You could also look into Kumano, Master Yamabushi, Pyrohemia, Shivan Hellkite, to abuse it a bit more directly in your opponent's face. Words of War would work nicely with it if you get decked (or Obstinate Familiar).
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I Like what you're doing here, this is fun and maybe a bit aggressive but nothing tier 1 and $800. I do have a couple suggestions though since you said you had some trouble finding decent cards to play. Blightning- if you can get one source of red, it's pretty destructiveMorsel Theft- prowl cost obviouslySoul Spike- like Avatar of Discord in a way, if you're looking for consistencyAvatar of Discord- good top end beaterBontu- sacrifice outlet, but needs fodderDemonic Taskmaster- sacrifice outletHunted Horror- if you can get rid of the centaursMaster of the Feast- I'd suggest discard in some form or anotherPhylactery Lich- if you have the artifactsRite of Consumption - black Fling with life gainConsume Spirit- might be too costlyVampiric Link- rip Death's Shadow decks*Sideboard*Rain of Gore- if you could reliably get red, this would maybe be better than Tainted RemedyAs far as the sideboard goes, that's more for whatever meta you're involved with, like the decks you'd face at FNM, your friends' decks, or whatever is popular competitively. Attacking life gain is a must though, as in some cases even Red Burn can lose to +5-8 life gain (which is fairly easy to obtain at 1 mana), so that's always something to prepare for. Not sure how the deck runs so I can't really say much else. Tresspasser's curse might be a little clunky and unhelpful, you might want to consider changing it out when you've found good hate cards for your meta.If you are looking to remove cards from the mainboard, I'd suggest Redcap and the Myr, unless you have ways to recur them to the battlefield in a cheap and repeatable way. I agree with TheyCallMeTim as well, Fatal Push should be mainboard with Mutilate in the side.
What about using Gifts Ungiven to get your Myr Retrievers or (I know it's not exactly in your colors, but) Ranger of Eos?
Does Braid of Fire only act as a mana source for your instant speed X damage spells or is something more sinister going on here I'm missing?
If you're going for the angel theme here, you could always use Defy Death
I did not notice that Bosk was a forest. Having the ability to be thrown into play by fetches is much more favorable, and it completely makes sense now
Okay, so after checking your land base (dual lands typically screw me up, but I'm pretty sure I've got it), heres some changes you could make to get that turn 3 double blue source ready:- Remove 1-2 Wastes. Evolving Wilds is basically any color you want, so as long as 1 copy of Wastes js still in your deck, you have 5 chances to draw into Wastes with your Evolving Wilds. It's fair considering they're for a 2x of card you'll probably never see much of anyway. - Try doing 5x Islands, 4x Sunken Hollow. - Play test this a lot to see if the mana base is corrected at all, even if it's just by yourself, you don't need an opponent to see how many lands you'll have. Trying about 50-ish times to make sure you weren't just shuffling it wrong the first ten or so is recommended. - If that doesn't work, remove 1 mountain and add an additional Island or Shivan Reefs.Let me know how this works for you.
But the white is irrelevant without other white sources. There's only one Bosk, and the only white creature with two white symbols (three is a little too many imo to consider viable with only 5 total white sources) is a 1x of. Also, without the ability of coming in untapped due to no treefolk, it could slow up your plan enough that you'd stall for a turn and give them time to find an answer. It's sacrificing time for that one chance you might draw it and get to cast one of your beaters that you might draw into while you might still have a noble hierarch on the field. To me it seems too risky for that less-possible dream circumstance.
What's the relevance of Murmuring Bosk? Was that forgotten from a previous deck list, or does it have a purpose?
I say you should try to make this deck as expensive as possible. Mexico is paying for it anyway, right?
Not enough mana overall, or do you have issues with getting two blue mana?
I didn't even think about that, it makes a perfect curve as well, nice! Have you noticed anything about the deck you don't like, maybe not always setting up right, running out of gas, etc?
One thing I noticed is that Firecat Blitz removes the tokens from the game (exiles them, which doesn't count as dying, just leaving the battlefield) rather than sacrifices them, so it's only good for Outpost. What you could do is swap Outpost Siege or Rage Thrower (whichever you'd prefer) for Goblin Bombardment to ensure your sacrifice triggers. Plus, you'll make certain that your Thatcher Revolt tokens deal damage to the player that way.Or, alternatively, you could swap Firecat Blitz for another 3 mana token card similar to Thatcher Revolt, like Call The Scions (albeit less powerful). This would also mean you should probably find something else to play instead of Channel, possibly not even anything related to mana ramp (maybe some card draw like Browbeat and Harmonize, or removal spells like Lightning Bolt?). The important thing is that you have about 8 token-creating cards and about 8 cards that trigger effects off of them.
What sort of issues do you encounter with your counterspells?
