*Insert joke about not fixing things that aren't broke here* In seriousness, I've been goldfishing with various versions this deck for days and decided to post one to have up. Updated to be my actually innovative version. Not to happy about the sb, but I'm loving the mb.
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Wow! Thanks man. That means a lot
Any other thoughts anyone?
Thanks! I decided I had a bit much removal so I put it in.
Some of the zendikar Vamps would make this list better. Also Wall of Bones, GFtT, Phyrexian Crusader (great defensive card), and equipments, especially ones granting 1st strike.
No problem. If the mana is too shakey (distinct possibility) the Distortion Strikes could be Virulent Strike or Prey's Vengence
Pretty nice. I think Gurrak could find a home here, maybe for Animist. There is also a 2/2 for 3 artifact ally you might want
I would also replace Staggershock with Wardrivers and try out Mox Opal over Arc Trail and Cheiftan
I would drop the ETBT lands for more mountains. Can't afford to be slowed down.
SoM duel lands are the best by far. Run 4 of each! Groundswell should be Distortion Strike, and I think that Ichorclaw Myr or Plague Stinger would be more useful than Plague Myr
Commented!
Vensuva is mandatory here I think. Seems like the Myr are a waste, you have a great land engine already. Drop them for things like Brainstorm, SDT, Force of Will, Counterballence, Ponder, and Daze. Also, Banefire > Fireball. If you really want to keep the Myr, you need Moc Opal for sure. ... You do know your building a legacy deck right? This deck is very slow and there is no way you will be able to survive long enough. Even in a casual enviroment, legacy lasts less than 10 turns. Check out some of my more recent decks to see what I mean.
Nice concept. I would scrap Cultivate... You want to Polymorph, not ramp. Explore is good for the cantrap and extra land though. I feel you might not get if off consistently enough... I would recommend JMTS for Cultivate if u can. He has the added bonus of putting your fatties ontop if you draw them. Summoning Trap is also a good choice here, maybe. you would have to run the numbers.
The two combo system works very well, since they use the same tutors. Salvager is a combo piece; I want exactly 1. This deck is pretty fast, t3-5 kills usually. I'm not sure what you mean about ramp... I have tomb, mox, and LDE! This deck isn't that competitive, but is definitely fun.
This deck is great. Since you never want more than three/four mountains in a game, you can run this rediculous threat density. I have 20 3 damage/1 mana burn cards. The basic idea is that when I resolve my 6th spell, I win. Now lets race. A common missconception is that you need an explosive start. Not true. You have an auto 6-turn clock if the op doesnt have counterspells. 4-5 turn wins are the goal here. You auto lose to CounterTop, Combo (two turns slower on average), and Dragon Stompy but have virtually no other bad mus. Matt Elias has a few great lines about this deck: "I think the answer is yes; Burn is a viable strategy any time Counterbalance is missing from the format. I mean, really, what are most decks doing right now? Hey look, I made a Progenitus. Who cares? You're dead. Hey look, I have Mother of Runes to protect my stuff. Can it protect your face? No? You're dead. Hey, I'm Goblins! Guess what? I killed your Lackey, and now I have plenty of time to burninate your face off, and… you're dead. "All Burn is, really, is some lands, some creatures that are essentially burn spells, and then, well, burn spells. Thus the highly creative name; it isn't an ironic title, folks."
I knew I was missing something! Thanks. Frosty isn't too good in the current meta, while Inferno is good vs everyone. Kills hawks, mana dorks, faeries, and elves galore!
Inferno is just so damn powerful right now. Whever he ETB or attacks he can kill a Hawk, hurt a Jace or Gideon, or 3 to the dome.
Eh, not that good
What one-ofs do you have in mind?
After a lot of testing I have decided this deck has the right amount of ramp. If I even take out the Llanowar Elves, I stop hitting 5+ mana turn 3 consistently
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