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Messages - Dice

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1
Deck Comments / Re: Morophon Mutant Beasts - Comments
« on: April 11, 2020, 06:28:15 am »
Yes, I'm aware you cannot mutate morophon since he's technically a human.

2
Deck Comments / Re: RG concept - Comments
« on: March 09, 2016, 09:11:23 pm »
You're going to run into a lot of problems with card draw and resilience. Fling is probably not good enough in modern unless it's in a kiln fiend, death's shadow, or storm variant (pyromancer's ascension being the best way to copy things). Your best possible opening hand with this deck won't be enough to create a very big endless one.

I like the swarm idea though. Memnite, Ornithopter, Burning-Tree Emissary, Wild Cantor, Dryad Arbor; That sounds like the start to a crazy awesome strategy. There might still be a place for stuff like battle hymn, but if you can't draw into more creatures it's probably not gonna get there. Hangarback Walker is really good for this kind of strategy, but it takes some extra dedicated cards slots to make it good, and you almost have to build around it.

It's cool to see the inclusion of Dismember though. A little interaction is always good :D.

3
Deck Comments / Re: Extractor - Comments
« on: February 03, 2016, 04:07:24 am »
Well, in modern, yes.

4
Patron of Orochi may get you halfway there

5
what do you think of beastcaller savant in here? Seems like better (and more useful) fixing than birds, not to mention it makes getting a turn 2 or 3 vengevine more likely.

7
Deck Comments / Re: Political Accelerator (Concept) - Comments
« on: October 21, 2015, 10:46:07 pm »
Hey Dan, just now taking a look at your list, but I had previously made a list of possible choices from a few simple searches.

You nailed 70% of the cost-effective cards I found already, but here's a few you may want to consider if you haven't already:
1 Burning Earth
1 Collapsing Borders
1 Impatience
1 Ley Line
1 Manabarbs
1 Minds Aglow
1 Pyrostatic Pillar
1 Pyxis of Pandemonium
1 Reforge the Soul
1 Spellshock
1 Burning-Tree Shaman
1 Lore Broker
1 Noggle Ransacker

8
Also, when playing synergy/combo heavy decks, you don't need to worry about your curve at all.

A flood of 1 aND 2 drops turn on Vengevine way better than a normal curve.

9
If you find yourself feeling like you don't know what changes to make to any deck, try asking youself "what is my best cast senario turn 1 play? turn 2? turn 3?..." Doing the math on each combination of curving out is really helpful for figuring out how the deck actually performs on a fundamental level. Ensuring that you are doing powerful things on the first 4-5 turns of the game is essential.

As it stands right now (and this is mostly estimation with an average likelyhood of one of the top 3 best-case-scenarios happening), it looks like you can swing for 7 on turn 3 and maybe 10 on turn 4. There is a HUGE amount of variance to theses numbers based on the apparent consistency of the deck, so you can have much better and much worse games than that. You also have the added benefit of this damage being spread across multiple recursive creatures.

Here's a question that has just occurred to me: Do you want to kill fast, using the graveyard synergy to get extra power? or Do you want to kill slowly, grinding out all of their answers with your recursive creatures? I think this is an important question, as it directly informs you about how much you want to play spells that are more interactive with your opponent vs being all in on playing spells that overwhelm the opponent.

I've got a lot more to think about here, but I guess I want to know if you have any thoughts before I continue to overanalyze.

10
Deck Comments / Re: Abzan Grave - Comments
« on: August 19, 2015, 08:12:54 pm »
Worst case scenario, you play a second Varols, sac one from legend rule and then scavenge the dead one lol.

Not exactly the best play, but far more value than most other legends will give you in multiples.

11
Deck Comments / Re: Living Lichyard (Dredgevine) - Comments
« on: July 19, 2015, 01:05:07 am »
I think you should decide on exactly what you want your deck to be doing. Should it be aggressive? A meat-shield of recursive creatures for an attrition battle? A sick combo that either wins you the game outright or gets you huge advantage? Maybe even a dredge-control deck if you're going to be splashing blue? You can do a lot of things, but first you need to know what that is.

You already have the dredge-shell, so once you know exactly how you want your deck to win the game, building the rest of it should be a lot easier.

12
Deck Comments / Re: WHAT AM I EVEN DOING - Comments
« on: July 01, 2015, 05:22:22 am »
Seething song is banned in modern, just so you know.

13
Deck Comments / Re: Delve Sidisi Whip - Comments
« on: June 26, 2015, 02:07:10 pm »
hey man, I love the changes you've made here. It looks REALLY solid.

I went through the probabilities for your landbase. 90% chance of green and 88% chance of black in opening seven (Those are good numbers). But only 54% chance of a blue source in the opener, and that only rises to 72% by turn 4, where you really start needing it.

I know caryatid helps, but I think you should run just 1 island (which your polluted deltas can fetch). Swap out a forest for an island, and that gives you 86% chance of a blue source by turn 4 without the caryatids (85% is a good rule of thumb to shoot for when you need to draw something consistently).

Since you aren't running any 1-drops, you can also afford to play a total of 8-10 lands that come in tapped, if you so desire.

14
Deck Comments / Re: Golgari Dredge (Budget) - Comments
« on: June 19, 2015, 08:58:17 pm »
I'd probs swap nighthowler for grave strength here. Nemesis for angler (or tasigur).

And I'm realizing you probably want to go more all in on zombies, or ditch the gravecrawlers.

Also, probably all or nothing on the grave troll.


15
Deck Comments / Re: Battalion - Comments
« on: June 17, 2015, 05:29:23 am »
Playing "All the battalion cards" is probably more dangerous than it might seem. Building purely around mechanics almost always is.

I really think this deck has some devastating potential if you take another road with it.

The main danger about Battalion, specifically, is that you only get the bonuses when you get to the point where it triggers. That's actually gonna be tough in a lot of games. And even then, although every battalion effect is "good", some are definitely better than others.

I think the two main questions to ask yourself are: "How do I ensure that I can turn on Battalion?", and "What can I do to get the most out of that effect when it happens?" (aka, how to I make this a strategy that will win me the game?)

Firemane Avenger is just a solid card with one of the best Battalion effects.
Legion loyalist is probably the best turn-1 play you could ask for. He just sets you up wonderfully and will make the game much easier to close out once you get ahead.
Tajic, blade of the legion is probably one of the best cards you could run in this deck. I know he's legendary, and that makes running multiple copies riskier, but having an indestructible dude in a deck that relies on having dudes cannot be a high enough priority for you.

The most important factors I can see for making Battalion work are:
-Getting dudes early on who are hard to get rid of
-Having some decent haste (maybe even dash) creatures in the deck to give the deck more speed and surprise.

I hope that helps some. I'm making a list of possible card ideas I'll share with you when I see you tomorrow. :D

(p.s. The reason Lightning helix is expensive is because it's actually really good. maybe run Warleader's for now and if things work out consider upgrading :D)

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