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Messages - micktheemick

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1
Deck Reviews / [Standard] Mardu Hulks
« on: November 04, 2016, 04:57:41 am »
Mardu Hulks

Basically play 2 / 3 drops til you can get panharmonicon out. use the extra EtB triggers off Panharmonicon. Acrobatic to flicker for extra triggers... usually to make more blockers with Pia and Weaponcraft.  Discard Hulks with Tormenting voice or copter. Use Refurbish to put them on the field early. Hold Gonti until Panharmonicon is in play, and use their deck against them. Beat down with hulks.

2
Deck Reviews / Re: [Standard] bkm capt crazy claws 4c ally
« on: June 28, 2016, 11:10:15 pm »
Thanks again, Jailac!
Very valid points!
And going on your points, how many Munda, Ambush Leader would you run?

--Mick, going back to the board and changing it,once again. ;p

3
Deck Reviews / Re: [Standard] bkm capt crazy claws 4c ally
« on: June 28, 2016, 08:35:43 pm »
Have you considered Veteran Warleader, Zulaport Cutthroat, Munda, Ambush Leader, or Expedition Envoy in the main deck? I am not a fan of Munda's Vanguard personally so I would replace it with one those creatures.  I would consider upping the Captain's Claws count to 3 or even 4 since more Ally triggers the better. I also like the use of Eerie Interlude to get some more Kalastria Healer triggers and as a way to protect your creatures in the case of a board wipe. Stone Haven Outfitter offers some card draw which could be helpful. If you are considering Co-Co then I would definitely drop the Munda's Vanguard for lower cmc creatures to get the most out of Co-Co.

Thank you for the input, Jabilac!   
Agreed, if I do go back to Co-Co, I may remove Munda's Vanguard for something else.

I have to admit, I never even looked at Stone Haven Outfitter. If, I do up the Captain's Claws that may find a spot in the deck without question! I think they could replace the Kor Blabewhirl, or Munda's Vanguard if I go back to Co-Co.

I have tried Veteran Warleader. It was too dependent on board state, and found it to be a lightning rod. Also, because of cohort ability found it just too demanding in the deck.

Zulaport Cutthroat is in the SB, with Languish and Planar outburst.  I felt like I was waiting for things to die (reactive play), instead of having a critter to attack (proactive play). Now with  SB'ing I can be proactive (willing to take out my own critters  with sweepers) and definitely like it in the deck when on those terms.

Munda, Ambush Leader did me more harm than good. I would use it, and have to move Co-Co or another needed card to the bottom with no way to move the lost card around. The removal and utility is small in this deck and it cannot afford to be forced to the bottom without putting something in play, like Co-Co did.

Expedition Envoy, while a 2/1 body for 1 is nice, it did not work out as well as I had hoped.  But again, with changes as they are made it may find a spot back in the deck. It is still sleeved and in the "waiting for space" deckbox. ;p

Munda's Vanguard found its way in to the deck by replacing Serene Steward. Instead of paying white when life gain occurred to add one counter, (and in the long run costing more than cmc 5), I  now could just tap a creature not being used otherwise to give everything a counter. Yes, it may be one more CMC than I want to pay to cast, but the overall value in the current form is worth it. 


4
Deck Reviews / Re: [Standard] Jeskai (Emra)Ku(ntro)l
« on: June 28, 2016, 08:02:45 pm »
I really like the premise of the deck. Have you thought about Shrine of the Forsaken Gods as a land option?  Also, Chandra, Flamecaller is a beast. I would think about upping it to a two-of. She can help with draw, board wipe against aggro decks and get in damage.  Also, having played a couple control decks, Orbs of Warding is a better SB card. You could use that slot for Chandra?

5
Deck Reviews / Re: [Standard] bkm capt crazy claws 4c ally
« on: June 28, 2016, 07:40:04 pm »
Thank you!
Yeah, I was originally using Co-Co, but the slots were not there after the changes. However, I have dropped the red from the deck to test an Abzan version.  Now, with the new changes, I may find space for Co-Co again! ;p As always I am testing it 'til there are no more changes available for the deck.  Then, back to the drawing board.. maybe a Zada, Hedron Grinder deck will be next.

