The idea is that you don't even need to do anything besides what you are already doing lol
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Show posts MenuQuote from: Pwnager on February 11, 2012, 02:16:53 AMWonderful! Glad I can enhance the educational value of this.Quote from: Appleguru56 on February 11, 2012, 02:09:35 AMtempered steel wins on turn 3? Please for the love of god explain that to me. Go ahead. Gimme a turn 3 win combo. Be sure to link the cards specifically. Standard only please.Quote from: loop-s-pool on February 11, 2012, 01:50:49 AMOk, how about tempered steel? It wins on turn 3,4,5 without hassle. How about humans? Wins turn 5,6,7 no problem. Tokens? Wins turn 5,6,7 Now do you want me to further explain why aggro is fast?
5 and win the game? Would you please link me to the excellent combo that pulls this off? Or is it an artifact that reads
Apple's Core [5]
Criticize a archetype, T: Win the game
Quote from: Pwnager on February 11, 2012, 02:03:59 AMOk maybe you are fully understanding my points. What I am saying and it's ALL I'm saying is that people have better ways to win! Those cards are examples of efficient ways to win! They do not need to wait for a turn, pull another curse, wait another turn, pull another curse, deal some damage and hope none of that goes bad. One simple mana leak, negate, dissipate, stoic rebuttal, cancel, oblivion ring, ratchet bomb, natralize, ray of revelation, and even disenchant is enough to completely screw over this deck. What I am saying and ALL IM SAYING is that there are better things to do with your deck!Quote from: Appleguru56 on February 11, 2012, 01:42:40 AMFirst off, your argument that it cant do anything until turm 10 was completely incorrect. I clearly posted a win by turn 8. Then you argued that things could be faster such as a titan winning by turn nine. Just what? Turn 9 < turn 8? And a Stormkirk Noble = auto win? since when?! Maybe against humans, but what about ANY other type? Then its just a 1/1. I know im not going to convince you that curses are good, youve clearly made up your mind that they arent. But you dont have to keep ripping on them because of personal preference.Quote from: loop-s-pool on February 11, 2012, 01:32:15 AMWhat I am saying is that they are not good compared to other things you could be doing with the same resources. You can pay five to find some more curses, or you could pay five and win the game.
Apple, to say that curses arent good for you or bad against your opponent is insane to say, using your logic a {Stromkirk Noble} wouldn't be a good card because it doesn't do anything for you, no card advantage effect, life-gain, nothing, and wouldn't be good against your opponent because who knows, your reasoning against curses doing nothing against an opponent is mind boggling to me. Does -1/-1 to each and every creature sound like nothing to you? While curses also don't give direct advantage, the do pose a threat to an opponent. A standard deck in the meta isn't prepared for curses, so they'll be staying. {Curse of Echoes} locks down all counter-spells. And different curses will be hurting the opponent severely each turn. Saying something isn't playable, doesn't make it unplayable.
{stromkirk noble} kills your opponent very very quickly, and becomes a huge threat. So yes, it doesn't do stuff for you, but it harm the opponent since it kinda just wins games.
Quote from: loop-s-pool on February 11, 2012, 01:50:49 AMOk, how about tempered steel? It wins on turn 3,4,5 without hassle. How about humans? Wins turn 5,6,7 no problem. Tokens? Wins turn 5,6,7 Now do you want me to further explain why aggro is fast?
5 and win the game? Would you please link me to the excellent combo that pulls this off? Or is it an artifact that reads
Apple's Core [5]
Criticize a archetype, T: Win the game
Quote from: loop-s-pool on February 11, 2012, 01:32:15 AMWhat I am saying is that they are not good compared to other things you could be doing with the same resources. You can pay five to find some more curses, or you could pay five and win the game.
Apple, to say that curses arent good for you or bad against your opponent is insane to say, using your logic a {Stromkirk Noble} wouldn't be a good card because it doesn't do anything for you, no card advantage effect, life-gain, nothing, and wouldn't be good against your opponent because who knows, your reasoning against curses doing nothing against an opponent is mind boggling to me. Does -1/-1 to each and every creature sound like nothing to you? While curses also don't give direct advantage, the do pose a threat to an opponent. A standard deck in the meta isn't prepared for curses, so they'll be staying. {Curse of Echoes} locks down all counter-spells. And different curses will be hurting the opponent severely each turn. Saying something isn't playable, doesn't make it unplayable.
Quote from: loop-s-pool on February 11, 2012, 01:13:01 AMNaw, I think there is no need for such extreme remedies. Just kill them by turn 8 and you will be all good
{elixir of immortality} boom.
Quote from: Pwnager on February 11, 2012, 01:02:37 AMOh boy, you can perhaps do something by turn 10, as if any other deck isn't gonna do anything about that. How about I play stromkirk noble and kill you singlehandedly by turn 7? Or play a Titan (any Titan) and exterminate you by turn 9? Or I could simply pull a tiny mana leak out and screw your entire deck over for many many many turns to come. This archetype simply ISN'T GOOD, and simply trying isn't gonna make the cards any better.
