61 cards isn't much of a difference to 60 cards. There probably has been some people with bigger decks than 60 that won a tournament. Although the recommeneded amount is 60, its not the end all be all number of cards in a deck. It is only recommeneded because most decks depend on key cards. Less of cards in your deck = better chance of you drawing a card (chance is now like 1 out of 60 instead of 1 out of 61 or something like that) Anyhow for a Vampire Deck, you should try to use vampire themed cards for max fun if you like (They make it more fun!). You can also take out some cards that really don't go along with the Vampire like element (Sadistic Sacrament, Thought Hemorrhage, Duress). If you splashing red, I would still use Blightning instead of Thought Hemorrhage because Blightning hurts their hand while Hemorrhage doesn't really attack their hand. Cards in hand are much more important than cards in library. Personally though, I would want to cut down on the number of Malakir Bloodwitches because Malakir Bloodwitches work best if you have lots of cheap Vampires in play to boost her effect. If you have lots of Malakir Bloodwitches, then those Malakir Bloodwitches are going to take the place of other cheap vampries and make your Bloodwitches's effect weaker. If you want 4/4 flying beatsticks only, and that gain life/lose life per vampire effect is a bonus, run 4. But if you want to max the effect of your Bloodwitches, by all means, run 2-3 only. Vampire Themed Cards - Blood Tribute - Feast of Blood - Guul Draz Vampire - Kalitas, Bloodchief of Ghet - Vampire Asistocrat - Vampire's Bite - Blade of the Bloodchief Non-Vampire Themed Cards you might want to take out - Sadistic Sacrament - Thought Hemorrhage - Duress
Permalink
I would probably replace 4 mountains with expedition maps considering all your spells cost almost like nothing to cast. So you will have 21 lands, but 4 maps that can fetch either Valakut or a Mountain, so you make more use out of your lands. Though even better, 3 Expedition Map and 1 Armillary Sphere would do the trick. Though I would scale back on Fireball to 2 since Fireball does more damage based on mana, if you have little mana and too much Fireballs in your hand, they become less effective. I would also take out Punishing Fire and put in creatures that do damage instead or walls that really don't die by your spell damage (ex.. tough walls). I think you could do without the lone Hellspark Elemental and put in walls instead. Your not super aggressive because your trying to use Planeswalkers and spells that Burn X. I would also replace Banefire with Spire Barrage since Spire Barrage will most likely do the same damage as Banefire, but cost only 5 mana instead of XR. I doubt you are going to Banefire something early in the game. Also your deck really needs more efficient removal for hoards, I recommend Magma Phoenix. Also, you should really take out Chandra because spells that do damage to all players will hurt Chandra. Yes, Planeswalkers count as players too. You also don't really protect Chandra that well, so she's not really that much of a help most of the time anyhow, I only see her as pay 6 mana, discard a card, do 4 damage, then its dead next turn or something. Also, you can probably dish in an Lavaball Trap just to keep every opponent guessing if they wanna play 2 land per turn :). Or you know. Pay 8 mana and nuke the entire field for 4 damage and kill 2 of your opponent's lands. Or the trap cost of 5 mana :) My edits -4 Mountain -2 Fireball -4 Punishing Fire -1 Chandra Ablaze -1 Banefire +3 Expedition Map +1 Armillary Sphere +2 Spire Barrage +1 Magma Phoenix +4 Wall of Fire +1 Lavaball Trap
Playing with this deck is like opening a box full of surprises everytime. Abeit crazy random lol, but fun none the less. Though it does make a lot of tokens, not sure if it can beat your opponent, but it does make tokens.
Though instead of using eggs, you could use Chromatic Sphere as the Eggs kinda force you to use their mana up. And also add Chromatic Stars if you want to replace more Eggs. I swear those two thigns are pretty much the exact same thing, except Wizards of the Coast likes to word stuff differently. Chromatic Sphere (1) Artifact Sacrifice Chromatic Sphere: Add 1 mana of any color. Draw a card Chromatic Star (1) Artifact Sacrifice Chromatic Star: Add one mana of any color to your mana pool. When Chromatic Star is put into a graveyard from the battlefield, draw a card
I would -2 Knight of New Alara and +2 Druid of the Anima to smooth out mana a bit. It's kinda like everywhere for this deck. Garruk might help, but he is only there to help if you have the right lands, he can't make white mana if you don't have a plains. Since you have no one cost drops, I'll do -2 Plains +2 Terramorphic Expanse. I would also -1 Woolly Thoctar because your mana is all over the place and I don't really expect turn 3 Wolly Thoctar in your deck. Then put up Trace of Abudance in its place. So overall. -2 Knight of New Alara -2 Plains -1 Wolly Thoctar +2 Druid of the Anima +2 Terramorphic Expanse +1 Trace of Abudance
Eh... the World Champion deck didn't have a Loxodon Warhammer for good reason. Shroud + Warhammer doesn't work.
