+1Personally I would throw in a [[Mana Leak]], [[Muddle the Mixture]], [[Counterspell]] or [[Mizzium Skin]] to protect your combo pieces.
The description of the deck could be a little bit more detailed. Also some deck-tags could be a good idea ;)The only problem I see is how you want to survive early-game/ against aggressive decks, [[Authority of the Consuls]] slows them a little bit but not much. On the one hand you play Ajani's Pridemate but not enough small lifegain to buff him effectively. On the other hand you play [[Serra Ascendant]] and [[Angel of Vitality]] that need a huge amount of life to be effective (don't forget that you have an opponent that will normally attack you continuously) but nothing that can bring them there fast enough. When you're at turn 6+ (3 starting lands and 3 lands drawn afterwards which is unlikely with only 20lands), e.g. have 10 life left, and are at last able to play [[Beacon of Immortality]] they still won't be effective. [[Rhox Faithmender]] can change that but you're only playing 3 of him and don't have any means of protecting him.
To late to edit: Adding white would give you access to e.g. [[Authority of the Consuls]] or [[Gideon's Avenger]]
A description and some deck-tags would be nice :)[[Whispersilk Cloak]] prevents you from equipping anything more to the creature it protects. [[Swiftfoot Boots]] would be the better choice here. Also equipping anything on [[Gideon, Ally of Zendikar]] while he is a creature will fall of at the end of your turn so you would have to re-equip it on the next turn. I would also up the number of [[Kor Outfitter]] to 4 as most of the equipment's you're using is rather expensive to equip and you're lacking the 4 [[Sigarda's Aid]] from the original deck.
A description would be e nice addition :)Why 4 [[Colossus Hammer]] and not only 1-2 and some additional swords? Sure The hammer gives a great increase in power but the swords add protection and thus the chance to slip through your opponents defence.
A description of the deck and some deck-tags would be a nice addition :)Playing 2 [[Martyr of Sands]] in this deck won't help you much. On the one hand Ajani's Pridemate doesn't profit more from the Martyr than any other creature with an "Enter the Battlefield" effect that gives you 1 additional life (e.g. [[Cathedral Sanctifier]]) or a lifelink creature that might beef him up later on. On the other hand you don't have and means of drawing cards and a very low mana-curve so you will be out of hand-cards rather quickly and drawing a martyr when you have 1-2 cards in your hand is frustrating. Either play 4 or leave the Martyr at home completely.
A short description and some deck-tags would be nice. I would definitely add red as second colour and be it only to get access to [[Immerwolf]]. Another great wolf card in red would be [[Pyreheart Wolf]] and you get access to removal/ damage spells like [[Lightning Bolt]] to deal with threats your opponent puts on the table.
The Description could be a little bit more detailed ;)[[Gird for Battle]] and [[Wingsteed Rider]] maybe?
+1I would remove some of the creatures and add control and/ or protection to counter removal-heavy decks that simply shoot away your key-creature: [[Battlefield Thaumaturge]]. Two simple cards that come to my mind would be [[Spell Pierce]] and [[Swiftfoot Boots]].
So here are some suggestions, most of them go towards a aggressive built:[[Geier Reach Bandit]] ...When transformed it lets all your werwolfes already enter transformed. [[Kruin Outlaw]] ...One of the more powerful creatures, especially when combined with [[Full Moon's Rise]] or any other instance that can push it's power. [[Reckless Waif]]/ [[Village Messenger]] ...very aggressive creatures for early game. [[Breakneck Rider]] ...A cheaper [[Instigator Gang]]/ [[Full Moon's Rise]] in creature-form. [[Lambholt Pacifist]] ...2 mana for a 3/3 or 4/4 when transformed. Nothing special here. [[Rhythm of the Wild]] ...Gives all you creatures entering the battlefield either haste or a +1/+1 counter. As they only need to enter, and not need to be cast, this works with [[Collected Company]]
With [[Huntmaster of the Fells]] and [[Ulrich of the Krallenhorde]] you have 2 creatures that you want to flip each turn if possible which is prevented by [[Immerwolf]]. Question is, do you want aggressive werewolfes that simply overrun your opponent early on or do you want a more mid/late game approach?As for the sideboard: I can reccomend [[Atarka's Command]] as it's very versatile, [[Destructive Revelry]] or [[Shattering Spree]] to get rid of artifacts and [[Vines of Vastwood]] for protective reasons.
