Imo take out 4 Raging Goblins for 3 Goblin Guides and 1 more Howling Mine.
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Very interesting idea there man :). I like it. I would have picked a few different cards for backup creatures but it's good. Mayael's Aria doesn't see enough FNM play and I'd like to know whether that can be changed :D.
Oh... I just saw your mana base. 15 lands is nowhere near enough for a 60 card deck. At least 20 would be good and 22 is probably ideal for this kind of deck.
You might want to look into more cheap equipments as well. Bone Saw is good, but I would add Explorer's Scope and stuff like that. Anything that can be equipped almost immediately is what you want in a Kor deck. Currently you're looking at a possible turn 1 Duelist or turn 2 Armament Master, but almost all your equipments come into play closer to turn 5. Just a thought.
Oops my bad. I always get them mixed up. Courier's Capsule is what I meant Lol.
Ponder, Divination, and Dispeller's Capsule are all good T2 draw cards. Spreading Seas is also a great card, since it's both land control and card draw for only 2 mana. Dispeller's Capsule is particularly nice since you can place it on your turn and activate the draw at the end of your opponents turn, allowing you to untap the mana again. A lot of people use Mind Spring, but I'm not really a fan of that card, so I'd pass on that one.
Now that I think about it, Merfolk Wayfinder is about the only land gathering card you'll find for blue, and it's not that wonderful.
Red and blue don't really have much in the way of mana acceleration sadly. I would say find 4 cards to remove and bring your land total to 24. Also, you may want to look into some more draw cards, since you'll probably be top-decking pretty early on with this deck. 1 Jace isn't really going to get you the draw mechanism that you need and Mindspring can get really expensive really quick. If you swap Mind Spring for Divination, you can draw 2 cards for 3 mana instead of 4 mana.
No worries :).
I see your point sweetbrains. I'll add Chandra for sure. That discard hand and draw 3 ability is pretty sweet when you're left top-decking. Any advice on what to reduce for a couple Chandra's? And how many would you suggest? I'm not used to using plainswalkers Lol.
Seems to be all anti-creature control. Might want to sideboard some Negates or something, since most of your cards would be useless against a creatureless or near creatureless deck... Or a deck with all shroud creatures like my control deck.
Beastmaster Ascension is amazing for a deck with a ton of little creatures. I'd look into it.
Lol nice method of getting around his attack cost. I made a dredge type thing too for that challenge, but I didn't think of using fling :P Nice one.
Advice taken. Thanks :)
Lol I made a deck based on the same concept of lifegain / lifedrain with allies, but I used some pretty different cards. Check my profile if you're interested. I think your deck looks pretty nice though ;).
hipponox! This deck needs Swerve. Don't ask why; Swerve is awesome beyond logic.
Lol good idea Roughneck. If I wanted to make this slightly more playable I would probably change a few things. For one, it would most likely end up 70 cards, like many of your own decks. It would need some kind of stall mechanism (a dang good one) to allow all the needed cards to come out. Like I said though, it's just fun to look at Lol.
Hehe no worries man, it's a complicated combo Lol. Yea, to get infinite damage it requires both other infinite combos to be in place. Obviously it will almost never occur in a real game, but it's amusing to look at :). Sometimes I go for pure giggle-factor with decks, rather than playability Lol.
When a Kobold is played, Norin will be exiled. At the end of your turn, he enters the battlefield under your control again, allowing you to trigger Pandemonium and deal 2 damage. Since you have infinite turns, you can do it until your opponent is dead.
What if you're playing a R/W deck?
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