You should really pick either Bloodchief's Ascension or Megrim. It's hard to do both, trust me lol. You could also take out a Chandra Nalaar and just put in another Lightning Bolt. To me Chandra is usually either dead because I have nothing to protect her, or I use her as an expensive way to get rid of creatures. But Chandra is a good meat shield :). Gotta love those 6 loyalty counters. Poor Chandra.... she always seems sucidal lol. Umm..... I think I would try 3 Blighting and 2 Mind Rot and 4 Duress. You only have 20 lands, so usually having in too many 3 cost spells isn't that great of an idea, they usually come out on turn 4 or so. Duress will come out at turn 1 unless you have no lands in your hand. Yea, umm... you should replace those Rise from the Graves. 5 mana is a lot for your deck! Well with 20 lands, I think it is. I feel Burning Inquiry is ok, since it's an almost instant crazy damage (6) with a Megrim or Bloodchief activate in play. But if you keep having dead hands of Burning Inquiry when playtesting, I would remove them.
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Umm...this deck is super slow, but if it gets going with lots of mana. It can be pretty deadly because all of the cards are pretty powerful (but somewhat costly, except for Removals and those Knights). Luminarch is cheap but it won't really do anything until the 4-7 turns after you cast it on average. A bit slow, but decent somewhat. Though I would take out some cards -1 Eldrazi Monument -1 Emeria Angel -2 World Queller -1 Emeria, the Sky Ruin +5 Plains Just to smooth out the mana curve and make it a bit faster. You can also take out Mark of Asylum if you want, its mostly a sideboard card. But if you find lots of people using spells that do damage, put in those Mark of Asylums. Overall, +1
I can't see this deck even doing anything much to Jund.... Did you really wreck 3 Jund and 3 Lightsabres? Nactal isn't stable? Having Battlegrace and Blitz Hellion out at the same time is very rare and I wouldn't really count on that occur any time in a tournament game. Nactal is a one drop, which can put pressure early in the game and beat down late in the game. You don't have any mana accleration of any kind and only 24 lands. I seriously doubt that you could beat Jund when Jund casts its hand disruption and crazy card advantage. You can barely handle even a Putid Leech for your deck. Let alone any Planewalkers. All your high casting stuff and lower mana curve means you will be playing spells less. Violent Outburst is almost useless without a creature on the board, it it very random and the best it can get is Cerodon. Heck a Nactal and a Noble Hierach on turn 2 is pretty bad for your game already. 4/4 attacker will stop your deck pretty harsh. Your Deck VS Jund - Jund has higher card advantage - Jund has more quality removal and creatures - All your 2/2s aren't as effective as Jund's 2/2 (Putid Leech) Your Deck VS Naya - Naya has superior speed over you - Naya has a Planewalkers to soft-lock you and can get it out as fast as turn 3 - Your deck does nothing until turn 2, except a early Path to Exile to reward your opponent a free land (most likely) or a wasted Lightning Bolt on a weak creature) - You have no mana accelerator and your creatures aren't as strong as Naya - Battlegrace/Baneslayer for your deck is slower than Naya. I seriously doubt you actually beat "3 Jund" or "3 Naya" with this deck in a real tournament in the states. Of course I could be wrong. But I'm not convinced of what you did.
42 different cards doesn't equal having no goal in mind. Common types of decks that run many 1 copy of a card instead of 3-4 copies of a card are: Sliver Decks (Multiple copies of Slivers that give like Flying are kinda useless) Power 9 Decks (Restriction causes them to run only 1 copy of certain cards) Leyline of Singularity Decks (The Leyline makes everything Legendary, so they take advantage of it by running only 1 copy of each card to cripple their opponent who is running 4 copies)
The Only problem with this deck would be against a Red Burn Deck. Thanks for the cards so I can play all my cheap burns :). But its pretty crazy I would envsion lol. Though the only problem with your deck is having way too many Witch Hunters. Personally I don't see it being used that often because of its high mana cost 4, your low lands 20, no card drawing, and the ability cost 3. I would also take out Gerrard down to 1. But nice and interesting deck.
The best friend for a Kaboom deck is Sensei's Divining Top (restricted to 1 in all formats it is legal in). Too bad about the restrction. But personally, I would really like to splash blue for this deck if I really want to Kaboom for a ridiculous amount of damage (Brainstorm would actually be blowing up your opponent's mind if you put that Draco on top of your library and KABOOM IT!)
