechanics, +1/+1 Counters and Tribal are too: sinergy improves the overall deck gameplan and focus more on the play and less on the single cards. Perfect sinergy means that no matter what card I draw this turn, I'm sure it will fit my strategy. A deck based on a crazy-powerful card naturally shrinks the strategy to focus on that card only, worsening the overall deck mechanics and enjoyment. Infinite combos are the nemesi of good games: play them to win, or lose otherwise. I don't like them, there's no point in having one into my for-fun decks.

Deck Mechanics
Most of the decks I’ve seen that are based on -1/-1 counters work by placing the counters on the opponents’ creatures to gain a board advantage. While this mechanics can be well supported by amazing cards like Necroskitter and Blowfly Infestation, it requires valid targets to place the counters on. I can think of control decks without creatures and other situations where we’re unable to place the counters because of hexproof, protection or counter spells. So even if these -1/-1 counters decks can work on paper, there's no guarantee they will work 100% of the time, and often they won't.

A more reliable strategy may be to place the -1/-1 counters on our own creatures as a tradeoff to play cards with better than average abilities, like the Baleful Ammit, and compensate this downside with cards that take an advantage from those counters. In fact, this deck exploits the effects of Hapatra, Vizier of Poisons, Nest of Scarabs and Obelisk Spider to create a board advantage and a life gain/drain source thanks to the -1/-1 counters. In this way, we’re gaining a lasting advantage by placing the counters and so they become a resource rather than a downside. At this point, we can extract value from any card that places a counter: so, sorceries like Scarscale Ritual and Lethal Sting triggers additional effects that improve our strategy and become surprisingly powerful compared to similar cards. To avoid any downside due to the -1/-1 counters, we may put them on the tokens itself or remove them with cards like Hapatra's Mark, Shed Weakness and the Decimator Beetle that ensure we always have a valid target to place our counters on.

This mechanics proved to be very consistent and often pulls out impressive performances against a good variety of aggro and control decks. The deck has good defensive capabilities thanks to the Snake Tokens with deathtouch and offers different winning options that make the strategy really enjoyable.

17
Deck Reviews / Re: [Modern] Mill blue
« on: July 03, 2021, 10:50:26 pm »
My version of mono-U mill in Modern
https://deckstats.net/decks/88072/1600763-mill

18
Deck Reviews / Re: Suggestions for my Phytohydra deck?
« on: June 29, 2021, 06:53:49 pm »
Definitely yes. It's a great card. There's even Gideon's Sacrifice in my watchlist. Both of them are great against burn cards like Soul's Fire, but make sense only attached to the Phytohydra, as the other creatures are vulnerable from combat damage. (I tried Brash Taunter and the Stuffy Doll but I don't like them, too "combo" for my taste).

At the moment I'm trying to perfect the offensive strategy in a way that can self-sustain during combat.

19
Deck Reviews / Suggestions for my Phytohydra deck?
« on: June 29, 2021, 05:53:46 pm »
I'm building a casual/cheap deck around the Phytohydra mechanic. I'm using creatures like the Stormwild Capridor and damage spells like Pit Fight and Pyroclasm to pump my own creatures to get an advantage over my opponents. I'm looking for good sinergy. Any suggestion is appreciated, expecially if you already built a deck of this type.

https://deckstats.net/decks/88072/2129648-phytohydra-deck

20
General Magic / Re: Games you've enjoyed
« on: April 06, 2021, 12:38:30 pm »
Talking about luck: I had so much fun with the Unstable Set. The dice deck I made is so unpredictable, I love it.

https://deckstats.net/decks/88072/1374436-unlucky-deck-ft-unstable-set-

21
Deck Comments / Re: UBR Draw Shock - Comments
« on: April 03, 2021, 07:50:39 am »
Runeflare Trap is an easy fit in here. I did a similar deck with the Ebony Owl Netsuke and it's working neat.

23
General Magic / Re: Sorry, but this is so hilarious.
« on: March 02, 2021, 11:04:45 am »
I knew about Barren Glory, but the Cheese is so funny I love it. I wouldn't make an actual deck out of it, I'm sure it's not fun to play, but the combo definitely is.

