I hate running less than 20. I would rather have 3 lands in the opening hand then have to mulligan and take a risk of a shit 6 card hand. 21 lands is enough to make sure I can lay a 2 drop turn 2, or play and equip the bonesplitter and swing for 4. plus, sun standard rewards you for having more lands, so if the game moves past the early/middle, you can pump up your guys for a legit midrange swarm rather than weenies
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with 24 lands in a 2 color deck, fertile ground doesn't help you enough to justify a spot in here. your curve is pretty low as it is anyway. running 2 inquisition of kozilek is not going to be very effective. they will most likely be a dead draw after turn 7, especially since the opponent can stack the spell you want to discard if its an instant. if you want to make good use of it, you need to run 4 copies so you have a better shot of hitting it in your opening hand when it will do some serious damage. it wouldn't be a bad idea to run 4 inquisitions and 2 duress.
no worries mate. that's how it goes on this site
the problem with brow beat is that since the opponent has a choice, they can screw you over when you are in a tight spot. if you top deck it, they will choose the damage every time, which still leaves you top decking. ive lost games because of this unfortunately. it can definitely help you in many situations, but im afraid of the tight spots that blue control decks tend to create. char may not be as good, but I can plan exactly whats going to happen with it, and I know its a damage spell FOR SURE so I can balance it with the rest of the deck and control exactly how much damage I can meat out if need be.thanks for the feedback mate
crystal ball and thassa would work much better than witche's eye
boros reckoner and buried alive should be taken out for sure. winter orb and elixir of immortality should be sided. that leaves you with 14 basic lands, for 23 total, which would be alrightI wouldn't run tolarian academy or darksteel citadel, they are too risky for a 3 color deck without many artifacts. swap em out for 2 basics
ivory tower is the only card named tower in 4th edition, and it doesn't fit at all in here
im trying to stay with 4th edition. but this format could be played at the legacy level, or whatever you want really
4/22 son. lets run the math shall we. that's a whopping 18%a long way from 40%, which would still be a losing record anyway.you, sir, have just been "louis'd"
i would be ok with 2 shatter and 2 fireball
take out 4 ball lightning, 2 tempest efreet, 2 stream of life, 2 tranquility, 2 detonateadd in 4 shatter, 4 manavault, and 4 shivan dragon
this is the worst deck ive ever seen, and god have mercy on your soul
thundermawhellkite is the big win condition, and you can pretty easily control the board until you get him out. after that its a 3 turn clock. Ajani vengeant can zap every other turn, plus he gives you the life to deal with pesky swarms and such. the best win condition in here that isn't the hellkite is lightning helix on the scepter. 3 damage and 3 life a turn is absolutely broken.and if all of that isn't good enough, batterskull in the side can handle most problems for agro.
ill consider the gambit, but in general, proliferate nukes the decks card advantage too much to pan out for a late game control deck like this. the stuff that puts counters every turn is the only way to hold up over time
a huge chimeric mass, tokens from titan forge, or damage from ion stormthis is a control deck, so you have late game win conditions and ways to control the board till they pan out
that being said, you could make an anti-meta deck much cheaper than decks like this that could keep up with most vintage stuff. that just takes lots of skill though
it depends on where you play, but the general rule is that money wins in vintage and legacy. its super hard to beat a deck that costs over a grand with any sort of strategy
I couldn't agree more. I hate organized magic for this very reason
unfortunately, that's vintage for you
you don't need 4 copies of dread return. you will be fine with 4 reanimate, 4 exhume, and 4 animated dead.you desperately need 4 entomb and 4 buried alives. I think this type of deck runs with a blue and black build that allows for 1 drop blue draw cards that help you move through the deck fast enough to get the combo off turn 2 or 3.careful study, ponder, and preordain will help.also, you could run some 1 drop discards like thoughtseize or duress to help control the opponent turn 1
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