I'm sorry, but I don't see a win condition here. Do you plan on pinging your opponent to death with Chandra's +1? Maybe you should cut a few cards for some Wurmcoil Engines and/or Grave Titans. Also, what is brimstone volley in here for? You have no creatures in here to die except for snapcaster mage. "I'll be killing my opponent's creatures of course," you might say, but what happens in the control match-up? Then you just have a dead card, not good. Replace these with your win conditions if you ask me, they just aren't very good in this deck. Hope this helps. :)
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Yeah, I know. I was actually yorn between the Codmen and Oust for the longest. I decided to go with Oust because it also hits utility creatures that don't attack *coughFaunaShamancough* plus, I kinda figured they'd be more prone to leave back blockers since I'm running infect, making condemn near useless. I have no problem changung back though if playtesting proves that Condemn is better. Thanks for the advise! :D
Dude, I'm really likin' this deck. I really think if you tweak and test this enough, it could become a top-tier deck. :) Anywho, here's my two-cents on it. First of all, only one mana leak? I know you're probably like I was at first. 'They can still pay 3 to play the card? Totally not worth it.' After playing control with it for a few weeks I can assure you the times that it's useful GREATLY overshadow the times it's a nearly dead card. And I say nearly because even if they can pay the 3 mana, that means its 3 mana they cant use on other spells for the turn, most noteably their own counterspells. I strongly urge you to try to find room for a playset of this in your deck, it's almost never bad to have. It might just be me, but it seems to me you're at a weird place for the deck. There's not enough control to be a control deck, not enough aggro to be an aggro deck, and the curve doesnt look right to be aggro-control. I'd suggest dropping down to 4 top-end threats and adding a bit more permission/disruption. Don't take this comment too much heart though, I'm biased for control decks, I'm not exactly a master deck-builder, and it is a new archtype afterall. You can swap out 2-4 basic lands for some evolving wilds/terramorphic expanse if you wish, to help with deck-thinning. Not necesarry, but an idea to think about at least. 4 Spell Pierces in the board seems like overkill to me. Seems like you should have at rest of the mana leaks here before you have spell pierces, and even then 3 seems like the max amount necessary. Not sure if there's room for these 2 cards, but ever thought of Seagate Oracle or Contagion Clasp? Seagate is super good, essentially giving you a preordain along with a 1/3 body. Contagion Clasp is like your best friend, especially when combined with planeswalkers, chimeric mass, and tumble magnet, but ESPECIALLY with everflowing chalice. Sideboarding in a singleton Emrakul for those control match-ups when you can proliferate everflowing chalices is like getting free ice-cream topped with awesomesauce, God's tears, dollar bills, and world peace. Plus, the fact you play mostly colorless artifacts means it's never dead mana. :) Again though, not sure if you can find room for these cards, doesn't look like anything is worth cutting for them atm. And lastly, your deck seems kinda low on aggro support. I suggest dropping a ratchet bomb or, better yet, the extra spell pierce for a consuming vapors in the board. Seems expensive, but is so good against the right decks. Goblins, RDW, and White Weenie are just a few that get set back quite a bit byt his card, namely because of the lifegain. Anywho, there's my two-cents. Feel free to do with it what you will. :)
Yes, one big giant creature (say, pelakka wurm) would pose a problem. Solution: it costs 7 mana to play. If this deck runs anything remotely close to normal they should be almost down to zero life by then. And yes, board wipes are very annoying. Sporiting Thrinax kinda makes it less painful, but there's no way around that annoyance with a deck like this. Well, except for winning of course. :P
Bad. Bad bad bad bad bad. Very bad. Not the deck, the deck seems okay. But the curve is absolutely horrible. The lightest I've ever seen a Jund deck run on land was 25, and it only Top 8ed, didn't win. 26 was considered "light" when it comes to winning Jund decks, 27 is considered the norm. In all of those Jund decks, Broodmate or a Titan was what it topped out at, a mere 6 mana. 27 mana to top out at a 6-mana card. You however have only 20 lands. 20. White Weenie has somewhere around 22 lands. And this is Jund you're running, not White Weenie. And on top of that, you're running a pair of Hellkite Overlords. He's an 8 mana creature. 8 mana. Using 20 lands. 20:8 compared to 27:6. Simplified, that's like comparing 3.5 to 5.5. That's almost a whopping 60% difference. That's huge. So, you definitely need to add some lands, 5 at the least. Cut out some cards that are only marignally good. I'd choose Jund Battle mage and either some bloodhall ooze or jund charms. You can move the charms to the board if you want to keep them, they are very good, but only in certain matchups. So, after that brutally honest disection of your curve, I actually do like this deck. I'm a big fan of Jund and love to see Jund players use Hellkite Overlord. He's so sweet. 8/8 for 8, Flying, haste, trample, firebreathing, and regeneration? could he get any better than that? Just learn to focus your deck more. Trying to cram in everything you think is cool will leave you very frusterated when you never have enough land to play all those cards. (I've learned this the hard way myself, very recently actually.) I hope this actually helps you out man. :)
