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Zuty\'s Uber Crappy Big Deck

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Post  Zuty Sun May 09, 2010 10:30 pm

Been working hard on this. I have to many cards to go through and the majority of them are Chimney Imp status cards. But I like the current build for it, I had no idea I had ZERO non-basic lands in here until I took it apart to fix it. No WONDER it was such a pain to cast stuff with this deck. Anyway, here is my deck. Please comment on it and give me some good feedback. I will constantly be updating the deck as I get more cards. You might need to look up some of these cards ... Sorry about using such random ass cards.

~Zuty

------------------------------------
Basic -

Plains x14
Swamp x14
Mountain x14
Island x14
Forest x14

Non-Basic -

Akoum Refuge
Grixis Panorama
Boros Garrison
Azorius Chancery
Crumbling Necropolis
Simic Growth Chamber
Sejiri Refuge
Vivid Creek
Vivid Grove
Seaside Citadel
Kazandu Refuge
Dimir Aqueduct
Arcane Sanctum
Savage Lands
Naya Panorama
Urza's Factory
Terramorphic Expanse
Gruul Turf
Vivid Marsh
Rakdos Carnarium
Esper Panorama
Rupture Spire
Jund Panorama
Vivid Crag
Vivid Meadow
Bant Panorama
Izzet Boilerworks
Jungle Shrine
Golgari Rot Farm
Graypelt Refuge
Orzhov Basilica
Novijen, Heart of Progress
Bojuka Bog
Jwar Isle Refuge
Ghost Quarter
Selesnya Sanctuary

Blue -

Spreading Seas
Compulsion
Spell Snare
Serum Visions
Hedron Crab
Sejiri Merfolk
Dream's Grip
Into the Roil
See Beyond
Reach Through Mists
Call to Heel
Regress
Guard Gomazoa
Mulldrifter
Merfolk Looter
Courier's Capsule
Concentrate
Skywatcher Adept
Ponder
Counterspell
Willbender
Pongify
Halimar Wavewatch
Peek
Rhystic Study
Enclave Cryptologist
Honden of Seeing Winds
Deep Analysis

White -

Caravan Escort
Kitsune Blademaster
Hyena Umbra
Kami of False Hope
Knight of Cliffhaven
Oblivion Ring
Kabira Vindicator
Steppe Lynx
Honden of Cleansing Fire
Bushi Tenderfoot
White Knight
Survival Cache
Leonin Skyhunter
Seal of Cleansing
Crib Swap
Iona's Judgement
Wall of Omens
Mistmeadow Skulk
Kor Skyfisher
Deftblade Elite

Red -

Browbeat
Heat Ray
Honden of Infinite Rage
Blood Knight
Bogardan Lancer
Keldon Marauders
Seal of Fire
Ancient Grudge
Staggershock
Kird Ape
Shock
Tin Street Hooligan
Goblin Arsonist
Price of Glory
Lightning Bolt
Flame Slash
Searing Blaze
Glitterfang
Chandra Ablaze
Goblin Bushwhacker
Winds of Change

Green -

Beastbreaker of Bala Ged
Honden of Life's Web
Sylvan Scrying
Break Asunder
Elvish Visionary
Wild Mongrel
Recollect
Harmonize
Reap and Sow
Eternal Witness
Sakura-Tribe Elder
Hedge Troll
Snake Umbra
Basking Rootwalla
Realms Uncharted
Thornweald Archer
Fog
Far Wanderings
Silhana Ledgewalker
Monkey Monkey Monkey
Boar Umbra
Wild Nacatl
Birds of Paradise
Mold Shambler


Black -

Doom Blade
Inquisition of Kozilek
Nirkana Cutthroat
Beseech the Queen
Honden of Night's Reach
Thought Gorger
Faceless Butcher
Stinkweed Imp
Virulent Swipe
Vendetta
Shriekmaw
Night's Whisper
Zulaport Enforcer

Multi -

Watchwolf
Wee Dragonauts
Hide /// Seek
Figure of Destiny
Ajani Vengeant
Avatar of Discord
Boggart Ram-Gang
Skyknight Legionnaire
Wilderness Elemental
Tidehollow Sculler
Sanctum Plowbeast
Jhessian Zombies
Pale Recluse
Valley Rannet
Igneous Pouncer
Jund Charm
Blightning
Fusion Elemental

Colorless -

Tormod's Crypt
Isochron Scepter
Lunar Avenger
Obelisk of Alara
Sensei's Divining Top
Spellbook
Lotus Bloom
Ulamog's Crusher
Lightning Greaves
Chrome Mox
Mirari
Everflowing Chalice
AEther Vial
Darksteel Ingot
Obelisk of Bant
Obelisk of Jund
Obelisk of Grixis
Obelisk of Esper
Obelisk of Naya

