Lingering Touch

by opinionateddrone on 09 December 2010

Main Deck (60 cards)

Sideboard (0 cards)

No sideboard found.

The owner of this deck hasn't added a sideboard, they probably should...

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Deck Description

This is a Green deck abusing the Infect and Deathtouch abilities with Proliferate and other Green power boosters

Deck Tags

  • Theme

Deck at a Glance

Social Stats

1
Like

This deck has been viewed 1,092 times.

Mana Curve

Mana Symbol Occurrence

000043

Card Legality

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

Deck discussion for Lingering Touch

i am under the very firm belief that if any card is worth having, it is worth having at least 2 of. If you don't, your deck loses focus, and lacks drive.
when i go about making a deck i want to play, i try for a balance between fun and ability to win. But the process starts like this for me...

1. figure out what you want the FOCUS. if you decide to choose to focus on 2 things, make sure they have synergy.
2. figure out what a side focus that is fun and complicates the deck, this can be buffing, control, card advantage, removal, etc... make sure this compliments your focus.
3. figure out, AFTER step one and two, what turn you want to win by. be realistic.
4. distribute and search for cards that fill the bill
5. decide based on that, what is the very best thing you can play turn 1, then the very best play turn 2, etc etc, until you reach 3 turns after the turn you want to win by.
6. distribute cards, making sure that you have at least 2 of every card (a few exceptions, such as searching for cards in your library). try to have no more than 5 cards that you only have 2 of. if you do have that many cards, you're deck will loose focus.
7. figure out how much mana you want, and what kind of mana. having mana that compliments your deck. if you're running black/red, dragonskull summit. for an artifact deck that has little control, quicksand is a good card.
8. review your deck. is it focused? is its mana curve realistic? does your land work WITH your deck? what are your weaknesses?
9. after reviewing, figure out how to combat those weaknesses. sometimes it may seem like it takes away from the focus of the deck. that's a personal choice. though, sometimes, a little control is a good thing
10. draw 10 sample hands, what did you think of them? play 10 games, against different styles of decks. what did you think? if you didn't have fun, got owned, or things just seemed WRONG, make minor adjustments.


from what it seems...
you have nothing to play turn 1, turn 2 is weak, turn 3 is decent, turn 4 is okay, turn 5 is good, turn 6 is good, turn 7 is good, and it just stays good from then on. there is no point where it is GREAT.
your deck lacks focus
you have too many different cards, not too many cards...
your land is too, literally, basic. (if you have nothing to play turn 1, why not add 4 oran-riefs in?)
your deck lacks synergy. deathtouch and infect don't work well together...


all that being said, don't listen to a word i say. i play how i like to play, and you play like you like to. if you think the decks is fun, worth having, and you have a reason for making it, blow off everything i said. MTG is a game, so play it however you want. :D good luck, and im sure you'll do great, and have a blast! :)

0
Posted 10 December 2010 at 10:43

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I would reccomend replacing daggerback basilisk with another turntimber basilisk, and possibly putting in a fourth. The landfall ability is well worth having one less toughness and the extra G is not an issue since your deck is mono green.

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Posted 16 January 2011 at 18:50

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