Same as with your red deck this could really use a Nykthos, and the Mercadian Masques storage lands > than the Fallen Empires lands.
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Nykthos, Shrine to Nyx? In a mono deck that thing is gonna be kicking you 8-10 mana by turn 5.Mercadian Bazaar > Dwarven Hold. With DH you need to decide during your upkeep whether you want to put a counter or it or use the mana. MB lets you decide at any point, so you can wait until right before your when you're sure you don't need to use to to add a counter.
All those green mana symbols SCREAM out for a Nykthos, Shrine to Nyx. That thing is gonna be kicking you 8-10 mana by turn 5.Naturalize won't hit Theros Gods, Darksteel stuff, etc. It makes Wurmcoil Engine still kick tokens, it lets the Sharuum player just recast him next turn, etc. I'd replace it with either Deglamer to tuck those annoying cards (including generals) or Fade Into Antiquity to exile them.
I don't run Maze either, just because it's not fun, and most people I play with that have one have removed it, so I totally know what you mean. Just mentioning it because I don't want to assume everyone's meta runs like mine.
Personally I've always found mana fixing isn't necessary enough in a two color deck to justify the tempo hit from enter-tapped lands like Vivid's. I'd replace them with some utility lands (Strip Mine, Maze of Ith, Reliquary Tower) or something like Temple of the False God.If you play multi-player more than 1v1 Grim Feast is amazing. The oracle text reads ALL opponents, so basically someone casts a Wrath effect and you gain like 50 life. I can't think of the last time I had it in play in my Glissa deck where it didn't buy me multiple extra turns where I'd have otherwise been killed.It's a coin-flip, but a lot of times in multi-player Avatar of Woe is going to be a lot easier to get into play than Visara. Both have the same assassinate effect and evasion, and Avatar has a can't-be-regenerated clause. I'm not saying I'd replace one with the other necessarily, just pointing it out.I see way, way, way too many Theros gods and Darksteel crap and things protected by Avacyn to ever run Naturalize. There is nothing more frustrating than holding a Naturalize in hand and being unable to use it because the artifact or enchantment has indestructible, or knocking it to a graveyard and they just bring it back. Naturalize also makes things like Wurmcoil Engine kick tokens, and if you're hitting a commander like Sharuum they just bring it back to the command zone and re-cast it. On the other hand Deglamer or Unravel the Aether tuck those nasty cards where they're much harder to bring back especially if it's a commander, and Fade Into Antiquity exiles them out of the game if they're not the commander.Any deck running Conjurer's Closet seems to cry out for Acidic Slime.For me I'd much rather pay one more mana to run Hero's Downfall over Doom Blade and be able to hit black creatures and Planeswalkers, or even Murder to just hit black creatures.
Stuff like Deluge is nice, but in a deck running blue I'd have a tough time not running both Wash Out and Cyclonic Rift.
I have excellent luck with Crackdown in mono-white. I play mostly 4-5 person multiplayer games and it always really hammers someone without hurting me a bit. It also functions as a great way to protect your other enchantments because having your creatures stuck tapped panics people.Nykthos, Shrine to Nyx is going to produce a ton of mana in a mono-white deck. Emeria, the Sky Ruin would probably get you some critters back from your graveyard into play.I think you're going to have issues with card draw, where you empty your hand and are stuck with no way to fill it. You're producing a lot of tokens to Skullclamp would be useful, as would Mind's Eye.
Since you only have three non-white creatures Mass Calcify is going to be board wipe for a lot of your opponents while barely hurting you.
Like the deck. Couple of minor things:Midnight Haunting seems a bit soft. I guess it lets you sneak-drop a couple of blockers into play. Myself I'd rather have something like Emeria Angel for 1 more mana that is going to put a 3/3 body into play and produce tokens every turn or multiple per turn if you crack a Razorverge Thicket, fire off Explore, etc.Storm Herd is hilarious in EDH token decks. My friend running g/w tokens has dropped it as early as turn five; 40 fliers on the board coming at you when half the people have no creatures in play loltastic.
