Bloodghast is an excellent card, but doesn't help you hit an infinite combo, so you have to decide if you want to win in small chunks or just go directly for the infinite combo. The search options you are running can be improved on. Jarad's orders is PERFECT for this build. Grisley salvage is better than vessel of nascency, even if it won't fetch blasting station. Zombie infestation is no good, there are much better discard options. Collective brutality is an excellent option for that, as you can pull an instant/sorcery away from opponent that would hit you, as well as remove a critter threat or drain away while ditching a grave component, all for 2 mana.
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Unfortunately, if the land produces a color not in the commander's identity, you cant run it, or the mirrodin lands would dominate in here. Alas.I see this deck going for between 150 and 200, which isn't that bad in commander (unfortunately). You could cut some of the more expensive cards (paradox engine, mycosynth golem, thought vessel, all is dust) if necessary to bring it under 100.Ya, mycosynth lattice is just stupid in here.
As it stands, I'm not that big a fan of semblance anvil in here, as it eats material and is a terrible topdeck, and you have plenty of reduce cost cards and mana producers to speed things up.You could also think about shaving off some of the agro bots, like traxos as memnarch is your win condition.
Lightning greaves goes a long way in this deck
It's starting to look better for competitive, but if you want it to be able to keep up in modern there are a few big changes that need to be made. The 1-drop counts needs to be filled up, specifically with 1-drop black discards like inquisition of kozilek, thoughtseize, duress, etc. They buy you time and disassemble opponent's ability to interrupt your combo. I would also run 4 fatal pushes. Then there are some redundancies in the critter base and some better search options available.
I think 21 with a healthy supply of fetch lands (6 or 7) would do just fine. A third of the deck is in the 1-drop spot, so you can realistically run the deck on 1 land for a couple turns if you have to, but with 21 you almost certainly wont. Another thing to consider is dark confidant, as you can bleed forever in a build like this and not care.
This is a pretty tight curve. Even with the 2 tactical lands, I don't think this needs 23 land spots.
Metallic mimic is a fantastic card for this build, especially with bloodsoaked champion (comes back as a 3/2 battering ram every turn).Yahenni's Expertise is no good in here. If you get in a position where you have to nuke, you've already lost (this deck swarms and basically nothing else).I'm also not a big fan of running 3 duresses, as 3 copies of an anti-nuke/removal aren't going to be effective, and you aren't going to see many opening hands with one (which is where you really want to see them). You could either give a higher saturation of 1 drop discards (throw in inquisition of kozilek and kick em up to at least 7 copies), or you could take em out entirely, roll the dice on your speed vs opponent's removal, and swap in some field interaction like fatal push (etc) to pull out the blockers that buy time. I would highly recommend 4 copies of fatal push, as you really want to pull opponent's early critters off the board as fast as possible so you can steal turns with damage.Mutavault is perfect for this too, as are some fetch lands (polluted delta, etc) to thin the deck out so you don't topdeck useless lands once you hit your operative curve (which is very small).
What level of play are we looking to run this through? Competitive modern?
From my read, this build is a little heavy on the win conditions vs reactive control. 10 damage producing critters (albeit some with control mechanics), on top of 4 snaps, and a walker-token producer, all of which is backed up by 4 colonnades is a quarter of the deck that proactively seeks damage, which I've always found to be too high a ratio. It leads to some opening hands without control elements at all and some middle games where you have redundant board state with no way to protect it. I've also never been a fan of the unsaturated mana leaks, as they are best in the opening so 2 copies tend to be far less effective than 4. I like 4 remands much better.You also have a high saturation of critter hate, but very little against non-critters, so perhaps consider pulling a few removals for some negates or the like mainboarded.Personally I've never liked the restoration angel/snap combo, as it requires a HUGE mana commitment over a 2 turn spread (first snap is 2 plus the spells cost, angel is a 4 drop plus the cost of the spell, so at min the whole thing runs 8 mana (if you choose 2 1-drops to flash back). I do like the angel and the clique, but im not sure if that justifies running the angels at all.Just my thoughts, not trying to beat the deck up
I like evolving wilds over meandering river, as even with the jump-starts you will be topdecking a lot of lands you don't need. I would consider dropping it to 24 lands as well (4 glacials, 3 field of ruin, 4 evolving wilds, then basics).I'm also still a little concerned with the 11 4-drop count. As it sits, you have plenty of anti-critter (12 including 8 nukes). I would shave off 1 settle the wreckage and 1 chemister's insight (along with the land dropped suggestion) will let you run 3 mainboarded negates, which will help fix the curve and balance out the interactions.Just my thoughts
Even with 26 lands, the curve here seems way too top heavy. Realistically this won't get in gear until you drop your 4th land.
This deck is extremely 3-drop heavy. I would suggest lowering the curve to get some speed going
The curve im seeing here doesn't seem to add up. The majority of your critters are 3 drops, so you can't drop spirit guide turn 1 unless you get super lucky and draw 1 of the 4 -drops in here. I would consider working in more 2-drop critters if you are willing to drop material by running the spirit guide to achieve tempo
Unfortunately displacer's flicker effect requires a colorless mana, so you will have to restructure your lands to give him a chance. Fortunately there are plenty of good options for colorless producers that will fit in here
I would consider maxing out the 1 drop tactics cards, namely sleight of hand and peek. Battle of wits needs tactical help maybe more than any other decktype
I would consider some horizon canopy in here
The problem with a build like this is 2 fold.If you go hard on the snap effects, you cut down on the things you want to snap back, so you will have to wait longer to consistently get what you want and will run into some clogged hands.And, the curve on this deck goes much higher, as you need not only the 2 mana for snap and mission briefing, but the mana to play the recycled card, so even though your curve looks 2-drop heavy, its really much higher.
Right not I think you have a bit of a balance problem with your critters to instants/sorceries. Right now delver has only 19 targets, and to be effective he needs to be run in a deck that basically guarantees him popping the turn after he hits play. I would cut down on cryptic serpent and tempest djinn, as you don't want either in the opening hand, which should give you more room for instants
I'm not a big fan of remand in this deck. It works best when you run reactive-control and don't play anything turn 2, and this deck really wants to play stuff turn 2.I would also consider upping the lands to 21 or 22, as mutavault doesn't help you with colors and you are running a 3-color. In general some fetch lands would help a lot too.
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