------------------------------------


Last edited by Zuty on Thu Jun 03, 2010 10:43 pm; edited 10 times in total
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Post  Uniclonus Mon May 10, 2010 12:52 pm

First thing I'd do is pull those Coldsnap 2 color lands and replace them with the Refuge cycle from Zendikar. And try to pick up a set of the Alara block Panoramas. I'd also ditch Temple of the False God and probably Stalking Stones. Lands that tap only for colorless need to have some other ability that makes them worth having, like Urza’s Factory, Academy Ruins, or Volrath’s Stronghold. I’d also consider cutting Novijen, as I don’t think it’ll do enough.
Rhystic Cave is iffy, since generally if someone has the spare mana, you’re not getting anything out of it.

I’d also say you could use more creatures, the number of them just looks low to me. I’d definitely suggest the cycle of Alara Reborn 2-color landcycling dudes.
Coalition Relic, or atleast Darksteel Ingot should definitely go in, if you have them lying around. Depending on things, the Borderpost cycle is also something to consider.
I kinda question the inclusion of Shock, Sudden Shock, Electrostatic Bolt, Tarfire, Seal of Fire, Dead/Gone and Staggershock. I don’t mean they’re bad or anything, it’s just seems like it’s a few too many 2-damage effects. You may want to consider removing a few, or atleast replacing a few with things that’ll do more damage, like Incinerate.

Other than that, I’d say it’s just a matter of trying things, seeing what works and what doesn’t for you. That and finding what holes you need to fill (like the almost total lack of Wrath effects).

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Post  Zuty Mon May 10, 2010 5:18 pm

Uniclonus wrote:First thing I'd do is pull those Coldsnap 2 color lands and replace them with the Refuge cycle from Zendikar. And try to pick up a set of the Alara block Panoramas. I'd also ditch Temple of the False God and probably Stalking Stones. Lands that tap only for colorless need to have some other ability that makes them worth having, like Urza’s Factory, Academy Ruins, or Volrath’s Stronghold. I’d also consider cutting Novijen, as I don’t think it’ll do enough.
Rhystic Cave is iffy, since generally if someone has the spare mana, you’re not getting anything out of it.

I’d also say you could use more creatures, the number of them just looks low to me. I’d definitely suggest the cycle of Alara Reborn 2-color landcycling dudes.
Coalition Relic, or atleast Darksteel Ingot should definitely go in, if you have them lying around. Depending on things, the Borderpost cycle is also something to consider.
I kinda question the inclusion of Shock, Sudden Shock, Electrostatic Bolt, Tarfire, Seal of Fire, Dead/Gone and Staggershock. I don’t mean they’re bad or anything, it’s just seems like it’s a few too many 2-damage effects. You may want to consider removing a few, or atleast replacing a few with things that’ll do more damage, like Incinerate.

Other than that, I’d say it’s just a matter of trying things, seeing what works and what doesn’t for you. That and finding what holes you need to fill (like the almost total lack of Wrath effects).

Thanks Brandon.

Yeah I do need to pick up the Refuge and Panoramas. I am also thinking of grabbing the Urza Power-Plant/Mine/Tower, unless they aren't that amazing in Big Deck. I can see losing the Temple and the Stalking Stones, but in play tests the Novijen is just to good. I was able to get that and Urza's Factory out and was pumping out 3/3 tokens. Of course I was paying 7UG for it, but I was doing it when I had no spells to play.

I didn't even realize I had so many Red 2 damage spells. When I made this deck I wanted the cards to match their colors. So Blue drew, Black killed, Red blasted, White protected, and Green pumped. I'll just need to take out all the redundant stuff and replace it with stuff that will actually help. I do have an Ingot, no idea why I didn't include it in the deck build. I'll also check around for the land cycling guys, I know I have the Forest/Plains spider one and the Island/Swamp zombie.

I did have a Wrath and Damnation, but I think John the Walker has them along with all my other rares. Final Judgment is as close as I could get. I'll have to go look around for Wrath stuff. (I'll go the goofy route and grab Desolation Giant, Guan Yu's 1,000-Li March, and Jokulhaups) I am also looking for Planar Collapse and Impending Disaster since they are cheaper versions of Armageddon and Wrath, but they just take a turn and a certain condition to trigger.