Why does all decks made by him end in arguments o.O? Anyhow, it's a pretty good decks but I find it might need haste or just someway to protect your life points from being overruned quickly. And what if you don't draw Piper? Diabolic Tutor is way too slow in most standard competitve games and against control players, all they will do is either return your big creature or counter your Piper. It's fun, but its not consistent because of the reliance on Piper way too much. it's a 1/1! So basically anything pretty much kills that. Also, the creatures you bring out should have some evasion at best. Sure the effect is nice to lower your opponent's life down to 10. But if the creature gets killed then its all for nothing. You have some way to recover with Vines and Nature's Spiral. But remember about card advantage? The amount of cards to protect you or the Piper is much lower than the amount of cards to destroy your combo. Basicall your opponent has more swords than you have shields. And then factor in your life total and its pretty brutal most of the time unless you get your "god draw". I won't see this deck in competitve play unless the other people isn't packing any removal and just wants to ram big monsters against you with other big monsters. Suggestions: +Put creatures to Piper with Evasion + Shroud to make it better. Progenitus anyone?
Well a starter deck is not meant usually to win games, its there to teach the players or remind them how to play Magic in a sense. Sure it might kinda suck playing against top-tier decks because its like "I concede" after 5 turns. But playing it against other basic decks is pretty fun. Work with your deck a bit, see what cards.. + What cards you play most often and are are most useful. - What cards are not played, usually not useful. Anyhow, don't be bummed out about other people's collection of cards. Magic is just to have fun most of the time unless your really serious about competition (then.. its kinda brutal... eh... yea). Anyhow, have fun!
Yea, I would replace the Sledges for more pure removal.
I see a lot of color mixed and that is not good. You will likely always be missing certain colored lands to cast your spells. Also, 32 lands is a bit too much even for 65 cards. You want around 38% lands, but your deck has 49%! lands. The problem isn't enough lands, is enough lands of a certain color. I suggest you use dual lands that make at least 3 colors and add in Artifacts that make a lot of colored mana (Obilisks are the cheap choice). Also, try to keep the amount of high costing stuff to 4-5 cards at most unless your going crazy mana acceleration with mana that you will have like 20 mana available by like the 10th turn or something.
I think I explained the consistancy theory already?
Here's a sample decklist if you like. Total Creatures: 12 3 Big Creatures 9 Stall Creatures Total Lands: 24 24 Lands Total Spells: 24 Spells 6 Counterspell 5 Creature Removal 2 Life Gain 2 Mass Removal 9 Card Drawing Power its best to keep your deck size to 60 because you are more likely to draw the cards you want. If you find yourself with too many lands most of the time, just add more card drawing power and take out lands.
