Let's build

Started by Seth5000, January 13, 2013, 07:13:44 PM

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Mikefrompluto

I suggest some of the buddy lands too. Having nothing but shocklands can cause major damage. Which is risky since you're liable to be taking damage in the first four or five turns while you're setting up your reanimator targets. Things like {dragonskull summit}, {drowned catacombs}, {Rootbound crag}, etc.

Seth5000

Quote from: Mikefrompluto on January 18, 2013, 11:52:21 AM
I suggest some of the buddy lands too. Having nothing but shocklands can cause major damage. Which is risky since you're liable to be taking damage in the first four or five turns while you're setting up your reanimator targets. Things like {dragonskull summit}, {drowned catacombs}, {Rootbound crag}, etc.
You got it I post the edit in a bit and then see what u think

Seth5000

It's up also what lands come out if I got to many

Seth5000

This is a group effort and I need to know if lands look good
Once lands are done we move on to the amount of each card starting with creatures, then instents and sorcerys, and finally lands

Juggalonoke

I think the lands look ok

Seth5000

Quote from: Seth5000 on January 18, 2013, 12:09:00 PM
This is a group effort and I need to know if lands look good
Once lands are done we move on to the amount of each card starting with creatures, then instents and sorcerys, and finally lands
I take that back next we need to lower the amount of cards eliminate the extra creatures so only the best are left

Seth5000

Quote from: Juggalonoke on January 18, 2013, 12:13:11 PM
I think the lands look ok
Anyone else second the lands looking good?

I'll bb to check the post in a bit I'm going back out to snowboarding

Iandtormentor


Seth5000

Moving on then we need to eliminate the extras aka the ones that aren't good enough because we got to many creatures
Something is eliminated if 3 people say its not good enough


Seth5000

I say {deathrite shaman} and {caterhoof belmoth}

Mikefrompluto

I have to disagree with {deathrite shaman}. It can be very effective in this type of deck. Can be used for life gain/loss T2-T4, getting rid of their graveyard threats, and getting that last bit of damage in late game.

Seth5000

Quote from: Mikefrompluto on January 18, 2013, 03:53:29 PM
I have to disagree with {deathrite shaman}. It can be very effective in this type of deck. Can be used for life gain/loss T2-T4, getting rid of their graveyard threats, and getting that last bit of damage in late game.
You know what now that I think about it your right
Got anything you would take out

Mikefrompluto

#102
{Worldspine wurm}. Unless you can flash {unburial rites}, its useless here since it goes straight from the graveyard back into your deck. Without ramp, there's no way to cast it before T12. Even if you had {alchemist's refuge} and flashed {unburial rites} as soon as the wurm is discarded, you still can't do it until T6 at the earliest. Other than that, what else to cut is a hard decision.

Edit: T11 rather. Thought it was a 12 CMC. Still too slow.

Seth5000

Quote from: Mikefrompluto on January 18, 2013, 04:02:36 PM
{Worldspine wurm}. Unless you can flash {unburial rites}, its useless here since it goes straight from the graveyard back into your deck. Without ramp, there's no way to cast it before T12. Even if you had {alchemist's refuge} and flashed {unburial rites} as soon as the wurm is discarded, you still can't do it until T6 at the earliest. Other than that, what else to cut is a hard decision.
Didn't think about that I'll second him coming out and I think I'll just take him out because of that no need for third vote on him

Wally

Any reason we don't also run {Rise from the Grave} or {Defy Death}?