Thorgrim I did not expect to ear this from you. If you read the abilities carefully I am not adding -1/-1 counters but +1/+1 counters to my creatures. Thanks to Magical Hacker my Hatchlings come into play with +1/+1 counters making them 10/10 they will not change to -1/-1 counters cos it is a coming in play ability. Nyxathid on the onther hand is what I use with Rite on Consumption to make the opponent swear a little. I am sorry to say this but you didn't understand the abilities of the cards I am playing.
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I already built a deck based on that combo. It so happens to be the one before ths. I am not focusing on deck removal in the deck but a type of aggro.
If none of you notice Magical Hacker allows you to change certain symbols to make your creatures bigger for nothing.
The combo is Magical Hacker + Jace for the last ability and your opponent can say goodbye to the library.
I see you have a good quick creature drop combo with Preeminent Captain so may I suggest you look at Cenn's Heir, Kinsbaile Borderguard and Veteran's Armament. They are very good combo builders and may prove useful for a quick win.
Hey smc1215, thanks for the suggestions I'll look at them when I have the time. Sadly I quit playing the game a while back since my studies are very demanding so I haven't played with the new set. I understand that the deck is slow but I am counting on just luck with this deck since I do not even now how well it would work let alone the speed of the deck.
I always found Warp World a very confusing card but your explanation of how it works makes it clearer now. A very original way of beating your opponent though wouldn't it affect you just the same if your opponent has a good combo like yours? I find it a rather risky strategy which makes it all the more interesting and fun to play. Asual a + from me
Your general idea is very good. You may want to add some counterspells to keep yourself well protected. Other than that might I suggest you look at this card: Seedborn Muse. I have a similar deck to yours but I focus more on non-land permanents: http://www.mtgvault.com/ViewDeck.aspx?DeckID=21217 Check it out it may prove inspirational. If you need anymore help just post a note on one of my more recent decks.
And as per the sideboard I have seen them with less than 15 cards in tournaments and they were all accepted so long as they don't exceed the 15 card limit.
Dewards you are completely wrong on the pyromancer. You see the spell I copied was played from my hand so the copied spell assimialtes all trates of that spell including the fact that it was played from my hand. This also applies for replicate and storm effects since the original spell was played from my hand.
That is easy since now the Guildmage's abilities all cost one coloured mana I can copy my red spells very quickly. PLus the sideboard must have a maximum of 15 cards but that does not mean it must have 15 exactly.
The name is hillarious. Let me guess you are a chemistry student right? Very well built but are all those creatures required?
Simply to give the opponent a Dragon's Claw. This will help with the chain reaction of Punishing Fire making for an infinite loop of damage.
Your basic strategy is quite interesting. Death's Shadow is a tricky card to play and may require you actually falling below 0 life for it to survive. So Lich's Mirror won't help you there, instead play Platinum Angel. The Channel + Torch + Mirror combo is very good as combos go and this is the first time I've ever seen it. Manaplasm is a wild card and will be of great help if your opponent somehow managed to counter the torch.
Here is a combo that would give your opponent a lot of damage: Poppet + Pain Magnification + Megrim Malfegor would be an interesting addition to this deck but that is totally up to u.
A very good deck. If you need any form of acceleration try using Fabricate to get the artifacts out fast. A solution to the mana problem would be this combo: Vedalken Engineer + Intruder Alarm.
This deck focuses on removing the opponents hand whilst giving them lots of damage in the process. Besides you can start dealing them damage by turn 3 and from that point in it is down hill for them.
A very well built standard deck. I can not give you any advice on imporving it since I am more of an extended deck builder.
Of course this is only an idea. I don't expect any of you to try it out or understand it.
Here is the deck from which you can see the Elderazi cards. http://www.mtgvault.com/ViewDeck.aspx?DeckID=52466 Please remember that this deck is just the basis on which you can summon them. There are a few combos through which you can get the mana you need fast or just get the creatures out without playing them.
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