Oh yeah, and Lightning bolt or any other removal ruins the party. Counterspells would not help, bc the copies are made first. You could counter ONE of the spells, but not all of 'em.
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Few problems. First w/ the LONG post about Rite.I assume you meant w/ kicker to get 5 copies. I also assume you only have the copy golem and his 2 golems to start. If un-kicked you get 2 tokens and 1 Precursor (Who brings to tokens) for a total of 2 precursors and 6 tokens. IF you kick it, then you get 5 new precursors and 12 new tokens. (They each bring 2, plus copying the spell for each) so you'd max after one kicked cast of 6 precursors and 14 tokens. After that, you really wouldn't need to kick the spell, any copy spell would do.
I like this deck, but it would be better mono white. Lose the Black KNights, the SINGLE Grave Titan, and the Go for the Throats. Replace with Creature handling like Pacifism or some such, and it'd be way better IMO. Good first deck to post.
How are you casting Demigod on turn 4 w/ 4 land in play? He costs 5. GG.
Have you thought about Genesis Wave? I use it in my Obnoxious deck, and it's pretty decent.
Won't work. The tide elemental requires tapping also. If not for that, then it would work.
I like this deck a LOT.
Again....too many 1x's. Needs focus. Needs WAY more 4x's. Too random, and won't win regularly.
A deck with this many 1x's cannot win. It has no focus. It has no purpose. It won't win. Not consistantly. Need to find what you want to do w/ the deck, and hone in on thta.
Harabaz Druid + Crab Umbra + 3 other Allies = Infinate mana. There are better ways to do it, but this is Standard Format.
um.....Infinite damage doesn't care if it's an infinate number of 1/1's, or infinate number of infinity/infinity creatures. Dead is dead. Thx though.
I like it. The Thrumming stone and the rats would be AWESOME!
I like it.
I like that you kept it all blue, but yeah...you have no "perma" lock, or way to pay for it every turn. Add something that would let you keep it out, and you'd be golden.
@Whisperblade. The Harrow is not a useless card at all. This deck goes off on turn 4 or 5 FTW easily . The fetch lands do exactly the same thing as the Harrows, they thin the deck, thus lessening land draws. Sometimes the drawback or secondary effect of a card is more important than the card itself. 60 card deck, 7 in starting hand leaves 53. I drop a fetch land, sack and lower the deck to 52. I've lessened the chance of drawing a land by one, and replaced w/ drawing an effective and useful creature. As to the 24 lands....Unless playing green weenie, I never go below 24. You're asking for mana hosed if you do. That's the worst way to lose IMO. As for more control, yes there will be some more counter magic going in, as soon as I decide which I want to use.
I agree with Sticky. I'd drop green in THIS build. Runs more like weenie. Also, the Aerialist is a sub-optimal card. I'd replace it w/ pretty much anything. Too expensive for what it does. Include some creature removal instead for it. I really like Harm's Way to flip things around and ruin their battle plans.
Looks good. I'd replace the Mnemonic Wall with Wall of Omens. Much better wall IMO.
Nice Deck. Playtested it last night against several upper decks. It showed well. Has some weaknesses to mass damage/removal/control. Just isn't fast enough to deal w/ that. 8/8 trampler makes short work of the pesky planeswalkers.
Swapped the puddly creatures out for Mind Spring. Think this was a great improvement to the deck overall.
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