Try not to pick dual colored cards that cost double white or double black. Or need triple black/white ...etc. You want to be able to at least cast your spells. Not stare at mana screw because you have like a ton of swamps and no way to cast that double white colored creature.
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I would take out these following cards - Mind Sludge - Needlebite Trap - Identity Criss - Conqueror's Pledge - Angel's Mercy - Emeria Angel - Armament Master - Kor Aeronaunt - Kor Outfitter - Nightmare Replace those cards with CHEAP 1 or 2 cost White/Black spells of your choice Preferably those that fit along your theme. Don't pick anything higher than 1 or 2, period.
Actually the copies of cards doesn't really matter as long as there is a good focus. Highlander Decks (Decks that run on 1 copy of each card period) make good use of that. 1 copy of a card ISN'T BAD. Actually most of the time, 4 copies of a card is BAD. New players make the mistake of running 4 copies of that bad-ass high casting card and pretty much have multiple copies of it sitting in their entire hand for the entire game because they can't cast it
Way too much non-basic lands. Drop the Rupture Spire and a bunch of those dual colored comes into play tapped lands for basic lands. I would also maybe have 1 copy of Exotice Orchard because having many will pretty much screw you over. Also I have no idea in your goal to kill your opponent by either milling or doing enough damage to make their life points 0. If your mill, you don't mill enough fast enough from the looks of those high mana cost and slow lands (and only 20 lands? why so little) So you have a choice now. Do you want to go more into milling plan, or do you want to go more into the damage plan. (Because those are the 2 choices I think you want) If you don't focus on either one, your deck will be weaker all around because mill doesn't win the game if you only milled half your opponent's deck and damage doesn't win because you dealt half your opponent's life points worth of damage. Your deck also runs very little lands, 20. Which is VERY BAD because you will pretty much have large amounts of trouble casting anything more expensive than 3 cast and will get mana screwed often. Eh.. plus a lot of cards just seem totally random, like all those Ascensions are just pretty much thrown in there with almost no way to help them get to full power and just hoping it would work because it's like a rare card or something.
First of all you should know Enchantment decks run a lot of cards that have the ability "Whenever you play an enchantment spell, draw a card" type of monsters or Enchantments. Yamiyaya Enchantress or Enchantress's Presence are two types of cards that both help your enchantments. White is also a good color for enchantment because there are cards that can bring your Enchantments back to life with it. Green is good for the mana acceleration boost. You want creatures that work well with enchantment preferably and not just any old boring creature. You want your creatures to be HARD TO KILL first of all. Because when you enchant a creature, that creature is now worth 2 cards instead of one. If your opponent destroy it (notablely when your opponent is playing red or black) you lose 2 cards, the creature and the enchantment. I also suggest removing all instants and sorceries from your deck. Your an enchantment deck and you get rewarded for playing Enchantment spells if you use any Enchantress card that say "whenever you play an enchantment spell, draw a card". So add in more enchantments and maybe even enchantments that make creatures so your creatures will also be enchantments. And maybe add in things that protect your enchantment from dying too. Suggestions Argothian Enchantress Enchantress's Presence Solitary Confinement Sterling Grove Words of Wind Serra's Sanctum City of Solitude Your deck could use a lot of improvements. If you want to look at a sucessful enchantment deck that has done well. You can check out this website http://sg.answers.yahoo.com/question/index?qid=20070922173615AApvsmu
I don't know why you randomly added Punishing Fire to this deck. It should be a sideboard card. I would just replace the Firewild Borderposts with more Forests. Coming into play tapped things and running birds = BAD. Obsidian Fireheart is just kinda random. It cost way too much red mana for a dual-colored deck. I mean its effect would be great unless your opponent killed it, but I would rather have an easier to cast dual colored creature (Red/Green creature). I would try to replace the Harrows with Rampant Growths. 2 mana and it fetch a land seems to be slightly better for your deck because there aren't not enough lands and you are less likely to be mana screwed running Rampant Growths instead of Harrow. I would take out a copy of Chandra Abalaze I would add 1 copy of plains since you have Ajani, If your opponent kills your birds, good chance Anjani would become a dead draw. I would also take out a copy of Khalni Gem, 4 is just way too much.
