It just occurred to me that there are no allied color fetch lands in standard.. I could have sworn their were (or at least I'm not finding any in the card search??) At any rate, they're a bit expensive ($$) but you could run 2-3 Verdant Catacombs and Scalding Tarn in place of 2-3 Swamps / Mountains. A lot of decks do this solely to thin the library for better card draws, just so happens to hold additional synergy in your deck ;) Not necessary though, but running ~6 fetch lands would remove 2 / n-total lands from your library for each one played, as well as take a peak inside of your deck to see if you need to give it a good shuffle (you know, sometimes those cards just stick together after a game)
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Also, running sac->fetch lands wouldn't be a bad idea either. I'd use them in place of Blackcleave Cliff. Early game they'll help you find the right land to play your hand, late game they'll give you more permanents to sac to feed Furnace Celebration.
Very nice, I like it! Plus there's nothing overly expensive in the deck, it's fairly budgeted ^-^ Always a bonus. I've had a hard time running multiple Furnace Celebration because of the activation cost, but you shouldn't have a problem with that with those Eldrazi Spawn, especially since all the while you're buffing your Beetles. Though Lightning Bolts are a staple in any deck running red, I think you could get away with replacing them with Fling. You only really have 11x cards to cast it with (Arc Runner, Mortician Bettle, and Sarhan's dragons) but it fits with the synergy of the deck. Just an idea, perhaps it'd fit better if you were running more red sac-Elementals (Zektar Shrine Expedition, Stone Idol Trap), but I'm liking the potential of using it on a pumped up Mortician Beetle as a game finisher. The only thing I can think of that should definitely hold a place (mainboard or sideboard) is two, maybe three Butcher of Malakir. With all of your creature sacrifice, having one on the board would wipe just about any opponent's battlefield. It's expensive and not necessary to win the game, but it's one of those cards that will turn the game around if it's not going your way.
*in an elf deck.
I've seen Genesis Wave in action in a green deck. It's one of those things that tips the scales in an elf player's favor if they don't lay down game winning board presence by turn 6. With Archdruid in play, X=10 is not an unreasonable thing to see. And aside from another Genesis Wave, every one of those cards revealed is going into play (lands, artifacts, and enchantments too).
The slime might not be prime mainboard material, but I just love that card :) It's a super value control card, in a green deck nonetheless.
I'm building this to help a friend. While this deck does add up to be a bit expensive, it's no where near as expensive as if it ran Vengevines.. that's mainly why I didn't include them.
I disagree. Reducing your deck by 2 land cards for the price of 1 also reduces your chances of drawing a land when it is not wanted, enhancing mid-game card draw to be something beneficial. They can slow the game down, sometimes, if you draw heavy on your fetches without any basic lands, but that doesn't happen often. The benefit vastly outweighs the risk. Also, if land isn't a concern during a match, I can attack with Bloodghast, sac him if not killed in combat, and hold the evolving wilds to return him as a chump blocker during my opponent's turn, then fetch a land to return him at the end of their turn to attack / sac again next turn.
I love the idea :) I enjoy seeing these creative little rogues float around, they're so refreshing from the same old million dollar Titan/Valakut, or Quest for the Holy First Turn Win, etc. Decided to design this deck with my own spin, here's the link: http://www.mtgvault.com/ViewDeck.aspx?DeckID=110634 Please rate and comment ^-^
I was thinking about that after I saved the deck, earlier. Don't quite know if I want to go 2 and 2 or 3 and 1. I'll try out 2 and 2 for a little while. It's more expensive, hence slower to get started.. however it'll work famously with Bloodchief's Ascension and Geth.
You seem to be focusing on eliminating blockers via Tangle Angler and Prized Unicorn. IMO, Livewire Lash would be more effective in this deck than the Unicorn. +2/+0 for a 2-cast/2-equip is already pretty good, drop a Giant Growth on the attacking creature and deal an immediate 2 points of infect damage to their blockers before the declare blockers step. Or cast Prey's Vengeance and get 2 points of damage this turn, and another 2 next turn.
