Damia - V.02

by JohnnyMagic on 29 May 2013

Main Deck (99 cards)

Sideboard (1 card)

Creatures (1)

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Deck Description

03-25-13:

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

02424033

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Legal in Vintage
  • Not Legal in Legacy

Deck discussion for Damia - V.02

There are a couple of cards that I would recommend that work really well with Damia, Forbid, and Insidious Dreams. The first one gives you a repeatable counterspell that has the added bonus of discarding cards from your hand. The other basically lets you trade in your hand for the best cards in your deck for any situation.

Most of your artifact ramp/fixing aren't all that great. Sure, they ramp you, but they are quite fragile, or in the case of Mox Opal, are not very reliable. Since you are green, you have access to the best ramp spells that give you actual land. Lands get blown up with less frequency than artifacts do. Sol Ring and Gilded Lotus would be worth running as they both provide insane ramp/fixing for their cost and Darksteel Ingot is great because it's indestructible, but I don't think the others are worth running. Instead, I would run cards like Rampant Growth,, Nature's Lore, Kodama's Reach, and Ranger's Path. You generally want to play a ramp spell on turn 2/3 so you can start doing the crazy things much faster than your opponents.

Another area to work on would be your creature base. Like mana rocks, mana dorks are fairly fragile and not generally worth running. Also, you seem to have a lot of random creatures in there that don't really serve a purpose, like Rot Wolf.

Overall, I like what I see. I've played Damia in the past, and it was always a force to be reckoned with, and given time, your deck will be as well.

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Posted 29 May 2013 at 15:40

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