I will take out Intimidation Bolt since you think its not that good However, I am keeping Naya Charm because it has pretty much one of 3 abilities 1. Deal 3 damage 2. Return ANY CARD FROM ANY GRAVEYARD back to hand 3. Tap ALL CREATURES Naya Charm is a lot more flexible and thus would warrant more play than Soul's Fire, which is harder to use and requires a creature. Plus if my opponent killed my creature in response to Soul's Fire, I would lose 2 cards. Not sure why do you want to remove 2 Adventuring Gear, it does stack with all other landfall abilities and I have a lot of creatures... Perhaps give me more of a reason to take it out. I seem to get lands to fall well with 4 Harrow and 4 Khalni Heart Expedition (1 card for 2 land). So the quest lies in that is Rampant growth really worth it? It is 1 card for 1 land. Though I am keeping Burst Lightning over Lightning Bolt. This is budget and I want to have fun by not playing the most "powerful" spells. Yea, 90% of the time, Lightning Bolt > Burst Lightning. But hey, there is that 10% time Burst Lightning is better and I want to make use of it. Landfall sounds great because hey, I have like a billion lands right? It's also budget, so I'm trying to keep the cost down because Lightning Bolt is around a $1.00 card while Burst Lightning is only around $0.25.
Oh, it's a lot better now, though I would think there are cheaper and better creatures than Darksteel Colossus. I mean Colossus is fine, but it doesn't really give you that much board control except it's gonna just plain crush and smash. Great against decks that focus on weak creatures and lots of them. But if your up against Elves and they got like 20/20 pumped up giant Elves by like turn 10 (which is very possible). It won't really do much except sit there and act as a fat body guard. Maybe replace it with a creature that can pretty much win the game better than Darksteel Colossus, and maybe cheaper?
So many random stuff in this deck... but I guess if you like them you can take them out Random stuff include -Land Grant -Glided Lotus -Lich's Mirror -Spellbook (I know you want to "combo" with Recycle, but seriously, you don't need max hand size when you have like only 1 instant to play during your opponent's turn. 2 hand size is plenty for this deck) -Fertile Ground? Why do you need that? Just Rampant Growth or add in more elves. -Way too much Concordant Crossroads. More than 1 on the field is useless and it will only clutter your hand if you draw too much
You have way too much enchantments and equipments and needs more land -2 Blowfly Infestation -2 Crumbling Ashes -2 Gorgon Flail (I don't really think you need Deathtouch, because you already have Wither) +Any good black creature, preferably with first strike because first strike with wither is just totally way too deadly (Black Knight comes to mind) +Anything that gives your creature first strike
I run Burst Lightning over Lightning Bolt because it's Budget, but also because Burst Lightning works well when I have a lot of lands (In landfall, you get a lot of lands). I mean Burst Lightning's cheaper and works better than Lightning Bolt when I have a lot of mana. 4 Damage for 5 Mana VS 3 Damage for 1 Mana. 4 Damage wins when I don't really need to save up mana because I have way too much lands because this is a landfall deck. That is why I pick Burst Lightning over Lightning Bolt (plus, it's cheaper too)
Your deck has way too much equipments and has a mix of an aggressive or defensive plan. Your deck should also have a bit more creatures that have landfall effects. Since your running red, Plated Geopede is a very good card for landfall. Hedron Scrabbler doesn't suck, it is actually quite good in casual play because it doesn't cost any specific mana, just colorless. I would take out the Explorer Scopes and maybe 1 or 2 Adventuring Gear I would take out Goblin Shortcutters and replace them with other creatures that are also cheap 1 or 2 cast. I would also take out maybe 2 or 3 Zektar Shrine Expedition because it is only good if your going really aggressive and even so, I wouldn't want to run it because its not that reliable and can easily be killed by even a 1/1 first strike or a cheap 1 damage spell. Maybe add in Ior Ruin Expedition instead, drawing 2 cards is always useful in landfall. I would also take out 1 Relic Crush (Too situational and costs too much) plus Elemental Appeal and replace them with cheap but useful spells.
