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In the discussion on the
Deck "Death is but a Door (B/G)"
by
kagemitsu
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zunee27
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You should really look at cards such as "Kessig Cagebreakers", "Boneyard Wurm", "Wreath of Geists", and "Tormented Soul". A weakness of the Golgari, as pointed out by the MtG R&D team, is that they are tall instead of wide. Your opponent can easily play around your height by incorporating creature-hate with blue, or token generation with white. To get around this, Kessig Cagebreakers turns your Slitherheads into 2/2s on the field that you can then scavenge onto your tall monsters. Going tall with Boneyard Wurm and Wreath of Geists is another opportunity you have early game while you try to push past your opponent. Tormented Soul allows you to place Wreath of Geists and other enchantments onto an unblockable creature that can repeatedly infiltrate your opponent for massive damage. My max damage with Tormented Soul was 59 damage on turn 16 for the game, after struggling with Azorius. |
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In the discussion on the
Deck "green elf deck"
by
tensazangetsu01
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zunee27
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Why not run Nissa? She gives you +2 life for each elf, and she puts every elf into play from your deck. It takes 5 turns to get the deck-dump, but it's easy to protect her and you gain life while she builds loyalty. | ||
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In the discussion on the
Deck "Plain Ice Cream!"
by
iinstantclassic
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zunee27
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In Block Format, which this deck is, Hokage Style: Elder Jutsu is indeed banned. |
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In the discussion on the
Deck "chibi style"
by
ramram
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zunee27
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You probably realize this from playing and learning a bit more, but decks generally have a common theme. That theme is supported by certain cards. We'll call those cards X. X is normally supported by Y. Things like missions and jutsu are normally the Y. Now what supports Y? Z, right? Z doesn't really have a place. Z would be clients and weak ninjas. The problem is a deck is a formula: X+Y+Z=deck If X is the priority, and Y is support of priority, then there should be more X than Y, and more Y than Z. Z takes up space in your deck. There should be very little Z in your deck. If you take out the Z what do you fill the spaces up with? Well, you can double your X. How? Run 3 of each card you really like, 2 of each card (generally Y) that you sort of like, and 1 of cards that you don't. By the time you fill in the 3s and 2s there's barely any room for 1s. What this wall of text means is: run 3 of cards, not 1. It'll bring your deck together much better. |
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In the discussion on the
Deck "Legal Ultra Mill"
by
zunee27
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zunee27
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Fell asleep while tuning it up. I took out Pain (Deva Path) [Target Promo, duh, it's the only good one], Deidara [Fiery Wrath], Hanzo the Salamander, and Smash. Gonna just ignore this deck completely once I fill in the gap lol. Edit: Yeah. Fell asleep for 8 months. It's still 2 cards short of what it should be. |
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Modified on June 24, 2012 09:32 pm |
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In the discussion on the
Deck "new format only(rate it)"
by
justin86
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zunee27
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Training in the Moonlight is at 2. A lot of people are under the impression it's at 1 for some reason... This is a really nice deck. You should run KNS (Konohamaru Ninja Squad) from TP1 or TP2 though. It draws you 1 and is a 2/3, so it's not too bad. Fits right into any t2 slot. |
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In the discussion on the
Dream Card "Tech' Keda"
by
millerman
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zunee27
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Hand cost 10? No posible mi amigo. Also, this would be a turn 5 c0 that doesn't have sacrifice. Broken. That's the goal of dream cards though, I guess. | ||
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In the discussion on the
Dream Card "Konan"
by
cardcrazyjames
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zunee27
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How is this strong? It's a turn 6 with 1 hand cost, which is usually reserved for better cards. It's wind and not void/wind so the hand cost (in a pain deck) is going to be a PAIN (haha, puns) to play. Then, assuming you put it in an all rinnegan team, it's only a 4/5-5/6. It's a MUST not a CAN on the injury, so all you would have to do is injure it with a jutsu and then get a tie or better to injure the head ninja. Boom a turn 6 is off the field. The healing only applies to it and requires you to get rid of a hand, which is something important to a pain deck. The creator was obviously trying to make this NOT OP and accidentally made it too soft. If this were a turn 4 with 0 hand cost, then I would think it to be fairer. If I played Pain, then I'd never stick this in my deck with its current stats. |
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In the discussion on the
Deck "Water Deck (block)"
by
zabuza88
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zunee27
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This is a really good water deck. I play with a bunch of people that loooooove these types of decks since it's practically the only thing that can halt a mill deck or a growth deck. I do have some suggestions though. You don't have any Anko's Memory cards. I'm sure you can drop Snake Sword and Hydro-Pump for them, even though those are two good jutsu cards. Being able to drop infinite embraces and prison domes back into your hand is an ability that you need to cherish and that's exactly what that mission will do. As I recall it's not too hard of a card to obtain either. I think in my first tin I pulled 3. You have a turn 7 Squad with Sharingan Eye. Run Danzo! Danzo is a Reinforcement card that requires the sacrifice of a Sharingan. Throw away Sasuke/Orochi for him. That means when turn 7 lands and you have Orochi and Sasuke on the field you can squad them together to drop their turn marker to 0, then put Danzo in to turn an 8/5-7/4 into a 4/3-1/3. 4/3-1/3??? Put 7 growth coins on him because Sas/Oro's turn cost is 7, then you have an amazing 11/10-8/10. He gets their characteristics too! Sound, Sannin, Rogue, Sharingan, Leaf, Male, MP: 5. Here's the cards: http://www.tradecardsonline.com/im/selectCard/card_id/183645/cards_lang/1 http://www.tradecardsonline.com/im/selectCard/card176713 I hope this helps with your deck! |
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In the discussion on the
Deck "Zunee Deck 1"
by
zunee27
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zunee27
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This deck is basically worthless to me. It's just too end-game heavy and too few ninja. | ||
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In the discussion on the
In the discussion on the


