I was thinking so as well. The abundance of artifact hate is too reliant upon having one or more Liquid Metal Coatings in play, of which the three test-hands I drew, I always had more destruction than I could do anything with. Welding Jar would be an awesome addition, but I'm trying to keep the deck in standard. Although it will most likely be for casual play only, I'd like to construct it as a tag-along deck to bring with me to WNM (Haha, my hobby shop doesn't run FNM, instead they do drafts and casual constructed on Wednesday nights.) I have a few changes in mind already, I'll document them in the deck description in case you decide to check back :)
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There are other ways to destroy enchantments, just as cheap as Naturalize. However, those spells destroy only a single enchantment, while Cleansing Meditation and Primeval Light will wipe one or more player's enchantments from the board. With Enchanted Evening in play, every permanent is an enchantment. I use this as a creative method to selectively remove a player from the game, much like you would do with Totem Armors and Day of Judgment.
Haha, I started off saying "the only thing I would change is. . ." and then proceed to give additional suggestions. See, kids, this is why revision is important!
This is much better than your first run at the deck :) The only thing I would change is Goblin Guide, and perhaps Ball Lightning. Otherwise you have all the right cards to make it work. Goblin Guide is not benefiting you at all. While it is a one drop 2/2 with haste, it is more detrimental in this deck than it is helpful. I would consider replacing it with 2 Leyline of Punishment and 3 Chandra's Spitfire. That will put you at one card over 60, so reduce your number of Flings by 1 (ideally, you don't want to be sacrificing your Kiln Fiends, however it is a good, cheap card that can easily finish the opponent off after a hearty 10 damage attack, so three is enough.) In place of Ball Lightning I would consider Arc Trail. Especially if you consider Chandra's Spitfire, as Arc Trail allows you to get rid of one of your opponent's <= T2 creatures, and deal a point of non-combat damage to them. Finally, I would suggest reducing the number of Goblin Tunnelers and Assault Strobes to 3, which will give you the room for 2x Cancels. Nothing worse than dropping an Assault Strobe and Distortion Strike for your big kill, only for your opponent to play a Fog. With all this in mind, that should put you at... 3x Chandra's Spitfire 4x Kiln Fiend 3x Goblin Tunneler 4x Neurok Invisimancer 2x Leyline of Punishment 4x Arc Trail 2x Cancel 3x Fling 4x Lightning Bolt 3x Assault Strobe 4x Distortion Strike +Lands Also, Scalding Tarns is a fairly expensive card. If you're new, you might want to consider Evolving Wilds instead. It is a $0.10 common, as opposed to a $5.00 - $8.00 rare. The only difference is that the land you fetch with it will come into play tapped. But, as you might have difficulty coming into possession of Scalding Tarns, it's a worthy filler card. Hope this helps!
Distortion Strike is a must-have in a U/R deck running Kiln Fiends. Also, since you're focusing primarily on direct damage instants / sorceries, Leyline of Punishment should be a must-have, and Fire Servant, Pyromancer's Ascension, and/or Quest for Pure Flame might not be bad ideas either. Some additional cards that you might want to consider introducing are... Melt Terrain -- to destroy opponent's land and trigger both Spitfire and Kiln Fiend's +'s Arc Trail -- as a cheaper Chandra's Outage, taking care of an opponent's control creature as well as dealing a point of noncombat damage. Twisted Image -- to switch an already buffed Spitfire or Kilnfiend's power / toughness to turn them into powerful blockers, or keep them alive when blocked / targeted by a dd spell themselves. Plus a single cmc drop -> draw a card is pretty nice. and Fling -- to sacrifice an already buffed, but blocked and otherwise doomed Spitfire or Kiln Fiend.
Alrighty, I took my comments above and molded them into my own deck. If you would, please review it and let me know what you think :) http://www.mtgvault.com/ViewDeck.aspx?DeckID=101323 Mainboard is set up for multiplayer games, sideboard for 1v1.
Err.. Mimic Vat wouldn't do any good versus Unsummon, but Throne of Geth would.
