Looked up Boom/bust. It destroys both my land, and opponents land. I could use more fetch lands, and doing so, would improve my land destruction draw, so don't land destruction stall out, due to bad draw. And at 2 cmc, it would help get out a turn to land destruction drop on those uncommon times where no turn 1 Bird, Llanowar Elf drop. I can probably cut 1 Stone Rain, 1 Wreak Havoc, an or 1 Molten Rain, an or 1 of my 1 of's, to make room for 2,3 of them, as long as run more Fetch lands
Permalink
Looked up Volcanic Upheaval, and it's 4 cmc, 3 colorless, 1 red, destroy target land. Plenty of 4 cmc land destruction cards say the same. Wrecking ball is better because it gets rid of a either a creature, or a land at 4 cmc.
Heard of Boom/bust, but if remember right, it either doesn't have the right colors, or, it only targets nonbasic land, or it cost to much mana, or it blows up both my land, opponents land. Will look it up, or you can tell me what it does.
What's the cmc on that? needs to be 4 cmc or less, and it needs to give option choice to remove creature, or land, in case they get a semi big (3/4+) creature out (not likely to happen). I think I saw Volcanic Upheaval, as I name sounds familiar, and as I read thru 50 to 500 land destruction cards in the database. After doing that, I didn't see anything that was as good as wrecking ball for destroying both creatures, land.I can, and will also look it up. If it's a good alternative, will use it, if not, I have birds, city brass, mana confluence, and can add 1 red black dual land, 1 green black dual land, so black cost of Wrecking Ball is not a problem.
Thanks guys
I personally like it at 61 cards, 23 land, but can see why some may think it's better at 60/22, instead of 61/23. What is MTGVault: The Gathering stuff? Thanks. So Ok to change the deck name temporily, to Yo Dek Awe - Foolish Deck Builder, while unloved, until, if deck get 7 to 13 likes, then change the deck name back to normal?
Hey Foolish Deck Builder (wish you could change your user name, as your not a foolish deck builder, and it kinda seems, feels as if I, others are insulting you, calling you names when not doing that. You know that's not true, I know that, we all know that, just still, kinda seems like that, lol)Creative way to use what seemed like to me a bad card. + 1 like Also wish had a way to comment on a nondeck user page, as I want to let you know that I met you half way, took some of your advice on my tier 1.5 Modern Werewolf deck you commented on, liked, said was amazing, suggested that I add 1 more Brimstone Volley to make it a 3 of, instead of a 2 of, and 1 more Chord, to go to 3 Chord, instead of 2 Chord. To do that while keeping 3 1 of planeswalkers as a 3 of group, so that 1 planeswalker get out consistently, since planewalkers didn't get out consistently with only 2 planewalkers, I had to take out the 2 Instigator Gang, add 1 Huntmaster, to goto a 3 of Huntmaster, and either take 1 land out, to go down to 22 lands, 60 cards, or go to 23 lands, 61 cards.Altho Instigator Gang flips into a 8/5 attacking werewolf that can be peeped up big, great target for Mimic, as good as it was, something had to give, and Gang as good as it was, was not as good as everything else, and wasn't as needed as everything else.I also changed 1 Copperline, into 1 Wooded Foothills like you suggested, to go from 2 Gorge, 1 Wooded Foothill to 1 Gorge, 2 Wooded foothills..After playtesting sample hands of making some of your suggested changes, the deck runs at least in sample hands on the sample hand thing, even more amazing then you said it already is amazing.Also since deck only has 4 likes, and is in the unloved section, I was wondering if I could change the deck name to Yo Dek Awe (means the same as Amazing, would add amazing but it won't fit in deck title, as too long)-Foolish Deck Builder, since you said deck is amazing. I just don't get why my deck isn't getting more love, likes. I wasn't expecting, demanding it be a hotpage deck, but I expected it to get about at least 7 to 14 likes, not 4.I checked 550 werewolf decklist (only checked the 1's rated 2+ likes), and didn't find 1 list that either seemed equal, more effective, similar, semi similar, most, almost all used budget werewolf cards (nothing wrong with that tho)Maybe it's because I am new, lack reputation, credibility. Maybe it's because the deck cost is $437 mid price, not low, high price.But could cut the deck cost to $163 and buildable on a budget within 2 to 8 months, and probably still Modern Legal, IF cut all the $273 worth of EXPENSIVE lands.I just don't get it.Anyways if you want to stop in, and see how the deck looks, works now, and comment, if want,then can do that if want.Sorry for commenting here, but there is no user page to post to you this post.
