Try adding some of these cards to help exploit landfall. 2 more Terramorphic Expanses 4 Walking Atlas, to double landfall effects for the turn 4 Ondu Giant, plays a free land for you.
Permalink
I would, but then Goblin Warchief would be useless for me, since he pumps them up past 2 power.
Gracias, but honestly, only cards that I could think could sub for those two would be the following... Forked Bolt - Burst Lightning or Searing Blaze World at War - Devastating Summons
btw, his description comment was BEFORE I posted that chatlog :P
Man, it is an awesome card, but i only deck for T2, sorry :x
Wow, love it. This is an awesome deck style, love the coin flip effects, great joke deck for unglued/silly games. Gonna need alot of coins :D
Sorry Ninja, but Counterspell is banned in Standard. It WOULD be better, but again, it disappoints with the fact it isnt available.
Hmm, this seems like a good idea, using more heavy Blue to lock em down. Building power with Red never was popular, since Red usually has quick power at low costs, but I enjoy the idea of it myself :D A few things you want to focus on for Standard. 1. You want to not ONLY be deadly, but be able to COUNTER other deck styles, Bant, Jund, UW Control, all of them. "Play no favorites, everyone dies." 2. Your style will be the U half of UW Control, while the R side will be more powerful RDW. Remember to prioritize to what will be best. Alright, the play style. You want to COMPLETELY lock down creatures while doing damage with burns. If that's the case, then I would stock up on cheaper, counter creature spells. What is negate doing in your deck? Drop 4x Negates and replace with 4x Essence Scatters, they counter only creatures, but only 1U mana. Next up, drop the 3 Ice Cages. Ice Cage is pretty at a glance, but bad in testing. Once target for an ability, it's freed. White Weenie, Bant, and UW Control are gonna have a field deck with this, while RDW just laughs at the card. Next up, you seem to be a bit heavy on counters. 14 Counters vs 17 Burns. Bad bad bad. If you're going for standard, you will at most only need around 6-8 Counters. Not even UW Control decks run that many counter spells. I would say 3x Essence Scatter, 2x Double Negative, 2x Negate, and 2x Deprive. This should be all you need, since Standard is usually 5-7 turns long. Next up, your burns. You REALLY got to lose some burn cards out of there. I would immediately say, drop Lava Axe and Fireball. There are better cards. Now then, for most burn decks, your burn spell count will not excede 16, for standard RDW (Red Deck Wins). But since this one is only slight RDW, I would say 9-11 burn spells are in order. First off, Lightning Bolt is always 4x. if you dont have 4 Lightning Bolts in your deck, you're doing something wrong. They're popular in RDW, Jund, and heck, even UW Control decks "splash" Red for Lightning Bolt and Double Negative. Next up, you gotta have 3-4 extra cheap burn cards. This will leave you choosing between Forked Bolt, Burst Lightning, and Staggershock. Instantly, I would say drop Staggershock, since your deck is focusing on using Quest for Acient Secrets to keep them active, exiling your burn spells will only hurt you. Forked Bolt vs Burst Lightning ---Forked Bolt - R---- 2 Damage divided as you wish between any one or 2 player(s) or creature(s) Pros: Can kill off "Mana dorks" while damaging opponent Pros: Very diverse, helps keep the field empty while doing damage Cons: Weaker than Burst Lightning with Kicker (Mana Dorks are creatures you drop for 1 mana, then tap them next turn for 1 mana of their color. Help getting 3 mana creatures out on turn 2 and 4-6 mana creatures on turn 2.) ---Burst Lightning - R--- Pro: With Kicker, does 4 instant damage Con: A good amount of mana for just 4 damage. Easily outclassed by Lightning Bolt and Staggershock. In all honestly, I would greatly prefer Forked Bolt. It isnt a powerfully quick as Burst Lightning, which helps kill off opponents fast in RDW, but it's AWESOME for field control, keeping their mana dorks in check. It depends on your meta. Lands. I would drop 2x Island and 2x Mountains for 4x Scalding Tarn. Why? Well, because in Standard play, you thin out