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Messages - PenguinAvatar

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1
Deck Reviews / Re: [Pioneer] 5 color slivers
« on: December 22, 2019, 03:57:11 pm »
Have you considered adding Throne of the God-Pharaoh?  Added damage at the end of every combat turn, and if your opponent manages to find a way to stop the sliver assault you can always use Manaweft Sliver to tap the team for the life loss.

2
Deck Comments / Re: Naru Meha Infini-Mill - Comments
« on: November 19, 2018, 08:52:06 pm »
There's a small problem with your combo:  both Diamond Mare and Drowned Secrets only trigger on cast.  Naru only copies, so neither Diamond Mare or Drowned Secrets will trigger off Naru's copy trigger.

Good try though.

3
Deck Comments / Re: WB Tokens Combo - Comments
« on: March 29, 2018, 01:47:49 am »
I was tired of losing to RDW on turn 4/5, and Authority of the Consuls put my opponent in control of when I gained life, so I went looking for some way to throw their math off.  That's when I took a second look at Ashes of the Abhorrent.  I control when I gain life and it triggers when any creature dies, not just mine.  I played this deck at my local store last night and finished with a 3-1 record.  Not too shabby for my first time out with it.

4
Deck Comments / Re: B/W Tokens - Comments
« on: March 26, 2018, 09:05:39 pm »
Have you considered Ashes of the Abhorrent?  It combos with Hidden Stockpile, although it's a really slow, grinding combo until you get multiple enchantments out.  Sacrifice a creature to scry 1, gain a life, replace the token at EOT.  It shuts down embalm and eternalize, as well as complete screws WU cycle strategies that expect to re-cast their cycling spells from the yard with Abandoned Sarcophagus.  The life gain should be enough to allow you to go wide against (Ramunap) Red, and Ashes doesn't care whose creature died, so if you need to assign multiple blockers against a big attacker you'll not only cash in for your own loses but for theirs as well.  In my list (see link below) I concentrated on Servo tokens, so Radiant Destiny really starts to shine when you start blocking with 2/2 and 3/3 servos.

I called my list "WB Tokens Combo":  https://deckstats.net/decks/38645/919752-wb-tokens-combo/en

5
Deck Comments / Re: Blue Black Zombie - Comments
« on: August 09, 2017, 09:41:59 pm »
I don't see the purpose behind the vampires.  I would stick with the zombie tribe and move Kalitas to the board.

As for blue, your whole deck costs black mana, why on Earth would you splash blue for Disallow?  I can see The Scarab God working, it's a late drop, works with zombies, only requires 1 blue mana, but you'll never be able to cast Disallow early in the game when you need it unless you dilute your mana base with blue mana sources and if you do that you run the risk of being colour screwed in a mostly mono-black deck.  Unless you want to include more blue zombies.  If not, I would suggest losing the disallows in favour of something like Countervailing Winds, which works great with cards like Liliana, Death's Majesty.

Just something to think about.

6
[it] Richieste recensioni mazzi / Re: [Standard] Brutality Token!!!
« on: August 04, 2017, 09:36:51 pm »
Trueheart duelist and oketra's monument don't make sense in the deck:  there are better creatures with embalm to choose from and you're only running 14 creatures so the monument won't trigger often enough to be worth while.  I would suggest putting 3 of those 6 card slots into land (I used the Starting Hand tab and had to mulligan a LOT of no land hands) because 20 lands is a little light in standard.  You could use the other 3 slots for Gideon, Ally of Zendikar, as others have suggested, or Angel of Invention, etc...

Interesting idea though.

If you remove blue, add red, and concentrate on creating thopters and servos you could include reckless fireweaver (or Pia Nalaar, or quicksmith genius) to take advantage of all those enters the battlefield triggers...

Something to think about.

7
This is a solitaire style combo deck.  You don't care what your opponent is doing as long as they don't disrupt you in any way.  Get all your combo pieces in time and you're off to the winners circle.  The problem with this style of deck is that it's very disruptable - any counter (negate, spell pierce, etc) or any removal (path, bolt, etc) ends the fun immediately so you definitely can't go off without your dispel in hand.  It might be worth splashing red for Grapeshot, or black to disrupt your opponents hand.  It's something to think about at any rate.

If all goes well this might be a nice surprise to your opponents, and you could even go X-0 at your next FNM with it, but I don't think it will be very competitive at the larger tournaments.

Good luck!

