Arc blade because it's the best card in Magic. And I agree, good job.
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True true. I forget about people like that.... But perhaps at the kitchen table with the Fiancee? I think in that situation it's a better fit.
Ladies Knight would be a great card for this.
That's why this deck went from all the blackmail cards to just those, then to expensive lands, then to snapcaster and charmbreakers. I want a blackmail deck to make a tier in play.
Yes. Izzet, true ones, never run four ofs if they are 'good'. Must have a chance to misfire to get that spot. They do zany things to mess with tempo, board state, or even the opponent... but not to get a distinct advantage. All the small things here and there to knock the opponent off kilter will allow you to dig yourself up to victory. So I've heard.
I've never played to win in my entire life. That's a true one that. Why my DCI record has no wins in it. Never had access to the knowledge I now have. I've always played the theme or the idea, though this deck is more in tune with winning...
Cool cool. And it's just casual enough for me. Though I still proxy lands for casual play. Cause I'm terribly unlucky.
Might want a sideboard that is based around destroying non creatures for decks that don't run them or run any besides trigger.
Speaking as a level three Izzet engineer and brain boiler, the key into making an Izzet deck versus a U/R deck is simple. Increase the chances for things to go hilariously wrong. Izzet is just as happy when something other than the intended result happens. Need spot removal? Goblin Test pilot or the Statistician. Both are highly localized and one of them just as might go wrong!Big game effects like Stitch in Time have a chance for failure. And all the little filler needs to be super utility, cause Izzet does run all the utilities in Ravnica! Izzet charm is your base line, does it do two or more things? Boom, instant add. But then there are your finishers, the high ranking Chief engineers! All the Izzet legends turn all those happenstance or minor utility cards into real threats. Best of luck!
The true subtle nuance is to make calculated plays during the other person's turn so in that they begin to make critical errors...Ha. No it's really just to make the other person scoop out of frustration. For a Vintage version of make them scoop, you can go see my Unless deck. http://www.mtgvault.com/rabidravingrabbit/decks/unless/
Indeed, your reasoning is not flawed.
Graveyard cycling/fetch is something needed to support this style of deck. It's easy to over shoot with the self mill. A few cards here or there that bring any card back to the hand are a welcome sight. On the other hand, if facing a terrible control or grave hating strategy, it might be better to cycle your graveyard back into your library. Also note that scavenge, flashback, and other similar things can help boost to make your graveyard a bigger threat or even an extension of your library.
I will admit my first love in magic was playing fungus in ye olde days. Proliferate cards, the ones that put counters of a certain type onto cards that have them, have a place in the ramp of this deck. Most of them are green/green and/or white so they could easily fit into this deck. In addition, don't be afraid to look into the old thallids. They start out small, but have some interesting effects.
Four helps with clarity, though most get by with one or two deck tags since you can search for decks by color or cards there inside.
While technically two different cards, the pair of Crosis have the same name.
Quite welcome. Oh and Jace's Sanctum is fairly good, give that a try.
Those were just suggestions to help lean out the deck. For a metalcraft deck you seem to rely on a lot of non artifact creatures and very few artifacts themselves.
Depends on the league. That's a fairly strong concept you've got going in any case. I think what you need is perhaps, maybe, more artifacts... In either the creature slots or just boosting the count on some already listed. Don't forget that off color spellbombs are card draw, if you can't find access to the on color. Welding Jar would be good to keep your artifacts alive, at least through efficient block trades or spot removal. Sanctum Gargoyle brings what hit the graveyard back, but it's white. Though that would give you the opportunity to splash in more artifact lands or mana fixer artifacts like Chromatic Sphere/Star.
No no, this deck can do something alone. Not very well mind you. But still. Buffing it to meeting stand alone play means getting more cantrips, cycling, or transmuting cards to even it out. Though that's not the point of it, now is it?I do see this as the second head of a two headed giant or team game, specifically paired with a B/W or B/G deck based more around creatures or enchantments. Though with out slightly more draw or some other form of card advantage, it leans heavier on the second person. And while a control minded counter burn makes for a good teammate, it can get stale if they are doing all the heavy lifting. And while the two styles of decks mentioned above do love some heavy lifting, it's hard work. Synergy with your partner is the true spirit of team play. Something nifty to combo in on their creatures for the sideboard? Player specific card draw? I won't mention any cards, because it should be based more around the needs of the other person's deck.
I very much like the concept of this deck. Has it fared well against control or burn strategies?
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