I apologize if I seem too critical. One thing I notice right away is a lack of consistency. If your win con is to reanimate eldrazi, you probably would want to more easily draw into cards that do so. Playing 4 Rise From The Graves wouldn't hurt, and playing a couple (or even playing 4) Necromantic Summons from Origins would make drawing into your combo much easier. There's also Ever After, which for one extra mana you can raise two Eldrazi (which is basically the end of the game if one wasn't enough).I'd also probably add either 2 more Emrakul or Void Winnowner, or you could try to add two other Titans for variety and consistency, whichever you'd want. On some rare occasions you might even be able to cast Emrakul if the game drags out. Another thing about this deck I noticed is that its creature base is a little strange. Goblin Dark-Dwellers seems a bit out of place and clunky, as I'd rather cast a Rise From The Graves any day, or at least a card that would get me closer to dumping an eldrazi into the bin, over a Dwellers. Dark-Dwellers just recasts removal or a Tormenting Voice for 5 mana (and while it does provide a 4/4 body, the current standard meta can either get rid of it with Languish, 3 instant-speed removal spells, or a Kozilek's Return). I'd rather just have 2 more spells that I could draw into and use right away than a Dark-Dwellers that can only cast things I've already used, especially if I can't find what I need yet. The Homonculus seems sort of helpful, he's at the same speed as Leaf Gilder and other ok mana dorks. However, the fact he can act as a mana dork and then flip to make it easier to use counterspells is a bigger plus than they've got, so I think keeping him depends on how well he performs in match-ups. He may not stick around for long on the board, sadly.I like Angler, but I think he's a bit slow. I'd almost say it'd be faster to use Pieces Of The Puzzle or Vessel Of Paramnesia, because you're at least drawing into something. He's also susceptible to most pieces of removal until he flips, and even then he can die to a Kozilek's Return trigger or Roast. I think Angler drags the deck down more than you'd want it to.Now right away I can say that Convolute in the current standard meta would probably not be as efficient as Clash Of Wills, or wouldn't be as devastating as Spell Shrivel. You really don't even want your opponent to have a big creature or win con in their grave, because they'll probably take it back before you can steal it with Rise From The Grave. The exile part is a nice touch. Clash is only more efficient in that you may not have to spend 3 mana to counter a spell. There's not a lot of blue going around, so people playing ramp or Emerge are less inclined to hold back mana to pay costs. Summary Dismissal is another counter spell you should look into. It's a great answer to Emrakul, Worldbreaker, or Bant Company since it counters abilities as well. I'd suggest a couple in your sideboard if not your main board. Keep in mind that planeswalkers use abilities as well.Also, I like Shreds Of Insanity, but I think slimming it down to 2 should be fine. It might clunk up your hand, it might not, I don't really know. That would have to be decided in testing the deck. And in case Ultimate Price doesn't cut it for you, some sideboard Ruinous Paths or swapping them out entirely (depending on your local meta) for Grasp Of Darkness should do the trick. Duress can be good or bad depending on your opponent. If they're running a delirium-based deck, then you might consider other options like Transgress The Mind. A lot of people now choose to use Transgress instead of Duress entirely, and leave Duress in their sideboard for match-ups that aren't as grave-based. A lot of the competitive meta now though is at least somewhat Delirium-based to cast Emrakul, so it all depends on if you're staying local or trying to enter larger tournaments. Void Shatter and Tormenting Voice are delightful cards with little downside. I also really like Mirrorpool in this deck. Doubling your reanimate spells and maybe taking a creature from each graveyard could easily close out a game. If you decide to use Ever After though, it might clunk up your mana base more than another basic land would. I'd also recommend swapping your Wastes for Shivan Reefs. They'll still be able to create colorless mana with the upside of being able to create colored mana when you need it. Although I suppose Evolving Wilds can go get Wastes, so maybe you could do x2 Reefs and x1 Wastes too. Whatever works best. Hope this helped!
So there is a light at the end of the tunnel...
That's true. I could always substitute Read The Bones for Painful Truths (which sounds pretty painful if you ask me), Languish for Engulf The Shore, and then hope they put a new black Tutor and another Syncopate-esce counterspell in the new sets.Actually Engulf might be good if Bant Company wouldn't destroy me from getting all of their creatures back.
Just curious, what is the purpose of the Graf Rats/Midnight Scavengers combo in this deck?
I did like adding another bladewhirl, I'm not sure how I didn't realize it before. As far as the removal goes, I liked Collective Effort on turns I could use it before my combat step, but in the end the sorcery speed makes it feel clunky. I think it's great sideboard tech though, however if I were using sorcery speed removal I could use Declaration in Stone or Incendiary Flow instead (which I might just have to do). As for the other suggestions, Angelic Purge seems good until I have to lose a permanent to it, which wouldn't be so bad if I could reliably always get Captains Claws before I need it. Thanks anyway though!
Without any equipment out, I get a 2/3 for 3 mana, which is a travesty, but shouldn't happen often. However, with about 1-2 equipment out (what I'm expecting), I get a vanilla 3/3 or a 4/3, which isn't anything too special either. I'd rather play a creature for combat that's more reliable or something that's not terrible for its mana cost on its own but can be better with other cards in play. The only exceptions to this are Bushwack and Firemantle Mage because they're basically tech cards (I'm not even sure if I'd want to keep the bushwacks).
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