I would rather use "Ranger's Path", "Nissa, Vastwood Seer" or "Harrow". "Wood Elves" would also be an option as it gives you a blocker. Freyalise, Llanowar's Fury feels a little bit slow for me as you can only play her after you're able to play Elvish Piper/ Gamekeeper.
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Hard to tell as I don't know the standard-meta. Stomach feeling would tell me "Era of Innovation" as it doesn't really help you with the clues and is 'only' an expensive carddraw. Further you can sacrifice a clue-token in an instant but you'll have to wait until you have 5 energy to make use of this one, so it's more prone to removal.
Aether Revolt came with an interesting mechanic that can be of use for you: Improvise. "Bastion Inventor" is a good example for this mechanic and can be a solid, protected, beater, "Wind-Kin Raiders" a beater with evasion and "Metallic Rebuke" is a great control-spell for low mana if you have some clues on the field. I'm not fully understanding "Padeem, Consul of Innovation"in here as tokens have cc0 with Kaladesh in the current standard-meta it's very likely that your opponent will have some, more expensive, artifacts on the field (Even when you get Tamiyo's Journal on the field some vehicles can be more expensive). Last I would add 2-3 additional lands, even if that would put you above the desired 60 cards. You simply want to be able to investigate any time you want to and even if your mana-curve looks Ok it's max is at 2 and not at 1. GreetingsMuktol
The main problem I see here is that you will be dead against a little bit faster decks and 4 Fog's won't do the trick of keeping you alive. Also there are some creatures that I would put into the sideboard because they don't have that great use against every deck you will run into. Basically I would lower the number of finishers you have here to get some ramp/ protection/ carddraw into this deck. GreetingsMuktol
I would cut 4-6 Forests to add spells like "Harrow", "Khalni Heart Expedition", "Journey of Discovery" or "Search for Tomorrow""Baloth Woodcrasher" might fit better into your plan than Avenger of Zendikar as you seem to rely more on single, strong, creatures than on swarms to win the game. "Adventuring Gear" could also be an option to further strengthen a single creature.GreetingsMuktol
Graveyard to hand, not battlefield, also it can't be re-used. But yeah, this would have been the second card I would have recommended if it would have been allowed ;)
I recommend "Scarecrone" as it's the only colourless 'return to battlefield' card I could find.
I will put 4 Ninth Bridge Patrol into the sideboard for now, but it's real evaluation will have to wait until I had the chance to test this deck (or get a report from someone other who runs a similar deck ;) )
That also depends a lot on the friends you've made on this site. If you have some people following you, you will get comments, likes and reputation quite often. Maybe not on every deck but every second or third, depending also what you build...It's thus also quite important to often comment and make friends. Someone who gives me XYZ good, constructive, comments is very likely to get onto my friend-list and thus I will look more often onto his site and see if he has new decks that I can help him with.
Basically yes stormtide, but when you have say 500 decks and you can unlove one deck per week you'll have to consider what you want. "Re"post a deck that is already good and has too few attention, with a high chance of it not being commented because you don't need any more help on it, or a deck that needs some work where other users can shine with their card- and basic knowledge.
What you would be looking for would be "Strionic Resonator "
I would add some removal like "Dismember", "Go for the Throat", "Doom Blade", "Tragic Slip" or "Gatekeeper of Malakir" to either remove threads your opponent puts on the battlefield or to ensure that your vampires reach your opponent. "Shadow Alley Denizen" can also do a good job bringing some of your vampires to the blood bank. When looking for aggressive vampires "Vampire Hexmage", "Vampire Lacerator" and "Vampire Nighthawk" are some interesting cards. The Hexmage can also remove any planeswalker your opponent might have and he has first strike, a rare gift among monoB vampires. If you want to give first strike to all your vamps then "Stromkirk Captain" might be a good idea. If you want to mass-pump your vampires there would also be some cards that could do that. Last I would look for some dual-lands, they aren't that expensive any more, or search-lands to make your mana-base a little more stable. With many double-black and some double red this might otherwise be a problem
You don't read them, but they are, or at last should be, there for the people that want/ need them. It's often enough so that someone comes here in search for inspiration and looks at a deck that he doesn't fully understand, for such cases there is a description. Experienced deckbuilders don't have to look at it altogether, well maybe to find failures in it and correct the writer, but not all of us are experienced enough. Best example are fun-decks as you mentioned them. How can a new player differ between a competitive deck and something built to have fun but not necessarily win. In my opinion, by adding a description. As this is not only supposed to be an article but also a discussion, what should a description look like for you to read and appreciate it? What do you want to have in it and what could be cut?
