Yup. But without Rhys or massive drawing, I doubt I'd like him. Thanks for the suggestion though, man! i can't wait to pull that one out next time the group's in town.
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You inspired me last night... Doubling Season, Aria, and Ooze Garden.
I somehow don't remember seeing the Flash. I might be blind. But good luck with that opening hand...
I figure it's not a tourney deck with a list like this, so Conspiracy + Turntimber Ranger.
Woah... Just added Heritage Druid and Slate of Ancestry. Rediculous, but only useful once or twice. With a Huntmaster out (which I hope would be the case every time), I put over 40 elves into play in one turn, two of which were Jagged-Scar Archers...
Weird. They do nothing but good things for me... I'd probably add in Heritage Druid, but I find that my hand is gone by the time the token generation is up and running. Maybe if I add some drawing power.
Not seeing it.
+1, btw.
Traumatize and Scalpelexis would rock.
I have never liked a 60 card deck. It just doesn't feel like I have anything to work with. Personal preference. 70 has always worked better for me (weird, I know). If I take anything out, it'd be Master of the Wild Hunt. When he dies, my opponents can use him as easily as I can. You're forgetting that the tokens made by Master of the Hunt have "bands with Wolves of the Hunt." 400 times better, and there is a chance that my opponent won't be playing green. I band all of my Wolves of the hunt and one of them has Nemesis Mask. I decide how the damage is dealt to my creatures, not the opponent. Banding is awesome. Actually, I'm going to take out Mask of the Mimic. For some reason, I thought it put the creature in my hand, not into play. The point of this deck is to abuse Endless Whispers with Phage as the key card. The wolf tokens just give me a creature base to work with that my opponents can't use. If for some reason I can't attack with Phage (the weakest part of any Phage deck - Pacifism takes you out), I can sacrifice her to make someone lose (probably the person that's nullfying her).
Culling the Weak - good mana ramp and a way to get Kokusho unto the grave.
Don't listen to lemonzest, by the way. Paradox Haze will win you more games than you could imagine and he obviously didn't see Vivid Grove. I also forgot to tell you that you get +1 from me simply because this deck does more than just put tokens out.
I'd recommend Death Mutation and splashing white for Pallid Mycoderm. He (and Utopia Mycon as Irrelevent mentioned) are easily two of the most important Fungi.
I run a similar deck. Think about Senei's Divinging Top + Leaf-Crowned Elder, Orchard Warden + Sanguine Bond, and Dauntless Dourbark + Overgrown Tomb/Temple Garden. I've spent the last year crafting my treefolk to perfection and they're undefeated. Check 'em out. http://mtgvault.com/ViewDeck.aspx?DeckID=38000
Mana isn't a problem. I was just pointing out that a lot of people say I don't put enough land in my decks, and that kinda builds my hostility until it eventually blows (see my earlier post). Again, sorry I went off. I originally had them in here when I was first building the deck (as in, at best, I only had 2 or 3 of each card I needed) and they just didn't work too well for me. I might try them now that I can add 4 of them.
Well damn, dude. Sorry I blew up. It's just that people going on and on about legend rules and not having enough mana is really getting old. I'm a better player than that. I look at Magic like I do poker. Me knowing I have a Legend in my hand doesn't mean my opponent knows what it is. For all he knows, it's a Holy Day or Wrath of God. Half of Magic for me is making them try to take into account what I know. I've been known to keep a land in my hand for a turn or two just so I can look at one of my friends as he attacks and say, "Are ya SURE about that...?" I'm not saying it will work perfectly when I post it. I'm saying it's my idea that I'm going to fool around with to see if I even like the deck. That's what I do. Build a deck, play it, and keep it together if I like it. If not, I take it apart. Want to know why I have 4 of each legend? I'll explain instead of being rude: The average power/toughness in this deck is 2.26/2.71, the highest being a 3/3 or 2/4 (depending on how you're looking at it). Puny. I don't know about you guys, but in any given game, come 5th turn, I'm looking at at least 4 creatures power 4 or better under my opponents' control. The legends are there to take advantage of Konda's Banner to pump up EVERYONE I have, not just one guy. Coat of Arms would be nice, but there are better tribal decks that would benefit from me playing it more than I would. I'd rather a few of the other guy's creatures +1/+1 than all of them +20/+20.
Alexx, this isn't a discard deck. That being said, a couple Megrims wouldn't hurt.
Shut. Up. i know how my circle plays, I'm fine. Mirror Gallery exists. Be quiet. Things die or are required to be sacrificed. Thanks for playing, go elsewhere for gay banter. As for removing abilities, i was referring to Lemonzest's post. Read a book.
My circle does. Trust me.
Yup. And there are cards that remove abilities as well.
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