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Messages - eldawe

Pages: 1 2 [3] 4
31
Deck Comments / Re: Azorius Winds - Comments
« on: November 22, 2017, 05:39:12 am »
Big enemy flyers such as Glorybringer and Aethersphere Harvester have been a huge roadblock for this deck. I have added in Skywhaler's Shot to help deal with them. Captured by the Consulate has been a very polarizing card. When it works it works amazing but often ends up as a dead card in hand. I may revisit tho and find it a home in the sideboard.

Sentinel Totem just makes more sense over Crook of Condemnation as it is much cheaper and I do not care about my own graveyard.

Trying out Nimble Obstructionist for its utility but also as a surprise threat.


Revision 3

Added/removed cards:
-3 Captured by the Consulate
+3 Skywhaler's Shot
-3 (SB) Crook of Condemnation
-2 (SB) Failure // Comply
+2 (SB) Nimble Obstructionist
+3 (SB) Sentinel Totem

Changed amounts:

32
Deck Comments / Re: Jackal Puppets (G/B Marionette Master) - Comments
« on: November 22, 2017, 04:21:04 am »
Here are thoughts on improvement.

Remove Channeler Initiate as it does not gel well with Winding Constrictor as it doubles the -1/-1 counters.
Also on that note, up Winding Constrictor to 4, it is way too good in counter based decks.

Replace Ornithopter with Walking Balista. It can be cast for 0 to fuel the Marionette Master combo but is also really good outside of it, especially with Winding Constrictor.

Some other considerations:
Animation Module: Cheap artifact that can generate more artifacts. With Defiant Salvager it becomes a repeatable 1 cost +1/+1 counter. The second ability is also useful.
Servo Schematic: Creates up to 3 artifacts to sac with one card.
Syndicate Trafficker: Another great card that fits in with the artifact saccing and +1/+1 theme.

33
Deck Comments / Re: Angrath's Blasting Cannons - Comments
« on: November 13, 2017, 06:50:11 am »
Deck looks interesting. A nice dose of aggro to keep the opponent busy and then suprise them with a late game Angrath's Marauders.

I like Trove of Temptation, if you get off to a good start it effectively takes out one of their blockers each turn and also ramps you.
I also like Hungry Flames, I feel it is an underrated card as it can deal with a blocker and get in some face damage.

I would suggest is adding in some Ramunap Ruins for some more late game burn, effectively doesn't cost you extra cards.
Could also add in some Sunscorched Deserts for some more damage. Being mono coloured it should't hurt your mana base too much and it gives you extra deserts to fling.

As it is quite expensive, another suggestion for Captivating Crew would be Kari Zev's Expertise.
Cast it the turn after Angrath's Marauders and you can hit them with their biggest creature and follow it up with a free Lightning Strike.
At 3 mana you should be able to fit in Insult also for quadruple damage.
Another thing to consider is the free spell counts towards flipping Vance's Blasting Cannons.

34
Deck Comments / Re: Dimir Improvise - Comments
« on: November 02, 2017, 04:46:51 am »
Few changes. Bastion Inventor was under performing, even with Inventor's Goggles. Trying out 2 copies of Tezzeret the Schemer instead.

Needed some more card draw so replaced Servo Schematic with Prophetic Prism.

Metallic Rebuke can be cast for less and hits creature spells also.

Added some more mana fixing with Drowned Catacomb and Spire of Industry.


Revision 3

Added/removed cards:
-4 Servo Schematic
+2 Drowned Catacomb
+4 Prophetic Prism
+2 Spire of Industry
+2 Tezzeret the Schemer
-3 (SB) Negate
+3 (SB) Metallic Rebuke
+2 (SB) Sorcerous Spyglass

Changed amounts:
-2 Bastion Inventor
-2 Island
-2 Swamp
-1 (SB) Dispossess
-1 (SB) Never // Return

35
Deck Comments / Re: Rakdos Revolution - Comments
« on: November 01, 2017, 01:21:47 am »
@kingsolkanar
Marionette Master is in the sideboard as I see the potential but I havent brought her in yet. I tend to have enough pieces in place to start kicking off some form of combo by about turn 4 or 5. Also, due to the lack of removal or disruption in this deck it tends to be under a lot of preasure early.

@Pablo Zurita
Spire of Industry is a good idea as lots of artifacts are avalable. The paying one life can add up tho, I removed 2 of the Ramunap Ruins for this reason. Also due to the low number of coloured spells I haven't had many issues with mana and I do like the cycling ability of the tap lands too. I will have to test it out tho.

@Drgoblin
Onward // Victory would definetly add some explosive capabilities to the deck and would combo well with Fling for a suprise finish. I do like the idea of having multiple win conditions available. Even having it in the sideboard could be good.

