Expecially with Rancor & Tracker... :) ...I could take out 1 Tusk, 1 Huntmaster & 1 Hound for 3 copies... ...I'll think on that...
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24 lands is really too much... ...play 22 instead!.. ...Angelic Overseer is really cheap... ...I'd use it... ...you are missing Find Hunter & you should play one more Doomed Traveler... ...get some Isolated Chapel!..
...you've changed the deck than, since I last saw it... ...I'll check it again... :)
Stomping Ground is not out yet, so Farseek is not so good in this... ...if Rampant Growth was still legal, I'd use that... ...the Lantern requires 3 mana, but costs only 2, if you consider it can be tapped as it enters the battlefield... ...so it's fine in this deck, even though it's only 2 colors... ...as I'm seeing it now, the curve is not as high as I thought it was, so may be I could rather play 3 Abundent Growth & 23 land total, instead of the Lantern... ...I'll try out, how it works that way...
...you don't see the deck as it is... ...in R/G, there are no good ramp cards & we're running quite a high curve here... ...that's the point of Lantern... ...Ulvenwald Tracker is awesome with Predator Ooze & undying stuff... ...also with Thragtusk...
drop ranks!.. ...add 1 more Blessing & 1 more Farseek!.. ...you have only 10 lands that could add green mana... ...you need at least 12...
Serenity is a very unique card, when you use it on your Thragtusk, may be Armada Wurm & creatures your opponents control, or some in graveyard... ...when they kill Serenity, they still have to deal with Those you exiled with it, that were your own... ...this combo counters a possible wipe to be as succesful as it would have been... ...if you play Serenity on your own creatures, than next turn, you attack, than cast a Terminus/Verdict, than you'll have a huge adventage... ...Serenity is awesome, just when you put it in a deck, make sure, that it stayes stable!.. :) ...your Bant is too high on curve & play few ramp & no extra draw at all... ...I haven't really used Serenity yet, but my opponents did & with not enough resolts... ...that card is 1 of the reasons why I play so many wipes in my "Crusade for Freedom" deck(against Serenity, you can't predict exactly how many you'll need)...
Cards I'd keep here: Think Twice, Pillar of Flame, Auger Spree, Dreadbore, Thrill-Kill Assassin & may be Syncopate(if not Dissipate instead)... I'd give further suggestions, but this deck has to be completely reconstructed... ...good luck with the mana base!.. ...here is my Grixis control wich I'll use a 2nd time on FNM this week: http://www.mtgvault.com/ViewDeck.aspx?DeckID=391163
Jace is better for this deck... ...Tamiyo is only worth over it, when you play Geist of ST, Vraska, &/or playing extra tapping stuff, like Feeling of Dread... Even my Bant control doesn't shine against this :) ... ...it could beat it 3-1/3-2 before this got improoved... ...but now, this beats my Bant 3-1 usually... ...only my R/U/W control(Crusade for Freedom) is better than this... ...it beats it 3-2/3-1...
...& it's also good with Rootborn Defences :) ...I can keep the "copy" of the angel token & Geist won't die as it gets blocked...
...under consideration... :) ...it does well usually, 'cuz I don't like losing Talrand against Grixis/Rakdos/B_G_U, etc.... ...tho', those 2 cards could have been others, like I could use the 2nd Rootborn Defences in the main deck, instead of the sideboard & a 4th Invocation... ...than replace the Rootborn in the sides with a 3rd Mizzium Skin there... :) ...but I don't yet know, if I'm gonna' make the change... ...probably yes...
Why would I use those shitty cards, when I run Bonfire here??..... :)
...not too good in this1, since I'm running 5 "X-spells" & five 1 mana spells... ...my spells are cheap, except for those wich has X in their cost & Electromancer doesn't work there... ...I don't have space for it anywayes... :) ...anywayes... ...thanks!..
Thanks!.. :) ...sometimes I don't get Farseek, but thats not a tragic, 'cuz all I need to stabilese is 4 lands(5 to play Tusk)... ...decks like this usualy strugle on mana, 'cuz their builders doesn't know how to make the best mana base possible... ...I'm an expert, when it comes to mana bases :) ...I have 12 lands here that could produce green mana, 13 blue & 13 red & I still play 1 Wolf Run & 6 basic land within only 22 lands... ...I rarely use the Avanger, but I respect that card... ...I mean, it is a 3 mana "deal 3 damage to target attacking creature(even 1 with Hexproof)... ...the card is awesome against Geist of Saint Traft... ...it's also a 3 mana 3/3 & 2 mana regenerate... ...I consider using it, but I'm not takeing out a Visionary... ...I rarely use Izzet Charm for it's draw/discard ability... ...it is great against small creatures & a nice early game counter... ...in this deck, I draw lots of cards, so with 3 Talrand in it, I don't care if 1 got destroyed(I probably gonna have 1 more, or 2 & the opponent used up a removal - while I'm still having Thragtusk(s) in hand)... :) ...those 2 Pillars count as about 3, 'cuz of the many draw spells I'm running... ...Think Twice is awesome with Talrand & useful for Bonfire, so it's the best card possible for this deck...
...I've tested this deck against my Jund midrange & also the aggro version & is Jund didn't had Sever the Bloodline, this woulda' beat it... :) The flow of the deck is nice, 'cuz I have 12 4cmc cards & 4 Farseek(for getting 4 lands 'til turn-3)... :) I've split Bonfire & Mortars(2-2)... ...2 extra Pillars are in sideboards... I'm playing 11 draw spells here, 4 of them has flashback & I'm also running Jace & Izzet Charm... ...so I alwayes get the cards I need... ...when I have Talrand on board & I play my draw spells, I usually draw more & more instant/sorcery spells, so quickly my drake tokens "populate"... ...if no wipe, or Sever, I'm good...
...interesting concept... :) ...this is actually good...
3 Troll, 4 Artist!.. ...I like the concept... ...but the 8 red & 8 green mana are not enough, no matter how few spells you play of those colors... ...you use the green only for the Troll, so this way you have 12 green, so it's okay... ...but the 8 red is "short"... ...drop 2 Cavern & a Swamp, put in 3 Rootbound Crag!.. ...I'd put a 3rd Cavern in the sideboards...
Jace is banned in modern format... ...this deck is weak against aggro, control & infinate comboes... ...'cuz you play only creatures...
Yup... ...but it could be destroyed easily...
4 RIft, no Unsummon & 4 Guttersnipe!.. :) Pretty good overall... Here's mine: http://www.mtgvault.com/ViewDeck.aspx?DeckID=395668
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