thing in the ie might be good addition instead of ertai/tradewind
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waiting on armory automaton
waiting for ornithopter
waiting for jp channel
waiting for last fling, play with fire, and last pit-fighter
master of dark rites for demon deck
bloodghast
add legolas's quick reflexes
I definitely agree that turn 1 plays aren't everything, I don't have any turn 1 combo decks, as many are very expensive to create and, as you said, are very reliant on clinching the opening hand. Games like that are games won before they even start, which kind of defeats the purpose, imo. Thank you for sharing that link, I'm going to use it to better understand the decks I'm currently building and have already built. I also agree that it is unrealistic in some respects for this deck to have a guaranteed turn 1 play, but I think it's also important to note that there are a few niche cards that can bypass mana costs, which might prove useful. Simian Spirit Guide, which I had mentioned before, is useful at almost any point in the game and can let you cast spells that you might not have been able to cast at any particular turn, so at the very least, I'm committed to the idea that it would have a good impact on this deck. I would personally replace Iron Myr with SSG, especially since there are cards that more effectively reduce the cost of summoning dragons. The myr just feels too slow, imo. I strongly agree with many of your points, especially your claim that this deck needs a game-changer by turn 5, especially considering your points concerning mid-range and control decks, which is why I agree with one of the earlier comments that Scourge of Valkas is a strong card to consider adding. At the same time, I think this deck will really struggle against noncreature-spell heavy decks, So some form of board removal (destroying target permanent(s), or target artifact/enchantment) would do wonders for the mid-game of this deck, like the comment below points out. I think this deck would benefit from at least a splash of another color.
I agree with the comments that u probably need to add some removal spells. My biggest thing is having a turn one play in all my decks. Without a turn 1 play, you're putting yourself (or your cousin) at a HUGE disadvantage against aggro decks. Idk what your mtg scene is like, whether it's mostly casual or competitive or casually competitive. My brother and I never stuck to any formats, so the arms race between our decks got intense very quickly. Turn 1 plays are usually what tips the games we play, if only cause it gets the ball rolling and eventually a snowball begins to happen where one of us is just doing more per turn than the other.To that end you might wanna consider cards like Lightning Bolt, Simian Spirit Guide (don't summon, just exile from hand for mana), or Gamble, which will let you make some early moves. I would also consider cards like Final Fortune, Last Chance, or Warrior's Oath, which can let you scrape that victory by the skin of your teeth in those high intensity situations. Sorry if this post is getting too large, but one of the last points I want to make is that you should consider adding some non-basic lands, especially since you have cards like Ruby Medallion and Geosurge. Assuming you don't steamroll your opponent in 3 or 4 turns, you'll eventually have an excess of mana and a lack of places to spend it. Even if you jack up the nearest dragon with an activated ability, you might still have some leftover. Valakut, the Molten Pinnacle is a perfect addition that would let you keep pumping out damage to supplement your attack power and remove potential threats/blockers at the same time. Also consider adding cards that let you draw, so that you can refill your hand and keep casting multiple spells per turn. Nothing sucks more than an empty hand, cause your opponent will know that you have no tricks up your sleeve.The name of the game is actions per turn. Once you can focus those actions towards a unified goal, this deck will go from a cutesy dragon tribal deck to a frighteningly aggro dragon-burn deck. Idk what your deck-building process is, but consider these key questions: What does this deck's first three turns look like? Are the first three turns consistent or variable? What is the specific win condition of this deck, and what's the quickest way to fulfill that condition? Are there any redundancies within the deck and if so, how important is it to have those cards that do essentially the same thing? Okay, I'll stop here... sorry if this was too much. Good luck with the deck and I hope your cuz appreciates all the work you put into this!!
medomai the ageless??
Yeah maybe, but consistency helps make a deck better because you can solidify your game plan, rather than having to wonder at if the card you need is gonna come up soon. I mean, the point is kinda moot since the only cards you have one of are all removal spells and you already have plenty of those. And yeah you have almost as many removal spells as you have creatures lol. Try the simic cards I suggested!! They're useful for exchanging +1/+1 counters as a surprise attack or to keep them from fading when a creature is about to die
imho, there's no point to putting only one of a card into a deck b/c the chances of you pulling it are too small for it to really contribute to your deck. And you already have a ton of removal, I'd personally get rid of some of them and also add more of the same card for consistency. Also, why mutavault? Maybe add some simic cards like experiment one, bioshift, give//take
Agree. Get Mogis in there!!
HONEY BADGERS!!! I love how Charging Badger has trample even though it's only a 1/1 XD
Someone may have already suggested this (idrk cause I didn't read too many of the comments), but Doorkeeper would get some early game milling in there
Good way to build mana w/out many lands is to use Hidden Strings on Flitterstep Eidolon or Siren of the Silent Song (or something that can get through defenses) and untap lands, then re-tap for 2 more mana ;D and that's if you have only one Hidden Strings Out
Ohh I didn't even see that combo either lol. Nevermind then, you got this figured out. I know it doesn't necessarily fit in with the theme but maybe a Diabolic Tutor or two?? Just to make sure you don't have one of those games where you can't seem to draw one at all
Goddamn that's clever lol. Then I suppose my only advice would be to maybe find some creature or other spell that does damage when an opponent's creatures die. Also, check out Dismember, from New Phyrexia, I believe. -5/-5, cmc=3 but two are phyrexian mana so it can come out of nowhere. Great for removing really big creatures.* also, maybe run more of that legendary enchantment to increase the chance of you getting it** also also, Cower in Fear is cool cause it specifically targets creatures your opponents control.. and not just one opponent, ALL opponents. cmc=3; 1colorless 2B.. but it only does -1/-1, sadly );
Nice! :) Why the Carnariums tho? I'm pretty sure that either Theros or Born of the Gods has a new spell (black I think) that does -2/-2 to all creatures as well, you should check it out!
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