wow I am really interested in this deck build. have you play tested it yet?
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Vorapede needs to be in this deck at least 2 copies
your curve seems way too high to only run 20 lands
ok here is what I don't understand about evolve decks. why are they always chock full of creatures that max out at 2/2? I get you have the master biomancer and krasis but everyone else is either a 1/1 1/2 2/1 or 2/2. how are they supposed to get bigger? bioshift is nice but only help one creature at the expense of another and the mechanic of the biomancer is nice but if hes not on the battlefield then what? I think you've got to get some bigger creatures in there otherwise I foresee you getting wiped out by boros, rdw or zombies. maybe wolfvier avenger over the shambleshark and the silver hart or vorapede over the mage or the prime speaker
like the build except for Domri. seems like he doesn't fit in an agro deck. seems he would slow you down quite a bit
how about gravecrawler over the elk? also I am concerned about jarad and ghoultrees usefulness if you scavenge a bunch of creatures
the alarm seems really weak and slow. have your tried this deck out yet?
besides spectacle you need to get in some more removal or chump blockers like a fog bank. I like the build but I think agro will rip you apart too fast.
really don't understand what is going on with this deck. my suggestion is pick about 6 or 7 creatures and put in about 4 copies of each for a total around 24 to 26 cards. then use the reaming 14 or so slots with instants, sorceries, planeswlakers, and enchantments to bring your card base to about 38 then fill in the rest with lands. try to think of a theme you want to go with then add in the cretures and spells that best fit this idea and hopefully give yourself a chance to deal with whatever your opponent throws at you.
all valid points. not much I can do about removal spells besides adding some pumps spells or rangers guile. as for O-rings and the spheres I feel adding in some sort of enchantment breaker would really slow the synergy of the deck down. I really debated on bloodrush and just couldn't find the room
its a nice way to help finish your opponent or if you get your board wiped. I could see using the devil over skullcrack.
wtf? what is going on with this mess. I say scrap it and start over. there is no semblance of a theme going on, it looks like you just threw a bunch of creatures together and sprinkled in some enchantments, instants and sorceries. I suggest you look at some decks that have done well at tournaments to give you an idea and then make it your own. good luck
like the idea but I think you need more removal agro is going to be all over the place. exquisite blood seems a bit clunky and slow, I get the idea that you can abuse the life gain with the guildmage but dropping that on turn five seems a bit slow. I would also drop the lashes, connections and cremate. the cipher cards are nice in theory but I don't see who is going to be dealing the combat damage besides the hawk on obzedat, who leaves the battlefield every turn thus negating the effectiveness of either card
if you plan on running this as fnm I think you are going to get destroyed by agro decks. you won be able to sit back and try to thragtusk and resto-angel to save your self like people have done in the past thanks to skullcrack. I would add in some smiters or centuers to hold off your opponent and hopefully allow you to get going. good luck
I agree with cowboy drop down on bonfire, the avenger, the worm, o-ring, garruk, and cut down on angel of serenity. the lands are a bit tricker I would probably cut down one each on stomping, foundry, and the crag. then probably drop the plains and forest, I would target 25 lands in total
not bad I would drop the wojek, firemane, entreat the angels, boros elite, the guildmage and Gideon. avenger should be replaced by hellrider because he attacks when he hits the field and can deal more than 3 damage, if your playing agro who cares about the life-gain. you have to get ash zealot in there that is an insane two drop, much better than wojek. the guildmage abilities really tie your hands on mana for it to be effective, I think thalia would be a better choice here as a 2/1 first strike that forces your opponent to pay more for spells. you need 4 of the charms they are too good and too important to only have three. I would swap the wrath for burning spear. add in two more foundries. get more reckoners in there and kessig malcontents is a nice way to deal some direct damage but I would only run 2 at most. good luck man
seems really short on creatures
I like it but I would swap the lancer for lightning mauler and cut down Odric by one for another medic
you need to cut out eight cards and I would start with lord of riots, Olivia, havengul, the gang, and thrill kill. you are better off just running 4 of the devil, nighthawk, hellrider, ghoul, cackler, flailer, and stromkirk noble. annihilating fire sucks, murder costs too much and tribute is too situational to be used as a main board card. better off with 4 searing spears, 4 dreadbore and 2 brimstone. good luck
I really don't understand the inclusion of the seer. seems to not fit the theme of the deck and might end up screwing you with the life loss. other than that it I would consider dropping flooding and gridlock in favor of dream twist and syncopate
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