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Mtg deck critique

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Swagger
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Mtg deck critique

Post by Swagger on Thu Nov 05, 2009 4:54 am

So nobody has started this yet. Just like any other forum, post a deck idea and let people critique it. Give you other possibly better ideas to put in it. Just keep in the proper way to Critique something. Dont just say "great deck" etc.
Explain your reasoning or dont post a comment.

Ill start this with a B/R burn I was just thinking about.

Black:
4x Bloodchief Ascension
4x Hideous End
4x Sign In Blood

Red:
4x Goblin Guide
3x Ball Lightning
4x Burst Lightning
4x Lightning Bolt
4x Punishing Fire

Multi:
4x Blightning
3x Terminate

Land:
9x Swamp
9x Mountian
4x Dragonskull Summit

Side Board:
4x Magma Spray
4x Volcanic Fallout
4x Bituminous Blast
3x Banefire

Phil
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Re: Mtg deck critique

Post by Phil on Thu Nov 05, 2009 8:53 am

Great deck

Phil
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Re: Mtg deck critique

Post by Phil on Thu Nov 05, 2009 8:58 am

ok for serious..

the first thing that comes to my mind is the mana base.
you have equal red and black, 13 sources of each, but you have way more need for red then black (26 red cards to 19 black) plus the sideboard is even more red.
In my opinion you should switch a few swamps to mountains so you are sure to pull a red off the draw so you can have those turn 1 and 2 burn spells.
Also, have you considered the Zendikar red black land? comes into play tapped, which might be too slow for a burn deck, but still, it adds consistancy. you may not need it though, with just these 2 colours.

Phil
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Re: Mtg deck critique

Post by Phil on Thu Nov 05, 2009 1:54 pm

The deck I'm working towards now will be something like this:

Enchantments:
4 Luminarch Assention -- The main card in the deck. I'll win by getting it to go off

Creatures:
4 Wall of Denial
4 Wall of Reverance -- The walls protect me so most turns I won't be taking damage

4 Sphinx of Jwar Isle -- Another way to win. By punching people in the face
4 Sphinx of Lost Truth -- Card drawing plus face punching
Maybe 2 Empyrial Angel -- To further ensure I get Luminarch off

Planeswalkers:
Maybe 2 Jace for more card drawing.

Instants:
Harms way to prevent damage
Path and celestial purge for removal
Negate for counterspell

Lands:
Simple enough, 4 M10 Blue Whites, 4 Zendikar Blue Whites, then about 8 Islands and 9 Plains

All this equals winning. Plus it'll be fun to play. Definitely a work in progress though. We'll see..

Swagger
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Re: Mtg deck critique

Post by Swagger on Thu Nov 05, 2009 4:45 pm

Phil wrote:ok for serious..

the first thing that comes to my mind is the mana base.
you have equal red and black, 13 sources of each, but you have way more need for red then black (26 red cards to 19 black) plus the sideboard is even more red.
In my opinion you should switch a few swamps to mountains so you are sure to pull a red off the draw so you can have those turn 1 and 2 burn spells.
Also, have you considered the Zendikar red black land? comes into play tapped, which might be too slow for a burn deck, but still, it adds consistancy. you may not need it though, with just these 2 colours.


Yea I was kinda thinking the same thing maybe 10 mountain 8 swamp. And yes i would probably not wanna run anything that comes into play tapped. I thought about fetchlands but there are no landfall abilities to really benefit from them.

Swagger
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Re: Mtg deck critique

Post by Swagger on Thu Nov 05, 2009 5:21 pm

Phil wrote:The deck I'm working towards now will be something like this:

Enchantments:
4 Luminarch Assention -- The main card in the deck. I'll win by getting it to go off

Creatures:
4 Wall of Denial
4 Wall of Reverance -- The walls protect me so most turns I won't be taking damage

4 Sphinx of Jwar Isle -- Another way to win. By punching people in the face
4 Sphinx of Lost Truth -- Card drawing plus face punching
Maybe 2 Empyrial Angel -- To further ensure I get Luminarch off

Planeswalkers:
Maybe 2 Jace for more card drawing.

Instants:
Harms way to prevent damage
Path and celestial purge for removal
Negate for counterspell

Lands:
Simple enough, 4 M10 Blue Whites, 4 Zendikar Blue Whites, then about 8 Islands and 9 Plains

All this equals winning. Plus it'll be fun to play. Definitely a work in progress though. We'll see..


I like the idea, but i think you might want to take another look at your manna curve again. Your 3 creatures that could potentially win the game themselves are all mid- game. And my goal would be to have you almost dead by 4th turn when you can play any walls. your counting to much on pulling most of your removal first hand that more than likelly wont happen. If i suggested anything i would take out 2 of your creatures and replace them with something that costs less but has close to the same effect. Maybe try for something like "Phantom Warrior" 1UU for a 2/2 unblockable.

Phil
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Re: Mtg deck critique

Post by Phil on Tue Nov 10, 2009 8:09 am

Yea as we learned in messing with the deck, it needs tons of removal and protection.


Anyways. I head to viper tomorrow, in case anyone is curious, I'll be gone for a month. When I get back... Magic.

TimicusPryme
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Re: Mtg deck critique

Post by TimicusPryme on Tue Nov 10, 2009 2:26 pm

Phil wrote:
Anyways. I head to viper tomorrow, in case anyone is curious, I'll be gone for a month. When I get back... Magic.


And hopefully, some Puerto Rico.

Swagger
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Re: Mtg deck critique

Post by Swagger on Tue Nov 10, 2009 9:17 pm

That or you need some lower casting cost creatures. For example phatom warrior. But im going home for a wedding at the beggining of next month. If im gone before you get back then i can kick your ___ after i get back.
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