Can I suggest a Mimic Vat or three for your Precursor Golem? Makes for a great token engine and counter to Precursor's weakness to shatter / bolt / galvanic blast / unsummon / doom blade... etc. Also, for that very reason, I think Throne of Geth should be main boarded. As a counter to the above mentioned spells, sacrifice your Precursor to prevent a spell from replicating, as well as to feed counters to Golem Foundry / Everflowing Chalice. Otherwise, love the deck! I've been trying to figure out the most effective way to take advantage of Precursor Golem without giving way to it's inherent weaknesses. For that reason I kept considering U/G for Distortion Strike and Asceticism / Withstand Death. Never thought to go U/B
Infinite mana and no fireball?
Thanks! I'm glad you like it :) After a few playtests, there are a few alterations I'm considering. 3x Krosan Drover's are unnecessary with all of the land draw, but on that note the deck seems to fall apart if I cannot get three mana out early on. To remedy this, I'm thinking of making a few alterations. First is the removal of Power of Fire, to be replaced with my Diabolic Tutor (which I just found, and btw it's a foil from Odyssey :D) Second is removing one Island and three Forest, to be replaced with one Swamp and three Evolving Wilds. Having one swamp means I need only rely upon having one Fertile Ground or Utopia Vow to use my Tutor. The three Evolving Wilds will allow me to search for lands without requiring mana to do so, as well as further reduce the number of lands in my deck for more effective mid-game draw without reducing my chance of drawing lands in the first place. I will also be removing two or three Krosan Drovers. Two, to be replaced with a more cost effective creature, and the third to be replaced with a second Tutor (which I will be trading for later this week). Finally, I'm adding two Spring Cleaning and a Reinforcements to my sideboard. This will bring my sideboard up to just enough cards to cover the counters I could expect from my regular opponents -- Oblivion Rings, Prison Term, Doom Blade.. etc..
I really like this deck, looks like a lot of fun for a simple bash-em-up creature deck. I don't know how well it would perform in the vintage multiplayer format I usually play, but I'm tempted to proxy it and give it a whirl. Do you still play this deck? I think it might be worth while to cut back a few of the creatures (you'd still have more than enough with just three of each, excepting Knight of New Alara) to include a few general utility / control spells. Permanent removal and counter spells in your side board would help cover yourself against creature control decks. Just a thought :)
Hey, finally got around to judging the T2 Five-Color deck challenge. Here's the results, if you're still interested in checking them out. http://forums.mtgvault.com/showthread.php?p=8892#post8892
Hey, finally got around to judging the T2 Five-Color deck challenge. Here's the results, if you're still interested in checking them out. http://forums.mtgvault.com/showthread.php?p=8892#post8892 Your deck came in first for the challenge, despite the high rare count (and the low-cost stipulation I threw in for added challenge) I appreciated that this is a real deck, and not just designed with a lot of rares for the sake of winning the challenge.
Hey, finally got around to judging the T2 Five-Color deck challenge. Here's the results, if you're still interested in checking them out. http://forums.mtgvault.com/showthread.php?p=8892#post8892 Congrats, you won :)
Why do you say that? Because I make my decks out of cards I actually own, and cannot afford weekly drafts ergo a supreme lack of mythic rares? (or even full sets of commons for that matter) What would you do to make it better, Mister Cynic?
I was considering 4x tectonic edge, but decided instead to run 4x Quicksand. It came down to land destruction or creature destruction, and I decided I'd need to remove pesky ability creatures and low toughness baddies instead, since I won't have many creatures at all until the Eldrazi start hitting the board. I wanted to keep at least 10 basic lands in the deck so Pilgrim's Eye (coupled with Minion Reflector, if in play) would have something to grab. Land searching is one of my favorite abilities -- usually if I'm mana gimped it's because of a bad shuffle, and searching my library allows me to observe how to fix that. I don't know what Dread Sanctuary is though, I searched for it and found nothing, could you provide a link? Also, in the deck challenge thread I mentioned that I made this deck with little consideration due to an annoying hang over :) IMO it sucks in its current form, so sometime tonight when I get the time to properly look for cards it'll be going through a major revision.
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