24
General Magic / Re: Games you've enjoyed
« on: February 26, 2021, 04:35:51 pm »
Basically every time I play with my brothers/friends using my casual decks.
Unique mechanics, great sinergy, no infinite combos and good cheap cards.
I shared all of them on my Deckstats profile, hoping anyone can have some fun as I have with them.
MTG Arena is something I tried, but it's not as fun as playing with real cards.

27
General Magic / Re: How many lands in a 60-card deck?
« on: January 19, 2021, 11:12:50 am »
I'm usually thinking about having the correct amount of lands to cast all the main spells in the game at the correct time. Too little lands and I have to wait an extra turn to cast my spells, too many and I have too few spells to cast. The average cmc is a good starting point but it's only half of the story. My Manaless Dredge has no lands at all and it's working pretty fine ;D

As an example: my Heroic deck is a straight, classic and simple mono-W and has a low mana curve, so I need 3 lands on the board at turn 3 to play everything. At the beginning of turn 3, I'll see 9 total cards (7 in hand + 1 turn 2 + 1 turn 3) and statistically I want that 3 of them are lands: 3/9 = 0.33. So 33% of my deck has to be lands (20 out of 60 cards). If I'm starting second, then I'm gonna draw one card more, increasing the chances of an extra land.

On the other hand I have a Pirate deck where the highest cmc is 4, so ideally I'd like to statistically have 4 lands on turn 4 (4/10*60 = 24 lands out of 60 cards).

Another aspect is how much colorless mana is required. My Selesnya deck is absolutely horrible regarding this: most of the cards require both {G} and {W} to be casted and this definitely increases the mana requirements for the deck. My Vehicle deck, on the other hand, has a lot of colorless cards and it's quite versatile on this aspect, so it can run with fewer lands than the ideal number.

I also suggest to check this online tool: https://mtgcalc.shinyapps.io/manacurve/

28
General Magic / Unusual combo
« on: January 19, 2021, 10:49:50 am »

29
Deck Reviews / Re: [Modern] Life brings Death, feedback request
« on: January 19, 2021, 08:21:03 am »
To me it looks like the main win strategy is to swing for damage with the beaters. The life-gain mechanics seems a support strategy of the game and doesn't actually add nothing to your win condition. Why not combine the two? What about lifelink creatures + Sanguine Bond?
Anyway I would drop out every card that doesn't suit the strategy. Sword of the Animist and Lurrus of the Dream-Den are two of them.
Revitalize is not gonna make you win and it's a bad card to draw midgame, imo.

Here's my current build I play with. I'm focused more on life gain/drain using small creatures, Blood Artist, Suture Priest and the Cliffhaven Vampire. As you can see, all the cards interact with each other: no matter the card I draw, it's a matter of is it's good or perfect for the strategy.
https://deckstats.net/decks/88072/755002-life-control

30
Deck Reviews / Re: Modern (+KHM) Vehicle Beatdown - Suggestions?
« on: January 18, 2021, 08:13:43 pm »
While Siege Modification has a permanent effect on the board and can be used multiple times in a game, Armed and Armored activates only once, probably waiting for the final beat. Like other finishers (Overrun and Temur Battle Rage to say a couple), it's an easy target to counterspells or Fog-like cards (who named Batwing Brume?). Instead, by relay on other permanents to attack and defend is a safer strategy that pays on the longer run. Veteran Motorist is probably the best example here and it fits the strategy absolutely perfectly.

As a removal I'm using Caught in the Brights. Ok, it's a bad card, but suits the theme very well and it's cheap af.

I also wondered, but you can't actually crew with summoning sick creatures, which makes creatures much worse for that matter, I think.
You can actually crew with summoning sick creatures. The crew effect says: "Tap any number of creatures you control". So it's the vehicle effect that taps your creatures, not the creatures themselvs that decide to tap. Exactly like the effect of Dispatch.
So you can cast at turn 2 the Heart of Kiran, then at turn 3 cast the Veteran Motorist and tap the Veteran with the crew ability and attack with the Heart.

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