6
Deck Reviews / Re: [Standard] WB Allies
« on: June 28, 2016, 07:36:43 pm »
Do us a favor, and post your changes so we can see the progress of the deck! ;p  As a continuous brewer / crazy-deck-maker I enjoy seeing what others are working on!
 

7
Deck Reviews / Re: [Standard] WB Allies
« on: June 28, 2016, 05:53:31 pm »
Also, while costing a bit more, Munda's Vanguard is working a lot better than Serene Steward. In conjunction with a Beastcaller, not tapped or needed, adding the counters to all creatures is a big boon.  I am thinking about adding with a couple Makindi Patrols for 'Vigilance' triggers.

8
Deck Reviews / Re: [Standard] WB Allies
« on: June 28, 2016, 05:40:54 pm »
Anytime.
I went 3-4 and dropped... so I could tweak the deck and get some standard matches in to test the changes for the Sunday Super Series.  The deck was more consistent, but still needed work. GR Ramp and BW control were the hardest match-ups. Two of the losses went to turns, losing to a Dragonlord Atarka and Sorin's ultimate.  Anguished Unmaking is your friend... Well, not mine, since I never saw in the last match against BW. Went 4-3 and dropped to get food and head home.

9
Deck Reviews / Re: [Standard] WB Allies
« on: June 28, 2016, 08:09:20 am »
Hello!
I played something like your deck at GP Pittsburgh this past weekend. I can tell you, while fun, it either wins straight out or leaves you sitting with trying to find a way to do 1-3 damage more before you are dead. One of the cards I found after testing during Sunday Super Series is Eerie Interlude. Simple answer: Cast, exile your critters when you have 1-2 Kalastria Healer on the field with a couple other Allies, and bang that extra needed damage is there. I held on to the Eerie Interlude until I have a decent board state (2+ healers and 2-4 other critters), blocked what I could, and before damage, cast it. It caught people by surprise and saved my arse a couple times. 

My latest ally deck is 4c. Testing it now... so far, so good. Once I get a week's worth of testing I will update it.
If you want to look at it bkm capt crazy claws 4c ally 
 

10
Deck Reviews / [Standard] bkm capt crazy claws 4c ally
« on: June 28, 2016, 07:57:42 am »
Ally Rally deck I have been working... Re-worked after GP Pittsburgh this past weekend.

bkm capt crazy claws 4c ally

4c Ally Rally deck.

12
Deck Reviews / Re: [Standard] bkm naya tokens [gp pitt brew]
« on: June 19, 2016, 07:04:07 pm »
Yeah.. part of the reason I am messing with them now. ;p

13
Deck Reviews / Re: [Standard] bkm naya tokens [gp pitt brew]
« on: June 19, 2016, 05:43:43 pm »
It was originally a devil's deck. just a little too slow. I wanted to speed it up. So went with fodder and wastes

I am finding that Arlinn is better than Nissa in the deck with her (flipped) +1 ability (+1/+1 and trample), and removal effect to re-flip her. 

It can deal some serious damage rather quickly. I have pulled off a couple 1 turn kills in drawn out games.

The Dragonmaster Outcast is a best if you can hold back 'til 6 lands, but with Gideon, Reckless and Atarka's it can be come a serious threat on its own as well.

Still tweaking the deck. Currently trying 3 Arlinn, 2 Second Harvest, 3 Atarka's, 4 dragon fodder and 4 secure.  Removed the Den Protectors (SB),  Nissas and Declarations (SB) .   

On match 10 with new set-up, and finding it clicking a little better... still feel it needs some work, but damn is it fun to play. 

14
Deck Reviews / [Standard] bkm naya tokens [gp pitt brew]
« on: June 19, 2016, 02:25:29 pm »
Looking for some feedback on this deck. I have been tweaking and play-testing for a couple weeks now...
Would love for someone else to put it through the ringer and give some input.

Thank you!

bkm naya gp pitt brew

naya "tokens"  -  cross-breed of rg/gw tokens. a touch more agrro than either originally is.

15
Deck Reviews / [Standard] Landfall Elemental RG aggro
« on: February 22, 2016, 04:17:26 am »
Landfall Elemental RG aggro

Landfall Aggro Elementals with pump spells and removal. 

Looking to make room for Embodiment of InsightRetreat to Kazandu might be removed to make the room, but need to change out one other card.

Any suggestions would be greatly appreciated

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