Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - BrokenPillar

#1
Standard / Re: Red Deck
January 03, 2012, 01:18:12 AM
Quote from: Deeliser10 on January 03, 2012, 12:56:08 AM
What about {traitorous blood} as an answer to green?

I don't think it would fit main deck, but it would be a perfect start to your sideboard (or maybe that is what you meant).

I would say 3 + or - 1 should do it. (Look, more math, do I get another gold star? ;) )
#2
Standard / Re: Red Deck
January 02, 2012, 10:46:01 PM
Quote from: BlackJester on January 02, 2012, 10:07:08 PM
@BrokenPillar:  ðŸ'ðŸ'ðŸ'ðŸ' Way to bust out the Math/Stats!  🌟 for you!

That's good deck analysis, folks.

Heh, sorry if that was a little much. I have just found that mana base is one of the trickiest things to get right when building a deck. Being able to see that "____ Titan" is awesome is pretty easy, getting your mana right so that he makes it onto the table sometimes is not as easy.

Nothing sadder than getting your opponent to 2 life with only four lands out and an {Inferno Titan} in hand wishing he was a cheap burn spell.
#3
Standard / Re: Red Deck
January 02, 2012, 09:29:40 PM
I would try dropping the {Inferno Titan}s. I know they are a powerhouse, but 20 lands is pretty low to support them. On average it would take you until about turn 11 to pull 6 lands (with 1 in 3 cards being land, you need an average of 18 cards to pull 6 lands with your current ratio, minus 7 for opening hand = turn 11 ish). With a deck this aggressive something has probably gone wrong with it if you got that far. Your only real chance to make them useful is to pair them with {Infernal Plunge}, but that wouldn't happen enough to make them better than a different card in this deck IMO.

Also, {Gut shot} works better than {Shock} to enable {Stormblood Beserker} earlier, and {Volt Charge} works with all the counters going around, but if you do all of that you are starting to look a lot like the standard RDW making the rounds right now.Not sure if that matters to you or if you were trying to do something different.

PS I agree with keeping {Shrine of Burning Rage}. If anything I would try to up the count on them.
#4
Standard / Re: Just Add Water
January 02, 2012, 10:56:51 AM
I agree about needing to pump those guys, although I suppose {Grand Architect} and {Caged Sun} would pump them, if not as much or nicely as other spells. I'll give it a try and see.

I tried {Spellskite} when I first started building this, but swapped it out because it was a little sad to pull them with a {Shape Anew} played early in a pinch. Still I suppose that is a small price to pay for their utility with the {Precursor Golems}, so I'll give them another shot.
#5
Standard / Re: Just Add Water
January 01, 2012, 03:10:19 PM
Hmmm, I'll take another look at him, but right now he is my only one drop, has a one in three chance to transform each turn, and gets pumped and can tap with the {Grand Architect} with or without flipping. In play testing he typically transforms about the second turn after dropping on average.

Anyone have any ideas for a better one or two drop blue critter?
#6
Standard / Re: Just Add Water
January 01, 2012, 11:45:35 AM
Quote from: Prophylaxis on January 01, 2012, 03:05:41 AM
{Treasure Mage} = more gas.
Yeah, I keep going back and forth between him and {Bue Suns Zenith} which helps transform {Delver of Secrets} and can draw a sick amount of cards with {Caged Sun}. Then again, {Treasure Mage} can help find {Caged Sun}, and works with {Grand Architect} to help pay for the artifacts.

Decisions decisions.
#7
Standard / Re: Just Add Water
December 31, 2011, 09:47:51 PM
I like that idea a lot, but it would cost 7 mana to pull off. Not impossible with {Caged Sun} out, but unlikely without it. I'll play test it some and see how it does.
#8
Standard / Re: Just Add Water
December 31, 2011, 08:14:36 PM
Heh, I thought of including a {Blightsteel Collosus} or two, but found them to be too slow without the combo, and with the combo you pretty much win with or without them (with the exception of a {Day of Judgement} getting played, in which case the Just Add Water comes from me crying uncontrollably).
#9
Standard / Re: W/G Humans
December 31, 2011, 08:10:55 PM
Quote from: Alaskanice on December 31, 2011, 04:50:33 PM
Quote from: Prophylaxis on December 31, 2011, 04:43:16 PM
The deck looks great!
The deck really wins games fast and the only cards I would probably switch out would maybe be the automations for something (like {grand abolisher} or {spare from evil}). And I may trade out one of the {gavony township} as well for something, just not sure which one yet.

You can never have to many {Hero of Bladehold}s (unless you have 5 or more, that is too many ;) ). She is an all star and pairs nicely with {Mentor of the Meek}.

#10
Standard / Re: Just Add Water
December 31, 2011, 07:39:23 PM
Just a fun deck idea I had. There are a few combos/card synergies, but the ultimate combo is to hit a {precursor golem} with a {cackling counterpart}, giving you eight golems if my math is correct (the three that were out plus five new ones) and then hit all eight with a {shape anew} and presto, you have an instant army of every artifact in the deck out (just add water...) Of course it can be tricky to get there since {precursor golem}s are so vulnerable, hence the {apostles blessing}, {vapor snag}s and {mana leak}s to help keep them.

