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Messages - Tuck9090

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1
I'd drop Dormant Volcano. It's strictly worse than a mountain.

2
Deck Comments / Re: Winota Army - Comments
« on: October 08, 2020, 12:29:35 am »



Revision 31

Added/removed cards:
+1 Darien, King of Kjeldor
+1 Field of Ruin
+1 Needleverge Pathway // Pillarverge Pathway
-1 (SB) Enlightened Tutor
-1 (SB) Evolving Wilds
-1 (SB) Swords to Plowshares
-1 (SB) Terramorphic Expanse

Changed amounts:
-1 (Main) +1 (SB) Angel of Glory's Rise
+1 (Main) -1 (SB) Gerrard, Weatherlight Hero
+1 (Main) -1 (SB) Mana Crypt
-1 (Main) +1 (SB) Rogue's Passage
-1 (Main) +1 (SB) Slayers' Stronghold
-1 (Main) +1 (SB) Strip Mine
-1 (Main) +1 (SB) Thalia's Lieutenant

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Deck Comments / Re: Winota Army - Comments
« on: October 08, 2020, 12:09:42 am »
Old thoughts for the deck. Putting them here in order to archive them.

I'm interested in exploring additional combat spells because I think that would be a cool avenue to explore, it just also requires that I give my creatures haste. But I'm also not 100% sold on the idea...

The cards currently at the forefront for being put into the deck are Archetype of Aggression, Boros Charm, Chance for Glory, Eldrazi Monument, Gerrard, Weatherlight Hero, and Palace Jailer. Aggression for Trample (something that I feel the deck could use from time to time), Charm as a different protection spell (maybe?), Glory for well... glory, Monument (over Cathars') for protection and buffs, Gerrard for board wipe protection (replacing an instant, my thought being that I'm more likely to flip Gerrard onto the board than draw a protection spell, maybe replace broodmoth?), and Jailer for spot removal (and monarch).

After playing a handful of games with the deck, I'm fairly confident that removing Helm of the Host was a good idea as it didn't quite fit (too pricey and often too slow). Adding Nykthos, Shrine to Nyx has been amazing since this deck gets a lot of creatures out, and most of them do a good job contributing to devotion. I still enjoy the idea of Embercleave, but again, I'm not sure how effective they'll be in the deck, I haven't seen it yet and I usually will want Godo to pull something else onto the battlefield, namely Sword of the Animist (ramp) or Sunforger (protection).

4
Deck Comments / Re: The Scarab God - Comments
« on: September 07, 2020, 09:14:23 pm »
Yo! So first things first, when I'm looking at your list, I still see a TON of lands. 40 is A LOT, and we don't want to risk consistently mana screwing ourselves. The average Scarab God deck (per EDHrec) has 36 lands, which I'll make my target for the suggested changes that I'll post below.

Every deck is different and has different needs, but I like my decks to sit at ~34 lands, and anywhere from 6 to 10 pieces of ramp. One thing that I immediately noticed about your Mana Ramp Section is that most of it weren't actually ramp. Myriad Landscape is, and Crypt of Agadeem and Cabal Stronghold tap for something AND have late-game payoff (all good things!).

But when we get to things like Coral Atoll, Everglades, Ghost Town, and Gateway Plaza, they're all lands, which in most cases aren't ramp. We're in Dimir, and that means we can't play more than one land a turn. So if our "ramp" is just our land base, we're in trouble. Another thing I want to point out regarding Coral Atoll and the like is that they greatly stunt our tempo in-game. Normally, we want to be playing spells on curve, i.e., it is turn 5, I want to cast a spell that costs 5 mana (like our commander). With lands that enter tapped (like Jwar Isle Refuge), we put ourselves behind a turn for flexibility later in the game. With things like Coral Atoll, we're putting ourselves a whopping two turns behind curve, because the land enters tapped and has us bounce an UNTAPPED Island to our hand. Unless our lands are insanely powerful, we don't want to be paying mana into playing them. That's what spells are for.

My next point is that I'm a bit stingy when it comes to lands entering the battlefield tapped, but I do recognize their importance. That said, I'd like to keep it as low as we can for the sake of our deck's tempo. And as such, there are a few lands that we want to add into your deck that taps for two colors and enter untapped. Those being Tainted Isle, Watery Grave, and Sunken Ruins. If I'm not mistaken, you own at least two of them. And these lands will replace things like Dismal Backwater, Jwar Isle Refuge, Salt Marsh, etc. Another thing to note is that 80% of your mana distribution is black, and 20% of it is Blue. So we don't necessarily NEED all of these dual lands and should index slightly more towards black, as that's what most of your cards will need to be cast.

I'm also suggesting that you add Evolving Wilds and Terramorphic Expanse because they offer flexibility in color fixing. They also have nice upgrades when we want to sink more money into our deck (see Prismatic Vista, Fabled Passage, and Polluted Delta, or the other fetches).

Now for some legitimate ramp and color fixing options! Sword of the Animist is one of the best ramp cards that non-green decks have access to. You're running a deck with a fair amount of creatures in it, and you will probably want to attack with those creatures. Why not make one a little bigger and get a basic land every time you declare it as an attacker?! Wayfarers Bauble is a good way to get land into our hand, similar to how Evolving Wilds does it. Solemn Simulacrum is a fantastic card that ramps us for one and draws us a card when it dies (plus, we have options for creatures in our graveyard). The Signets are classics, and if you want more rocks, later on, there are a few more that we can choose from, but for now, I'd definitely get a Dimir Signet and Arcane Signet. And last, but certainly not least, we have Dreamscape Artist. This guy is Harrow on a stick (IN BLUE no less!). He also has us discarding, which isn't a problem because we can discard a creature for our Scarab God to resurrect later.

