Kalmah suggested putting back in Mistmeadow Skulk. What would you take out?And you mean the Greaves, whomever I put it on, does not allow me to target them with Giant Growth/Rancor/Mother of Runes. True. Main idea was to try and protect Intrepid Hero. I realized, after talking to a few people, that Intrepid Hero would become public enemy number 1. You think Mother of Runes is decent enough to protect him? If you mean to take out Lightning Greaves, what would you suggest to put in?And what creatures would be decent to add? I really, really want to make this deck work! :P
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I took out Mistmeadow Skulk for Sheltering Ancient. Originally had Skulk in my deck. What do I take out for it?
*Edited deck.* Those numbers are not the same.
Okay, thinking of making this non-budget. Cards I want to consider adding:Mother of RunesLightning GreavesTreetop VillageAnd need to find room for Sheltering Ancient!What do you guys think? What to take out? Take the Goldmeadow Dodger out for Mother or Runes, right? Take the Centaur Garden out for Treetop Village, right? But what about Lightning Greaves and Sheltering Ancient, what do I take out there? Wall of Glare/Selesyna Charm/Skulk?
Mind checking this one out? http://www.mtgvault.com/jessie/decks/the-hero-who-kills-gods/You can point out the flaws too! To get me back!It also doesn't have a Search Engine for my Intrepid Hero OR a way to protect him one he is out. :) Just like your deck.But also like your deck, it is a pretty deck. :)
You got to believe that a smart player is going to be targeting Bloodchief like a boss! How do you plan on protecting it? And no search engine for him, either...how are you going to consistently draw him with no search engines or draw cards?And 29 1 mana cards, friend. This deck must really go off damn fast! I see they will feed Lavamancer, which is nice. The Unhinged Swamp is pretty :)This is a very pretty deck. Capable of very brutal and quick wins. Nice mixture of ways to get the damage/counters needed on Bloodchief. Nice mixture of mana colors. Low mana curve. Lots of good things going for it...and it gets my like, for what it is worth. To hurt your feelings. I don't play Modern. Or Tourneys. So I do not know what the hell I am talking about, however; it seems like 2 or 3 really bad draws/mulligans/hands...and it is going to cost you dearly (the tourney). This deck is got a fair chance at winning, if it gets the key cards. But if it doesn't get those key cards...without search engines/draw engines/some way to protect Bloodchief...
I know crap about Modern, but I am down at taking a look. :)
As is:Cards that kill creatures power 4 or greater: 10 cardsCards that pump creatures up to power 4: 16 cards
Maybe I could take out Selesyna Charm, as she is kind of redundant since I have Giant Growth/Reprise/Intrepid Hero/Rancor. However, the more and more instants/sorcery cards I end up taking out...the less my threshold lands work. I might have to reconsider them. Maybe take out Charm for Sheltering Ancient, and take out the threshold lands for Urza Legacy Treetop Village/Forbidding Watchtower. What are your thoughts? I know you build really solid decks.And Sheltering Ancient really does belong in the deck. AND all my creatures are white. But what about Wall of Glare, should I replace it with Ancient? The idea with Wall of Glare is it can block any number of creatures...and using it with something like Rancor makes it a beast killer! It stalls until I can get Intrepid Hero in play.
Since we are all giving each other the old circle jerk, can I join in? Mind checking out a few of my decks?
He is done with you! Here is a towel, wipe yourself up!
And here I was thinking I came up with something fairly different! And you beat me to the punch. What would you take out for Sheltering Ancient? He can be my beat down creature. I am leaning toward Skulk...but he is my only lifegain card. I could take out the Dodger...but that leaves me no drops on turn 1. Which sucks.
But Thran Weaponry is looking to be the closest I see to being a constant pump. But it does look to rock. It means any creature with a starting offense/power of 2 can be killed by Intrepid Hero! What to take out? And if putting Thran Weaponry in...being able to stall the opponent will be even more important. The Wall of Glare will be vital. Maybe Might of Oaks? Take out a 1 shot 7 damage card for Thran Foundry, with constant small damage increase potential? Might of Oaks really doesn't go with the entire Intrepid Hero, "creature 4 or greater" theme as well as Giant Growth/Rancor.
I found the same issue. I found one white card that gives all my creatures +2/+2. And there is Glorious Anthem. But I haven't found much that gives all creatures +2/+2 or +3/+3. But you are ABSOLUTELY right in that suggestion. It would reduce the need for some of my cards that pump...and would allow me to put more engine search and cards that protect Intrepid Hero into my deck. :) PLEASE tell me if you find anything.
The nastiness of these Blue/White control decks are getting out of control!!Yuck!
Thanks for the compliment, and sure, I will check out your deck.Not really good at Modern decks...but I will give it a look over.
What would you recommend?
And Arbiter and Angelic Benediction, very sound choices there!Northy, you mind checking out one more of my decks, when you get a chance?It is 23 dollars...so it is sorta budget, which you specialize in. http://www.mtgvault.com/jessie/decks/the-hero-who-kills-gods/You have 700 decks made...but I wonder if you have one done like that?
I like the Knights! Protection rocks. Duskmantle Prowler could work in this deck. But I am thinking Nefarox is a better version of him. :)
It would end up costing me a hellva amount of mana. He cost 8 mana.If, by the time I cast him, I have 2 Sphere of Resistance in play...he will end up costing me 10 mana. However, I put him in my Sideboard for consideration. Thanks!
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