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9 months ago ::
Oct 01, 2012 - 8:14PM
#231
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Date Joined:
Sep 10, 2006
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9 months ago ::
Oct 01, 2012 - 8:34PM
#232
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Because nothing says "All-in aggro" like guildgates and sign in blood.
1000th post November 26, 2010. Where Islands gets his decks: Spoiler:
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It was revealed to me in a dream. All the cards were in my dream except for three slots which I plugged in as Vault Skirge.
FULL DISCLOSURE: The dream was post AVR so there was a copy of Slayer's Stronghold. I decided to keep it pre AVR in my post here.
EDIT: I just remembered. The Skirges might have been 2x Whipflare and 1x something else, probably War and Peace.
EDIT2: Currently 4-0 in my first four games with this. My opponents have been very angry. I fought off a Wurmcoil from Grixis for six turns before I found my second Dispatch. Jeez, I can do a lot of damage.
EDIT3: Streak broken. Lost to an unexpected Overrun. Cracking a Shrine for 10 wasn't enough.
How Kedi tests his decks: Spoiler:
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also, I've been playtesting this deck in my sleep today that kinda freaked me out
Sleeping on Halloween: Spoiler:
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Halloween is a conspiracy by crossdressers and furries.
 Thanks to Kipz for the sig. Make a contract with me to become a magical girl!
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9 months ago ::
Oct 01, 2012 - 8:51PM
#233
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Date Joined:
Jan 29, 2012
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Because nothing says "All-in aggro" like guildgates and sign in blood.
Hey man, guildgates are srs bsns
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9 months ago ::
Oct 01, 2012 - 10:22PM
#234
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Because nothing says "All-in aggro" like guildgates and sign in blood.
Agree with you on guildgate, buut sign in blood can be a shock to finish off the opponent. It has happened to me
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9 months ago ::
Oct 02, 2012 - 6:11AM
#235
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Date Joined:
Sep 30, 2012
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I've been doing some maths to figure out what the guildgates do in the deck. I can't really see any reason not to cut them. They raise your odds of getting non-zombie green cards cast on turn four from 79 to 83% and getting a third mana by turn four from 78 to 85%. The latter effect you can get just by making them Swamp s. I don't really think it's worth playing 23 lands in a deck topping out at casting cost 3 anyway. Even with recasting Gravecrawler you can cast any of your non-creature spells on the side with three lands. Does anyone feel it's critically important to make the fourth land drop in that deck?
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9 months ago ::
Oct 02, 2012 - 8:05AM
#236
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No, it's not. And that list just isn't gonna finish strong against midrange, there isn't enough juice. Those 2 signs are not enough to give you draw power to finish out a game. Lol troll continues to be less than stellar in anything but the control matchup, and hoping to win with a lot of little dudes is a good way to get terminus'ed into oblivion. You almost force yourself to over extend because your drops don't do enough damage. You have to dump your initial hand or you can't finish, then you durdle around with weak drops after t4. That's why you need some late game power. This will perform brilliantly until it runs out of steam...then you will die as the opponent stabilizes thru removal and life gain, then beats you down when u try and run manglers into resto/thrag
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9 months ago ::
Oct 02, 2012 - 8:11AM
#237
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Date Joined:
Sep 10, 2006
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Because nothing says "All-in aggro" like guildgates and sign in blood.
Obviously not optimal but turn 2 gate when you play another one drop or turn 2 SIB when you need to dig for your third land drop.
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9 months ago ::
Oct 02, 2012 - 8:44AM
#238
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Date Joined:
Sep 30, 2012
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Because nothing says "All-in aggro" like guildgates and sign in blood.
Obviously not optimal but turn 2 gate when you play another one drop or turn 2 SIB when you need to dig for your third land drop.
You have a point there. Normally nine two-drops would be more than reliable enough, but a turn two one drop would usually be preferable to SIB. Doesn't change the fact that Swamps would be better though...
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9 months ago ::
Oct 02, 2012 - 10:37AM
#239
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No, it's not. And that list just isn't gonna finish strong against midrange, there isn't enough juice. Those 2 signs are not enough to give you draw power to finish out a game. Lol troll continues to be less than stellar in anything but the control matchup, and hoping to win with a lot of little dudes is a good way to get terminus'ed into oblivion. You almost force yourself to over extend because your drops don't do enough damage. You have to dump your initial hand or you can't finish, then you durdle around with weak drops after t4. That's why you need some late game power. This will perform brilliantly until it runs out of steam...then you will die as the opponent stabilizes thru removal and life gain, then beats you down when u try and run manglers into resto/thrag
Given this, should we all discuss SB options to fight midrange decks? appetite for brains ?
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9 months ago ::
Oct 02, 2012 - 11:16AM
#240
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Date Joined:
Mar 12, 2006
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Anyway, any suggestions or tweaks? I'm not willing to branch out into red for fear of overcomplicating the deck. I need this thing to run solid and simple.
No reason to run Vile Rebirth main, should be Diregraf Ghoul.
SB options for Midrange decks should probably be things that kill creatures, and things with soild evasion. Ultimate Price, Falkenrath Aristocrat, Knight of Infamy things like that. Heck, maybe even Pack Rat just so you can go as big as they do.
You need to be able to kill the things that get bigger than you while being able to get through their life gains.
(at)MrEnglish22 "still a better Commander card than Emmara Tandris" -On the topic of Squire
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