Where's Wild Nactal? I would think its better than Rip-Clan Crasher for a Naya deck. Though it's ok for a Naya Deck, but not running any mana acceleration makes it kinda slow. Not sure why do you want Blitz Hellion, but its still a decent 7/7 trample but without mana accleration also comes out a bit slow. If you want more tips, you can check out this top tiered deck titled "Naya Lightsabre". It is one of the top performing decks in standard and it beats "Jund" top tiered decks most of the time. http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/td/67 Naya Lightsabre 4 Arid Mesa 4 Forest 3 Mountain 1 Oran-Rief, the Vastwood 4 Plains 4 Rootbound Crag 4 Sunpetal Grove 4 Baneslayer Angel 4 Bloodbraid Elf 4 Noble Hierarch 4 Ranger of Eos 1 Scute Mob 4 Wild Nacatl 4 Woolly Thoctar 3 Ajani Vengeant 4 Lightning Bolt 4 Path to Exile ===================== Sideboard 1 Ajani Vengeant 2 Burst Lightning 4 Celestial Purge 4 Goblin Ruinblaster 4 Great Sable Stag
EDIT: didn't see the come into play lands.. You should get it around the 7th or 8th turn. Abeit a bit slow..... Cards you might want less off: Needlebite Trap Malikar Bloodwitch Diabloic Tutor Blood Seeker Blood Tribute Cards you might want to take out: Bloodchief's Ascension Cards you might want to add: Tendrils of Corruption Corrupt Marsh Casulties Black Knight Sanguine Bond decks also work well if you splash white. White has a lot of life gain and is better at stalling than black.
I think you have way too little lands. On average with only 18 lands in your deck. You should be expecting to cast a Sanguine blood at around the 12th turn. Just last for 11th turns and your victory condition will be at your feet!
I mean + Spells that work well with Slivers - Spells that don't have to do anything with Slivers (Fog.. etc) There are better cards than Fog to put into a sliver deck.
I sense mana screw..... I think a Sliver deck shouldn't run cards that aren't well... sliver like lol. Suggestions: + Lands that can make more than 1 color of mana (Vivid Lands, Ancient Ziggurat, City of Brass, Alara Tri Lands, Rupture Spire, Terramorphic Expanse... etc.) + More mana acceleration Slivers, which is Gemhide (2 or 3 is a good amount) + Spells that work with Slivers (Having permanents isn't that great for most decks, Wrath of God = say bye bye to your game! There are better spells than Fog or Molder to work with Slivers) + Changlings if you want! (They are slivers also!) - Multiple copies of Slivers that don't do much if played in multiples. (Ex Synchronus Sliver, Two-Headed Sliver) - Spells that help Slivers (Tribal spells are not bad, spells that get stronger based on your slivers is good. Distant Melodies anyone?) - Artifacts and Enchantments that don't have to do anything with Slivers (That means you Platinum Angel, Relic of Graveyard ownage, and yes.. Whetwheel too... and maybe those equipments if you want)
Very powerful* = doesn't mean super strong and cost a lot of mana. Very powerful = strong in relation to its mana cost and playable by your deck.
Depends a lot.... I can easily make a deck that uses only 1 copy of each card and beat a lot of decks running multiple copies of a card. The only reason you want multiple copies of a card is because that card is highly played or very powerful or is your win condition. Having multiple copies of a card for the sake of multiple copies of a card creates a flaw deck that is weak. Of course most of the time, 4 copies of Lightning Bolt is always nice because it can easily remove your opponent's creatures or kill your opponent is their life is low enough. But what about 4 copies of something like Baneslayer Angel? Its high converted mana cost means it is probably going to be a dead hand for at least 5 turns on average because you can't do anything with it on your 5th turn. A good deck will try to minimize their time doing nothing by running multiple copies of cards that are highly playable, or your win condition. Having 4 copies of Baneslayer Angel with low amount of lands or almost no mana acceleration is asking to look at the shiny card and feel helpless. BOTTOM LINE: Multiple copies IF highly playable or win condition.
O.... another 1 turn kill if I get my Ad Nauseam to 1 hit ko me before I die to 1 turn KO you if lucky I turn KO you on the first turn and hope you don't have a Force of Will to counter of my spells so I don't have mana to cast the Tendrils of Agony and hope I don't die by Ad Nauseam in case my life is at 1 and I revealed a card with Coverted mana cost of greater than 1 and thus this deck is explosive. Phew... that was long. Anyhow you have Mystical Tutor and Lotus Petal, both of which are restricted to 1. Anyhow, can kill really fast and is not that fun for your opponent. But can't rate this deck anything other than +1
Don't be so ignorant of every card's worth. I bet there are tons of times where you wish you had a creature to attack your opponent instead of a lightning bolt. Besides, Magic is to have fun. You can always have fun without using the best cards.
