You're absolutely right. I misunderstood the scope of the deck here. I would still suggest that Skythrix be replaced with a Demon of death's gate if you can find one since those are truly devastating and would probably fit well with this deck.
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Allow me to elaborate: I'd like to point out that there are 4 creatures in the entire deck. Consider the odds of you drawing one of them on turn one or in your opening hand. Consider, then, that the problem is compounded because you have goblin grenade in there as well. Given that there are 4 creatures in the deck and 4 more cards that can combo with Only those 4 creatures, wouldn't those 4 goblin grenades be better replaced with something like Stromkirk Nobles, which can actually ramp up to be a serious threat later game? Even if you didn't want to invest in those, why not something simple like Kiln fiends? They benefit from your turn 3 removal far more than guides. That moves me on to my next criticism. The deck does not scale up well enough as the game progresses. Your only creature is a 2/2. This deck would basically be beaten by turn 4 with a squadron hawk and a sword of war and peace (to which you have no artifact removal response) by turn 4. especially since the current meta includes creatures like Viridian emissaries and Solemn Simulacrums that provide benefits upon death.. Assuming even that the deck your facing isn't tournament quality, consider that since you're playing legacy there are other alternatives that easily repel your assault. Consider also that the Viridian Emissary is also a common card. Furthermore, your deck is completely crippled by anything pro-red when it doesn't have to be. Consider adding either shrines of burning rage or immolating souleaters or even moltensteel dragons since they are all budget friendly options that go a long way, That and they would scale up far better by turn 4 or 5 since you can simply sacrifice life to fuel your damage output. Lastly, the Goblin Guide's secondary effect can cause your opponent to ramp their mana faster than you. The guide is a double edged sword and its figuratively the only weapon in your arsenal. Is that a good idea? Putting it in turns: T1: Guide T2 Kiln fiend: Attack with Guide (most 1 drops will die to a goblin guide or it will die allowing you to use your kiln fiend effectively next turn. T3: (Any 3 removal spells for any creatures they've played) Kiln fiend is either a 7/2 or a 10/2 on turn 3 T4: 9-12 damage done: Repeat Turn 3 or if fiend is destroyed, play a Moltensteel Dragon T5: Any removal for flying blockers followed by attacking with the dragon and sacrificing life for a win.
You probably need either Megrim or Liliana's caress along with Painful Quandary and possibly more discard and removal instead of quite as many creatures... Definitely Doom Blades.
This deck needs work.. Lots of it. Spells are not solely how you win, its what lets you win by other means... In short: more creatures, less spells.
I would seriously consider cutting out the green altogether... I know it's a Naya deck but try making a R/W equivalent and see what happens. And add more mentors since they always help..
Looks like a solid working deck... I would probably throw in some mana leaks/spell pierces/mental missteps too though.. or at least sideboard them.
Baaaaaaa'd Goblin Deck!
You need at least one aggressive 1 drop here... Either a goblin guide or a stromkirk noble. Either that or some mana acceleration like geosurge so you can throw down multiple battlesingers for more burst damage.
You need moltensteel dragons or immolating souleaters so you can fuel them with your own life and destroy the opponent.... It's a ballsier way to play and when it works its very satisfying. Especially when you can swing with a raging, life-fueled, metallic dragon and proceed to throw it at your opponent's face for a win :) Also, maybe throw in some more sac stuff for when you take over your opponent's creatures especially since artillerize isn't the best card for that.. to use that combo you need 3 + 4 mana and you have no mana acceleration in there either. Try infernal plunges since they can fuel the brimstones and sustain their own combo... Turn 4 = act of treason + infernal plunge + brimstone volley for 5+ damage)
Well, I'm kinda new to magic so high level gameplay's lost on me but why is Molten Tail Masticore a good card for the deck?
Honestly, some way to stop blockers would help.. The haste from crimson mage is useful but it doesn't really solve the blocker problem since your deck depends on your creatures attacking the opponent at least once. Try nightbird's clutches for reusability or panic spellbombs combo'd with buried ruins for draws.
Eh.. Why not...
Why would you bother with pikers at all...?
The problem with that is that I need to remove something else to make that work.. Plus since the opponent is drawing more cards, your deck needs to be versatile enough to respond to threats adequately... That and the fact that It doesn't synergize quite as well as say, sign in blood with the deck its not quite useful enough. That and you lost life too once the whole deck is in motion. This deck works well in casual formats like assassin or two headed giant but not really in 1 v 1 standard formats.
I would replace some of the removal since you need land draws.. go for harrows or rampant growths.
Sweet.. I do have an MTGO account but I don't think it's worth it to waste any more money on it than I already have.. Its nice, but just not worth it.. Also, thanks for the playtesting.. Definitely helpful advice.
Nice :) Thanks for the feedback.. I'll see what I can change around.. I don't actually own most of the cards but I make do with the sample draws on vault to guess how it goes..
I'd recommend a seal of fire.. basically a free shock if you need to set up a few turns in advance for burst damage. I'd also replace the War-marshalls with Dragon Fodders... That apart, nice idea :)
Ah :) See if you had to exclude all of those and still make the deck that'd be pretty interesting... Possibly with replacing thrun with dungrove elders maybe and making it mono green with a splash for red..
It's a nice deck but I think that there could be a better win condition than waiting it out for a pridemate... Since this is more of an attrition kind of deck, I would consider throwing in some porcelain legionnaires on the sideboard.. I'm guessing life loss isn't a problem here so I would also think about throwing in more phyrexian mana stuff for some utility. Maybe Gut-Shots?
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