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Messages - theguyofdragon

#1
Standard / Re: Witchcraft
February 11, 2012, 02:26:14 AM
Curse have potential, they are simply outweighed by other things. Such as turn three with tempered steel. Wolf run titan ramp. Solar Flare turn four titan. Burning vengance cancel/destroy. Stuff like that. These curses are too slow to fight effectively enough
#2
Standard / Re: Witchcraft
February 11, 2012, 02:24:23 AM
Quote from: Pwnager on February 11, 2012, 02:16:53 AM
Quote from: Appleguru56 on February 11, 2012, 02:09:35 AM
Quote from: loop-s-pool on February 11, 2012, 01:50:49 AM
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
Ok, 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?
tempered 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.

Memnite memnite mox opal, land, signal pest. Next turn land with tempered steel, swing for 10. Next turn swing for 10
#3
Standard / Re: Witchcraft
February 11, 2012, 01:07:04 AM
Quote from: Pwnager on February 11, 2012, 12:34:06 AM
Quote from: Appleguru56 on February 11, 2012, 12:07:10 AM
Quote from: Pwnager on February 10, 2012, 11:55:55 PM
Quote from: Appleguru56 on February 10, 2012, 09:00:24 PM
Vote: who wants me to rant on about the unplayability of most curses?
Personally, I vote you rant about how to make it better, not how it doesnt work :p
The 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 archetype
Really 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.

Well think of it this way. I could play Curse of Misfortunes, and next turn you start pulling stuff out. Or, i could play batterskull, or Jace Memory Adept. Yes, you are right in that you need practice in order to master a deck or new archetype, but the thing is that there are so many better things to play. Like instead of a Curse of the Pierced Heart, play a stormblood berserker with a stromkirk noble. Then you have more damage, more creatures, and it's faster. Also, with this deck there is so much sacrifice that it's hard to maintain creatures on the field.
#4
Standard / Re: Witchcraft
February 11, 2012, 12:27:12 AM
Curses don't work, like Guru said. They cost wayyyyy too much to be effective. And even if you want to, run more curse of the pierced hearts, that way you can stack quick damage
#5
Standard / Re: Rehash Angelic Thrun
February 01, 2012, 11:44:24 PM
There's something i think we're all lookign over here, and that's mirran crusader. Any sort of white agro, with angelic destiny, should explore mirran crusader. I also agree with guru that black makes for bad snyergy. Sorin isn't worth it, trust me. Just win with a mirran crusader, a thrun, and a destiny. Sun Titan means a lot more when you have dead mirran crusaders. Not only do you get a 6/6 vigill, you get a twin-pro color doublestrike blocker
#6
Standard / Re: Zombze
February 01, 2012, 11:37:36 PM
Hey, i'm a zombie lover here. I'd consider adding 3 cemetery reapers straight up. Sets your card limit at the natural 60, and maxes out your lord count. Cause lords are the most important part of zombies. Also, you might cut all copies of dream twist. There isn't enough mill to satisfy milling yourself or your opponent. In their place put any combination of reanimate stuff. I like ghoulcaller's chant the most because you get two back. Also, gravedigger is nice. Better than ghoulraiser cause it lets you choose which zombie to bring back to your hand. If you can find room, be sure to add mana leaks! This is the most important part of any control based deck. And it's cheap too!

If you need it, i have a couple suggestions for a sideboard as well
#7
Standard / Re: Self Mill
February 01, 2012, 11:30:07 PM
Quote from: frogyfarts on February 01, 2012, 11:17:36 PM
it's a superdeck!!!!!

/Love your enthusiasm Frogyfarts!
#8
Standard / Re: Self Mill
February 01, 2012, 11:26:13 PM
Let's see. UG self mill is a rather interesting choice for the metagame, especially given the powerful solar flare, but we're gonna make this work. So, i have a number of suggestions:
1. Add laboratory maniac. This a most clear and decisive win condition for any matter of self milling deck. 2-4 copies would be good.
2. Consider splashing white or black for the powerful unburial rites. That way if you dump something important, like your ghoultree or your kessig cage breakers, you can re summon once or even twice. Even if you dumb that too.
3. I'm not sure why UG is always the idea for this stuff. I like the green: hence kessig cage breakers, but you lack a lot of control. Again, consider adding black or white for the control power that green lacks.