Well it's not particularly fast and has some situtional removals. Lets upgrade it Cards you might want less of: Hellfire Mongrel Megrim Guul Draz Specter Rotting Rats Burning Inquiry Cards You want to take out Quest for the Pure Flame Mire Blight Cards You might want to add Cunning Lethemancer (Great card, check it out!) Blightning (You know Lava Spike + Mind Rot) Terminate (It kills anything, I think its good) Gravedigger (Helps out to react dead stuff)
Cloudpost's best friend is Expedition Map. You can make crazy mana with Artifacts that make mana such as Glided Lotus (5 mana to make 3 mana of any color. You should include something at least that make crazy mana, such as Llanowar Elves, Birds of Paradise, or Noble Hierach. Great 1 drops for a great amount of mana. If I had the choice of any of these, I would probably choose Birds of Paradise. You don't really need Oblivion Ring, a better way to stall is to use Moment's Peace. It's basically a Fog effect that cost 1G to pay, and flashback for 2G. Giving you 2 fogs for 1 card! Well your choice, you wanna pay 3 mana to get rid of one thing, or pay 5 mana for double fog to stall for 2 turns. You also really don't need so many cost X spells. I mean 10 is enough seriously lol. You can take out Feral Hydra in place of Protean Hydra because Protean Hydra just seems a lot more deadlier and is a great blocker too. Yea, you could also do without Winter Blast, Since you already have Illuminate, I wouldn't think you really need Banefire. I would probably up the count on Illuminate. You could probably get away without any Platinum Angel or Darksteel Colossus because they aren't really pay X get huge or something. Using mana acceleration should be much better. It's ok, but just not that extremely good. You could also probably remove some of those Hydras for more mana acceleration. Changes I recommend. -2 Platinum Angel -2 Darksteel Colossus -4 Feral Hydra -3 Banefire (Sideboard the other 3 against counter decks) -2 Oblivion Ring -2 Upwelling -2 Winter Blast -1 Wurmcalling -1 Vesuva -1 Dawnglow Infusion -20 cards total (down to 41 cards) Additions +4 Birds of Paradise +3 Glided Lotus +4 Expedition Map +3 Moment's Peace +3 Mind Spring +2 Lands (I also tried to reorganize your lands to meet your needs. And I added blue for Mine Spring and Illuminate's extra Pay 2B effect. I also assume your not going for expensive lands.) +19 cards total (Land count bumped to 23, back to 60 cards) Final Deck List 2 - Orochi Hatchery 3 - Glided Lotus 4 - Expedition Map 4 - Birds of Paradise 2 - Oracle of Nectars 3 - Apocalpyse Hydra 4 - Protean Hydra 4 - Cloudpost 3 - Vesuva 2 - Rupture Spire 6 - Forest 2 - Island 2 - Plains 1 - Mountain 3 - Seaside Citadel 1 - Banefire 2 - Dawnglow Infusion 3 - Decree of Justice 2 - Illuminate 2 - Wurm Calling 3 - Mind Spring 3 - Moment's Peace
I would replace the Sunken Ruins with Underground Rivers because those Suken Ruins are pretty much going to come into play "tapped" most of the time because you only have 7 other Swamps/Islands. Well nothing else I can change anyhow, looks decent and fun. Though the inclusion of Thoughtseize is somewhat ...iffy. Since your deck can't really first turn Thoughtseize and the fact that you lose 2 life isn't too bad. But considering creatures aren't really a threat becasue you can always "tempt" them to join you. I would probably use Duress just to save me those 2 lifes. But you know, Thoughtseize is good. -4 Suken Ruins +4 Underground River
I'm not sure what you are planning to do, but -1 Eldrazi Monument. It seriously hurts your deck more than it helps.
Yea, 4 Fonts of Mythos is kinda crazy lol... I would lower it down to 2 or something. You probably won't ever need to Runefire Trap someone to death because they will die by mill by the end your 3rd Runefire Trap comes and tries to finish them off. Horray for wasted cards! Time Warp is actually pretty interesting for your deck. If you have a couple of Mines or Fonts or Jace out, I can see it being pretty deadly. Yea, get rid of Runefire Trap and Banefires. You don't need them, they don't help, they are useless unless your opponent has some way to "unmill" themselves. I don't really have any good advice, but getting 4 Path to Exile to replace those red spell isn't too bad. (Think Path to Exile + opponent search land + Archive Trap = 13 cards milled + 1 land opponent comes into play = 14 cards total) Also, your deck really doesn't need any Fetch lands at all lol. Seriously in a deck that runs Howling Mine and Font and Jace! Why would you need to search for lands lol! Yea I know it thins out your deck, but I really don't see it being used much except to hurt your life points by 1. Replace those crazy expensive fetch lands with cheap "comes into play lands that gives you life or just basic lands. Your life points will thank you and it will help you more than fetch land". For most decks, fetch land = good. For your deck, basic land = better. -3 Arid Mesa -3 Scalding Tarn +2 Plains +2 Island +2 Kabira Crossroads -3 Runefire Trap -1 Banefire +4 Path to Exile
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