What exactly does Silence bring to the table here? It's a really useful card in 1v1 environments with smaller lifepools, etc. because it basically lets you make the other person keep the board state the same during the next turn allowing you to finish them off the following turn. That doesn't really happen that often in multiplayer or with large life totals.You also don't have many ways to deal with troublesome artifacts and enchantments. I'd consider yanking Silence for a Path to Exile. Path can hit two targets if need be, and it exiles stuff to it deals with Theros gods, Darksteel crap, things Avacyn is protecting, etc.
Glare of Subdual would work well in this deck, too. "I guess I'll tap my Elvish Mystic. Why don't you tap that Aurelia, Warleader?"
All those black mana symbols would really let a Nykthos, Shrine to Nyx tap for a ton.
There's a lot of low CMC elves in this deck that would be cheap to tutor up each turn with a Citanul Flute.
Urza's Bauble and Mishra's Bauble? They're hands-down the best card-draw engines in my Glissa deck (http://www.mtgvault.com/doctorhydrogen/decks/glissa-the-traitor-edh/).Triangle of War is pretty nice recursive removal, though it probably works better in my deck since everything has deathtouch. Ratchet Bomb should read "Tap: ruin the day of target token deck, then return to your hand".Nevinyrral's Disk is a nice re-useble board wipe.Grim Feast is errated to say ALL opponents, which means that when someone casts a Wrath or something you gain like 50 life.I pulled Jester's Cap from my Glissa deck just because it slowed things down so much and was just annoying, but it's worth considering depending on who you play with. I know it sure was effective to yank Living Death, Living End and Zombie Apoc from my friend's zombie deck, killing something to bring it back, and use it to yank Doubling Season, Parallel Lives and Glare of Subdual from a token deck, but the effectiveness for me at least wasn't worth the annoyance and how badly it slowed the game tempo. YMMV.Krosan Grip is useful if people around you run a lot of countermagic or if you want to kill Divining Tops, but at least in my meta I don't see many Tops and I can't think of the last time someone has countered a Disenchant-type spell. I do however see a ton of Theros gods and Darksteel crap, and as such something like Deglamer or Fade Into Antiquity that tuck or exile indestructible stuff is much more valuable to me. That may not be the case where you play, but it's something to consider. There's nothing more irritating than having a Naturalize or Krosan Grip in hand and knowing you can't do anything with it to that Erebos or Darksteel Forge.I'm also a bit of a cheap-ass when it comes to land, but you can still snag Llanowar Wastes, Pine Barrens, and Tainted Wood for a buck-ish I think, and Woodland Cemetery is 3-ish or so.
Traumatize? Decking yourself for 40ish cards with a Traumatize means next attack Bruna sucks 15 enchantments from your graveyard onto herself.
One thing nice about Kaalia though is you can run one-sided board wipes really easily. Something like Disaster Radius is going to be doing 5-8 damage to every creature not yours 99% of the time, and given the CMC of your creatures you can pretty easily tweak things so stuff like Culling Sun or Consume the Meek never touch your stuff and gut everyone else's board state. Hell, given how many fliers you have Earthquake and Magmaquake are going to function as near-wipes that don't touch you.
Ah, so by Bant Exalted you're not kidding :)
Triumph of Ferocity is probably going to get you an extra card draw every turn
Ideally you're gonna smooth those draws out with stuff like Sylvan Library, Miri's Guile, Sensi's Divining Top, etc.My biggest concern with this deck would be that it's totally dependent on Mayael to get creatures in play given the lack of ramp, and there's no protection to keep her alive to do her thing nor anything like a Quicksilver Amulet as an alternate way to get creatures on the board. I don't even play that competitive a meta, and at our table she'd eat a Murder first thing, then a Path to Exile, then get Lignified, etc. I personally would never run a deck so totally dependent on a general without at least 4-5 ways to protect that general. I think I have 8 in my Kaalia deck, because like this one without her I'm stuck dropping one big 8 mana creature per turn, and that's death.
Martyr's Bond gives you a second Grave Pact in your deck.
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