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Messages - Bogaragaraga

Pages: [1] 2
1
Deck Reviews / Re: Group hug / aikido
« on: April 08, 2024, 07:04:33 pm »
The main idea with the deck is trying to complement the way I like to play: I like to be fairly passive and defensive, but if someone targets me, I retaliate.

The group hug element is because I like even games where nobody is screwed because they didn't draw land or card draw. A bonus is that the stronger opponent's become, the more impactful my aikido spells become. Everyone becomes more dangerous to everyone, but I'm indifferent as I have ways to redirect this damage.

3
Deck Comments / Re: Aikido again - Comments
« on: April 08, 2024, 06:56:05 pm »



Revision 3

Added/removed cards:
-1 Backlash
-1 Training Grounds

4
Commander Deck Reviews / Re: Sissay, Pokemon Trainer
« on: August 16, 2023, 04:48:19 pm »
Lmao, that's very cool, I would love a full breakdown of which card references which pokemon/item.

On the other hand, I think you need more lands. Playing a lot of fetchlands doesn't help either, as you thin slightly your deck of lands, so I'm afraid you will fail your land drops consistenly.

Anyways, sweet idea! I thought about doing something similar but with the partner commanders (you know, those who fetch their partner when you play them), the look like trainer and pokemon!

Each card is commented with its pokemon equivalent if you go to the actual deck! Thanks for the comment.

I think youre right on lands, I haven't optimized that, I've just been trying to pull together most cards that fit the overall theme, and adding more that will add to the toolbox strategy before finalizing lands.

5
Commander Deck Reviews / Re: Sissay, Pokemon Trainer
« on: August 13, 2023, 07:51:08 pm »
It's for a friend that is a big fan of pokemon that I am trying to get into commander. Kappa Cannoneer looking like Blastoise was the main inspiration, and there is a surprising amount of cards that work in a grimdark pokemon theme.

He is more of a tactical than a strategic person so a "toolbox" deck where he can tutor for responses is right up his alley.

Sissay is one of the few 5c commanders that thematically work with this deck and are not out of place.

I am off work right now and have lots of spare brain power while I watch pointless tv shows.

Definitely not taking it the wrong way, thanks for your comment, it made me happy to see it this morning.

6
Commander Deck Reviews / Sissay, Pokemon Trainer
« on: August 13, 2023, 08:24:33 am »
You ever see that movie Annihilation?

Courtesy of ChatGPT:

 Dragged from Pokémon's embrace into a realm of unrelenting darkness, I am lost in a nightmare. Once-bright skies now bear the weight of malevolence, suffocating the land with an oppressive gloom.

My Pokémon, once radiant and full of life, have become twisted perversions of their former selves. Charizard, my beacon of strength, now soars as a monstrous fusion of flesh and metal, its fiery breath replaced by corrosive miasma that devours all in its path.

In this desolate domain, the very essence of nature recoils from the abominations that stalk its cursed grounds. Creatures, born of nightmares and corrupted magic, prowl the twisted landscape, their grotesque forms a reflection of the horrors that torment our souls.

Every heartbeat resonates with the cries of the tormented and the echoes of those consumed by this wretched existence. Our nights have become a battleground of terror, where darkness and dread combine to birth hallucinations that shatter my fragile sanity.

Desperation claws at my resolve, each breath a struggle against the suffocating abyss that seeks to consume me. The land itself seems to writhe, as if yearning to cast us into the yawning void that envelops us. With every passing moment, the darkness inches closer, leaving indelible scars upon my spirit.

Yet, in the midst of this unending nightmare, a spark of resilience refuses to be extinguished. My bond with my Pokémon burns like a fading ember, a defiant testament to the will to survive against insurmountable odds.

Haunted by the grotesque metamorphosis that has befallen my once-loyal companions, I navigate this labyrinth of horrors with a sense of grim determination. Together, we forge through the twisted realm, our steps guided by the instinctual yearning to endure, to persist even as the shadows threaten to consume us.

As I peer into the abyss that birthed this torment, I am forced to confront the grim reality that surrounds me. The path ahead is shrouded in uncertainty, each moment a testament to the fragility of existence in this nightmarish tapestry.

The darkness hungers. The shadows taunt. And yet, I press on, my very existence a testament to the grim resolve to survive, to resist the malevolent forces that seek to claim me and my corrupted companions.

https://deckstats.net/decks/23589/3162610-sissay-pokemon-trainer

Updated link

Any other suggestions for pokemon themed items/creatures for this deck? Primarily focused on art where you can say "oh yeah, I see that pokemon", or other combos/interactions that could be enabled with these cards.


7
Commander Deck Reviews / Re: O-Kagachi revenge
« on: July 10, 2023, 10:59:42 pm »
Pared down to 100 again with the addition of Monarch.

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Commander Deck Reviews / Re: O-Kagachi revenge
« on: July 10, 2023, 07:31:07 pm »
Thanks for the comment! The main reason I'm leaning into the extra combat/turns is to be able to deal with politics against me, eg "hey, if we all attack him this turn, he can only destroy the permanents of one of us". I really want to lean into O-Kagachi just neutering anyone who chooses to attack me.

The flash enablers are an interesting idea. I like how I can leave O-Kagachi off the field until my turn, without having to use all my mana to summon him and having a haste enabler if he gets removed.

I had a look at initiative and it seems a little weird...could be strong I can't it see it being an especially fun effect unless my deck is built around venturing into the dungeon. Good suggestion though.

