Ah, good point. Can still benefit from Profaner of the Dead and Tower Defense, but you're right.
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This looks hella fun. I've looked at similar decks, but not with the great unblockable setup. Have you looked at 'Wall of Denial'?
Defiant bloodlord is powerful, but takes so much mana that I don't think it's really worth it. I've enjoyed a similar deck (Though with green in it) that used Lantern Scout and Retreat to Hagra
Your lands aren't legal in standard, sadly. Eldrazi Temple and Eye of Ugin are both only legal in modern, and even then, likely not for long after how rampant the Eldrazi have run recently. I recommend Shrine of the Forsaken Gods, even if it's not ideal for this deck, sea gate wreckage, maybe rogue's passage.
Others stated it above, but Sphinx's Tutledge isn't getting you much. It comes across as a huge mana sink, which you can't really afford in a control deck like this. I love the use of Oath of Jace though, that's clever, and really powerful in this deck. Too bad there aren't any control-based planeswalkers that aren't stupidly expensive in standard, that's be a great synergy.
Are there many other mono-blue looter effects in standard than Jace? I'm just thinking that you need to get two of your Hedron Alignments into the graveyard, then exile one of them, and besides Jace, I don't see any cards you could use to put an excess Hedron Alignment from your hand into the graveyard, so that means two of your cards you have to either use Jace to get into the graveyard, or get lucky/know they're near the top of your deck and play Taigam's Scheming.
In my opinion, it looks like you might want to go with fewer creatures and more spells, because I always feel like Prowess is better off when you can trigger it a couple of times in a turn for a big blowout.Maybe cut Ojutai exemplars, they're a bit slow if you're trying to do a more rush-style prowess deck. For spells to add, I love Artful Maneuver in a Prowess deck. Maybe some White control cards like Celestial Flare, Gideon's Reproach, or Immolating Glare. Cards you can use to keep your opponent's board under control and make your stronger at the same time, though keeping the spells to a low mana cost is a concern.
Very Nice. Probably doesn't need it, but you may want to compare Distortion Strike to your other 1 blue unblockable spells. The +1/+0 doesn't help Master of Cruelties, but I thought it'd be worth considering. It might be better than Aqueous form, because you can play Distortion strike, target Master of Cruelties, then target something that can go for the kill on the Rebound. Artful dodge lets you do the same, of course, so hard to say.
Dragonlord's Perogative might be too expensive, even for this deck. Ugin's Insight is 1 mana cheaper, still standard-legal, though that scry effect on it won't get you much. Someone above suggested Dig Through Time, that might be a good thing to replace Perogative with, since it gives you more delve potential to exile a Hedron Alignment, and it would help you search for Hedron Alignment more than just strait card draw.
Titan's Strength, 1 red for +3/+1 until endof turn, scry 1, can serve almost as well. The effective +4/+2 on a prowess creature for 1 mana at instant speed is more than enough reason to play it even without combo potential.
It may be worth is to cut green to keep the mana base under control.Loosing the ramp is hard, but maybe with some low-drop prowess creatures like Seeker of the Way and/or Monastary Swiftspear you canjust fight it out like a normal prowess deck. Loosing Become Immense is harder, but there are solid red cards that boost damage. I've combo'd Zada with Sure Strike to give +3/+0 and First Strike, and it's pretty vicious. Giant's Strength does +3/+1 and scry, and the new Gatewatch card, I think it's Brutal Strength, gives +3/+1 and trample, so red can fill in most of the roles green plays in this deck.Hard to say, but it might work better going for a more traditional Jeskai-colors Prowess deck that just happens to be built around Zada.
While you probably don't need it- one of the most absurd zada combos I've ever seen was with Temur Battle Rage- normally it requires something like Titan's Strength to go off properly, but with the Jeskai Ascendancy pseudo-prowess trigger, you can get the full Temur Battle Rage effect without any other spells.Also- Defiant Strike is a good White Cantrip to play on Zada, if you want it.
Why were you thinking of adding green? Most of the potential gain there I can see would be in +x/+x spells, which you can fill in for with red spells like sure strike, Titan's strength, and Temur Battle Rage. The green might be a bit stronger, but without as many fast creatures to offer, it might be better just not to clutter your mana base. And this is from someone who loves Temur colors to death.
Because all of your creatures are 3-drops, it becomes rather awkward to play any of them. Trading some out for good 2 and 4 drops would allow you to start playing creatures faster and put more of your mana to use.
You have Rhox Faithmender and Archangel of Thune in here, even though the deck really doesn't have any other healing in it besides their lifelink. They're both amazing cards, but neither of them is going to get you much in this deck.Might I recommend Vitu-ghazi guildmage (I may have misspelled, it's the guildmage for G&W), because it is an amazing populate engine. And possibly more mana ramping, because it would be useful for things like the guildmage, and for Entreat the Angels.Edit- Ooh, and Wayfaring Temple. It might be more useful for the Deck than Voice of Resurgence. Your call.
Hypersonic drake is nice and in theme, but you don't have any sorceries in the deck for its ability to be relevant.
I dunno, it was just a thought. You have a lot of 1-of card, it might be worthwhile to try narrowing down to the cards that you need, or the cards that are more potent for your specific brew.I'm not sure if your intent is to ramp to 5-7 mana and hit with Atarka or Surrak, or to buff with enchantments. You might want to try and focus the deck on a more specific game plan maybe. I don't really know, I'm no expert.
I might recommend 'Explosive Vegetation' over 'Nissa's Renewal'. By the time you have 6 mana to play, getting more lands doesn't matter nearly as much. Just my 2 cents.
Slightly older card that you might enjoy adding- Jace's Erasure. Every time you draw a card, mill your opponent 1. If you want more, weaker enchantments like Sphinx's tutelage.
Don't forget Land. You're probably going to want to be cutting some cards to get at least 30lands. I don't actually know much about how to build 100 card decks, but I think the normal rule of thumb is something like 30% land.
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