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Messages - brybry723

#1
Standard / Re: U/W Control
September 26, 2013, 02:11:29 PM
Why no jace? Early game the +1 slows them down from killing you or even your jace and late game the -2 ability basically digs you into whatever you need to finish gaining control or just to finish off the game. I think that card is almost a must in any u/w/x control
#2
Standard / Re: FNM Results Discussion
July 25, 2013, 01:40:07 PM
Quote from: SoshiGanrou on July 25, 2013, 11:14:42 AM
I've been having alot of good luck with the aristocrats. Been going 5-1 or 6-0. My only problem is what to sideboard in and out against jund. Other than that I love the deck

If you got a deck list I would be able to help you out. I have played all versions of aristocrats (act 1, 2, and junk) this way I can see what's in your sideboard and give some advice :)
#3
Standard / Re: Angels
July 25, 2013, 01:36:27 PM
Might wanna add  {Seraph Sanctuary} it will give you a few more mana because with the cost of most angels 22 lands is a little on the low side, plus it's a cheap way to gain some life
#4
Standard / Re: Junk Life
July 25, 2013, 01:11:33 PM
Take out the  {Soulmender} to put the ooze in
#5
Standard / Re: BWR Life Gain
July 23, 2013, 01:02:18 PM
I think your trying to think too much about the life gain aspect. With the creatures and the path you gain life just by playing the game. You will trigger life gain a lot. And with archangel out your creatures will be huge. Try not to get too gimmicky with life gain or your going to lose focus on what the point of the game is. Bringing your opponent to 0
#6
Standard / Re: Boros
July 23, 2013, 11:34:00 AM
Quote from: Raiderrob on July 23, 2013, 12:05:20 AM
Added one more mana. Lowered the average Cmc. Swapped {Legion's Initiative} for  {Intangible Virtue}. I also added 2 of  {Gather the Townsfolk} to work as early blockers or a bonus instant to trip the pyromancer. The sample draws seemed good. Now for a sideboard? Suggestions?

You do know if you use the blink effect of initiative any tokens you have don't come back into play. Not saying you don't but some people over look that fact and think they are safe from board wipes. It will keep your pyromancer and Reckoner alive though. Plus the buffs are nice
#7
Standard / Re: BUG Control
July 22, 2013, 11:47:17 PM
 {Mutilate} is a great card, I just think your a few swamps short of having it being in its maximum capacity here. You only have 8 swamps and playing with that card you may or may not see more than 2 or three swamps when you want to cast it. Just a thought, might want to try replacing it with something else, it just seems like its a mono type or maybe a black with a small splash of a 2nd color to make sure it works the right way for you
#8
Standard / Re: Scavenging Jund Aggro
July 22, 2013, 11:42:55 PM
One thing that really sticks out to me is your trying to run both  {Varolz, the Scar-Striped} and  {Scavenging Ooze}. Yes I understand with the ooze you can use your opponents grave, I get that, but your looking for speed mainly is what I'm getting from your posts. Varolz is good at what he does but seems slower in this deck then pumping up your ooze. I would say pick one or the other. This way you can get the most out of either one of them. Because if your playing against a controlish type of deck your going to be using your own creatures in your graveyard to pump up your ooze. That's just my thought though. I would pick one or the other to keep things flowing better for you.
#9
Standard / Re: Sangu-Blood combo
July 22, 2013, 11:30:51 PM
Quote from: Arbitratur on July 22, 2013, 08:14:43 PM
{Vizkopa Guildmage} instead of  {Sanguine Bond}, much cheaper/faster and does the same thing. Or both if u really want to

Technically it's the same cost, just more color intensive. Just because the creature only cost 2 cmc the ability still cost 3. Only difference is you have to have 2 black 2 white and a colorless to cast it. Also the decks out there have a lot more ways of dealing with creatures compared to enchaments at this current time in the meta. Either one works though. Seems like a preference call
#10
Standard / Re: Mono Green
May 17, 2013, 12:51:38 AM
Not enough land. Especially considering how your mana curve tops out at 8. Even the fastest deck in the format runs 20 lands. You want to be in the 22-25 land area if your going to keep all the top end threats in there. Otherwise your going to have a lot of cool stuff to cast and no mana to cast them with.
#11
Standard / Re: How Do I Deck?
May 13, 2013, 12:18:30 AM
Quote from: CbStrad on May 12, 2013, 11:19:01 PM
Alrighty... I'm thinking 2 drownyards and likely three cemeteries or tombs (not enough in my current budget for both. Lawl).

On that note, if I'm splashing green, I'll be able to sideboard {Naturalize} to shut up {Witchbane Orb} :D

Instead of  {Naturalize} use  {Putrefy}, kills the orbs for you but can get those pesky creatures too for one more mana
#12
Standard / Re: GRw Battarush
May 08, 2013, 01:19:42 PM
Quote from: ArtNhorn on May 08, 2013, 10:54:49 AM
Quote from: Talock on May 08, 2013, 10:22:05 AM
This deck if a great home for {Domri Rade} he would do good things here
I think same you but my deck haven't space from it.

If your looking to add domri you might want to drop a few or all of the  {Experiment One}. Only reason is he doesn't get past the 2/2 to 3/3 range and that's assuming you always play him turn one. He is a pretty bad top deck past turn 3 or so. Especially since the bigger guys you have to evolve him ( {Rubblebelt Maaka} and  {Ghor-Clan Rampager}) your probably going to hold them back for blood rush abilities. That's just my thought because it really looks like domri can help.
#13
Standard / Re: Bant Control 1.0
May 07, 2013, 02:14:02 PM
Quote from: Seth5000 on May 07, 2013, 02:00:05 PM
Quote from: Trunksthemighty on May 07, 2013, 01:51:23 PM
It's a high cost but I like the idea of  {Progenitor Mimic} with voice. Also been testing  {Murder Investigation} and buffs on it.
You mean copying the tolken cuz that could be amazing

If you copy the token you lose out on the second effect of the card that makes this so good. Otherwise you would just have a more expensive clone
#14
Standard / Re: Mono Red Anti Thragtusk
May 06, 2013, 10:20:28 PM
Quote from: FlickerYourOwnIdentity on May 06, 2013, 10:16:57 PM
Quote from: Opticarrow8 on May 06, 2013, 09:09:05 PM
Why you hatin' on thragtusk man he's so fun.
:( I hate thrag.  He annoys me as a control player, and he is practically every deck now...

Haste October 13th, haste.

I have heard from a few spots it will be reprinted in M14. Sorry to be "that" guy >_<
#15
Standard / Re: Master Jund
May 06, 2013, 02:26:14 PM
Quote from: Bman0121 on May 06, 2013, 01:46:32 PM
Quote from: Empathie on May 06, 2013, 01:43:13 PM
Probably replace domri with  {Putrefy}
Domri helps me get  {Master of Cruelties} and fighting is relevent

Only problem with domri is your only running a few creatures. Most decks that have him run 25+ creatures. If you want a type of "fight" mechanic you could always go with garruk relentless. Just a thought though