I might pull out a few more of the turn/combat doublers and just keep the absolute cream of the crop and swap in more haste/flash enablers. If you have more suggestions for more ways to copy or amplify O-Kagachis effect beyond what I have in the deck already, please let me know. Making O-Kagachi a crippler, but not outright winning with Commander damage is what I'm aiming for.

9
Commander Deck Reviews / Re: O-Kagachi revenge
« on: July 09, 2023, 05:34:50 am »
Discovered the Monarch mechanic and added that in - should help with the draw it needs and add some flavour.


I think this deck will end up being too clunky - O-Kagachi wants haste or else it's just not threatening if someone removes it and attacks and I don't think I can fit in everything I want (extra turns/combat, O-Kagachi effect doublers, group hug and other fun stuff, rattlesnake) and everything I need (lots of mana, protection, haste, draw, etc).

Any suggestions?

10
Commander Deck Reviews / O-Kagachi revenge
« on: June 20, 2023, 06:43:50 am »

https://deckstats.net/decks/23589/3091904-o-kagachi-you-sure-about-that-


I wanted to do a deck that is all about O-Kagachi, Vengeful Kamis ability in a multiplayer game. I want to have the ability to control a bit if someone is trying to shut me out but I'd rather subtly influence the game rather than truly control it. I'd like to play some politics and continue making myself look ever more unattractive to attack. If everyone gangs up on me, redirect and then cripple everyone who attacked with multiple combats, destroying their key permanents then cleaning up. The problem is I'm not certain what sort of balance I should have between control cards, extra combat, extra turns, fog, etc. I need to fix the land base and it needs some more tweaks but looking for more experienced players to give their input on other cards that would work well / what kind of ratios to go for.

I'm not looking to go destroy everyone doing 24 commander damage immediately, which is why I have less  doublestrike and more "copy triggered ability", so I wouldn't mind adding a handful more copy abilities and a few more alternate targets to copy besides O-Kagachi just in case.

I know I could go for cards like propaganda to avoid being attacked but I'd rather just threaten more directly with cards like Martyrs Bond and Karmic Justice, if there are more cards similar to that.

I also like the idea of the ability to interfere with others while remaining relatively passive, such as using Teferi, Master of Times -3 to save an opponent's creature from a kill spell, if anyone has any fun suggestions there.

This is turning into a stream of consciousness on this deck but hopefully it gives an idea of how this is looking to be played and some suggestions come to mind.

Trying to keep it relatively budget but I'd spring for a pricier card if it has a unique effect I can't get elsewhere, but for my land base I'm trying to keep it cheap and suffer the ETB tapped effects.

I'm not sure what other options there are for other effects I could look to exploit with this shell (extra turns) besides the Commander effect. I'm not looking to go infinite and end the game immediately though.


11
Commander Deck Reviews / Re: Kenessos, Priest of Thassa
« on: April 30, 2023, 06:52:20 am »
https://deckstats.net/decks/23589/2968161-kenessos-sea-monsters

Would appreciate any advice - would be played in a multiplayer setting most of the time. I think counterbalance might be cut but it seems like it would be a lot of fun to play. Maybe a few sea monsters, some other cards and add in a bit more ramp and utility?

12
Commander Deck Reviews / Kenessos, Priest of Thassa
« on: April 30, 2023, 06:47:26 am »
First actual EDH deck I'm going to buy. Still need to cut a handful of cards but not sure what to take out. Any input?

13
Deck Reviews / [Casual] Mono-green Wurm deck!
« on: November 21, 2014, 09:40:37 am »
Mono-green Wurm deck!

Descendants Path + Wurms. Ramp as an alternative.

Ramp cards: 6 1 drop mana dorks, 4 Somberwald Sage. Ideally, this would go:
T1: Land and dork. T2: Land, Somberwald Sage. T3: Land, 7 drop wurm.

If I don't run into my ramp cards, Argothian Wurm provides a strong early body, with it's downside synergizing nicely with Descendant's Path.

On the Descendants Path side, it's basically that: Descendants Path. Most of the cards in this deck are worms, I have 6 elves and 8 humans as well, but they can be good to use with it as well. The Changelings work as everything, so if I hit a creature (over 50% of this deck), it's almost guaranteed to be played. Using Snow Covered Forests and Scrying Sheets lets me get rid of lands, so the chance for Descendants Path to work becomes much greater. The main objective is to play Mwonvuli Beast Tracker when I have Descendants Path and a wurm out to tutor Worldspine Wurm to to the top of my deck, and play it for free on the next turn. It can also be used to get a Pelakka Wurm or Wurmcoil Engine to ramp into, or Argothian Wurm to have something for Descendants Path to work with. I can also get Elderscale Wurm to save my ass, if I need it.

One neat little combo is: Pelakka Wurm + Voracious Wurm (7/7 and 9/9 for 9 mana, or 7/7 and 2x 9/9s for 11. Hell, let's take it all the way, 4x 7/7s, and 4x 30/30's for 34 mana!)

14
Deck Reviews / [Standard] R/U Snow Control
« on: November 08, 2014, 01:47:55 am »
R/U Snow Control

Seems like a fun deck, control through counterspells, burn, and tapping your opponents creatures until you can get out Rimescale Dragon/Owl, then have fun with those guys.

Never made a control deck before, so wondering if my proportion of cards seems right. Thanks!

15
Deck Reviews / [Standard] U/W Heroic- 1st standard deck
« on: November 01, 2014, 07:46:31 am »
U/W Heroic- 1st standard deck

Hi, this is my first standard deck and my end result after a bit of tweaking. It aims to get one or two creatures and buff them with protection and auras.

Any opinions on how this fits in the current meta? Does my mana-base/land number look good for my other cards? Thanks!

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