I would add a sideboard against Mill decks and some hand control in ur main deck; 24 creatures seems a bit much; a lot of creature destruction though which will probably be good against elves and the likes.. although their planeswalkers may cause u trouble (even though u have hexmage); maybe add Pithing Needle for extra protection
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not a lot of blue in ur deck, not sure u need it, also what are u using training grounds for?? add summoning trap to ur sideboard and replace it by elvish piper with some protection eg canopy cover to get ur eldrazi out whilst praying it doesn't get destroyed maybe add nissa and some elves for some more balance; splash white for protection??
you definitely need 4 Nissas in this deck; maybe add a monument and garruk for speed
maybe add Blue:polymorph, some tokens and a tutor to get to channel
it's a little vulnerable to black and blue (duress, counterspell, etc etc), but could obviously be quite devastating if ur lucky and draw the cards u need without channel being countered
I would add creatures that are less demanding and situational than doppelganger and gomazoa; just seems like too much of ur deck is devoted to trying to make ur three creatures work.. all the while they are still quite defenseless and vulnerable to any type of removal
too reliant on one card (polymorph); so maybe do as 4GGRO said and splash in some red damage spells for good measure; u don't need a lot of spawns, just enough to pull of ur combo black can be useful though (more so than blue) with hand control cards
give ur elves some protection with steely resolve; maybe add some planeswalkers for extra punch in case u don't get ur combo off; also add Rhys the redeemed and Imperious perfect for some extra creature diversity
I like ur deck; definitely plenty of strong creatures as well as some spot removal cards, maybe drop a few creatures for protection though or add some mana acceleration maybe add Perimeter Captain for an early game defender and lifegain, which can really help u out in the long haul against quicker/faster decks..
I would have a couple of concerns playing with this deck: 1 mana curve: it's rather slow for a green deck; add some more mana generators and cheaper creatures that are still deadly, because the gap between ur cheap mana generators (eg llanowar elves) and the rest of the pack is simply too big also, Garruk would be a good choice to add to this deck: his tap 2 lands ability is amazing in any deck and he can give u an overrun effect for less mana; finally maybe add Rhys the Redeemed or Imperious Perfect to create tokens u can then sacrifice to sustain Eldrazi Monument red decks are likely to just blitz through u or burn ur mana generators to slow ur deck down even further, as would any other quick deck try and balance it out a little more and add some versatility and speed to it
add duress, maybe Scepter of Fugue y do u use Dark Confidant??
I disagree; blightning is a tremendous card that can cause serious havoc on ur opponents' chances; since u added black maybe add Duress or the other, INquisition of Kozilek also consider Pyroclasm
u probably dont need the vines and wild growth in this deck unless u wanna surprise opponents by casting it on wind zendikon before u draw polymorph, I would add another wind zendikon cause u need the creature to make polymorph work, looks ok for the rest maybe add some counters against duress type of spells and other counters to ensure u can play polymorph,, I like the 2 planeswalkers in there, land untap and chosing what card opponent draws can be very useful
add some killer combos and creatures to make it more effective; maybe add Dichotomancy; it seems to go well with the tap untap deck theme
add black for good discard cards.. most of this deck consists of bounce, which is not the greatest strategy imo
maybe add some lightning bolts to take out mana accelerators such as Llanowar elves, Birds of Paradise etc etc etc you also need more mana acceleration to be on the safe side and u don't draw Sol Ring; maybe consider Lotus Petals, or mana producing one mana creatures to ensure u can destroy lands turn 2, cause if u can't u may run into trouble
u need protection against quick combos, too many deadly turn 3 and 4 combos out there to just play a creatures only deck despite their excellent abilities u need creature removal, artifact and enchantment removal etc or ull be toast
fair enough; actually if u want another way to win, why not add Elvish Piper and Emrakul for a turn 3 or 4 game ending combo?? many elf decks play the combo, because it's fast and effective and no one wants to see Emrakul on the battlefield so soon
seems a bit random; what's the precise purpose of this deck??
finally, I like the Crawlspace addition to it; you don't see a lot of elf decks that consider they might need defense ;)
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