Okay, we're in the home stretch, and this is where I will give you some agency to remove cards. Keep in mind this is your deck, so you can ignore any or all of my suggestions, but hey, I'm just here trying to help a friend out. If you've been keeping track, I've suggested you add more lands, so now we have to find the lands to cut. I don't think that you need both Arcane Lighthouse and Detection Tower, and would drop one. Most people prefer Arcane Lighthouse because it removes shroud. I don't love Dimir Aqueduct, or any bounce land for that matter (they aren't my cup of tea). But it's still strictly better than Coral Atoll, so if you want to keep it around, feel free to do so. I don't think the Thriving Lands are necessary for this deck, so I would remove them. Salt Marsh, Jwar Isle Refuge, and Dismal Backwater are all meh. The one life gain is rarely going to make a difference in-game, and Salt Marsh gets outclassed by Tainted Isle and the likes. I still feel like the deck is a little heavy on the tapped lands (~10 after my changes). And we need one more card cut; maybe it's Temple of Deceit; maybe it's Memorial to Folly; maybe it's Barren Moor. I'll let you decide.

And while my target was 36 lands, I hit my good ol' 34. Funny how that works, huh? If you weren't keeping track of the cards that I would remove and add, good news, I listed them. If the deck still feels clunky after these changes, consider removing more tapped lands for basics, indexing slightly more towards black. Sorry for the essay lol. Let me know what you're thoughts on all of this are.

Cards to Add (11):
Lands (5): Tainted Isle, Watery Grave, Sunken Ruins, Evolving Wilds, Terramorphic Expanse
Ramp (6): Sword of the Animist, Wayfarers Bauble, Solemn Simulacrum, Dimir Signet, Arcane Signet, Dreamscape Artist

Things to Remove (10+1):
Lands: Coral Atoll, Everglades, Gateway Plaza, Ghost Town, Arcane Lighthouse OR Detection Tower, Thriving Isle, Thriving Moor, Salt Marsh, Jwar Isle Refuge, Dismal Backwater, {one more of your choice}

5
Deck Comments / Re: Winota Army - Comments
« on: July 09, 2020, 11:34:05 am »

6
Deck Comments / Re: winota - Comments
« on: June 13, 2020, 01:46:57 am »
Hi! I like the build that you have going so far!

I love that you have Angel's Grace and Chance for Glory in here. Both cards are super sweet. I'm heavily considering adding Chance for Glory into my own Winota deck.

I'm interested in what you think about Assemble the Legion and Cathars' Crusade. Both cards are great, but I'm wondering if they're too slow, primarily Assemble the Legion. I'm toying with the idea of Eldrazi Monument over Cathars' Crusade but need to test more between both of them.

I do think there are a few cards that you could consider getting as upgrades, or changes in general. Namely, I believe legion loyalist is an absolute powerhouse of a card in this deck. It's cheap, fast, and generates a ton of value, giving your creatures first strike and trample. Skull Clamp, Sword of the Animist, and Wayfarer's bauble are all great artifacts that I think help the deck when it runs into ruts (Card draw off the weenies that you're creating, and ramp).

As for cards that I'd cut, I'm not sure if I'm in love with Castle Embereth, 3 mana to pump your creatures feels like a lot, but of course, if your board is crazy wide, 3 mana for 10+ damage makes the cost worth it. I'm not a huge fan of sorceries that create tokens for your board, without a way to give them haste, it just feels slow and clunky. That said, I know some people like to run them. If you want to keep those in the deck, I would suggest dropping Servo Exhibition for Raise the Alarm, as it's a strictly better option being able to create your tokens at instant speed instead of sorcery speed. I would also consider cutting Godo, Bandit Warlord because his additional combat only applies to himself (none of your creatures are samurai) along with the fact that the only equipment you have in your deck is Swiftfoot Boots. I think Fireflux Squad, Haktos the Unscarred, or Captain of the Watch would be better options in the deck. I like Haktos because he's one of the higher power Humans that we have access to in Boros, other than */* creatures. And Captain of the Watch is another human that creates tokens and pumps your soldiers (vigilance is also helpful to protect yourself from your opponent's retaliation).

Let me know what you think! I'm open to any ideas that you may have regarding Winota, and the cards in the 99.

7
Commander Deck Reviews / Marisi Shenanigans
« on: May 21, 2020, 11:51:55 pm »
A deck that I've been toying around with for almost a year now. It's a lot of fun, powerful, but definitely not cedh. Let me know what you think!

Marisi Shenanigans


9
Deck Comments / Re: A noob's attempt at building Skullbriar - Comments
« on: December 22, 2018, 08:26:37 pm »
cards in sideboard were cut for Ancient Anumus, Loreseeker's Stone, and Ghirapur Orrery


Revision 2

Added/removed cards:
+1 Ancient Animus
+1 Ghirapur Orrery
+1 Loreseeker's Stone

Changed amounts:
-1 (Main) +1 (SB) Fungal Sprouting
-1 (Main) +1 (SB) Hunt the Weak
-1 (Main) +1 (SB) Ironshell Beetle

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