5/10: I just don't see a cohesive theme. Maybe if you could explain it a little better. Give some general turn by turn strategy.
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If I played against this deck I would just start laughing, and maybe scoop. Why not go with four Hammers?
I'd swap the Trespasser foe Oona's in a heartbeat. Who want's to loan me some? I'll give you a pick out of my winnings. :D
If I had the cards I'd drop the a Giant Growth for another Epic Proportions.
Clockspinning is too expensive with buy back, and not enough for a whole card at U. I just don't think it's any good outside of draft. Still, I'd love for you to prove me wrong, and build a wicked Clockspinning deck, where you recurve it out of the graveyard and such.
I agree with sevensided, Jhoira needs something to suspend (a really high cost card) to be worthwhile, but sevensided is wrong about her and the Gargadon. Compare [Suspend-9 for R>Suspend-4 for 2]. Next, you MUST swap Robe of Mirrors for Protective Bubble. With all your mana you would be a real herb not to. Finally, you have to tell me how Reality Strobe play-tests because I'm just short of the guts to play it myself:-|
3 Keen Sense for the Overruns would weaken it, but would teach more than just, "Always play Overrun!" :D Therefore, I'll make the swap.
I've chocked it full of all the high value cards to show off its potential. Would anyone honor me by running it in a few matches? All types of players are welcome just be str8-up about how new or how burnt out you are to this game. :-) Also, I'm throwing into the sideboard all the cards you need to return it to the real Bum of a storm deck that it is. ;[>
By adding the cote of Arms and dropping the Hermits the deck becomes MUCH stronger. I'm going to make a variant WG Sap. deck. using him. Any real opinions? This isn't one of my fun ones it's for tournament play. However it will only be local FMN, which means no need for Garruk. :-)
Ver 2.0 1. Three Fa'Adiyah Seers; They'll put plenty of enchants in the graveyard while filling my hand with land. Just hope they don't mill out one of my 14! :-( creatures. Play-testing will see it's a problem. 2. Three Stuffy Dolls; So obvious I somehow left them out. Hell, they could wind up being the deck's MVP. 3. Redid the land with a net -1 (23 total.) Shouldn't be a prob. since I'll not have to hard cast my enchants 90% of the time with my 4 Mythmakers & 3 Retether. Input Welcome.:-)
I'm no rules expert, but would not Aether Snap kill the creature token from Dark Depths as it comes into play? I would drop both spells regardless, along with Curse of the Cabal. Next to accentuate the mana curve drop 1 Traumatize, 1 Guiltfeeder, and 2 TwinCasts. (3/4) of Twincast's good targets cost 5 mana. 5+2 = 7 Pretty darn high. This makes it VERY strong, but only in the late game. This should get you near 60 and produce a lean mean milling machine. Good Luck :-)
Man, I took another look and you really need 2 more Haunting Echoes. If you don't believe me on the Raven Masters. Play test the full deck and drop one card every other game or so until you've got the best 60. I doubt they'll still be there. He's not unplayably bad, but you could actually have a pretty decent deck here.
It's a complicated deck (not always a bad thing) which makes it hard to play. Since you're a beginner try sticking to mostly 4ofs and 3ofs. This makes it possible to strategize a turn in advance. With that said, What's your goal? Cutthroat competition or fun, casual play? If it's casual, play with up to 80 cards. This will let you test out which cards work best in combination with each other, and which cards are just dead draws. Then just drop cards 1 a game till you're @ 60. Good Luck!
Had a thought. If you're typically winning in under 8 turns Delay would be a good replacement for Remove Soul because they both cost the same. Also, trade Sage of Epityr for Sage Owl (10th ed.). Gives you another evasive attacker especially once mutated.
I really love how cohesive it is. Suggestions... I definitely suggest replacing Remove Soul with a multi-purpose counter because you already have 16 creature stopping cards. Less strongly, maybe maindeck some Kraken in case they're also running control which will stretch out the game. I don't really have any recommendations completely without reservation because the deck already feels quite finished. Very, very solid. p.s. I like how you built on a budget. I try to do the same with my design
Great tip Vaulatog. I'll try to get 3 of them. He would replace my Basilisks because he also combos well with lure.
Lotu$ Bloom$? BPlus builds on a budget (Hence, the name BUMStorm. I make decks for kids, beginners, and spendthrifts such as myself. Excellent suggestion though, and I will through in the only one I own.
If you're building purely for fun just drop the Academy Researchers. The odds of drawing them and Fool's Demise at the same time are anything but fun. :) (Want to see my attempt at a competitive use of the Researchers? Inspect "The Enchanters") Also drop 1 Guile. You never need more than three of a 6 mana card. The only exceptions are reanimation and mana acceleration decks. These suggestions will make the deck more fun AND more competitive.
It's not really meant to be a "winner." It's more about drawing out the game and teaching fundamentals (i.e.parts of a turn, combat, & the stack). If I were trying to make it stronger your suggestion would be a good one.
Another easy tip: swap those 2 Fireshriekers for 2 more Whispersilk Cloaks. Or, If you have access try throwing in 2 or 3 Loxodon Warhammers. They make Willl-o-Wisp a killer. I've recommended In Total: +2 Avatars, +2 Echoes, -2 Raven Master, -2 Dralnu, -2 Fireshriekers. Gives 2 slots. Probably you should just use them for basic land, and you'll have a deck that'll catch people by surprise.
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