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Messages - silvercrown47

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1
Deck Comments / Re: Modern Human Tribal - Comments
« on: April 01, 2016, 03:21:56 am »
Have you given a look to Riders of Gavony? I don't know if this is for a normal Modern metagame or a Tribal metagame, but if it's the latter, then Riders of Gavony would definitely give you powerful evasion.

2
Deck Comments / Re: Werewolf Tribal - Comments
« on: November 28, 2015, 08:33:33 pm »
I don't mind at all! And honestly, I don't get the biggest opportunity to play this deck very often, and when I do, it's usually in a more casual setting. I do want to point out that there does also exist a playset of Moonmist in the mainboard, in addition to the Basilisk Collars (which are really only there to promote longer games due to lifegain).

I don't honestly feel that the deck is a very strong aggressive deck, especially given the other options (take Elves, for example). It's extremely dependent on boardstate, and very much susceptible to board wipes, making it not the best contender against control decks.

All in all, I'd say that most tribal strategies, like what I initially put this deck together for, are best suited to casual games. If you're trying to hit tribal for a more competitive meta, I'd recommend taking a look at Elves, or even Soldiers if you wanna play a more fringe deck. That said, I've had fantastic fun playing werewolves, and would totally recommend keeping your list together for more laid-back games.

3
Deck Comments / Re: Altar of the Brood Mill Combo - Comments
« on: January 12, 2015, 02:31:47 am »
I'm not going to lie, Jeskai Ascendency is likely something worth looking at with this combo. Picture the Jeskai Ascendency combo as it stands already, but with an Altar of the Brood on the field. The constant placement of a Briber's Purse thanks to Retraction Helix could quite possibly mill an opponent out within a single turn, even without any heavy threats.

4
Deck Reviews / Re: Help with first deck (GW Convoke)
« on: January 03, 2015, 03:56:32 am »
Counter and control is hard to come by in G/W. The one card that comes to mind for me is Mana Tithe, and that's really about it. Silence could be another option worth considering, though it doesn't serve well as actual counterspelling.

The primary reason I was quick to remove the buffs was their singleton nature. Boardwipes are always going to be hard to get around, and the absolute best you can do about them is either counter them or get back up and try again. Elspeth is an invaluable asset to any high-dollar token scheme (Currently just over $17 apiece, but wait until February with the release of her in a Duel Deck, and she'll go down), and rightly so. If you can get your hands on one or two, I highly recommend her. She's great because she absolutely pumps out tokens, gives your tokens a massive buff with her ultimate, and can help clear the board a bit.

That said, general buffs like the +1/+1 counters from the Bow of Nylea or even potentially adding a Spear of Heliod for the permanent buff are your best bet against Drown in Sorrow and Festergloom-esque problems.

The nine one-drops serve your strategy well, as several (i.e. the Elvish Mystic) can serve as mana on their own, and all help out your convoke theme. That, and they give you several wonderful options in the early turns of the game, being either blockers, attackers, or more fuel for your ramp.

5
Deck Reviews / Re: [Modern] Blue and White Level up - Help, plz!
« on: January 03, 2015, 01:13:27 am »
You were already rather heavy on creatures in the initial list. Honestly when it comes to the mix of creatures vs. other spells, it's all a matter of opinion and something that changes easily between decks. While having a large number of creatures is always a great thing to have on the field, it's also worth having cards in-hand that can supplement, or potentially even save those creatures.

Honestly, when it comes down to it, half of the deck being creatures isn't always the best plan, even in creature-dependent decks. It really comes down to your playstyle, how you evolve the deck as you play, and so on, but I think cutting down the creatures a bit is best.

6
Deck Comments / Re: Merfolk - Comments
« on: January 02, 2015, 03:08:08 am »
It's definitely not that bad a list, but I'll go ahead and say one thing. There's really no need to have a Cavern of Souls in the list. It makes the deck far more expensive than it needs to be, and since it's a mono-colored deck anyway, there's no benefit to be had in running it over a playset of islands.

7
Deck Reviews / Re: Help with first deck (GW Convoke)
« on: December 24, 2014, 02:37:15 am »
One of the best possible things to run with the Convoke mechanic are creature tokens, and it looks like you've already got that bit well-sorted out. But there are always ways to improve, so let's get down to it.

