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Messages - dakkaknight

Pages: [1] 2 3 ... 5
1
Deck Comments / Re: Daxos of Meletis - Comments
« on: November 04, 2021, 02:56:17 am »



Revision 50

Added/removed cards:
+1 Armored Skyhunter

Changed amounts:
-1 (Main) +1 (SB) Seer's Lantern

2
Deck Comments / Re: Zombie Hi-jinks - Comments
« on: November 04, 2021, 02:17:31 am »



Revision 22

Added/removed cards:
-1 Deranged Assistant
+1 Gisa, Glorious Resurrector
+1 Nantuko Husk
+1 Siege Zombie

Changed amounts:
-1 (Main) +1 (SB) Black Cat
-1 (Main) +1 (SB) Havengul Lich

3
Deck Comments / Re: Fun Police - Comments
« on: November 04, 2021, 01:34:02 am »



Revision 24

Added/removed cards:
+1 Archmage Emeritus
+1 Favorable Winds

Changed amounts:
-1 (Main) +1 (SB) Hieroglyphic Illumination
-1 (Main) +1 (SB) Mind's Dilation

4
Deck Comments / Re: Fun Police - Comments
« on: August 26, 2021, 03:23:33 am »



Revision 22

Added/removed cards:
-1 Reliquary Tower
-1 Vodalian Arcanist
+1 Baral, Chief of Compliance

Changed amounts:
-1 (Main) +1 (SB) Dig Through Time
+1 Island
+1 (Main) -1 (SB) Silent Departure

5
Deck Reviews / Re: [Standard] Snow Elf Barrage (KHM Only)
« on: February 22, 2021, 05:36:05 am »
Haunting Voyage seems like a great card for a deck built around Elves, but its really not as good as it seems at first glance. You need to Foretell it, then spend 7 mana to get the big payoff. You're not always going to get to seven mana in a game, and you won't necessarily have a stack of dead elves to take advantage of when you do. Its a great come from behind story, but its wasted if you're doing well. While its not wrong to have a card like that, you should check how often you are in a situation where you want it.

 Elvish Warmaster and Canopy Tactician are both strong plays that lean hard into the Elf strengths of numbers and mana ramp. I'd consider these to be the core of the deck, giving you the classic "elfball" (snowballing with more and more elves) package. Harald is good, but he doesn't do much to increase your game plan. Consider running fewer copies of the legendary that you can't play extra copies of, and more of the Warmaster so you can have several tokens each turn.

6
Deck Reviews / Re: [Standard] Standard Gruul Giants
« on: February 22, 2021, 05:10:53 am »
I'd suggest pulling a copy of The Great Henge. Its legendary so you don't want to draw two in a game, and Beanstalk Giant is generally better for mana ramp. That frees up a slot for another threat, thins your deck of lands, and puts you in a better position to push the insane damage your Giants can do.

7
Deck Reviews / [Standard] Spellslinger
« on: February 22, 2021, 05:02:07 am »
Spellslinger

Here's what I've been running in Arena the last week. The performance isn't terrible, but there's definite room for improvement. If Shark Typhoon hits the field I always win, and Sprite Dragon gives great pressure early on. But my problem is that I need a better balance between stalling while I dig for my threats and going off once I have them. I've assembled a list of things that seem like they could work, and I'm open to rebalancing numbers.

8
Deck Comments / Re: Affinity - Comments
« on: March 13, 2020, 07:04:05 pm »
I made this by combining a Tron like combo from Dominaria Standard and an Affinity build from Eldraine Standard. I feel like the pieces are there, but I haven't gotten the numbers right.

9
[de] Deck-Bewertungen / Re: [Modern] Elvish Penetration
« on: December 31, 2019, 11:58:46 pm »
Consider swapping Naturalize for Return to Nature. Does the same job, plus graveyard hate if needed.

10
Deck Reviews / [Standard] Stompy Green
« on: April 17, 2019, 07:26:00 pm »
Stompy Green

Trying to work out a straight forward Green deck to run on Arena. I want something that has a decent curve and ramp, and some splashy finishers. I ended up with what looks like a best of standard list. I would appreciate any insights, or tuning suggestions.

11
Deck Reviews / Thanos Tron
« on: December 19, 2018, 05:45:16 am »
Deck: Thanos Tron

I shoehorned in an infinite mana combo into an Eldrazi Tron shell. Using Cogwork Assembler and Powerstone Shard gives you a second set of mana accelerators and a second axis of attack, at the expense of some consistency. I'm not sure this is actually an improvement over normal Tron, but it seems like a few exercise. Suggestions are welcome, especially for the sideboard, which is mostly a copy and paste hack job.

12
Deck Comments / Re: Tron Scum Party - Comments
« on: December 19, 2018, 05:29:37 am »
I combined the classic Urzatron lands with an infinite mana combo using Powerstone Shard and Cogwork Assembler. The idea is to play a classic Eldrazi Tron game, but with a hidden combo element! Still playing around with list, and the sideboard is basically a copy and paste, but I think there some potential for a fun alternate build. Let me know what you think!

13
Deck Comments / Re: Powerstones - Comments
« on: May 09, 2018, 06:46:10 pm »
I feel like the one of Paradox Engine isn't going to show up often enough. Replacing it with another copy of Mechanized Production would improve your odds of getting your ramp and win-con going, or using Mirage Mirror would let you search. Otherwise, this looks like a fun deck!

14
Consider adding Thalia, Guardian of Thraben or Thalia, Heritic Cathar. Both do a good job of stalling the game, and provide useful first striking blockers.

15
Deck Reviews / Re: [EDH / Commander] Zetalpa, Primal Dawn
« on: April 09, 2018, 05:11:59 am »
Weird, I could have sworn it was body and mind. But for a suggestion that I know isn't in the list, Sigarda's Aid is really good at speeding up your game, and letting you play around removal. Flashing in Swiftfoot Boots to cover a creature is great.  And playing Loxodon Warhammer as a combat trick is something that can break people's minds.

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