8
Deck Reviews / [Standard] Budget Metalwork Colossus Combo
« on: February 28, 2017, 11:49:45 pm »
Budget Metalwork Colossus Combo

This is more or less your standard (no pun intended) Metalwork Colossus build, but instead of the only win condition being to attack with some combination of Metalwork Colossus, Elder Deep-Fiend, and Skysovereign, Consul Flagship there's also a combo win for the long game.  I included some thoughts in the 'Maybeboard' section, such as testing out replacing Renegade Map with Anticipate or some combination of Inspiring Statuary, Merchant's Dockhand, and Metallic Rebuke, but I'm not 100% certain what will work best.

The combo, as it currently stands, is...

The combo engine:

1x Metalwork Colossus in the graveyard + 1x Metalwork Colossus on the battlefield + 1x Efficient Construction on the battlefield (+ any combination of non-creature artifacts with a combined CMC of 11 or more - it is after all a Metalwork Colossus deck) - use the sac ability on the Colossus in the graveyard to return it to your hand by sacking the Colossus on the battlefield and a thopter.  Cast the Colossus from hand, triggering to create a thopter.  Rinse and repeat 20 or 30 thousand times.

The win conditions:
(combo engine plus...)

1x Aetherflux Reservoir (each time you cast Metalwork Colossus for free the spell count ticks up and...)
1x Efficient Construction (in addition to the one from the engine) + 1x Gonti's Aether Heart (make a few thousand thopters, get a LOT of energy, take an extra turn and swing in)

I did some testing the other night against BG constrictor and game 1 appears to be about 50-50.  Winning was only possible if I reached 5 mana though.  If they had lethal before my 5th mana was online to wrath the board I lost, otherwise the longer the game went the greater my chances of winning.  Any suggestions to improve the decks consistency would be appreciated.

9
Deck Comments / Re: Fevered Visions - Comments
« on: January 29, 2017, 05:32:34 am »
I would consider the Crackdown Construct combo in the board for an alternate win con.  Don't forget to include Key to the City.

10
Deck Comments / Re: Budget Infinithopter - Comments
« on: October 15, 2016, 12:11:03 am »
Thanks!

11
Deck Comments / Re: Token Harvest - Comments
« on: May 20, 2016, 01:22:56 pm »
Ok.  My first match was against BR vampires.  First game they curved out and I lost, Drana and Olivia can be a serious problem together.  Second game I did what I was expecting the deck to do:  I clogged the board with 1/1 flyers (that became 2/2 flyers, and then 3/3 flyers) and eventually took over the game.  Game three was a repeat of game 1.

My second match was against a tier 1 deck: WW (with a red splash).  It did not go well at all.  Game 1 my opponent curved out perfectly and it was over before I played my 3rd spell.  Game 2 he didn't curve out so well but it was all about quality over quantity.  It's hard to profitably block with 1/1 flyers when your opponent drops three anthems over three turns.  We played 2 games for fun afterwards and I got crushed both times.  Drawing board, here I come!

Match 3 was against RG ramp.  Let's just say that I'm going to drop blue and add white to the deck.  Faster creatures, some removal, Gideon, and clues.  I'll revise the deck a little later today.

12
Deck Comments / Re: Token Harvest - Comments
« on: May 19, 2016, 12:04:33 am »
To be perfectly honest, no I haven't had a chance to play test it yet outside of solitaire.  I'll be testing it out on Thursday at my local store.  I'll post the results.

13
Deck Comments / Re: Maze's End Combo Deck - Comments
« on: May 18, 2016, 05:20:33 pm »
I would drop the gatekeepers for Eternal Witness.  Allows you to get back lands that mistakenly end up in the yard plus who doesn't want to buy back board wipes and fogs?  I would also drop the Expedition Maps for a second fog effect.  You're effectively playing turbo fog with a guild gate win condition so you want at least 8 fogs, some board wipes, and TONS of draw.  Howling Mine comes to mind...

14
Deck Comments / Re: Ghostlight/Geistesblitz - Comments
« on: April 29, 2016, 04:21:22 pm »
Reflector Mage doesn't fit the theme of the deck.  You should swap it for Spectral Shepherd.  You can save your spirits from removal and bounce your Topplegeist at end of turn to tap a creature down in you don't have delirium.

15
Deck Comments / Re: Bant Investigate - Comments
« on: April 29, 2016, 04:11:51 pm »
Have you considered replacing white with red and to go for the ghirapur aether grid combo?

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