Essential Magic  >  Decks  >  Strongarm Robbery any ideas? U R8 I R8

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BadBones   1/12/2010 2:58:31 AM
Yeah so this is something I've been working on for a couple of days. A nice bit of control, at least enough for me to drop the big guns when inkwell comes out man he wrecks shop. Maybe i should throw dauntless in there for wrath of god . It hasn't happened yet. But soon enough i'll be forced to wrath my own creatures.

Last Modified: 1/12/2010 3:02:47 AM     


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BadBones   1/12/2010 4:52:03 PM
TURN 4 IONA!!!!!

Last Modified: 1/12/2010 4:52:26 PM     


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Chozo   1/13/2010 1:33:20 AM
I try to stay away from using too many sets of three just because it makes the deck less consistent. If the idea is to ramp into summoning trap (I love this idea, BTW), I would probably include four of them. If you are looking for something bigger to ramp into, may I suggest a kicked Rite of Replication Buy?

I also think that in this case there may be better ways to stall than to use spreading seas and convincing mirage; for example, fog, angelsong, and safe passage.

Over all, I'm not sure what to take out or add, this is just food for thought. ;)

Last Modified: 1/13/2010 1:42:36 AM     


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nachoa41092   1/13/2010 1:57:37 AM
I like the idea, but it feels a little scatterbrained, like you're trying to do too many things

Last Modified: 1/13/2010 1:58:06 AM     


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BorosS0uldier51   1/13/2010 2:12:27 AM
These type of decks have been floating around recently, I like the idea, maybe you should add a Progenitus Buy just for the shock value.

As for the Uril vs. Woolly Thoctar idea, i was running a fool set of Woolly's but based on my meta which is a lot of control and vampires both are matchups where the might beast does not even compare to the shrouded one. Uril can't be Mind Control Buyed, or made treasonous.

Last Modified: 1/13/2010 2:18:00 AM     


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Tokin' Creatures   1/13/2010 11:55:19 AM
Interesting concept, I have a few concerns though. First, the mana ramp looks a bit fragile, relying on a 1 toughness creature in a removal-heavy environment. Second, as much as I like spreading seas/convincing mirage decks, you don't need them in your deck. a 7/11 shroud, trample should be a game winner even without islandwalk. I might also put the Negates in the sideboard, putting 2 more cancels and one more harrow in to maindeck, to improve consistency. In a deck designed for ramping, the extra one mana for cancel should be easy to attain. Try to have more 4-ofs and less 3's, as consistency is crucial.

Last Modified: 1/13/2010 5:22:01 PM     


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phoenfir7   1/13/2010 1:10:37 PM
I'm not sure if you have summoning trap just as a search for the big guys or if its purely against control. I can't see you needing more than a playset of either convincing mirage or spreading seas. The seas may be better for you because of the draw. But maybe take out mirage and add in more control to get rid of creature removal spells (add-in more negate/spell pierce) hope this helps you out.

Last Modified: 1/13/2010 1:14:15 PM     


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BadBones   1/13/2010 2:41:51 PM
I put in two extra cancels and 4 hierarch's should i just take out spreading seas for dauntless escorts? Also put windstorm in my deck for meddling mage to take care of bloodwitch and any other pesky fliers(cookie cutter vamp decks are everywhere). I really like spreading seas with inkwell but, Dauntless will allow for late game day of judgement. He will also help keep my mana producers alive. Any thoughts on what to do?

Last Modified: 1/13/2010 2:46:24 PM     


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Tokin' Creatures   1/13/2010 5:17:44 PM
Dauntless Escorts is a good idea, at the very least, it protects your cobras and hierarchs, which is crucial to your deck succeeding. It also allows you to block early game much better. I'm not sure what else would help, but keep working on this deck, it's a great concept.

Last Modified: 1/13/2010 5:21:40 PM     


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Moseph   1/17/2010 7:55:04 PM
Keep at least a couple of Spreading Seas in there. I would take one out, maybe two, and use those slots for Dauntless Escorts.
How is the land treating you? Your deck seems to depend on opening with a Misty Rainforest or a Forest, but they make up less than half of your lands. You may want to think about using Sunpetal Grove over Arid Mesa.
That's all I have for suggestions right now. I may have to look at a few opening hands to get a better feel for this deck.

