America Midrange, need help!

by chlr on 01 December 2013

Main Deck (60 cards)

Sideboard (13 cards)

Sorceries (2)


Instants (4)


Artifacts (1)


Enchantments (2)

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Deck Description

I have been doing some reading about what a mid-range deck actually is, and while i thought it was a deck that uses both spells and creatures to deal damage fast( hence both close and long range, noob i know :P), i discovered that it's more about a strong mid-game 4-7 drops etc. with some mana ramp to get that mid game sooner. I am new to this so please give me some pointers. It's hard to ramp your mana with R/W/U in standard so i use the darksteel ingot because they wont be affected by my reset buttons ( Anger and Supreme verdict). I use the detention spheres to deal with plainswalkers mainly. Plus some removal with scry to give me the midgame i need. I am also worried that it is to close to a control deck, so i would like someone to tell me if it is, because i am trying to build a midrange.

How to Play

Use spot removal with scry to set up ur midgame while removing potential aggro. Use the reset buttons, anger of the gods and supreme verdict to wipe the field before you drop hell on them. Detention spheres to deal with those pesky planeswalkers.
I put Elspeth, suns champion in as an alternative win condition with the extra assemble the legion copies in case it is a really drawn out game. It would replace anger of the gods, because that card is really useless against control or big baddies.

Deck Tags

  • Midrange
  • America

Deck at a Glance

Social Stats

4
Likes

This deck has been viewed 1,080 times.

Mana Curve

Mana Symbol Occurrence

24190220

Card Legality

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

Deck discussion for America Midrange, need help!

so one of the problems that i see is that you are very top heavy with too many end of game threats. drop the aurelia and medomai and maybe one angel of serenity. the dragons and aetherlings should be enough to win you the game when they come down. also ajani wont do nearly anything as he cant +1 or -3 to help one of your creatures that comes down well after him. because you're playing 12 mountains i think chained to the rocks would be a much better removal spell than voyage's end, mainly because it allows you to permanently deal with a threat even at the cost of scrying. so -3 voyage's end, +3 chained to the rocks. then you have 4 slots from -1 ajani, -1 angel, -1 aurelia, and -1 medomai. i would recomend maybe 3 sphinx's revelation and a single assemble the legion, because the revelation gives you much needed life gain against anything but control and allows you to win the longer games against control with the card draw. the assemble the legion also ives you an inevitability that allows to beat almost any deck in a longer game which is where you will likely end up in most matchups. finally if you make a sideboard, i would recommend warleader's helix for aggressive decks and dissolve and another assemble the legion for control decks. i think this deck definitely has a chance to be awesome!

1
Posted 01 December 2013 at 19:07

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Thank you so much! The Ajani is obvious now that you say it. And i completely forgot about Chained to the rocks. I still have no idea what to do about the sideboard yet, so ill just add the sceond assemble the legion for now :)

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Posted 01 December 2013 at 21:21

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i really like that you added the jace to the sideboard. i think he can add a lot against aggressive decks. another card i hadnt thought of before is azorious charm. it can be removal, draw denial, life gain when you need it and when it's dead, it can cycle. i think that because it will never really be dead, i warrants a spot main deck. i just dont know what you can cut for him

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Posted 02 December 2013 at 21:46

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Jace is also there for longer matches with card-draw in mind. I dont think this is the deck for azorious charm. I love that card and i use it in my esper control, but i would rather have permanent removal from chained to the rocks and magma jet. MJ also has scry which is pretty much equally good in this perticualr deck because it allows me to set up my midgame (moreso than draw i think). If i need draws i can switch in jace for the longer matches. The lifelink really isnt that great when stormbreath dragon has protection from white either : P Thank you for your advice though!

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Posted 03 December 2013 at 21:07

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