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Messages - Imissedtkt

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1
Deck Comments / Re: Ominous Seas and Desist - Comments
« on: April 30, 2020, 05:12:12 am »



Revision 3

Added/removed cards:
-4 Bonders' Enclave
+2 Boon of the Wish-Giver

Changed amounts:
+2 Benthic Biomancer

2
Deck Reviews / Re: [Standard] Ayara, First to Drain
« on: November 07, 2019, 07:17:09 pm »

3
Deck Reviews / [Standard] Ayara, First to Drain
« on: November 03, 2019, 08:37:40 pm »
Ayara, First to Drain

Basically, the plan is to get Ayara down, and then slam as many cheap and/or recursive black creatures as fast as possible. There's a sacrifice sub-theme, with so "graveyard to library" and "graveyard to hand" effects, so that Ayara can be activated over and over.
But really I just wanted to make a good version of a deck I made in the span of like 15 minutes out of cards in my collection (which is less than expansive). It played really well against my friends in a few casual matches, winning every one-on-one match I played with it.

4
Deck Reviews / Re: [Standard] Sultai Grave-stuff
« on: October 23, 2019, 09:28:44 pm »

5
Deck Reviews / [Standard] Sultai Grave-stuff
« on: October 20, 2019, 03:13:11 am »
Sultai Grave-stuff

Any help would be appreciated

6
Deck Comments / Re: UG Proliferate - Comments
« on: October 19, 2019, 12:07:14 am »



Revision 3

Added/removed cards:
-4 (SB) Negate
+4 (SB) Veil of Summer

9
Deck Reviews / [Standard] UBRG Standard Dredge without Dredge
« on: October 14, 2018, 11:50:53 pm »
UBRG Standard Dredge without Dredge

The game plan here is to get cards in the graveyard fast, and to make use of them. I'm not great at deck building, and this deck, in its current form, is a bit cluttered. I'd definitely appreciate any advice or recommendations.

10
Deck Reviews / [Standard] Sultai Graveyard Value
« on: October 13, 2018, 02:12:31 am »
Sultai Graveyard Value

Just out value the opponent with graveyard shenanigans

11
Deck Reviews / [Standard] UB Mill/Surveil
« on: October 06, 2018, 04:44:43 am »
UB Mill/Surveil

The plan is to use three enchantments, Drowned Secrets, Psychic Corrosion, and Patient Rebuilding, to mill out the opponent. Blue card draw spells, like Chemister's Insight and Opt, trigger these enchantments over and over. Surveil subtheme to smooth out draws and get some damage in, and control to make it to the late game.

12
Deck Reviews / Re: [Standard] Garna, the Whisperflame (combo)
« on: October 05, 2018, 04:41:15 am »



Revision 5

Added/removed cards:
-2 Bontu the Glorified
-4 Bontu's Monument
-4 Canyon Slough
-4 Cast Down
-4 Ornithopter
-3 Shivan Fire
+4 Assassin's Trophy
+4 Chamber Sentry
+4 Desecrated Tomb
+1 Forest
+2 Grow from the Ashes
+4 Overgrown Tomb
+3 Poison-Tip Archer
+4 Rootbound Crag
-4 (SB) Abrade
-3 (SB) Crook of Condemnation
-3 (SB) Divest
-3 (SB) Hour of Devastation
-2 (SB) Kazarov, Sengir Pureblood

Changed amounts:
-1 Mountain
-4 Swamp

I changed the components to accommodate for rotation, but the ideas pretty much the same
To start, you need:
On the battlefield: 1(+) copy(s) of Desecrated Tomb, 1(+) copy(s) Pitiless Plunderer, 1(+) copy(s) of Poison-Tip Archer, 1 copy of Whisper, Blood Liturgist, 1 copy of Garna, the Bloodflame, a creature token or other disposal creature
In the graveyard: 1 copy of Garna
In your hand: 1(+) copy(s) of Chamber Sentry

Step 1: Cast any number of Chamber Sentrys for 0, they die and generate treasures
Step 2: Use Whisper's ability to sac itself and the token/disposable creature, generating 2 treasures and triggering the Archer twice, bringing back Garna from the graveyard, its etb ability triggers, returning the Chamber Sentrys and Whisper to your hand, creating a bat token, and sac Garna to the legend rule, putting it back in the graveyard, creating a treasure and trigggering the Archer
Step 3: Sacrifice 4 treasures to cast Whisper, which has haste from Garna
Step 4: Repeat Steps 1-3 until your opponents are dead

13
Deck Reviews / [Standard] Merfolk "Storm"
« on: September 27, 2018, 03:43:01 am »
Merfolk "Storm"

I'm not sure if the title is accurate, but upon seeing Selective Snare, I knew I had to get up to some tribal shenanigans. I chose Merfolk, because they have some interesting cast and etb triggers. Plan here is to play a lot of cheap merfolk, get some tokens with Deeproot Waters, generate mana with Song of Freyalise, bounce the cheap merfolk with Selective Snare, repeat as many times as possible. Tap merfolk tokens with Kumena, Tyrant of Orazca for value, go wide with the tokens, or go tall and unblockable with River Sneak.

Honestly, I don't know if this deck is any good. I don't see it winning many games, but if or when it does, it'll be spectacular. As always, any suggestions or advice will be appreciated.

14
Deck Reviews / Re: [Standard] Mono Black Aggro
« on: August 10, 2018, 03:22:10 am »



Revision 2

Changed amounts:
-2 Kitesail Freebooter
+2 Swamp

15
Deck Reviews / [Standard] Mono Black Aggro
« on: August 10, 2018, 02:15:34 am »
Mono Black Aggro

A mono-black aggro deck with a few different win-cons. Torgaar, Famine Incarnate to get death triggers and direct damage. Cabal Stronghold to generate tons of mana for Dread Shade or Josu Vess, Lich Knight. Or just beat down.

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