Last Modified: 1/17/2010 8:05:38 PM     


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devmon1   1/19/2010 9:49:31 PM
I really do not see any fault with te deck its self, but the sideboard I might toy with a bit. I always find Celestial Purge to be a helpful side.

Last Modified: 1/19/2010 9:51:23 PM     


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vaughnbros   2/4/2010 5:41:30 PM
i think this deck is pretty dam solid. As for adding the sphinx into the main it would depend on what ur dropping for it and the only thing i see would either be summoning trap, or 1 of ur big creatures. If in the case of summoning trap i would consider it because u rnt running as many bombs as a traditional summoning trap combo deck does so ur chance of getting one is gravely reduced and im sure uve done them and hit nothing but mana accelerators. Anyway the benefits of the Sphinx is that it is immune to all types of removal that r played with the exception of white removal spells, so if not many people play white around u its a very very good addition an overpowering 6/6 flying lifelink first strike vigilance that is an literally an auto win if they cant remove it only problem is that u would also need to be able to generate black mana meaning u need Marsh Flats Buy or Verdant Catacombs Buy most likely and 1 swamp in ur deck. I like ur build a lot though seems mor versatile than the version i hav built.

Please take a look at my RB Haunting Echoes Deck.

Last Modified: 2/4/2010 5:49:24 PM     


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Slobosh,Golem tinker   2/4/2010 6:55:59 PM
Nice deck, I like the ramp into big creatures the emp. angel in a nice touch and can stand up to baneslayers while protecting you

Last Modified: 2/4/2010 6:57:17 PM     


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kalkris   2/4/2010 8:15:15 PM
Thank you for the rate =]

I'd say that while the deck revolves well with the Summoning Trap, since you have a good deal of ramp already, Summoning Trap is only good for the Sphinxes in the Sideboard. As such, I'd suggest you should possibly remove the sphinxes; even if Sphinx rocks out loud, you have so many threats already, these seem superfluous. Instead, you may wish to sideboard either Celestial Purge Buys to deal with any black threats dealt by Jund or Vampires. They seem like the most dominant in Standard at the moment.

As for the deck as it is, I believe it is very efficient [though the tweaks should help even more with tempo needed], and quite synergistic. :D

Enjoy this deck. It seems very sound.

~Lil Kalki

PS -- If you need tempo in the MD, i'd suggest a playset of Wall of Denial Buy to stall until you get what you need. Find room for it, maybe remove an Inkwell and two Spreading Seas to add three of them?

Last Modified: 2/4/2010 8:23:47 PM     


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Thibault69   2/5/2010 7:02:29 AM
hello badbonesHappy
the main critic i would say about your deck is about the number of possibility you have to get a forest in your starting hand.

6 forest + 4 misty rainforest seems to me very low according to the fact that the rest of your developement is based on green spells,, like harrow or noble hierarch.

so many risks of mulligan, 10 possibilities of green mana turn one is really not enough: on the other hand, too much green mana in your starting hand is not a problem because harrow and noble hierarch are producing the other colors.

so i would put 2 sunpetal grove instead of two plains, and 2 fetch black-green instead of the two red-white. And finally, simply adding one forest (for 23 lands on 61 cards), in order to keep enough basic lands in the deck to seek with harrow and fetch.

Except the lack of green mana in your deck for having a good starting hand, the deck seems interesting in his concept.

The risk about this kind of strategy is that, after using 3 cards to put on the battlefield one big cards, the big cards might be destroyed, letting you with one card in your hand and no possibility to draw... but this problem is related to every big crea games that are using many mana accelerators.

Last Modified: 2/5/2010 7:16:19 AM     



The comments and opinions expressed here are those of Essential Magic users and do not necessarily reflect the opinion of Essential Magic itself. Essential Magic cannot be held liable for physical or emotional damage or losses caused by any of the comments expressed in these open forums.
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