way too many I wouldnt even use full playsets of the scry lands
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you have too many scry lands and id lose the guildgates they slow you down way too much put in shock lands. and I wouldnt go less than 23 lands. add aqueous form for some unblockable.
check out minehttp://www.mtgvault.com/craigarey/decks/bant-aura-madness/
drop down to two utvaras and put in another stormbreath. lose nulify its too limited.
id take out blastersquall it only taps the creature it doesnt deal with it.
I like progno sphinx hes easy to protect and scry three is just too good. but I do need to fit some counters in!
I do like ashiok and thanks for the input. I was however thinking about desecration demon for some midgame play. what do you think?
Yeah ive seen her do major work just not what I want for this deck.
I disagree she is good but I think im fine without her.
drop traumatize use two more mindgrinds. 5 mana is too much for a card that can not win the game. also id run 2 more underworld connections and take out the pilfered plans put in 2 more jaces.
use mizzium morters and maybe another stormbreath and just two utvaras mainly for the mana cost. Id also suggest counterflux as apose to nullify its a hard counter that cant be countered itself. also maybe sideboard skullcrack its funny when they try to gain life haha pesky life gain you make me laugh now take three for trying.
made some changes need some input!
id lose the cruphix and the defenders theyre too slow ive tried it you need a play set of mind grind and jace. run some removal maybe think about going straight control id stick with u/b or if you wanted three colors maybe esper or grixis either way drop the defenders they are way too slow.
traumatize cant win the game and for five mana you wanna spend it on something that can win. mind grind however can
cavern of souls to prevent your clerics from being countered! also maybe the spear of heliod for an extra buff and some spot removal.
in fact you have to use it to get the win it doesnt just happen because its part of the ability of the activation. you search for the gate put it into play then check to see if you win( check to see if all gates needed are in fact present)
if maze end brings out the last gate it does not have to be on the field. its part of the ability after the activation therefore takes place along with bringing the gate out.
Check out my Selesnya deck http://www.mtgvault.com/craigarey/decks/aura-madness/
Id mainboard the dreadbores.
I agree with the downfall i still gotta get one more but im not sure about the elixir
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