your deck of lands quicker, only for 1 mana cost. It seems hurtful, but TRUST ME, the game LOSING DRAW can be you drawing a land on turn 5 when you've already got plenty of mana. The less chance of a land draw, the better. Now, for the sideboard. I would say stock up on single cards that can MESS OVER other styles of decks. Maybe add some extra spot removal to mess with Naya or Bant, or maybe add work around with some TRAP cards. Archive Trap, if they search their deck for a card, pay 0 and their remove top 13 cards to their graveyard. Runeflare trap, if they drew 3 cards, cast for R. They take damage equal to cards in hand. Add Burning Inquiry to your sideboard with this card to do a turn 2 hit for about 9-10 damage :D Really, best of luck to you. Just remember Swerve's flavor text - "We can't beat the necromancers in numbers or raw power. We must beat them with ingenuity and timing." —Rannon, Vithian holdout
Infinite Mana Combo Training Ground + Khalni Gem + Filigree Sages Tap Khalni Gem for UU, untap using Filigree Sage's ability using 2U, which is REDUCED to just U, thanks to Training Ground. Using this, you can get 1 free U mana for each tap, then when you've got enough, use it to Tap Prodigal Pyromancer, then untap using Crab Umbra's ability for U, that was you can tap-cycle him 20 times, if you tapped Khalni Gem 20 times. It's a very abusive combo, sadly, and if played right, can be a turn 5 kill. Turn 1 - Island, Training Ground Turn 2 - Mountain, Prodigal Pyromancer Turn 3 - Island or Mountain, Crab Umbra on Prodigal, then free mana for a negate or 2 Lightning Bolts Turn 4 - Mountain or Island, then Khalni Gem Turn 5 - Island or Mountain (3 in play), Filigree Sages by taping 2 lands and Khalni Gem, then tap 1 Island to untap Khalni Gem, then build up enough mana for 20 untaps, then tap-cycle Prodigal Pyromancer for the kill.
Love how as soon as I make this deck, I see like 4 new decks with the same colors and basically the same combos...
coat of arms, too pricey for my tastes. elvish champion, eh, I felt like keeping it all elf warriors
I think you completely missed the point of Garruk, didnt you? Garruk's +1 is 2 free mana, by untapping forests. THAT'S SO DAMN OVERPOWERED FOR MONO GREEN. The reason I have 3x cards is because they are strong, but a tad expensive to pay for. You'll need extra mana for the bonuses, since you're only running 17 lands (the 4 specials are for +1/+1 counters) And the best part, you can have 1 Garruk + 1 Nissa revane on the field at the same time.
WORK IN PROGRESS
Dammit, I'm still working on it. Leave meh alone! Cant you see it's still a Work in Progress, as said on the top????
Try adding Claws of the Valakut, +1/+0 for each mountain you control, and first strike.
This is a nice deck. Kinda dependent on that certain combo, but it actually gave me an epic idea for R/U Mill combo. http://www.cardkingdom.com/catalog/item/130106?combo_id=125878 Selective Memory + Swerve Instead of searching your library, search theirs and exile ALL their stuff. Then they'll just play nothing but lands, HAHAHA.
I've gone to 3 tournaments so far. 2 small ones and 1 big one. 1st Tournament (little) I got 3rd out of 22. 2nd Tournament (big) I got knocked out 9th before the top 8 :( 3rd Tournament (little) I got 3rd again (god damn expensive bant decks)
I decided against it, since they were a bit mana heavy.
yeah. Lets say you draw all 6 of them. Use their ability, that's already 6 out of your 13 plains on the field. And out of 60 cards, that means you wont get over mana'd.
Check out "Door of Destiny" Everytime a creature of your chosen type (Rat) comes onto the field, Door gets a counter on it. For each counter on it, all creatures of chosen type get +1/+1. Basically, if you have 5 relentless rats on the field with 6/6 on them, you use damnation, play door of destiny, then patriarch's bidding, they come back as 11/11s. A friend of mine plays a Relentless Rat deck, it's annoying AS HELL with that damn door. Also, look up Thrumming Stone. Every spell you play has ripple 4 (look at the top 4 cards of your deck. All spells with the same name are played for 0 mana.) This helps pumping the rats out VERY QUICKLY.
41-60 of 80 items