As for the sideboard, it is pretty self explanatory except for the {contagion engine} for token/cheap aggro, and {soul conduit} for fast decks when I find myself behind. The {psychic surgery} is for decks that search a lot, mostly land ramp decks, just because it is so fun to reverse {preordain} someone.

It is one of the funniest combos I have played when it comes off correctly.
#11
Standard / Just Add Water
December 31, 2011, 07:33:02 PM

Just Add Water

60 cards, 15 sideboard


20 {Island}
4 {Buried Ruin}

24 lands


4 {Grand Architect}
2 {Wurmcoil Engine}
2 {Steel Hellkite}
4 {Delver of Secrets}
4 {Precursor Golem}

16 creatures


3 {Vapor Snag}
2 {Blue Sun's Zenith}
4 {Mana Leak}
3 {Shape Anew}
1 {Caged Sun}
4 {Cackling Counterpart}
3 {Apostle's Blessing}

20 other spells


Sideboard

2 {Spellskite}
3 {Master Thief}
4 {Flashfreeze}
1 {Soul Conduit}
2 {Psychic Surgery}
2 {Negate}
1 {Contagion Engine}

15 sideboard cards


#12
Standard / Re: BW Heartless (Alternate)
December 24, 2011, 03:15:10 AM
Thanks for the compliment. I haven't had a chance to play it competitively yet, but so far it play tests pretty well against every competitive deck list I have tried it against.
#13
Standard / Re: BW Heartless (Alternate)
December 23, 2011, 07:07:09 PM
Here is my version of the deck as requested (at least as of today, it is still a WIP).

The reason I finally left the {Skinrenderer}s out was that I found they were too slow without {Heartless Summoning}, which is also the about the only time the deck has problems, especially against super fast aggro decks. I ended up replacing them with {Doomblade}s and {Spellskite}s since they can come out fast enough to trip those decks up until I can get my mana base up and running for the fatties when I don't draw {Heartless Summoning}. Plus the {Spellskite}s are a perfect answer for {Kessig Wolf Run} and {Angelic Destiny}.

The {Parasalene} in the side is for white weenie decks tha run {Oblivion Ring}, {Honor of the Pure}, and/or {Angelic Destiny}, with the side benefit of clearing {Heartless Summining} later in the game. {Revoke Existence} is for {Tempered Steel}, but can also clear {Heartless Summoning} if I need to get rid of the -1/-1 for the win. {Perilous Myr} comes in against {Mirran Crusader} in place of {Doomblade} to get around PFB, and {Go for the Throat} comes in against other black decks in place of {Doomblade}.
#14
Standard / BW Heartless (Alternate)
December 23, 2011, 06:50:38 PM

BW Heartless (Alternate)

60 cards, 15 sideboard


8 {Plains}
11 {Swamp}
4 {Isolated Chapel}

23 lands


2 {Bloodgift Demon}
1 {Elesh Norn, Grand Cenobite}
1 {Massacre Wurm}
3 {Myr Superion}
4 {Palladium Myr}
4 {Rune-Scarred Demon}
1 {Sheoldred, Whispering One}
4 {Solemn Simulacrum}
3 {Spellskite}
2 {Wurmcoil Engine}

25 creatures


3 {Divine Reckoning}
3 {Doom Blade}
4 {Heartless Summoning}
2 {Unburial Rites}

12 other spells


Sideboard

3 {Go for the Throat}
3 {Oblivion Ring}
3 {Paraselene}
3 {Perilous Myr}
3 {Revoke Existence}

15 sideboard cards


#15
Standard / Re: BW Heartless
December 23, 2011, 02:12:06 PM
Quote from: BlackJester on December 23, 2011, 11:25:40 AM
I'd keep the {Skinrender}. Go down to one {Rune-scarred Demon}?  Sideboard?

I have been working on a BW Heartless deck for a few weeks now, and I have found that keeping a full playset of {Rune-scarred Demon} is key. I end up playing them like Squadron Hawks (using them to fetch the others) and then end the chain with one of the game ending fatties. It also turns the deck into a tool box where I only have to carry one of each of the fatties and pick which one is most useful for each situation.

I side board the {Perilous Myr} to deal with pesky {Mirran Crusaders}, but run {Doomblade} main for more versatility. I also run 3 {Divine Reckoning} main to reset the board when I get behind, plus it combos so well with {Massacre Wurm}, {Sheoldred, Whispering One}, and it even let's me re-tutor sometimes with any {Rune-Scarred Demon}s that get cleared by using {Un-burial Rites}.

Also, a full set of {Solemn Simulacrums}s and {Palladium Myr}s help accelerate into the fatties when you don't get the {Heartless Summoning}.