Spell Slinger

by LynxStar on 13 September 2012

Main Deck (99 cards)

Sideboard (1 card)

Creatures (1)

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

Casualities of War

Deck Tags

  • EDH

Deck at a Glance

Social Stats

1
Like

This deck has been viewed 1,082 times.

Mana Curve

Mana Symbol Occurrence

2247311326

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Legal in Vintage
  • Not Legal in Legacy

Deck discussion for Spell Slinger

So where is Epic Experiment, i thought that card was the inspiration for this deck haha.
Echo mage would be a good fit for this deck

Your ramp right now consists of:
2 Farseek - very good card, especially with duals
3 Journey of Discovery - only grabs basics, need 6 mana to actually accelerate you ramp
4 Reap and Sow - love this card
5 Mirari's Wake- solid as always
6 Mana Reflection - mirari's wake part 2

So basically the reason i listed these is because with your curve being pretty high like most EDH decks you would benefit greatly from about 2-4 addtional ramp cards. Here is a few which i feel are the strongest options:
1 crop rotation - actually a tutor more than a land but you have a few nice nonbasics
2 Three Visits - Gets a forest, lets you get duals/shocks
2 Nature's Lore - same as above
3 Cultivate - basic to play one to hand ensures land drop for following turn
3 Kodoma's Reach - same as above
4 Mwonvuli Acid-Moss - Targeted land Destruction is always useful + get a Forest into play can be a dual/Shock
4 Skyshroud Claim - lets you get 2 forests duals/shocks into play untapped
5 Frenzied Tilling - targeted land destruction, fetches basic land into play tapped

You have a nice theme on targeted removal and most of its cheap which is great. A couple cards that will allow you to refill your hand in a deck like this other than praetor's council is all sun's dawn, Ill gotten gains is also neat and can possibly screw up opponents with big hands. Yawgmoth's will can be sweet as well in a deck that has a bunch of mana and lots of little spells in the graveyard.

Also Along the lines of cheap removal swords to plowshares and Path to exile are extremely good removing annoying things from the game and not give them the chance to coming back from the graveyard. Of course they aren't as strong against commanders but one mana solve a problem is hard to beat.

Another thing I noticed is right now you don't have a lot of early-mid game card draw. I'll list what you got and then post some ideas like I did for the Ramp:
1 Sensei's Divining Top - not quite draw but smoothing out your draws is great
3 Guided Passage - put it as card draw because you will most likely wind up with the 3 least useful cards in your deck at the given time
4 Cryptic Command - usually becomes a counter plus draw a card
4 Fact or Fiction - best draw in EDH imo
4 Syphon Mind - 1v1 this sucks but once it 3 or more players this is a bomb
5 Promise of Power - amazing card
6 Time Spiral - amazing card
8 Decree of Pain - amazing edh card prozen its value time and time again
8 Praetor's Counsel - can be amazing as long as graveyard hate isn't around

Ok, your fine after actually putting them all down here but here is a couple anyways:
3 Wheel of Fortune - can be hit or miss and with access to blue probably not a very strong choice
6 Recurring Insight - really the only one that is worth running that is coming to mind that isn't in your list
6 Consecrated Sphinx - almost to good to ignore even in a mostly non creature deck

Thats enough for tonight later buddy

0
Posted 29 November 2012 at 02:46

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