Nice use of training grounds. I kind of feel you could use some counter/removal though white and blue are good at it. At the very least in S/B. I love a good zoo though.
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Vs Vampires and Eldrazi Tajuru Preserver is your friend... beyond that, I feel your pain. I'd finally put together a wholly original deck that was winning consistently vs Jund, Vamps, and the whole T1 lot really (40%+ victory/loss percentage) and then what? ROE turns the whole game upside down.
Plenty of good uses for polymorph, especially with Jace, and some other similar cards that can produce tutoring effects. And yes, it can be very broken when used in this fashion. I always keep Dispel in sideboard (if not main deck) when abusing Polymorph. Also keep in mind that you're not guaranteed that you'll ever get it, even with card draw. You need to hit 15 cards drawn on average to get a copy of something you have 4 copies of in your deck. Sometimes it will happen much sooner, other times it will never happen before you just sputter out. Beware without Selective Memory you may polymorph a second copy of your legendary!
Oh that's cute. Some self milling mechanic might really speed this up, some way to get Sword Of The Meek into GY from Library. Just a thought. Not really sure how to do it, I just think it would be super potent. Phyrexian Walker is similar to Ornithopter for you too. Not sure if there's a specific legality you want to fit into though.
Hard combo to pull off, cool though.
I did a similar deck, type two. A lot of the same criticism will be useful to you. http://mtgvault.com/ViewDeck.aspx?DeckID=52757 It was originally designed for Progenetus, after a while I conceded that either Iona or Darksteel Colossus would be superior in most situations.
That's a great combo with vampire hexmage and dark depths, but I'll say this, you need a lot more land that produces mana.
Also, something to consider, where your deck is basically a zoo, I'd pull brave the elements for Quest for The Holy Relic, and trade something out for Behemoth Sledge, that'll straighten people out real well. Especially on a first striker shroud.
You've got to deal with mass removal and forced sacrifice still. Consider this, and S/B against it. Vampires would have a field day with you, and so would anyone running Day of Judgement. Kalonian Behemoth=Pure win though, I'll have to admit. My best advice for SB is simple creature removal (Path to Exile, Journey to Nowhere) and maybe a hand full of counters (negate is good, spell pierce will work most times too), to get rid of potential Mass removal. Also Noble Hierarch has this huge target painted on it, it is a good one drop for sure but consider something else for mana accel. I'd also consider swapping Ajani for Elspeth, if you get her final off your creatures can't be removed (removal targets) and can't be destroyed, even by mass removal. Mark of Asylum is a great card against Earthquake or chain reaction too, so SB that if you want.
I also wouldn't run Volcanic Fallout or Punishing Fire in full playsets for main deck, maybe 2 of each. Comet Storm's another nice spell for creature removal, it's not as good as Banefire for single target, but can crush two reasonably big creatures on a 6 drop, and gets bigger as the game goes on just like Banefire.
One thing to watch for, you have 4 Chandra in your deck. I know they are 2 seperate cards and 2 of each, but each is Planeswalker - Chandra so you can only have 1 in play at any given time.
Oh my. I know the title drew me to it. Almost made me spit out my OJ too. Umm... It's another Naya deck, which don't get me wrong, I always like. I'm just not really sure what mechanic makes it great. I'd definitely say it's good, to glance at. Just doesn't seem to be anything particularly awesome in it. Cat theme wins though.
Bloodhusk Ritualist would be HOT for this deck.
You'll need some sort of removal for your Nemesis of Reason to get by. Not sure I really care for using Archive Trap without Path to Exile or something to bait them into letting you play it for 1. and I second the Haunting Echoes thing. I would also way sooner use Bloodchief Ascension with this deck than would I use Megrim. You'll need to use something to trigger it, but with your specters and nemesis you'd do fine getting it set up.
Something to consider, drop your tap lands for some Terramorphic Expanse and basic lands. Grab Grim Discovery and use it to bring back and Expanse and an ally each time.
Very cool idea. I like the use of Treasure Hunt. I'd almost say you'd likely not need Path though, with all the mass removal. Try and keep non-land cards down to a minimum. I'd consider Explore and other instant methods of adding land over the creature land adds, you want a fast pace drop, not a slow one. The use I MIGHT say you have for Path is after a Martial Coup, just path one or two of your own guys to put basic land into play. You definitely don't want to be giving mana advantage if you can help it. I also think Halimar Depths and Ponder are your friend in this style deck, as is Selective Memory. Consider the idea of using Selective Memory to tune up your toolbox game by game. Treat your entire deck like a sideboard. Creaturless opponent deck? Chuck out all the removal... Consider Hindering Light as well, it's a great use for White/Blue to get another card out while stopping your opponent from trashing a land or nuking you. All in all think about how much mana a Man Land takes to activate and then make sure you have enough other land to get each one activated in the deck. Minimize your other cards maybe have 2 of each except for things like Explore and Treasure Hunt that let you get those land down and draw more.
Another comment, while it's totally poppable and really flimsly I like Slavering Nulls for this kind of deck. It plays on turn two, and on turn 3 if you've done your job and removed blockers while countering attempts to off it (with Countersquall and or Double Negative for example) it's like a mini blightning by the time you start whacking people with it.
I like this, a lot. The main issue I see with it though is mana curve. 23 land and 4 of those are just for destruction purposes. Your cheapest spells are 2 drops, and thankfully there isn't much above 4 drop. Even the "8" drops are really only 5 drops against a landfall deck, or green mana ramping. You need ways to speed up your own draw and or mana production.
Just a comment on my most recent revelation in sideboarding. One of my biggest weaknesses is that usually I theme a deck around a single card, or perhaps a few cards. As a result I usually end up week vs specific decks. Previously I had sideboarded to try specifically to compensate for those weaknesses. Lately however... I find that instead of trying to protect my deck so much, which usually just slows it down. I sideboard extra things to make it more aggressive in certain situations. Specifically I usually blend the deck to be about half and half between creatures, creature destruction, offensive spells and defensive spells. From there I am now building sideboards to replace one of those halves with more of the other. For example if you're making a deck that counters and destroys creatures primarily, you're going to want to sideboard enough stuff that if you come up against a creatureless deck or creature heavy deck you can adapt to that scenerio. I find cards that target a specific color or small group of cards pointless, but ones that can cover a wide range of options are always good for sideboard.
The more I think about it Pulse Tracker wouldn't be bad against most decks considering its cost and the amount of creature kill you have already. Deck's a little heavy on the 3 drops as is, consider dropping mind rot or hideous end for it.
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