Since you've only started playing recently, I'll do what I can to keep things within a feasible range. A lot of expensive and hard-to-find cards are that way for a simple reason: They're that good. But that being said, let's do this.

Out
Inspired Charge
Naturalize
Naturalize
Sanctified Charge
Spectra Ward
Spectra Ward
Living Totem
Living Totem
Soul of Theros
Soul of Theros
Harmonize

In
Herald of Anafenza
Herald of Anafenza
Herald of Anafenza
Spirit Bonds
Spirit Bonds
Overwhelm
Nissa's Expedition
Nissa's Expedition
Nissa's Expedition
Plains
Forest

Here's Why
Herald of Anafenza is, in my opinion, an underused gem. I died to it constantly during the Khans Prerelease events. That, and it's extremely cheap. Naturalize isn't the sort of thing you run mainboard, due to how selective it is, so replacing it with another Spirit Bonds is what I feel the most effective tradeoff is Nissa's Expedition is a nice little card to ramp up your mana a bit more quickly, while an additional Overwhelm will help you push through in the final stages of a game. Lastly, I dislike ever running less that 20 lands anywhere besides legacy, so I upped it to twenty.

As for the sideboard, at this point it's up to you what you want there. Play the mainboard more and get a feel for how the deck runs, what its weak spots are, and where you could use your sideboard slots. The sideboard is where you put your second and third game answers, and you'll definitely need to know what to answer first.

I hope this helped, at least a little. Feel free to ask, though, if you have any questions about the changes.

8
Deck Reviews / Re: [Modern] Blue and White Level up - Help, plz!
« on: December 21, 2014, 05:38:11 am »
Here's a few recommendations I can make. I'll try to keep them in feasible range, since you say you're new.

Out

Jace's Ingenuity
Silver-Inlaid Dagger
Banisher Priest
Knight of Cliffhaven (2x)
Hedron-Field Purist
Soul of Ravnica (2x)
Tromokratis
Redirect
Time of Heroes (1x)
Champion's Drake (1x)
Azorius Guildgate (3x)
Island (1x)
Plains (2x)

In

Treasure Cruise (3x)
Dissolve (3x)
Detention Sphere (2x)
Ordeal of Thassa (3x)
Bonds of Faith (1x)
Tranquil Cove (3x)
Temple of Enlightenment (3x) (Can get expensive, I understand, but scrying is invaluable in setting up powerful draws. Only add in if you can afford to, because the deck can likely run just as well without them.)

Here's Why

The one powerful thing about U/W in any format is that it has some of the most powerful control elements in all of MTG. This is why I say add in the Dissolves, Detention Spheres, and even the Bonds of Faith. Control of the battlefield, even if just a small amount, can make a huge difference. Also, I recommend a playset of Treasure cruise simply because it's just that powerful of a card. The ability to draw three for one, Ancestral Recall style, without a Suspend is remarkable, and that it's a common is even moreso. As for the Ordeal of Thassa, it helps further your draw while empowering your creatures a bit, and I added another Bonds of Faith due to its versatility, and that this is practically a Human Tribal anyway.

As for the sideboard...

Out

Revoke Existence (2x)
Demystify
Celestial Purge
Archetype of Imagination
Glare of Heresy

In

Erase (3x)
Dissolve (1x)
Retraction Helix (2x)

Here's why

Artifact and Enchantment removal is rather cut and dry, and it's much more efficient to exile an enchantment than destroy it, hence the Erases. An additional counterspell for those matches where you absolutely need it, and more bouncing spells round off what removal you have.




I really hope this helps. You've got an interesting concept up, and I'd love to hear how it works out for you in actual play.

9
Deck Comments / Re: G/W stompy lifegain (auras/tokens) - Comments
« on: December 15, 2014, 01:28:27 am »
One card I would recommend, for combo lifegain, creature, and aura is a Hopeful Eidolon or two. A nice 1/1 body with lifelink that can be thrown out turn one, if necessary, or turn four as an aura. Gift of Orzhova is another one I like, because it's a CMC 3 for +1/+1, flying, and lifelink.

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