36
Deck Comments / Re: Rakdos Revolution - Comments
« on: October 28, 2017, 12:46:28 pm »
Added Quicksmith Genius to help with consistency. I often found I was not drawing enough artifacts to keep the combo going.


Revision 3

Added/removed cards:
-4 Reckless Fireweaver
+4 Quicksmith Genius

Changed amounts:
+2 Mountain
-2 Ramunap Ruins

37
Deck Comments / Re: Rakdos Revolution - Comments
« on: October 27, 2017, 09:03:32 am »
Replace Rile with Crash Through.
It is simply a better card for this deck as you can cast it on an empty board, it buffs all of your creatures and doesn't damage any of them.

38
Deck Comments / Re: R/U Primal Controlled Burn - Comments
« on: October 26, 2017, 02:44:45 am »
Flame Lash is a direct upgrade to Unfriendly Fire at 1 mana cheaper.

Also might be worth considering another cantrip like Crash Through, seems like it would really benefit this deck.
And may come in handy to punch an Enigma Drake through a thopter or something.




39
Deck Comments / Re: Rakdos Revolution - Comments
« on: October 25, 2017, 03:30:23 am »
Thanks! Fling could definitely work and does allow for surprise wins, being able to pump up and fling Ravenous Intruder on the same turn.
I have Rile at the moment for the draw effect as it helps keep the combo going.

40
Deck Comments / Re: Pumped Up Kicks (R/B Deathtouch) - Comments
« on: October 13, 2017, 01:16:15 am »
I really like the way how deathtouch works with trample and I think it is worth utilising this mechanic to get extra damage through. Also the issue with enchantment pump spells is your opponent can see it coming. For example, if they see a 3/3 Aether Poisoner they are more likely to block with one of their larger creatures even if they will lose it. But if they see a 1/1 deathtouch attacking they are in an awkward position. Do they block, losing their defender in what will most likely a bad trade, or do they just let it through for 1 damage. And then later in the game when their life is getting low, they may want to block it anyway and then you can choose, to take the good trade, or hit it with a trample buff spell. They still lose their defender and all but one of the trample damage goes through. I think the whole thing will make this deck really awkward to play against.

But having said that, Lifelink can really help you stay alive against more aggro decks. But in this regards I prefer Cartouche of Ambition as it comes down a turn earlier and can usually take out an opponents creature as well.

41
Deck Comments / Re: Pumped Up Kicks (R/B Deathtouch) - Comments
« on: October 12, 2017, 02:09:54 am »
I really like the concept here, playing mind games with the opponent. Deathtouch makes it really awkward for them to block but at the same time they need to keep an eye on their life total and watch out for pump spells.

I do have a couple of thoughts for improvement.
Consuming Fervor seems to be against the gameplan of sneak through and pump up. I feel another instant pump spell with trample such as Brute Strength would work better here. Trample works great with deathtouch as you only have to assign 1 damage to each defender and the rest can go through to the player.

Your back up plan is finishing off the opponent with red burn spells so I feel Lightning Strike would be better over Abrade. You can always sideoard Abrade in if you need some artifact removal.

I think Evolving Wilds is not necessary here, you already have 8 dual lands and the entering tapped is a real downside.
Also on land, 20 feels a bit low with no land fetching/cycling in the deck. Insult // Injury is great as a finisher but can quite often be a dead card in hand. Consider dropping this to 2 and adding 2 lands.

42
Deck Comments / Re: Budget Counters on a Pummeler - Comments
« on: October 09, 2017, 04:30:20 am »
The deck looks a lot more consistent now with the reduced number of artifacts and with the added draw capabilities of Glint-Sleeve Siphoner.

I still feel you need some form of trample effect to punch through with your Electrostatic Pummeler.
Crash the Ramparts is good because it is instant speed but there are several sorcery options available such as Larger Than Life.
Another option is to sneak through with Key to the City.

43
Deck Comments / Re: Dimir Treasure - Comments
« on: September 28, 2017, 05:15:49 am »
I have considered Revel in Riches and it is definitely worth checking out.

My reason for not putting it in for now is how slow it is, getting to 10 treasures seems like it would take a while outside of a nice Spell Swindle.
I am currently running Herald of Anguish and Tezzeret the Schemer as alternate win conditions as they have more impact on the board.

I will try Revel in Riches instead of Tezzeret the Schemer as his Etherium Cells would not be compatible.

44
Deck Comments / Re: Mono green combo - Comments
« on: September 10, 2017, 12:41:15 pm »
Deck looks great. I think I would have to see how it plays before I can suggest anything.

What is the purpose of Key to the City?

45
Deck Comments / Re: Gruul Pummeler - Comments
« on: September 06, 2017, 09:14:37 am »
Hadn't thought of that one. I've added it to the Maybeboard and will try it out.

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