Champions drake, thrumming bird, and time of heroes should come out cuz they are only gonna clog up your strategy when you don't have out a level up creature.
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Putting a 30 dollar limit on your decks is really going to hurt them. 50 dollars would give you much more room to breathe. Also, if you are going to do a non-budget list then esper is the way to go. You will get more creatures to utilize and better planeswalkers if you want to go that route with the deck. It has a lot of potential to work in most metas given the right spells.
Monestary Swiftspear > Thermo Alchemist since it will let you aggro out. Plus mana leak over dispel since it will just do more.
Overgrown Tomb should help with the mana, plus you want blue for counterspells my dude. All of your threats die to fatal push/bolt/path. And Collected company decks should just run you down. I can't really see this deck working very well in modern tournaments because of how flimsy it is. I can understand that you are trying to put more infect creatures into the deck to make it "better", but it is just going to mess with your speed. If you can't go off till turn 3 normally, then you should just play zoo or death's shadow since they can just dump their hands early on. Also, control decks will just tear you apart when you try to combo off since you rely on resolving every single pump spell. I you are gonna keep it G/B you need Mutagenic Growth, Fatal Push, and maybe a dismember.
I've fiddled with the level up ability a lot, and shifting the deck to Esper will really help. Also, you rely too heavily on having a creature with level up stay in play which will make you very susceptible to removal. Just value spells should help the deck a lot more (Like Serum Visions, Cryptic Command, Remand, Path to Exile, Declaration in Stone, etc.) and make it a lot less clunky.
Path to exile and sphinx's revelation should be rather useful
Have you thought about adding in 4 simian spirit guide for suprise mana? Like a turn 4 alroma or a turn 1 guardian of the gate. It is very weak, but can help a bunch early game. Just an abstract thought.
I definitely recommend dropping a couple of the miracles for 4 Serum Visions, and some combination of Mana Leak & Remand. Also, 2 Cryptic Command should be really helpful. Last but not least, you are gonna wanna make that mana base a little more consistent with 4 Hallowed Fountain and 4 Flooded Strand.
Why not run goryo's vengeance in this deck? If you are planning on flickering whatever comes back, then it will let you enable more plays and profitable blocks.
Resto just doesn't do enough on it's own and I don't see a huge need for the extra inquisition since it is awful late game
I think that dropping 1 resto and 1 inquisition for 2 dark confidant
Ghostly Prison / Propaganda?
Honestly a playset of collected company would be better than the megantic slivers and make this more consistent. And I think a 2 of the genhide would be good so you can dump your hand turn 4 or 5. The mana base needs a lot of help tho.
honestly, if you dropped the dragons for 2 tasigur, 1 snapcaster, and about 3 dark confidants then this could be a very powerful esper control list. Fatal Push and Disallow from aether revolt should also replace nameless inversion and esper charm.
Not enough targets, maybe if they added path to exile and swords to plowshares.
Yeah, at least I play skred.
I would drop the whitesun's passage and the war report for the 4 annex mainboard. And then 2 of the slash panthers since they are on a decently high curve.
Monestary Swiftspear would be a good replacement for the giselas and the balefire dragon. Zoo is supposed to have a small curve and aggro out the opponent. Big creatures without any way to reliably ramp into them is something you should avoid. I reccomend dropping the 6+ cmc creatures for smaller, faster creatures (usually 3 or less cmc).
Axebane Guardian + Overgrown Battlement to help ramp
Karn would be better than the talisman and the academy ruins. More chromatics would be better than the prophetic prisms.
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