So if your goal is to "control" like stall until you get enough big creatures to smash your opponent. You will want a couple of things - Counter spells to disrupt your opponent - Some way to remove creatures by either return them to hand, exile, destroy, or make them useless - Some Walls so you can hide behind - Life gain is helpful, but don't go overboard because you still want to kill your opponent's creatures not just stall for 2 turns while they bash you for even more damage per turn. - Big monsters - Card Drawing power Any card that really doesn't do the above for your deck should be taken out and replaced. I know you want to mill or deck out your opponent. But if you want to focus on just basic control and beat them with big creatuers later on. You need to take out the mill cards and go for your goal. -1 Whispersilk Cloak (I won't count on always having Platinum Angel available and this both in play for your deck) -1 Hedron Crab -1 Roil Elemental -1 Graceful Adept -1 Isleback Spawn -1 Tome Scour -1 Traumatize -1 Demystify ------------------------------------------------ The Basic Control Deck looks something like this 4-8 Counterspells 4-8 Creature Removal (ex Unsummon, Path to Exile, Journey to Nowhere) 0-4 Life Gain (best if Life Gain + card draw or casade or something else besides pure life gain) 10-16 Card Drawing Power (ex cheap cards to draw cards like Divination, and expensive ones for later on like Tidings) 1-3 Mass Removal (ex Wrath of God, Evacuation) 23-26 Lands 3-6 Big Creatures to win the game that are hard to counter (ex Big creatures with Shroud are hard to counter for your opponent, Protection from Black/Red is also very hard to counter) 8-12 Stall Creatures (ex Walls, Walls with Shroud are better, Creatures that can tap down enemy, creatures that basically can either kill other creatures, have enough toughness to last a while, or can disrupt your opponent)
This deck will lose out in speed most of the time due to its Sanguine Bonds and Blood Tributes. But for casual play, its arite to play. Though I would always add in 4 copies of Sign in Blood for any vampire deck. It's such an amazing card, gives you 2 cards. Yea, losing 2 life might be bummed out, until you find out that alot of your cards that you just drew help you gain life and make your opponent lose life! Need life? Just steal it from your opponent like a real vampire! Sign in Blood - BB Sorcery Target Player Lose 2 Life and Draws 2 Cards My opinion -2 Sanguine Bond -2 Blood Tribute
I would take out 2 copies of Beacon of Immortality and put in 2 Plains or 2 Red/White Dual Lands just to smooth out the mana curve a bit. You can replace Glory of Warfare with Searing Mediations. It's usually better to kill threats by gaining life then attempting to block with only +2 toughness. Searing Mediation makes all your instant gain lifes pretty crazy. I would also take out Beacon of Destruction and probably put in more gain lifes, Healing Salve comes to mind, but it's not that great of a card later on... Maybe Isochron Scepter if you want to recast all your 2 CMC instants over again (since you have 8 CMC < 2 instants).
Would be great if this deck had some kind of haste... But funny deck indeed lol... One thing though, I would probably use Opens the Vaults if your not the crazy Atog 1 turn ko 20/20 Atog with Second Sunrise to pump it even more. But if your the crazy 1 turn shot with Atog chomping down all those artifacts then Second Sunrise is amazing. Another thing I would recommend is to get KCI (Krak-Clan Ironworks). So you can continously cycle your spellbombs in hopes of a gigantic graveyard that can you bring back alive with either Second Sunrise (on the same turn) or Open the Vaults (later, when you stored a ton of artifacts) Krark-Clan Ironworks Artifact Sacrifice an artifact: Add 2 to your mana pool. Open the Vaults (6) Sorcery Return all artifact and enchantment cards from all graveyards to the battlefield under their owners' control. (Auras with nothing to enchant remain in graveyards.)
Seems a bit slow to start off with, but gets a lot stronger later on. If you don't mind starting off a bit slower, then this deck is pretty good. If you want a bit more speed, I would take out the Fogs and Planeswalkers and replace them with cheaper creatures.
I put Terramorphic Expanse to thin out my library and help out the Soul Stair a bit. Vampire Lacerator is an amazing card that gives great control personally, why wouldn't I take it out? It's basically 2 damage to your opponent at the cost of 1 life for me, early on a 2/2 is like a serious threat coming on my opponent's way. Mindless Null is there for lols. Since it's casual and for fun, I want to keep one copy of it for lols. Though Blade of a Warchief is not a bad card I guess, I think I will add that. But Tendril of Corruption seems pretty bad for this deck with low amount of swamps, I think I will take it out because I generally don't get alot of lands. ---------------------- Why take out Hideous End? It's like a Dark Banishing and Shock right at your opponent's face! It's simply amazing unless your opponent is playing Black (Plus, it works well with all those vampires that get stronger when my opponent has 10 life or less). Vampire Feast is just another basic sorcery that has some requirement and its a sorcery. 4 Life is kinda I barely need it but it helps out a bit. I also prefer instant speed removal to sorcery removal.
Yea, I also forgot to mention I'm trying to make this for Standard. Also, I don't think a token deck really needs doubling season. I'm not a big fan of cards that really don't do anything unless there are other cards that is helped by it also. Doubling Season, Boom Reflection.. etc. are all those cards. Because it's basically using mana for almost... nothing Unless I have another card. Basically they require 2 or more cards to work.
Doubling Season isn't Standard Legal
81-100 of 206 items