Either I missed "Wakestone Gargoyle" or it was added afterwards, "Warmonger's Chariot" was just to add another card that lets one of your defenders attack (Just trying to imagine how a Tree of Redemption hops into Warmonger's Chariot and speeds towards it's enemy's ;) HOOOR...wait trees can't talk...MMMMMMMPPPPHHH)Another card that does the same as "Assault Formation"'s static ability would be "Doran, the Siege Tower" tough that one isn't tutorable.
Each decks should include a deck- and how to play description. The deck description should involve things as the basic idea why you did build this deck, if there's any story behind it, budget, certain cardchoices, especially if they deviate from common lists, legality, or any other information you can give others that will look at your deck. Best do this while you are building the deck because after some days important information's simply may not be remembered. The how to play description is crucial for beginners. An experienced or expert builder can normally take a look at your deck and see how it should work, but there also are a lot of beginners out there that maybe want to take a look at this and compare it with their own ideas/ decks. Even for more or less standard-decks there should be a description just because of this. By using deck-tags you can avoid to put unnecessary information into the deck name and thus making it too long. The tags also allows you to filter the decks you have made for a certain type, very useful if the number of decks you've build here steadily grows and grows. After that we can start working on this deck if you want to. GreetingsMuktol
+1There are some good cards out there, especially defenders, that might be interesting for you:Perimeter Captain ... cc1; 0/4; defender; whenever a defender blocks you get 2 lifeStalwart Shield-Bearers ... cc2; 0/3; creatures with defender get +0+/2Order of the Stars ...cc1; 0/1; protection from a chosen colourTower Defense ... cc2; instant; creatures you control get +0/+5 (and reach); replacement for "Bar the Door"When using "Overgrown Battlement", "Axebane Guardian" might also be interesting for you to get some more mana out of your deck. There are also some alternative win-options, especially when using "Overgrown Battlement"/ "Axebane Guardian": Entreat the Angels, Helix Pinnacle(, Door to Nothingness; this one needs Axebane Guardian), Warmonger's Chariot (alternative to Assault Formation)GreetingsMuktol
Personally I'm no big fan of those 1/1 tokens without ability as I think that the cards that produce them a are (nearly) all to expensive to play...which might come from my inexperience with standard-decks. From what I have heard those decks tend to be slower than their modern counterparts, but my mind tells me "to slow" most of the time. Kari Zev, Skyship Raider was one of the cards I also noticed but I already had G and W as colours and I didn't want to add a 3rd colour, so maybe for the next deck then.
These are only some ideas of what you can add. For example I added a short story on some of my early commander decks, just to make people smile and look at the deck. The description should always be the first thing you look at (well the deck-tags should be the first thing because you see them before the description) because there could be some vital information's. Also it helps to speed up the progress of analysing the deck and thus gives you more time on commenting it. A crappy description, which the designer thought about, is better than no description. And who knows, those 2-x sentences might be enough for many people as it shows that you have done your work. Maybe you don't have the language skills needed to phrase it out better (There are enough people here who's mother-language isn't English, including me) or you simply don't know how to tell it better...no matter, you have tried, and that's what counts.
Usually I only like decks that have a description. I often try to give the builder a stimulus by commenting like "+1 if you add a proper description" or such things. My personal attitude on this one is: Why should I comment your deck when you even didn't take the time to add a description.It's really sad to see how many decks here have no description at all. I dare to say that 50% is set to low I would go for 70-80%. The big problem is how to change this? Force the users to add a description? Then something like "Play fast or go home" for red decks will be standard. There are no sticky threads like a normal forum would probably have...
+1"Vines of Vastwood", "Ranger's Guile", "Blossoming Defense" or "Mizzium Skin" might be some ideas, at last for the sideboard. If one of your creature's gets shot away it might be hard for you to get back into the game fast enough. What is the budget you had in mind? I would nevertheless add some duallands because ending up with the wrong mana might really end your game rather fast. And decent duals aren't that expensive any more. GreetingsMuktol
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