I would also 'trim some of the fat'. Pick some cards that don't maintain the theme of your deck and drop them. Then put more instances of the cards you do have in your deck, this way you're not drawing cards you want/need 1/60th or 1/30th of the time.Rootborn Defenses is a good card, I'd run it. Murder investigation is only worth running if you have some high powered creatures. In this case Wayfaring Temple would be your highest powered creature (most likely).The nice thing about a lot of the cards you have is that getting a play set shouldn't be very expensive.Good luck!
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I would remove all of your Ghor-Clan Rampagers. He's not benefiting from your wolf/werewolf bonuses, and you have the ability to benefit from trample elsewhere. I would consider removing x4 Young Wolf and replacing it with x4 Wolfbitten Captive. Undying is nice, but the werewolf transformation outweighs this. I would add x1 Rancor and x3 Full Moon's Rise. Full Moon will save you from board wipe, this is critical. I would lose x1 of Wolfir Silverheart, Wolfir Avenger, Gatstaf Shepard, and Moonmist. This is to make room for Rancor and Full Moons Rise.+4 Wolfbitten Captive+3 Full Moon's Rise+1 Rancor-4 Young wolf-2 Ghor-Clan Rampager-1 Wolfir Silverheart-1 Wolfir Avenger-1 Gatstaf Shepard-1 MoonmistTotal = 60 cards
I think Wolfbitten Captive is always a good choice for a 1 drop in a werewolf deck. They get pretty strong too.And I'm not trying to be 'that guy' but if you care about syntax when it comes to your title, it should be: Wolves and Werewolves.Nice deck. +1
Would be a great play assuming your opponent doesn't have a chump blocker or Into the Roil or something like that. I understand the appeal of Mutagenic. I just like the idea of having trample on infect creatures. Granted Rancor is a little more expensive, it is uncommon, so sometimes players have them in their card library without having to purchase them specifically. I hope that turn 2 win works out for you. If that happened to me, I'd be pretty frustrated. lol
Maybe you should throw in some Hellspark Elemental and Spark Elemental so your Lightning Serpent and Ball lightning have company. Haste, Trample Sac FTW.
I would use Urabrask the Hidden as your legendary. It's out a turn sooner, only costs $2, and shows the value to new players behind having your opponents creatures enter the battlefield tapped.The inverse of this for your new player friendly green deck would be Vorinclex, Voice of Hunger. Would round out the "duel deck" theme nicely. (couple of dollars more that Urabrask though)
Nice deck. I'd consider dropping 4x Forest and running 4x Inkmoth Nexus. It's nice to have flying on your infect creatures early game to get those poison counters in on your opponent. I'd drop Mutagenic Growth in favour of 4x Rancor. This way your infect creatures gain trample, and you can kill your opponents creatures and drop more poison counters directly on your opponent as well.
I would consider a play set of Roaring Primadox. It's not exactly a flicker card, but by leaving it on the battlefield on your upkeep you can boomerang your creatures and recast.I feel like there's too much going on in your deck. I would consider dropping a colour. Probably blue. I would then increase the amount of certain cards in your deck. For example: 4x Cloudshift, 4x Momentary Blink, 4x Elvish Visionary (For draw, chump blocking) etc. Then drop some of the cards you only have 1 or 2 instances of.I'd lose the Guildgates, and go with 4x Temple Garden, 4x Sunpetal Grove to maintain tempo. Then fill the rest of the land space with Plains/Forest.If you liked blue's counterspell ability consider Guttural Response, or Rebuff the Wicked, keeps to green/white at a low cost as well.By cleaning up the amount of creatures, and increasing the frequency of those you want to cast most you'll have a better chance of drawing them, and also have better idea of what you may expect to draw throughout the game.
I feel like you don't need Altar's reap as a draw engine, sure you have the creatures to sac, but I would suggest 4x Diabolic Tutor over that. With the Dark Ritual for flash mana, you can tutor early on for Mikaeus, Damnation or whatever you may need at the time. With the tutors in the deck, I'd run 1x Army of the Damned for the ultimate win con.Love this deck.
The Verdant Catacombs confuses me. Is it there just to boomerang the Bloodghast back from the graveyard? Other than that, in vampire decks I find Blood Artist makes things more fun, and it can be powerful as well. Certainly fits in with the theme.
Nice Dragonstorm deck. I wouldn't run the pact of negation in your SB. It seems too situational to me. You have to win before your next upkeep and if your opponent has a fist full of counters hellbent on preventing your flash mana spells or dragonstorm you're going to have a bad time.
For the amount of green mana symbols showing on your permanents, I'd run a full play set of Primalcrux. Otherwise, it's a nice deck.
Your Token deck would benefit greatly from Parallel Lives. You'll generate twice as many tokens and that's awesome. Doubling Season is the same idea and I would recommend it as well, but it's not legal in Extended, so if you're looking for an Extended legal deck go with Parallel Lives, if you don't care, I'd run both.Emmar Tandris would protect all your tokens. Most likely in late game though as she has a CMC of 7.Trostani, Selesnya's Voice is a great card in Token decks. Life gain and populate.Rhys Redeemed is another great way to pump up your tokens. (Not legal in Extended)Keep in mind the last 3 suggestions are all subject to the Legend rule.
Thanks for the advice, Tazenda. I liked Tezzeret's Gambit and Steady progress because they were my draw engines and they proliferated as well. Although I see how they were taking up a fair bit of room on the deck. After removing all of your suggestions it brought the deck to exactly 60 cards. This is good. Jar of Eyeballs is a solid draw card that would obviously benefit from proliferation. I will consider a way to work it in here. I like the Blighted Agent because of it's low cost, unblockable ability, and it's blue, quickest way to get a poison counter on my opponent and start proliferating it. Plus additional poison counters from it attacking every turn.The Master Transmuter was originally designed to help drop the high cost cards in my deck on turn 4. Specifically Darksteel Forge and Eternity Vessel, both of which have been removed since I only had 1 copy of each.Corpsejack Menace would be great, but then I have to splash Green and Black, and I really would rather not. Perhaps a Steel Overseer would be a good alternative? Thoughts?And yes, please share your results, they would be greatly appreciated!
I'm pro Legion Loyalist. A 1-drop with haste is always good. A 1-drop with haste and battalion giving all your creatures first strike and trample is awesome.On second thought Reverb is probably the way to go. Countering counterspells is beautiful and unexpected when you are running a mono-red deck.
I feel like a drake deck isn't really complete without Talrand, Sky Summoner. You have enough instants/sorceries for him to be a worthwhile consideration.
I'm not big on Burning Tree Emissary. Just personal preference. Your deck could benefit from 2x Dual Casting.
Fair enough. BTW Legion Loyalist's battalion skill looks like it would be devastating for your opponents.
How do you feel about adding Silverblade Paladin to the roster? Soulbond it with your primary exalted attacker for double strike. GG.
No Krenko, Mob Boss?
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