Guild of The Planeswalkers

by steline on 06 June 2013

Main Deck (60 cards)

Sideboard (0 cards)

No sideboard found.

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

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Tags

  • Stefan

Deck at a Glance

Social Stats

4
Likes

This deck has been viewed 956 times.

Mana Curve

Mana Symbol Occurrence

1312121411

Card Legality

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

Deck discussion for Guild of The Planeswalkers

wish it ran 4 unexpected lol, but otherwise i love it

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Posted 06 June 2013 at 14:47

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Using Chandra to double up on the unexpected works instead of running 4

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Posted 06 June 2013 at 19:01

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but with a 1 of chandra, thats tough, also would be cool if you ran a grab card from graveyard spell to renew/ reuse planeswalkers

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Posted 07 June 2013 at 14:39

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Obzedat's aid bring them back nicely

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Posted 08 June 2013 at 07:58

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But with only one aid?

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Posted 10 June 2013 at 14:48

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One in sideboard, but it comes out surprisingly often. I did a lovely ral zarek ultimate (got 4 extra turns), then returned him straight to battlefield with aid, and he was fully loaded before the turns ran out.

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Posted 10 June 2013 at 17:13

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Some advice from someone who runs an Unexpected Result deck whenever possible: If you find yourself siding a card in against almost everything you should main board it and side it out when it's unnecessary rather than not having it game 1. I ended up making that decision in my UnResults deck with Sphinx's Rev and Terminus.
I also noticed that for a planeswalker deck you're missing 2 of the strongest walkers in standard right now: Tamiyo an Garruk Primal Hunter. They work beautiful in the meta and need to be dealt with immediately which will take the pressure off of you, even if you're essential sacrificing them for a few extra turns to stabilize.
I would consider trying a different card than Gaze of Granite. Don't get me wrong, it's a decent card with potential but if you're running D Sphere you don't want to have to destroy it too and give them back whatever was important enough to take away in the first place.
Just some thoughts, hope they help :)
If you have a sec could you check out my deck and give some feedback?
http://www.mtgvault.com/nbonezm/decks/expect-the-unexpected-result/

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Posted 13 June 2013 at 20:41

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I haven't got tamiyo's and thought about putting Garruk in, but the 3 green makes me slightly hesitant. I agree about the gaze of granite, but that is the reason behind the boros charm numbers, which has worked well. Granite is also the ever needed token wiper more than anything else. If i have to take it to 3 and wipe my own sphere, I'm already in a lot of trouble. Will try and get a look at your deck.

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Posted 14 June 2013 at 17:25

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That's true I wasn't thinking of tokens. Do you find that 20 lands are enough to get the cards you need out? I would suggest adding 3 or 4 more just to make sure you don't get stuck with 2 or 3 with a bunch of big cards in your hand.

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Posted 14 June 2013 at 17:35

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20 land is spot on, been working a treat for land. My main problem has come when playing the small creature aggro decks, and my temblors and verdicts have stayed in hiding. Don't forget the maze's ends. My personal favourite move is cahndra's copy ability on unexpected or obzedat's.

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Posted 14 June 2013 at 17:50

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Oh yes I missed the Maze's End hiding in there. That's the biggest problem with guild gates; that they have to enter the battlefield tapped so your Tumbler comes out turn 4 and the Verdict turn 5. Chandra's pretty fun like that, I was thinking of adding one to my Results deck for silly things like double Sphinx's Rev or when flashing back Increasinf Ambition to look for 4 cards. Could be useful.
Maybe add Terminus so you have a chance of miracling it against aggro decks.

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Posted 14 June 2013 at 18:05

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Ral zarek works well with the gates, helping you to keep the mana up. There is the one turn lag, but to be honest, you don't notice once your going. Tends to land play every turn, so after 4, your keeping up with most other decks.

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Posted 14 June 2013 at 18:54

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