~Zuty
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Post  Uniclonus Tue May 11, 2010 6:10 am

I don't really think the Power Plant, Mine, and Tower set is all that usefull in big deck. Without a lot things to search them out, extremely unlikely you're going to get the three of them out at the same time. As for Novijen, if it's working for you, keep it in there. There's no express need to remove it.

You don't need to take out all the redundant stuff, just slim it down some. You're going to want multiple cards that do a particular thing, like remove creatures, draw cards, or find land, for example. It's just finding the right balance, not going too overboard on one particular thing. That's why all the 2-damage burn jumped out at me.

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Post  Zuty Tue May 11, 2010 11:44 am

Uniclonus wrote:You don't need to take out all the redundant stuff, just slim it down some. You're going to want multiple cards that do a particular thing, like remove creatures, draw cards, or find land, for example. It's just finding the right balance, not going too overboard on one particular thing. That's why all the 2-damage burn jumped out at me.

I used to have like 15 versions of Terror in Black alone, so I cut back a lot on that.

Going to drop the 16th Forest so I have 15 of each Basic land for the Ingot. I went through a bunch of my stuff and found some more cards to add, so I am updating the list right now.

Also, while looking through all my stuff I found a playset of Tops. Anyone need them?

~Zuty
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Post  Zuty Tue May 11, 2010 11:59 am

Took Out:

Forest
Sudden Shock
It That Betrays
Temple of the False God
Dead /// Gone
Tarfire
Reciprocate
Rampant Growth
Explore
Manamorphose
To Arms!

Added:

Darksteel Ingot
Mogg War Marshal
Ronin Houndmaster
Dross Crocodile
Spellbook
Lunar Avenger
Kitsune Blademaster
Kodama's Reach
Seton's Scout
Krosan Tusker
Blastoderm

----------------

Gonna give this a try today. I'll need to pick up the Alara Pan and Tri lands as well as the Zen Refuge lands and the Alara Land Cyclers.

~Zuty
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Post  redxxii Tue May 11, 2010 12:59 pm

Bring it by the draft tonight, I'll be happy enough to get a few games in with you.

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Post  Uniclonus Tue May 11, 2010 1:12 pm

I know I've got a spare batch of the Refuges lying around. I don't have spares of the Alara Tri-lands or Panoramas though. I should have the landcyclers, but I need dig through some stuff to be sure. I'll toss them at you next time I see you.

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Post  Slyphidine Tue May 11, 2010 1:29 pm

I need a spare top or 2. Bring them tonight.
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Post  Zuty Tue May 11, 2010 8:17 pm

I played with the deck today and I liked it. I think it was good, the mana was decent enough; adding the tri/pan/refuge lands would help a little bit, I think I need to focus on the spell line up and figure out what kind of theme or style I am going for before I really worry about it.

@ Dan - I'll bring the tops next time, I was at AU tonight for a bit playing Star Wars Minis.

~Zuty
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Post  Slyphidine Wed May 12, 2010 7:34 am

I have lots of multicolored lands for trade (trilands, panoramas, refuges, vivids, etc)
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Post  Zuty Fri May 14, 2010 12:18 am

Slyphidine wrote:I have lots of multicolored lands for trade (trilands, panoramas, refuges, vivids, etc)

If you want Tops for them that would be sweet. I found two more Tops today, so I have 6 of them if anyone else is interested.

~Zuty

EDIT: Also, took out more stuff and replaced it around. I decided to be less of a dick and took out almost all my land removal. I only really need like 2 or 3 land removal and they need to do more then just get rid of the land to be useful (Sorry Stone Rain, but Molten Rain and Rancid Earth are just so much better)
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Post  Zuty Fri May 14, 2010 12:48 am

Took Out:

Stone Rain
Pacifism
Caustic Rain
Drain the Wells
Poison the Wells
Innocent Blood
Stalking Stones
Wreak Havoc
Psychic Overload
Obsessive Search
Careful Study
Walking Atlas
Final Judgment
Citadel of Pain
Hallow

Added:

Boggart Ram-Gang
Disperse
Spell Snare
Ponder
Spectral Procession
AEther Vial
Mirrodin's Core
Goblin Machinist
Mistmeadow Skulk
Gilder Bairn
Noggle Ransacker
Shield of the Oversoul
Stalker Hag
Mulldrifter
Snakeform

--------------------------------

I also swapped out my Chrome Mox for one of those World Champion versions of the card. Just cause I'd rather trade the real version knowing I have a playable version for Big Deck. I also picked up three Glimmervoids, IDK how good they are in Big Deck, but since I have few artifacts I am saving them for another Big Deck.