I see a severe lack of examples in your post there sir, here, let me help you with that.
Turn 5: Curse of Misfortunes
Turn 6: Curse of Misfortunes (cast/witch sac) and free Curse of Thirst
Turn 7: Curse of Thirst and Curse of Death's Hold (both free) Cast or sac witch for second Curse of Thirst or a Curse of Bloodletting
All this adds up to weakened opponent creatures for my survivability, all the while ive been getting bonuses for sacing, such as life gain, or counters. Did I mention they are now directly taking about 12 damage per turn with only more to come?
Turn 8: free Curse of Exhaustion and Echoes. 16 damage per turn. Need I go on?
But I dont know... Five whole mana? That seems a bit much for so "little payoff".
Quote from: Pwnager on February 11, 2012, 12:34:06 AMStuff are inherently bad, Im glad we can agree on this. What I am saying is that stuff doesn't just get better because "we put time into it." the materials, the strategy, they playability of the cards itself isn't going to simply get better because we try to make it be. Cards are (most if not all the time) inherently good/bad. Why does anyone need to play against every single deck in the world to be able to judge them? Logical reasoning tells us whether a deck is good or not base upon our perception on the value and correlation between the functions of the cards themselves. People don't just simply make something "good" because they try to. Things that are inherently bad can get "better" but they will almost never be good.Quote from: Appleguru56 on February 11, 2012, 12:07:10 AMReally now? And how many Curse decks have you personally play tested? One? Maybe two? Perhaps you have simply beaten one a few times and are assuming it was because curses dont work. In that case, more likely, you should be saying poorly built decks dont work, or decks that havent had time to be tweaked and fine tuned dont work; in which case you are most certainly correct: bad decks ARE bad. However, as I believe, given the opportunity to master a new archetype, any deck idea can be developed into a strong, playable, dare I say, even highly competetive deck. Time has proven time and again that seemingly weak ideas can become strong given the opportunity and time to do so. With just a little patience and innovation, almost anything can be pulled off efectively.Quote from: Pwnager on February 10, 2012, 11:55:55 PMThe problem with that is: there is no way to make curses function any better. They simply don't work, and if you want me to explain my reasoning, do say so. My alternative? Abolish curses, replace with new archetypeQuote from: Appleguru56 on February 10, 2012, 09:00:24 PMPersonally, I vote you rant about how to make it better, not how it doesnt work :p
Vote: who wants me to rant on about the unplayability of most curses?
Quote from: Pwnager on February 10, 2012, 11:55:55 PMThe problem with that is: there is no way to make curses function any better. They simply don't work, and if you want me to explain my reasoning, do say so. My alternative? Abolish curses, replace with new archetypeQuote from: Appleguru56 on February 10, 2012, 09:00:24 PMPersonally, I vote you rant about how to make it better, not how it doesnt work :p
Vote: who wants me to rant on about the unplayability of most curses?
Quote from: cltrn81 on February 10, 2012, 09:05:48 PMThis deck wasn't meant for any advice, merely to show someone from another thread. Afterall, this was labeled sample deck.
You have {curse of the stalked prey}, {Stromkirk Noble}, and {stormblood berserker}. The proliferate was just a suggestions and quite feasable IMO... Are you posting decks for suggestions or just to prove your self-perceived awesomeness???? If you don't want suggestions then don't post decks....
Edit: not trying to be rude here.....but you should be more tactful in your rebuttal to people offering friendly advice.
Quote from: Karrthus on February 10, 2012, 02:34:16 AMI can't stand playing any less than two full sets of double lands, which is obviously what I'm not getting. I can't afford to waste turn 1 or 2 to get my mana going, I need to get in the game and play everything right away.Quote from: Appleguru56 on February 10, 2012, 01:18:24 AMI'm confused as well. The mana base looks fine to me. - 1 {Evolving Wilds}. My multi-colored decks usually have 10-14 basic land, which is what you have.Quote from: BlackJester on February 10, 2012, 01:13:01 AMActually, this mana base is quite poorly constructed. I simply do not have the required lands to pour the right colors of mana while keeping them untapped when they hit the field. I am often times forced to wait two or more turns to stabilize my mana base in order to start pouring stuff on the battlefield.Quote from: Appleguru56 on February 09, 2012, 09:42:06 PM
Well, that's not really the reaso why it is so bad, te creature base is fine, just the mana disallows this deck to play at all.
Okay, I am really missing why the manabase disallows the deck to play. I must be missing something here. I see red spells, i see white spells, I see Mountains, I see Plains. Can anyone enlighten this poor confused soul?
Quote from: Karrthus on February 10, 2012, 02:56:13 AMI am very aware of the fact that I can poliferate, but i have no real targets worth proliferating, and I see no reason to add a mislanious draw spell that forces me to lose life.
I would take out the bloodhall. I just realized that alot of people are playing R/B +1/+1 counters and are leaving out a key card, {Volt Charge}. I would also try to incorporate {Tezzeret's Gambit}, drawing cards in R/B=lethal. The deck as is, is still pretty nice and looks like a challenge.