Demonic Tutors cost like a lot of money each and they are banned in Legacy and restricted in Vintage. To be nice to your casual group, I suggest you don't run them so its more fair and fun for everyone. -2 Thrumming Stone Legendary Artifact when you have 4 searches is just way too much. -10 Relentless Rats 16 is like enough. +3 Dark Banishing +1 Barter in Blood This decks need removal badly +4 Sign In Blood 2 Life + 2 Mana for 2 cards will leave you less mana screwed. +4 Some other utility card that either makes your creatures big, puts them from the graveyard to your hand/battlefield. Or kill enchantments or artifacts. Basically something that stops like cards that can easily beat this deck. It shouldn't cost a ton unless you want to take out cards and put in more swamps
I also think you should -1 Adventuring Gear -2 Behemoth Sledge +3 1 cost or 2 cost cheap green creatures 6 Equipments while you have Quest for the Holy Relic (So 6 Equipment + 2 Equipment Searches) is way too much. Equipments are only good if you have creatures. It might be nice to have a super nice guy that you just paid like a ton of mana to attack like crazy, but then your opponent might counter your plan with removal. Also your deck only has 13 creatures, add in more so that your equipment has more uses. -Some Forests or Plains +Either rare fetch lands OR Naya/Bant Panorama I also suggest adding in rare fetch lands if you have the money. Those are like the BEST LAND you can use for a landfall deck. Fetch lands are lands that have (Pay 1 Life + Tap: search your library for like a forest or a plains and put it into play UNTAPPED.) These are excellent but cost way too much in terms of money (like $15 each or something). I would only run those if I want to go into a tournament though. If your not going to go into tournaments, stick with the cheap Panoramas.
EDIT** I would take out Rampant Growth and replace it with Journey to Nowhere
I would take out the Rampant Growth and Journey to Nowhere. Your deck has no removal abilities and that can be pretty hard to take out certain creatures which have deathtouch or other abilties. 4 Khalni Heart Expedition and 4 Harrow is plenty enough for landfall already. I would also replace 4 Forest with Bant Panorama or Naya Panorama. They are basically the same thing for your deck and allow you to landfall more. I would also take out the Oracle of Mul Daya. Since your going to be thining your deck full of lands. Her effect is almost slim to none because you searched your entire library out of most of its lands already.
-1 Obsidian Battle-Axe -1 Bloodbraid Elf -4 Viashino Slaughtermaster -2 Giant Growth +2 Forest +4 Harrow -2 Flame Javelin +4 Cheap 1 mana or 2 mana warrior Just to help your mana curve out a bit and add in more playable burns
Horrible deck in my opinion. Lotus Bloom is basically useless Thrumming Stone is basically almost useless You can play like 1 Rat a turn You have no defensive spell or offensive spell At least it is easy to play. Just play every single card in your entire hand and search for more Rats.
This deck is actually pretty horrible and 100% not tournament ready because it is just too slow. It has few protections and basically your game is going to look like you having high costing cards in you hand and playing all your spells to counter just to surive and maybe 1 or two creatures before you get overrun. If by the off-chance you do surivie your life points are going to look so bad that you will be looking for Battlegrace Angel because it is the only card that might do something. Lots of cards don't even synergize with each other. Basically you have no card drawing power. Your only win plan is Djinn of Wishes or if you stall till like turn 20. You can hard cast a huge creature. 2.0/5.0 in my opinion
I would replace Angelsong with Holy Day
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