~Zuty
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Post  Zuty Sun May 16, 2010 2:29 pm

Going to add a few more cards in.

Adding:

Sunken Field
Break Asunder
Hedge Troll
Bogardan Lancer
Keldon Marauders
Uthden Troll
Murderous Redcap
Figure of Destiny
Ajani Vengeant
Obelisk of Alara

Taking Out:

Rethink
Sakura-Tribe Scout
Oxidize
Blastoderm
Sprouting Vines
Circular Logic
Thought Prison
Stalker Hag
Shield of the Oversoul
Chastise

~Zuty

EDIT: Just found out I had 249 cards in the deck, IDK why all of a sudden I have 249 when I make sure before and after that I always have 250. Anyway, I added in a card I think that will be really REALLY good in this format:
Hide /// Seek
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Post  Zuty Mon May 17, 2010 1:13 am

Again, changing things around.

Taking Out:

Sunken Fields
Ideas Unbound
Disperse
Mogg War Marshal
Goblin Cohort
Lash Out
Street Savvy
Kodama's Reach
Snakeform
Pillory of the Sleepless
Putrefy
Samurai of the Pale Curtain
Rest for the Weary
Inquisitor's Snare
Journey of Discovery
Vigor Mortis
Sudden Death
Ghostly Prison

Adding:

Wee Dragonauts
Rakdos Guildmage
Bushi Tenderfoot
Seal of Cleansing
White Knight
Leonin Skyhunter
Revered Dead
Jötun Owl Keeper
Sylvan Scrying
Desolation Giant
Blood Knight
Counterbalance
Counterspell
Honden of Infinite Rage
Honden of Night's Reach
Honden of Cleansing Fire
Honden of Life's Web
Honden of Seeing Winds

--------------------

I found all 5 Hondens, so might as well try them out. Added in some more creatures too.

~Zuty
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Post  John.the_walker Mon May 17, 2010 11:33 am

bring a couple extra tops on tuesday, I got some lands for you.
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Post  Zuty Fri May 21, 2010 12:44 am

Been changing this thing around a bunch ... Not even worth it to keep up with the list anymore; as soon as I add something I take it out for something else ...

Anyway ... I sleeved my deck. All 250 cards. 39 of the sleeves are red while the other 211 are black, so I need to just pick up a pack of 50 black sleeves and swap them out.

I have an idea for a new Big Deck so I am going to start planning that, but this will be like my main big deck that I will slowly build up, maybe get all the dual lands, a black lotus, you know that kind of stuff ...

~Zuty
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Post  Zuty Fri May 21, 2010 10:14 am

Quick question: Is this card good in big deck? http://magiccards.info/ju/en/143.html and why haven't other versions of this been printed?

It's only a buck, but I know I have at least one and I am dropping 5 of each basic when I start grabbing more lands. And this little mofo turns all lands (not just basic or nonbasic) into Savannahs. And all you gotta do it wait till your end step and discard it when you got 8.

SRSLY?! Why aren't people creaming their pants for this?

Turn 1: Island, Careful Study, discard this.
Turn 2: Before you even drop a land you have W, U, and G available.

~Zuty
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Post  Uniclonus Fri May 21, 2010 12:38 pm

I wouldn't say it's all that good for Big Deck.
The main problem with it is having a reliable way to get it into the graveyard. I mean, if you're going to hold onto cards to get 8 in the hand to discard it during the end step, then you're not playing anything. And if you happen to draw it several turns into the game when you have like 3 cards in hand, good luck getting rid of it.
As for the Careful Study idea, the odds of having 2 specific cards, plus an appropriate land in your hand to do it in your starting hand with a 250 card deck are too low to really bother with. Or so I'd say.
If you want to put it in and try it, go for it. That's part of what Big Deck is, trying random cards to see how they work for you.

As for why other versions haven't been made, Riftstone Portal is from Judgement, a set that was weighted towards white and green to balance out Torment (the previous set) being weighted towards black. Since the whole block was about discard and graveyard matters stuff, they decided to give Green/White a land that mattered when it was in the yard. In theory, they could finish out the cycle if they decided to do another graveyard-centric block.

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Post  Zuty Fri May 21, 2010 10:06 pm

Uniclonus wrote:I wouldn't say it's all that good for Big Deck.
The main problem with it is having a reliable way to get it into the graveyard. I mean, if you're going to hold onto cards to get 8 in the hand to discard it during the end step, then you're not playing anything. And if you happen to draw it several turns into the game when you have like 3 cards in hand, good luck getting rid of it.
As for the Careful Study idea, the odds of having 2 specific cards, plus an appropriate land in your hand to do it in your starting hand with a 250 card deck are too low to really bother with. Or so I'd say.
If you want to put it in and try it, go for it. That's part of what Big Deck is, trying random cards to see how they work for you.

