Thanks, although that was something which I was aware of. Better safe than sorry. I shall watch out for ratchet bombs, although not only am I pretty sure that none of my friends have any, I doubt it would occur to them that the angels are almost necessary for me to consistently win (if I am). They would probably think that it was entirely the control elements, as I did until I started playtesting it more. I'll check out that luminarch deck however, I also enjoy that card a lot.
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I've found in practice games that, at least against decks of the quality my opponents are playing, I can and often do go four turns without taking damage. Between removal, intimidation bolt, theft, etc. I can buy myself four turns with some regularity. I have also decided to take out the maulers, they simply weren't jiving with my playstyle especially well. I have found that the problem with my deck is consistantly that i do a bunch to mess them up, and I mess them up quite well, but eventually I lose card advantage and they win. The ascensions give me an extremely strong exit from my control, so that when I run out of ways to stop them from attacking I can now overrun them with 4/4 fliers. Thanks for the advice, however, and I'm enjoying the other changes made because of it. The acts of agression are especially nice.
I'm considering replacing the ascensions with something, and reducing the number of intimidation bolts to accompany this. Any advice on what, if anything, I should consider in this task?
By the way, if you're trying my deck expect to mulligan your opening hand roughly every other time. Out of the two I almost always (90+%) have a turn 3-5 win hand, so don't be afraid to do that mull.
I love the gelectrodes, and in fact I'll probably add them to my own deck which is similar to this. I wouldn't suggest copying mine, as these appear different in style (mine is essentially a burn deck but instead of mono red it's blue and red, whereas yours is more of it's own style than simply burn) however if you're looking for cards I'd definitely check it out. The card draw and mana combos look good, however I'm not sure about rite of flame. You really don't use that many red mana symbols, so the rites may not be used to their full effect. I'm not sure so far what to replace it with, but I would consider phyrexians. Some good cards can probably be gleaned from my deck to help make yours as good as it can, although I'm no magic expert so do take what I suggest with a grain of salt. Anyways, http://www.mtgvault.com/ViewDeck.aspx?DeckID=298445
Green sun's zenith and overrun also combo with Manaplasm very well, if you want to add that to your consideration.
I don't really like the gluttonous slimes in here. In practice hands I just didn't really want to sac anything. I would suggest something to either deal with opponent's cards or something to boost your other oozes in their stead. Possibilities include: adaptive automaton, green sun's zenith, phyrexian metamorph, etc. Alternatively, you could go for win conditions. Options here include Overrun and similar cards. Looks cool though, good work and nice deck.
Another idea which I hadn't really thought much about, but I'll almost certainly do. Do you know if trample applies when using prey upon? Because if so then I'll absolutely put it in, if not I'm not as sure.
Not my dream deck per se, but thanks it hadn't occured to me for some reason to add planeswalkers. Green sun's zenith could work well, thanks again I'll make that change. Overrun and similar cards I considered a bit, but believe it or not this deck should actually kill pretty quickly once you get a creature and equipment out, so I feel like faster cards would work better.
I would consider adding blue, because some of the artifacts you gain access too are just too good to pass up, plus it synergizes with control. Tempered steel is nice, but master of etherium is insane in an artifact deck. Also, artifact lands (that give white mana), might as well add four, and some gold myr to help get more expensive cards out sooner (you do have it listed as aggro).
A bit obvious but counterspell! Also, time walk. Both are absolutely broken.
Thanks! I'm also considering adding a few cards such as boomerang, vapor snag, etc. for their dual utility in that sense. Is it worth it, or are what cards I would be substituting them for (whatever they might be) better?
Nevermind, didn't see the piranha loss of life thing. Was a good deck anyway, congrats on the success and great concept.
Please please please oh please put more Gods' Eyes in there, without them you have no real way of winning with the combo unless your opponent happens to manage to mill themselves to death through normal card draw and the occasional draw card. So again, more gods' eyes, and I would consider adding a Baloth or two so that you can eventually win with infinite damage trample If you don't want to use infinite tokens.
I feel like to some extent here you're choosing inferior cards BECAUSE they offer the opportunity to lose life. You don't have enough life gain to be able to really afford that. Also, you might want to take a second look at which singles can be taken out and which singles you should be getting more of. Final concern: Have you considered how this deck would perform against a good burn or aggro?
Reread Nuisance Engine. It doesn't specify under whose control you put those pests. Unless I'm mistaken, which I could be I'm no judge, this means that you could place them onto the opponent's side of the field.
How do you expect to get a Black Lotus?
A few changes: I added fling and seething song and took out ball lightning and a few other spells as they aid the deck more. Nearly 30% of the deck is rather expensive (4+ mana) so mana ramp is extremely useful, and fling synergizes with Dominus of Fealty (whose number I increased to four) extremely well.
thanks and I will.
Why add the llanowar elves? You have plenty of mana ramp and they don't actually add to the deck in any significant way. I'm sure you could find better cards to replace them with, for example primal bellow or similar boost cards.
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