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1
Deck Reviews / Re: [EDH / Commander] Marisi, Breaker of the Coil Stax
« am: September 16, 2019, 10:54:42 Nachmittag »
If it's easier to read, the link is here:
https://deckstats.net/decks/88490/1407677-mirisi-prison

I'm unsure about adding land ramp, since I have mostly dual lands, and only 4 basics. The other thing this is lacking is sizable tutors, and I'm not sure Enlightened Tutor or Worldly Tutor do enough for the deck at the moment to warrant using slots for unless I throw Karmic Guide and Protean Hulk in there.

I'm also not sure on my draw potential. I'd like more, but Harmonize costs 4, and Red and White don't really like drawing too much.

2
Deck Reviews / [EDH / Commander] Marisi, Breaker of the Coil Stax
« am: September 16, 2019, 10:49:54 Nachmittag »
So, I'm currently playing around with a Marisi Prison-style deck, trying to tweak it here and there. I'd normally run it as a Gaddock Teeg Stax deck, but I wanted to try something different with this one; so every card that isn't a land will try to fulfill the requirements of being an... "odd card". Essentially, non-meta cards for the sake of playing with a deck that runs really well using cards that are almost never seen by people/my LGS. However, some are obviously non-negotiable and need to stay in because they're 'that good'.

If it matters, the average power level of my LGS is around 70% cEDH. For example, I have/(had?) a fully powered-up Urza, but I toned it down because I have more fun making an army of unstoppable robots. So, not everything needs to be top of the line, I just want ideas on how to run this a little more streamlined than I currently have it.

If a more "popular" card would fulfil a combo, or a slot more effectively, I'm very interested in that as well; I don't want anyone suggesting things just because it fits the roll of non-meta. Thanks for any comments!


//Commander
Marisi, Breaker of the Coil

//Lands
Ancient Tomb
Arid Mesa
Bloodstained Mire
Canopy Vista
Cinder Glade
Clifftop Retreat
Command Tower
Exotic Orchard
Flood Plain
Flooded Strand
Forbidden Orchard
2 Forest
Grasslands
Jungle Shrine
Misty Rainforest
2 Mountain
Mountain Valley
Path of Ancestry
2 Plains
Reliquary Tower
Rocky Tar Pit
Rootbound Crag
Sacred Foundry
Stomping Ground
Sunpetal Grove
Temple Garden
Temple of the False God
Urborg, Tomb of Yawgmoth
Windswept Heath
Wooded Foothills

//Ramp
Arcane Signet
Mana Vault
Sol Ring
Trace of Abundance
Farseek
Arbor Elf
Avacyn's Pilgrim
Bloom Tender
Llanowar Elves
Elvish Mystic
Knight of the White Orchid

//Card Advantage
Abundance
Sylvan Library
Faithless Looting
Gamble
Light Up the Stage
Mind's Eye
Alms Collector
Sensei's Divining Top

//Removal
Day of Judgment
Winds of Abandon
Natural Obsolescence
Nature's Claim
Path to Exile
Swords to Plowshares
Manglehorn
Reclamation Sage

//Evasion
Dryad Sophisticate
Gingerbrute
Tin Street Dodger
Assault Suit
Whispersilk Cloak
Bedlam
Iroas, God of Victory
Lightning Greaves

//Stax
Deafening Silence
Root Maze
Rule of Law
Thalia, Guardian of Thraben
Thalia, Heretic Cathar
Vryn Wingmare
Kataki, War's Wage
Aven Mindcensor
Baird, Steward of Argive
Collector Ouphe
Containment Priest
Gaddock Teeg
Imposing Sovereign
Treasure Nabber
Spirit of the Labyrnth
Dryad Militant
exiled doomsayer

//Tutors
Eladamri's Call
Yisan, the Wanderer Bard
Recruiter of the Guard

//Misc. Pieces
Kormus Bell
Orim's Chant
Master Warcraft
Natural Affinity
Crusading Knight
Hungry Lynx
Marisi's Twinclaws
Seedtime
Pyroblast
Red Elemental Blast
Concordant Crossroads



//Considerations for the deck
Abbot of Keral Keep
Authority of the Consuls
Blind Obedience
Bonds of Mortality
Karmic Guide
Kismet
Myriad Landscape
Protean Hulk

3
Deck Reviews / Re: [Legacy] Forest Fading Trample Power
« am: September 16, 2019, 06:55:05 Nachmittag »
I think I might be missing the point of this deck. It just seems extremely slow for legacy with its current build.
There's no extra ramp, there's only 2 one-mana mana dorks, and big creatures with no evasion.

The first step I'd take is making it 60 cards and then lowering your landbase to 20 Forests- or even less- and throw in some more 1 drop creatures. (Preferably Arbor Elves and finish your playset of Llanowars). Might be worth it to invest in some Inkmoth Nexus'es and focus on a Trample Infect route for a quicker/cleaner win.

The deck has some real potential here, but in a meta where you'll be facing turn 3 Emrakul's and Turn 2 Marit Lage or Turn 1/2 Ensnaring Bridge, having a bunch of creatures with base power and toughness being high while being a heavy mana sink is dangerous.

It's a nifty deck idea, and I'm curious with how it'll play out.

4
Deck Comments / Re: Modern Splinter Twin - Comments
« am: Juli 03, 2018, 12:49:10 Vormittag »
It's either Antiquities War, or making infinite Mana with Cogwork Assembler.

It's not an amazing deck. I'm tinkering with the idea though.

5
Is 4 Josu really necessary? Have you run it yet and have had issues getting him? I was thinking maybe using 2 instead.

Gotta say though, I think I prefer your build over mine, but I wanna play it out and see, which will take a few weeks of testing the elf route.

6
Deck Reviews / Re: [EDH / Commander] Sharuum with a View
« am: Oktober 25, 2017, 03:43:55 Vormittag »
I like it, but there's a few things I feel are missing. Is there a reason to skip Sensei's Divining Top, Darksteel Forge, Mycosynth Lattice, Blightsteel Colossus, and the Urza lands?

Top and the Urza lands I try and put in every deck if possible, and Sharuum seems like a no-brainer.

7
Deck Comments / Re: Jail House Rock - Comments
« am: Juni 13, 2017, 03:09:07 Nachmittag »
Sun Titan and Island Sanctuary are definite potentials. Downside with Island is that I skip my draw step, but that can be a plus if I have invincible walls. Ideally, I'd have Moat, but I'm making the poor man's version of this deck.

8
Deck Comments / Re: Jail House Rock - Comments
« am: Juni 12, 2017, 03:52:22 Nachmittag »
The lands are pretty set, I know that there are better options, but I'm cheap. I was thinking of a line around
8-14 Enchantment

9-12 Artifacts

11-13 Spells

28-34 Creatures

The thing is that the deck has a lot of potential cards going for it and the theme, so limiting them to about 63 or so has been rough.

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