1.You desperatelly need removal. Pacifism, Oblivion Ring, or Detention Sphere to work with Ethereal Armor.2.I cant believe you missed Unflinching Courage, one of the best auras out there3.Instead of Fiendslayer I like Sigarda, Auramancer or even Ajani's Chosen more (each with different purpose).4.Spectral Flight is superior to Blessing5.You can afford some basic lands with Abundant Growth.6.Its too expensive, all the shocklands, full playset of Geists (2 or 3 tops should do, its legendary), this will suck you dry :-)
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Thank you for your comments. I acknowledge some of your points.- There was too many equipers, I swapped Steelshaper for Shikari- Hold the Line was weak, but I would like to keep 1 Wild Ricochetin mainboard (and 2 in side) to increase my options with Sunforger. I added one Dispatch.The Elixir is especially usefull here because I need to shuffle my instants to play them again with Sunforger, in other artifact decks I would think twice about using it.Thanks again for the help.
Nice deck. I like it. Looks well thought-out and viable.There are only two thinks I dont grasp: Why Nephalia Drownyard and why Temple Garden instead of third Selesnya Guildgate.
That is actually not a bad idea. If your opponent somehow takes out 2 of your gates. I thnk its more complementary to Maze's End than Crackling Perimeter is.
Your curve is a bit too high. Gyre Sage cant pull it all alone. Why dont you swap Deathrite Shamans for Elvish Mystic or even better Arbor Elf?
Well put JaceTheMindsculptor.Urban Evolution was good, It shouldnt be out of deck.As for Crackling Perimeter... its more like Maze's End or Crackling Perimeter, with both you may end a lot of games by losing with 8 gates and opponent on 5 life. If you focus on one of them, your chances are higher. Maybe keep 4 copies of the other in sideboard to switch against various deck or to switch just for fun.More control would be good. As mentioned Pacifism, Oblivion Ring, or Detention Sphere could help while being enchantment.
Just few comments. You have 24 lands and 12 land fetch. Thats similar to ramp decks. in fact, its worse, because ramp usually drop lands on battlefield, you put it into your hand (Gatecreeper Vine) or interchange with another (Maze's End). Into the Wilds seems good although a little slow. Either way you drop 1 land per turn with an exception of Into the Wilds a conditional 4 mana spel and Urban Evolution, a 5 mana spell. Your only protection is Sphere of Safety, another 5 mana spell. You need something to survive beatdown and faster decks.I think great addition would be Saruli Gatekeepers, Opal Lake Gatekeepers and Hold the Gates.I dont think you need Rubberhulk, nor Urban Burgeoning
Hmm, creature-only goblin deck. Try Goblin Chieftain instead of Fervor and you got yourself 2/2 lord on top of the global haste. Also I would play a bit more lands, 18 possibly.You can have a look at my goblin deck také or give some ideas http://www.mtgvault.com/zipec/decks/r-krenko-curse/
Nice deck. Straightforward and flavourful.Maybe 4 Terminates and 2 Geth's Verdicts? I am aware that the 1 damage helps you, but the ability to kill specific creature is usually more important.
I would not combine the two strategies, choose one:A) with 3-4 copies of Thalia and as few noncreature spells as possible - leaving probably only Path to Exile in deck; Imposing Sovereign (new from M14) instead of Blind Obedience, and various 1 or 2 CMC creatures instead of all token makers. (Isamaru is great choice for example)B) as it was: no Thalia and several token makers.Now you have 13 noncreature spells and Thalia would slow you down a lot.
Day of Judgment is effectivelly the same, they are interchangable - for budget version, use DoJ.
Well I must admit I agree to some degree. No arguing that this deck works well, every tribal does and this one has a nice selection of effective creatures, but it is far from perfect. You must have a lot of bad mulligans(I tried sample hands and I went to six or less more often than not), or maybe you are used to playing first mulligan into 7 with your friends, that may explain a lot. Still you are denying good suggestions from numerous players and I can see why. You need Ghostly Prison and Wrath of God (which are clearly out of deck, or sideboard material) to compensate for your slow start due to small number of lands and etb tapped Emeria.That being said I agree that lands, Emeria and Ghostly Prison are problematic. But I would like to add one problem "of my own".Your deck is completely based around single creature - Knight Exemplar - and you have literally no way of protecting him (to be exact, only with other copies of himself :-) ) For example, I believe your opponents react to your Wrath of God by killing him very often, thus creating hillarious moment when you clear your own board.In the end, dont let yourself deluded by so many likes, try considering suggestion in the discussion and the reasons behind them, we just want to help. :-)
If it needs removal, then I suggest Path to Exile. The drawback is very ironic with Winter Orb. :-)
Well, both. It slows your ability to kill an opponent. You dont need to clear path for your own creatures, because you have only few. Although I acknowledge that some threats are better not left ignored :-) It may work, just saying that it wont be the fastest burn possible.
Consider Keldon Marauder instead of Stormblood Berserker. Slagstorm instead of Earthquake and Rift Bolt instead of Incinerate.Also I believe 6 destroy spells are undesirable in burn deck.
And another little thing. You may want one piece of Plains if you ever need to fetch white mana source by Evolution Charm. Speaking of lands I think 21 total with 8 fetch lands suits decks with lower mana curve, because fetch lands cause smaller mana base late game, because they effectivelly deny land draws in favour of nonland draws. Consider max 4 fetch lands.
Wow, this one is expensive. If that is not the issue, looks good.Only if you sacrifice modern legality for Mirris Guile, you can play Swords to Plowshares instead of Path to Exile.
Nice. Contains some interesting ideas.But I have two problems with it:1. 65 cards2. Eye of the Storm. Anticombo with Cast through time and very prone to backfire as your opponent can copy your burns.
I hate Winter Orb. :-) That being said consider Rakdos Cackler instead of Goblin Cohort and Legion loyalist instead of Raging goblin maybe. Also Thalia would be brutal with Winter Orb, but you would have to replace token makers with creature spells.Interesting deck.
As some already mentioned, you have far too many Mountains (I would play 8 duals, 1 mountain and 15 swamps) Its questionable why play red at all only because of Arsonists (i would not).Also, go man-mode and play Smallpox instead of Innocent Blood. :-)
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