I have replaced the 4 [[Terramorphic Expanse]] with [[Evolving Wilds]] and changed it from modern to standard ^^. Tough solid suggestions.
Basically that's the problem. But how do you teach such a person a lesson that he can accept? I've tried to alter his deck, first aggressively use the idea he had but change whatever I though would work better, later on in a more gentle way, leave most of the cards, but try to cut the real bad ones, and so on. I know how he feels about playing such decks, and I know how I would feel when someone else would come and rebuild half of my deck.
I'm aware of that, but I would go further: Each well-build deck will (should) beat this deck.The problem is that one of our players started around 4th edition (+/-) and is always complaining about power-level and games that are so fast that he can't play his stuff and all cards are unfair. The last time we tried to tuned a deck he had thrown together and test it. Because I knew him, his decks, and I had seen what was in the deck I didn't even try one of my more aggressive and powerful decks. Thirst thing he ran into was a monoG Stompy Pauper deck, then I used my old W/U spirit deck (slower) and at last my 4-coloured Phyrexia vs. Coalition deck (slowest). I decided to let him play and see how the deck would behave, thus I wouldn't play all my cards, hold back a little bit and so on. But to some threats he put on the table I had to react and no matter how I did that it was unfair, not fun, and so on. The 3rd (!) [[Ghostly Prison]] that would be cast -> [[Mana Leak]] -> "Unfair". Some creature on the battlefield -> [[Unsummon]] or [[Rabid Bite]] -> "Unfair". The "funny" thing is that he likes to play control-decks as well, with [[Redirect]] being one of his favourite cards. I though of what I could do to show him that old decks where not as slow and as powerless as he things of. Now I could make it more powerful by simply changing some of the numbers here, but I first want to see how he does against this deck. At last he shouldn't be able to complain about "fast" any more, tough "unfair" will still be heard quite often as of [[Counterspell]], [[Boomerang]] and others.
Maybe 1-3 [[Kinjalli's Sunwing]] instead of [[Imposing Sovereign]]. Harder to remove, helps against flying and does the same as the Sovereign for only 1 mana more. [[Apostle's Blessing]] could also be of interest as you can protect you creatures and your artifacts with this.
Interesting concept for multiplayer, the only problem I see is that you give your opponents the chance to draw their best cards and use them against you. Personally I would suggest adding blue as second colour because you get access to some cards that would fit to the decks strategy. [[Spiteful Visions]], [[Underworld Dreams]] and [[Ob Nixilis, the Hate-Twisted]] ... [[Fate Unraveler]] number 5 to 16 but harder to remove for your opponents. [[Whispering Madness]] ... needs a blue-splash but allows you to force all your opponents to discard their hand and draw cards equal to the highest number of cards discarded this way. Additionally it has the "Cipher" keyword which allows you to re-cast the spell when a certain creature you control deals combat damage to a player. [[Dark Deal]][[Forced Fruition]] ... another card that needs blue but a powerful draw-engine. [[Skyscribing]] ... something you can put your exess mana into On the defensive side of the deck I would use some cheap creatures with deathtouch to get you through early-game and some more creatures with power/ toughness based on graveyards. [[Consuming Aberration]], [[Mortivore]], [[Gifted Aetherborn]], [[Vampire Nighthawk]], [[Hired Poisoner]]
There are basically 2 ways a goblin deck can evolve to: Speed or mass. Speed uses cards like [[Goblin Bushwhacker]] or [[Reckless Bushwhacker]] while mass-decks normally use [[Krenko, Mob Boss]] in one way or another. Personally I would try not to mix those strategies. You can even add a second colour, normally black, rarely green, to get access to goblins and spells from other colours. The question is how you want to achieve victory with your deck, are you willing to buy/ trade cards, legality, budget, and so on.
The main reason I don't comment, upvote or like a deck/ comment most of the time is a missing description. Like Germynator already pointed out it helps a lot if you write a deck description/ how to play section. In my opinion this is simply because it shows that you've sunken some time and work into the deck and not simply copy&pasted it from somewhere, even if you just want to showcase your deck. An honestly...why should I put time and effort into a deck and help to improve it, or at least make some suggestions that I think could be useful, when the owner doesn't even have the time to write up some basic words about his deck, the idea, and so on.
[[Essence Flux]] maybe for protecting your creatures and [[Midnight Haunting]] to generate some additional spirits?GreetingsMuktol
I always forget those lands that gain you 1 life (Or do 1 damage to your opponent). Of course those should be used instead of the "normal" cheap duallands
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