As for why other versions haven't been made, Riftstone Portal is from Judgement, a set that was weighted towards white and green to balance out Torment (the previous set) being weighted towards black. Since the whole block was about discard and graveyard matters stuff, they decided to give Green/White a land that mattered when it was in the yard. In theory, they could finish out the cycle if they decided to do another graveyard-centric block.

Ah, I see. Makes sense with the whole G/W trying to regain balance.

Well the Careful Study is just one example, you can discard cards from other effects. Looter, Compulsion, Enclave Cryptologist, Ideas Unbound, and Obelisk of Alara are a few examples of cards in my deck that let me discard. The problem then is keeping it in the discard. Probably worth the money to grab a Ground Seal then.

~Zuty
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Post  Zuty Mon May 24, 2010 11:44 pm

Completely updated my deck list. Made a lot of changes to it and I can't wait to play with it tomorrow to try it out!

Gonna be picking up more cards Friday so I am pumped for that too.

~Zuty
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Post  Zuty Thu May 27, 2010 12:48 pm

Dropped:

Kozilek, Butcher of Truth
Artisan of Kozilek
Khalni Heart Expedition
Gift of the Gargantuan
Seal of Doom
Death Cultist
Wrecking Ball
Branching Bolt
Paradise Plume
Gilder Bairn
Expedition Map

Added:

Akoum Refuge
Spreading Seas
Compulsion
Beastbreaker of Bala Ged
Doom Blade
Inquisition of Kozilek
Nirkana Cutthroat
Browbeat
Heat Ray
Watchwolf
Spellbook
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Post  Zuty Sun May 30, 2010 12:45 am

Got my entire deck sleeved in black and added a few more cards I have been meaning to get.

Removed:

Regress
Skyknight Legionnaire
Spell Snare
Leonin Skyhunter
Tidehollow Sculler
Bogardan Lancer
Wild Mongrel
Fog
Survival Cache
Crib Swap
Mold Shambler

Added:

Joraga Treespeaker
Hada Spy Patrol
Brimstone Mage
Fleshwrither
Relic of Progenitus
Lorescale Coatl
Rites of Flourishing (in Japanese)
Decree of Annihilation
Burgeoning
All Suns Dawn
Congregation at Dawn

~Zuty
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Post  Zuty Sun May 30, 2010 2:06 pm

I wanted to make a post about a new rare from ROE that everyone seems to ignore. I think he is a great card, but I think other people look over him when they see 'Discard your hand'

His name is Thought Gorger.

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Why is he so good?

Well he's a 2/2 with Trample for 2BB and he gets a +1/+1 counter for each card in your hand that you discard when you cast him. So he can get boosted up to be pretty big if you play him with a full hand.

What makes him so good?

His second ability. "When Thought Gorger leaves the battlefield, draw a card for each +1/+1 counter on it."

So he pops and you draw how many counters where on him. Cool. Well it gets better when you team him up with some bouncing, why's that? Because his second ability doesn't go off of dying, it goes off of leaving the field.

Drop a Kor Skyfisher, draw a bunch of cards.
Oust him away, draw a bunch of cards and gain life.
Regress him before he is killed or while he chump blocks, draw a bunch of cards.

And if you use him right something like this will happen.

Thought Gorger has 6 counters on him, making him an 8/8 with Trample. You have 5 cards in your hand. You block a big creature that would otherwise kill Thought Gorger and bounce him back before damage with Oust/Regress. Draw 6 cards.
Your turn, so you draw. You now have 6 cards from before, 4 from after bouncing, Thought Gorger, and you just drew a card. So your hand is now at 12. Drop the Gorger and for 4 mana he is now a 14/14 with Trample.

I really can say, with no doubt in my mind, that a Thought Gorger deck would be very good. Maybe not Pro Tour winning, but good in a casual way at least. Toss in one or two of the LegenDrazi and when you do toss away him to the Gorger, your GY goes back in your deck. Of course, you'll have to fear GY removal.

~Zuty
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Zuty\'s Uber Crappy Big Deck Empty Re: Zuty\'s Uber Crappy Big Deck

Post  Zuty Thu Jun 03, 2010 10:42 pm

Dropped:
Goblin Machinist
Loam Lion

Added:
Tormod's Crypt
Isochron Scepter

Replaced:
Eternal Witness with promo Eternal Witness

~Zuty
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