go kill your self 2

by zimzy on 16 December 2013

Main Deck (68 cards)

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Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

4380015

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for go kill your self 2

Looks a lot better, however I would still swap dispel for counterspell or dissolve. I would also add a bit more countermagic. The only other thing that I noticed delays this deck a little bit is the land choice with hollow trees and sand silos. I understand that it allows you to add additional mana at a later turn, but it does delay the start of your game quite a bit. You might want to reconsider those choices. Other than that, I think this deck looks really fun to play with. Great concept.

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Posted 18 December 2013 at 04:28

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after another look at counterspell i realized why you suggested it and i did make the swap. at first i was thinking they were the same thing and the one was just a cheaper cost had to look up the MTG definition of spell just to make sure. as far as the land goes i do agree that it is later game mana set but early game fails so i did add 3 sol rings i had laying around think it will be enough?

my main concern with this deck is it is huge i like to try and keep around 60 cards any ideas what would be good to cut?
iv also thought for another win condition adding other plans-walkers any thoughts

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Posted 19 December 2013 at 05:15

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Hmmm. Lots of different options here, but it all depends on what you want the feel of the deck to be. I think based on what I'm seeing, your core concept is to have Elite Arcanist ruin people's lives - and if I were you, I'd probably want to keep that theme going. That's a great idea like I said but it needs to be very focused because of how many options all these exiled spells can create. The concept seems to be more or less a twist on the turbo fog theme which is really fun, but really hard to pull off without the right build, so with your current structure, you need to have some different win conditions, however it has to be focused enough for you not to lose the main theme.

You should also consider your mana curve. I understand you adding in the sol rings (thus actually making it an illegal deck, but that's a separate issue), but colorless lands don't necessarily mean you're able to cast the things you need. Also, with all of the draw effects that you added, you need to be careful with your hand size. If you don't have a lot of land in play and you haven't activated Tamiyo's ultimate ability, the card drawing can actually become a pretty big disadvantage, causing you to discard. This does on the other hand help you cycle through the many cards in the deck though, eliminating the need for cutting - but again that's a separate issue.

To answer your questions on what I think you should cut, here are my suggestions:

1. Get rid of the 2 howling mines - you have draw ability from rhystic study and this gives you the option to draw, rather than forcing you to and giving your opponents' a card advantage as well. If you'd rather keep howling mine though, cut the 2 rhystic studies. You don't need both.
2. Cut out at least 2 of the sol rings - at least that would keep it legal in vintage. I would cut all 3 and keep it legacy legal as well. Plus you don't need all that mana right away since most of your stuff can wait until you have axebane out.
3. Cut the 2 defend the hearth - you already have fog and your deck is based on defenders. You don't necessarily need all of that prevention.
4. Remove 1 tree of redemption and 1 mnemonic wall - you don't really need them all and it's just taking up space.
5. Cut 1 elixir of immortality and 1 door to nothingness - when you're exiling cards to arcanist, you won't be able to bring them back with elixir anyway, your creatures probably won't die because of asceticism (assuming you get it out), and you only really need to run one door if you're going to have other win conditions
6. Cut 2 of the doorkeeper's - you don't need that many since for you it is a secondary win condition. Plus you have the arcanist/traumatize combo which could work a lot faster.
7. Cut 2 redirects - you have echo mage as a semi-redirect. Although it won't prevent things from happening to you like redirect could, it is scary enough that an opponent will think twice about casting a lightning bolt when you have 2 blue land open and a level 4 echo mage.
8. Cut 1 Tamiyo - you can only have 1 out at a time anyway, and it's not super key to your theme even though it does work really well.

With all that said and done, that will leave you with 60 cards. I would also consider swapping out hollow trees and sand silos for islands - you need a lot of blue land for this to work properly so trade some up. If you can afford to, you may want to even add some dual lands like breeding pool to the mix to help with your mana fixing. Your axebane's will generate enough land for your combos so there is no need for slow lands like you currently have.

There are probably other things that could work here too, but I can't think of any at the moment. Take these suggestions into consideration and see how the deck plays out. I think you'll find that it's a lot more fun.

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Posted 19 December 2013 at 08:03

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