Unfortuately Titans/Persecutor are a no go. This deck is on the high end of her budget as it is already. Really, wish I could (Grave is such a BAMF in my opinion) but she doesnt wanna spend more than this already costs. The other options however I never thought of. I'll defnitely hafta find a way to add them in, 'specially since the synergy with the bloodwitch is amazing. Thanks for the feedback man. :)
First and foremost, thanks for providing constructive critisism. Very rare find here. :) Anywho, I like your advice alot. Added Malakir Bloodwitch to the mix as an alternate win conditon/help against B/W control, added 2 Revoke Existence in the board replacing a luminarch and a journey to nowhere (dunno why I didn't do that before actually...) and removed all the mimic vats but one. I couldnt take 'em all out. I like the card too much plus the idea of beating my opponent with their own creatures is just too funny. Plus, it has a bit of synergy with the Bloodwitch. :) And, I don't know how we both missed this, but I added a ratchet bomb also. Seems like a good catch all to stuff I can't kill or discard. Anywho, I'd like your info on my board. Are the mind rots and luminarchs good enough for the B/W match up, or is there another possibly better route I can take there?
See, I actually hafta disagree with you there. Sure he's a great addition to any infect deck, but I think that this guy opens up new possibilities than just a straight-forward, completely obvious infect deck. For one thing, he only needs to hit 3 times to win and they can't get any of that "life" back once it's lost. That right there already gets me excited. He's very hard to remove from the field because of his regeneration. As a matter of fact, the only cards I can think of that remove him are Consuming Vapors, Celestial Purge, and just outright countering the guy. And lastly, haste in a non-red deck is never expected in standard. Knowing you have 2 turns to get rid of the guy, and destroying him won't work, isn't exactly fun or easy to do. Plus, the idea is super fun to me. :) Anywho, that's my input at least. Any comments on the deck itself though? I'd love to hear how it can be improved in any way. :D
Only thing I can see at a glance is you should swap out your Doom Blade's for Terminates. Why restrict your options if you don't have to?
Now, when exactly did I specifically state that I personally made this deck? :P
Oops, that's what I forgot to do. Thanks :)
Good idea, but this is more of a personal thing. I already have an elf deck on magic online, having 2 just seems redundant.
Sorry, but I want this deck to be a T2 deck. Good advice otherwise though. :)
This deck runs fine without Omnath. I have 3 main problems about him. 1) This deck already has a nice balance between big beffy guys and large hordes. I don't wanna end up ruining that. 2) I personally don't like the idea of tapping for mana every turn to keep him strong. If I'm tapping every turn, he better be getting stronger and stronger. 3) I'm a broke college student, and adding him would really be adding to the cost of this deck, which as of right now is already too high. I had to tweak it IRL, replacing Garruk with Overruns, Emrakuls with Pathrazer, and the Protean Hydra with another Wolfbriar and Gelatinous. Don't feel like spending more on something that will makeit only a little better.
Okay, this deck runs great now, thanks for all the amazing comments guys. Now, I'd like to add a side-board. I wanna add some windstorms and naturalizes, but beyond that I'm kinda lost. Ideas?
I might be eating these words very soon actualy, I just remembered the card Apocalypse Hydra..... O_O
Thank you. Trying to get the cards to run it at FNM soon. :)
I realize this. There's Druid of the Anima, knotvine mystic I believe, Birds of paradise, Noble Hierarch. The main problem I have though is that these cards either aren't dynamic enough for my liking or are too expensive. Example: Llanowar Elf; 1:1 mana ratio, can play on turn 1 / Knotvine Mystic; 3:1 mana ratio, can play on turn three / Druid of the anima; 1:2 mana ratio, can play on turn two. The other problem is that I'm lazy and don't feel like researching, finding, and synergizing another color into this deck. :P
Added a playset of fog, to let me last long enough to use the mana I generate, especially versus mono red decks. Killed me, but I had to take out 2 Wolfbriars and 2 Mul Daya Channelers. They have amazing potential if you ask me, but I never seem to get them at the right time.
Added 2 Emrakuls, as a decisive game ender. The vines of vastwood were never that useful, as the creatures they were protecting were usually the mana generators once I already had enough to start dominating. Winnowed that down to 2, as the kicker is still very useful. :)
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