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Messages - Undying

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1
General Magic / Re: Favorite Cards
« on: July 18, 2016, 02:06:31 pm »
Progenitus :)

"The Soul of the World has returned."

2
General Magic / Re: Custom 4 player Magic table.
« on: July 18, 2016, 02:03:29 pm »
Wow that looks super awesome.
Love that there is space for throwing dice.

3
Deck Reviews / Re: Green/Red Werewolves - Comments
« on: June 28, 2016, 11:19:34 am »
Hey, how about some 1 Mana creatures? I would suggest Young Wolf and Village Messenger probably in place of Immerwolf and Kessig Forgemaster.

4
Deck Reviews / Re: Flipping Awesome Werewolves - Comments
« on: June 28, 2016, 10:37:52 am »
Hey KouriNick I'm glad you like my deck. :)

I actually had Breakneck Rider in my deck for quite a while and it is definitly not a bad card. The problem is his day side... It simply doesn't have any impact and I usually judge werewolves by their front face. If there is no reason to put the front side in the deck, the card itself probably isn't good enough. There is one exception and that is Instigator Gang, his front is bad for a 4cc but the night side is devastating. Therefore I keep him in the deck in the first game, if I can't get him to transform I board him out for whatever is needed.
In the case of Neck Breaker: even his backside is only ever good when you already have a board full of creatures and if you don't have those and you topdeck him he is pretty much a dead card.

About Howlpack Resurgence: I find it very hard to find slots for it. The only possiblity I see to add it would be in place of Full Moon's Rise and to be honest I value the latter much higher. It does not only help against damage from Lightning Bolt, Anger of the Gods, etc but also against "destroy" effects AND it only has a Mana cost of 2. Besides: Most front faces of important cards have a toughness of 2, rendering Howlpack Resurgence useless against lots of removal that sits at 3 damage.

Immerwolf is a great card no doubt. There are only 2 reasons why he is not included in the deck.
First: Once my humans are transformed they rarely ever flip back, because playing two cards will usually only happen post turn 5-6. At this time I am already in topdeck mode and chances are I either play a creature through AEther Vial, a land or I drew an instant thus transforming them right back into Werewolf form at the end of my turn. Because of this I see Immerwolf firstly as a lord, that is only good when you have a board already. Also when compared to the 3cc slots I have I just don't think he is stronger than Kruin Outlaw or Geier Reach Bandit.
Second: He completely shuts down Huntmaster of the Fells. There are matches that draw very long into turn 8-10. If that happens, Huntmaster of the Fells is usually the card that wins me the game by repeatedly transforming back and forth. In the last Tournament I have won 2 games simply because of him. So when comparing Immerwolf to Geier Reach Bandit I come to the conclusion that Geier Reach Bandit is better on its own a.k.a. in topdeck mode AND contrary to Immerwolf has a very nice synergy with Huntmaster of the Fells because he will enter the battlefield, and both his ETB trigger and the one of Vildin-Pack Alpha enter the stack. Since you are the owner you get to decide which one will resolve first so you resolve Huntmaster of the Fells, then Vildin-Pack Alpha and then Ravager of the Fells enters the battlefield, triggering again.

I really like these discussions, keep your opinions coming and correct me if I'm wrong. :D

5
Deck Reviews / Re: Flipping Awesome Werewolves - Comments
« on: June 27, 2016, 05:00:08 pm »
Thank you for your input. I gotta say I'm not a fan of Kessig Forgemaster at all, it just won't survive any form of combat... I don't see it being good.
Duskwatch Recruiter, a nice card but I had him in my deck for quite a while and he somehow never seemed to do any work... And transformed he is not of much use as I try to put everything on the battlefield via AEther Vial.
IMO Howlpack Resurgence is simply too mana-costly.
Arlinn Kord however is a card I still want to try, but when I ran it once or twice against control decks of my friends it just would never resolve.

Here's a link to the new Werewolf: http://mythicspoiler.com/emn/cards/ulrichofthekrallenhorde.html

6
Deck Reviews / Re: Flipping Awesome Werewolves - Comments
« on: June 27, 2016, 12:36:27 pm »
Sideboard Changes:


Revision 42

Added/removed cards:
-2 (SB) Grafdigger's Cage
-3 (SB) Gruul Charm
-3 (SB) Ranger's Guile
-2 (SB) Wild Defiance
+3 (SB) Beast Within
+4 (SB) Choke
+2 (SB) Magmaquake

Changed amounts:
+1 Blood Moon
-1 Full Moon's Rise
+1 (SB) Cranial Archive

7
Deck Comments / Re: Black/Green Delirium - Comments
« on: June 23, 2016, 01:29:34 pm »
Suggestion: Inexorable Blob

8
Deck Reviews / Re: [Standard] Standard G/R WereWolf
« on: June 23, 2016, 07:26:55 am »
Why do you play Werewolves over Wolves? I don't see the advantage.

9
Deck Comments / Re: Tarmodrazi - Comments
« on: June 21, 2016, 02:30:57 pm »
Eldrazi sind so unfassbar broken für die Stats... :(

10
Deck Reviews / Re: Changeling Deck review please
« on: June 17, 2016, 03:46:52 pm »
Interesting idea, got to love tribal decks and beeing able to choose the very best cards out of every tribal sounds like fun.
Something you might want to improve your deck with are tribal lands like Myr Reservoir.
Here's a full list: http://mtgsalvation.gamepedia.com/Tribal_lands

11
Deck Reviews / Re: [Standard] UGW Tamiyo's Clue Journal [thoughts?]
« on: June 16, 2016, 04:22:08 pm »
Have you considered Void Winnower?

12
Deck Reviews / Re: [Standard] UGW Tamiyo's Clue Journal [thoughts?]
« on: June 16, 2016, 01:05:59 pm »
What's the reasoning behind Sylvan Advocate? Is it really a good card in your deck?
And do you really need 25 lands?

I just realized: Ulamog the Ceaseless Hunger and Kozilek the great Distortion are probably not good cards in this deck since they won't get casted. You simply put them on the field from your hand so their abilities won't trigger.

13
About Deckstats / Re: Small Updates
« on: June 16, 2016, 10:19:35 am »
I've had an idea for a new feature for a while now:
How about next to the Mana Curve graph that displays the types of cards there would be another that shows the Mana Colours needed in the different CMC beams?
For example in CMC1 there are 2 red cards and 1 green, cards in CMC2 need 2 red mana, 3 green and 5 colourless, ...
That way one could easier adjust the Mana Base to the colours that are needed in the first few rounds of the match instead of simply comparing ratios.

14
Deck Comments / Re: Silverfur Zada - Comments
« on: June 16, 2016, 09:59:59 am »
Need to try cutting 4x Cerulean Wisps and 4x Spell Pierce and add 4x Viridescent Wisps and 4x Village Messenger. That should fix most of the Mana problems and give more consistent early game.

15
Thanks for your ideas. Viridescent Wisps is a neat idea, if I'd go for that I'd cut out all blue cards I guess. The one problem I see is that Cerulean Wisps do untap all creatures giving you the opportunity to tap them again for Mana... But I'm not sure if that's really needed since all the pump spells are 1 Mana and new Tokens can be hasted via Expedite to be tapped.
Definitly gonna give it a try.

So what I'm gonna try is to cut 4x Cerulean Wisps and 4x Spell Pierce and add 4x Viridescent Wisps and 4x Village Messenger. That should fix most of the Mana problems and give more consistent early game.

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