No anti land cards?I haven't played commander in a while, but the standard used to be playing stuff like winter orb to really take advantage of the tax effects.
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I'm surprised not to see Urza's Saga in here. In legacy you can even use it to fetch the artifact color lands.
You know, I've been wanting to build an updated version of this. Perhaps that will go on my to-do list.Also, I haven't forgotten about your project.
The curve here looks mighty high. I would consider cutting the 4+ drops considerably and putting some fast 2 drops in to give you some tempo
Even with the low curve and low operational curve, 19 lands seems too low. Do you see a lot of mulligans?
For casual, the tapped lands basically fix themselves because you can just drop them turn 1 on the play and have no problem. Same thing for the 5 drops really, much less important in casual than other formats, and the rest of the deck is drop dead cheap.
From what I'm seeing, you're falling into the normal pitfalls of newer players. Happens to all of us. Here's how I would build the deck you're trying to do.https://www.mtgvault.com/dknight27/decks/mono-u-control-budget-casual/
Are you going for budget casual? Budget legacy?
Gotcha.The major problem I see here is the mana curve. You've got 25% of the deck costing 4 or more, which is gunna slow everything down and give faster decks the ability to cruise right past this build. It also messes up the extort mechanic, as you need the available mana to extort as you cast things. I would work on cutting down the 4 drops and 6 drops and upping the 2 drops with a splash of 3 drops.
Are you going for budget casual here? Budget Legacy?
Unfortunately no
its a fun workaround to the usual business of magic. Thanks for the feedback
This one's pretty old too. I use critters as a supplemental mechanic nowadays, but I still don't use many. Here's the deck I would take to competitive Legacy nowadays.https://www.mtgvault.com/dknight27/decks/legacy-snoko-competitive/
Real people can't play vintage, it's not worth the money. That being said, this is an old build, and it hasn't held up that well. Here are a couple newer ones. I don't play vintage, but it's fun to theorize about.https://www.mtgvault.com/dknight27/decks/vintage-artifact-prison-2/https://www.mtgvault.com/dknight27/decks/vintage-artifact-combo-2/
First thing that came to mind is mind stone (no pun intended)
Is the priest in there to take advantage of the pyromancer tokens?
I'm not sure the splash of green is worth it in here. The 3/3 shroud mechanic works pretty well with the massive cheap instant/sorcery outlets, but there are only 4 greens in the whole build, including sideboard, and wasting a fetch land early on an 18 land build seems like an unnecessary risk, at least to me.
I've never been that big a fan of warping wail. Have you had good results with it?
I've always been a fan of mindbreak trap in decks like this, as you get around uncounterable stuff and can shut down storm. Other than that this looks solid
I guess I just don't really understand what this deck is trying to do. It's not shooting for the advantages of mono-black
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