I love Arcbound + Proliferate. It's the first deck I ran when Scars was released :) Few things: Steel Overseer is a must have (Blade of the Blood Chief). Add 1 more Everflowing Chalice and 2 more Dross Scorpions (replace Flight Spellbomb) A few other cards you might want to consider: Replace 1 Contagion Clasp with a Contagion Engine. 2-3 Tezzeret, if you can get ahold of him. Every one of his abilities are perfect in this deck. If you can get ahold of any, replace Arcbound Slith's with Arcbound Ravager's. Ravager is a bomb in this deck. Energy Chambers are also good additions. More charge counters for your Everflowing Chalice, or +1/+1's for your creatures. Steady Progress isn't needed, IMO. You have more than enough proliferation already. I'd go with Thoughtcast instead.
I'm a little confused as to why you have Islands and Silver Myr in your deck. Also Coat of Arms is entirely unnecessary. Lose the Coat of Arms, replace them with Tempered Steel Lose the Islands, lose the Swamps and Tutors, and main board 2-3 Kuldotha Forge Masters. Replace Silver Myr with Gold Myr and lose the Mountains. Run 4x Evolving Wilds, 2x Mountains, and the rest Plains. Add 2x more Myrsmith.
My point was, you'd need to have the spell on hand, and the mana to cast it, on the turn an opponent attempted to use Doom Blade, Unsummon, etc.. With Culling Dais (or some other sacrifice card, but without running proliferate or black, that's a little difficult.) you have a permanent on the battlefield capable of protecting your golems from any spell, any time, regardless of your available mana or cards in hand. Even if you only reduced Vines, Emerge Unscathed, and Withstand Death to 3x of each, and added 3x Culling Dais.. I think it'd be a change for the better :)
He is 3x 3/3's for a single spell. With Indomitable Archangel on the battlefield, that's instant shroud. With Tempered Steel(s) in play, they get pretty beastly. If I have the chance to imprint him onto a Mimic Vat, he becomes a 3 cost token engine, producing 2 extra (permanent) 3/3's each turn.
Believe me, I would have if I owned any ;)
Hah! Finally gathered all of the cards together to construct this deck. First game I played, looked a little something like this. First turn: Swamp, Dark Ritual, Dark Ritual, Painful Quandary. Second turn: Quest for the Nihil Stone. Third turn: Swamp, Psychic Miasma, targetting last card in hand, which was a land. Fourth turn: Swamp, Lilliana's Specter. Was possibly the best opening hand I've ever drawn. Unfortunately now everybody hates this deck, which means at least one or two players will go out of their way to take me out early.. :(
Also, you're running blue without any Distortion Strikes?
I'd look for some sort of sacrifice mechanic (such as Culling Dias) to protect your Golems from Doom Blades and Unsummons. Tempered Steel will help with the likes of Lightning Bolt, but otherwise there are too many one or two drop instants that could mess up your day not to have some way to keep your creature's safe. Asceticism is another card to protect your golems, though it is a bit heavy to cast. Otherwise, you're focusing too much on spells, and not enough on Golems. I'd perhaps consider dropping a color entirely, cut back those spells to ~6 or 8 game winners, and include more Golem creatures as well as additional ways to protect them from all threats. Note: Withstand Death will protect you from a Doom Blade, but not an Unsummon or Disperse... etc. The above mentioned sacrifice mechanic, on the other hand, will protect you against all threats.
Golem Artisan is just a great card. His ability doesn't need to be copied for it to be effective. He's a mid-to-late game turn-around, granting trample or flying to even just 3 or 4 creatures is often enough. Personally, though, if I were to trade him out for anything, it'd be more Steel Overseers. I might be trading for a third one tomorrow, so that could change this deck around a bit. Looking back, I also think two Liliana Vess would be a good addition. With the decent amount of proliferation present in the deck, she'd make a reliable tutor, as well as a good way to reclaim a few of those Golems if I should fail to protect them through a turn.
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