Ok, after do LOTS of same hands on the sample hand thing. Foolish Deck builder said it all when he said the deck is AMAZING, and that Progenitor Mimic, scares the **** out of him. Well if I had to play this deck, it would scare the **** out of me too. It's that AMAZING.Everything comes out consistently. Plays like it should. The Werewolves get out semi fast, pump up big, remove annoyances, and then Progenitor Mimic starts copying like crazy. The combos come out semi somewhat semi often, semi somewhat semi moderate, semi somewhat semi some. The combos Interchange with interchangeable combo pieces. Chord helps get the creatures out. The deck can be run with either 60 cards, 61 cards. 60 cards, if you don't mind mulliganing semi somewhat semi moderately semi somewhat semi some of the time, and or are a stickler for the 60 card thing, and want just barely slightly better drawing odds. 61 cards if you don't mind just barely slightly worse drawing odds, and like better mana consistency, less Mulligans, with 23 lands, a 37.7% mana ratio, instead of 22 lands and a 36.7% mana ratio.So if want to run the deck with 60 cards, 22 lands, take 1 Wooded Foothills out of the 2 of them out. If want to run the deck with 61 cards, 23 lands, then don't change anything.The deck is pretty much done. I am still open to making the slightest tweak, if somebody suggest it logically, like Foolish Deck Builder did, and convinces, persuades me.So please read, view, comment on this decklist, use, playtest it, like, +1, the deck, if you like it, and share it, etc, if you want to. Can't believe this deck hasn't been liked more. Lol. For those on a budget, they can replace the 2 $100 a piece, Cavern of the Soul Lands, with a 1 Wooded Foothills, an, or 1 Copperline Gorge, and or replace the expensive $40 1,2 Wooded Foothills Lands with 1 Karplusan Forrest, an,or 1 Rootbound Crag, and, or 1 Copperline, as long as not more then 2 Copperline Max in deck land base. If don't want the expensive about $19 Stomping Grounds, can replace them with 1 Mountain, 1 Forest, 1 Cinder Glade, 1 Gametrail. Making all those land changes, would probably cut about $273 off the deck cost, which if you subtracted from the $437 midrange price of the deck as it is now without budget land changes, That would bring the midrange price of the deck down to $163, that you can buy, trade, build in about 2 to 6 months, without having to worry if it will cycle out of MODERN FORMAT. THAT'S DOABLE FOR PEOPLE ON A BUDGET.Thanks for taking the time to view, read, deck, comments, likes, etc, it's really appreciated, so thanks :-)
Ok, wasn't getting the 2 planeswalkers out with only 2 of them, so had to add Domri Rade back in. And something had to give. Either go over 60 cards, or instead of running 2 Huntmasters, and 2 Instigator Gang, cut the 2 gangs, add 1 Huntmaster, add 1 Domri Rade.It's a extremely tough cut, change to make, as Instigator Gang cost 4 cmc, comes into play on turns 3,4, turns into 5/5, pumps into a 8/5 when attacks, gives all attackers + 3, and makes such a awesome target for Progenitor Mimic. Wish could have him in deck, that room for him, but only way to put him in deck, is have 2 Huntmaster, 2 Instigator Gang, run only 2 planeswalkers, not enough to get out, take out Domri Rade, or not cut rade, run 3 planewalkers, and run either 3 Chord, 2 Brimstone Volley, or 3 Brimstone Volley, 2 Chord, and really need at least 3 planeswalkers, 3 Chord, 3 Brimstone Volley, but cant, if going to run 2 gang 2 huntmaster. The only way to run 3 planeswalkers, Domri rade in, 3 Chord, 3 Brimstone Volley, as needed to get stuff out, is to cut the 2 Instigator Gang, or run 61 to 63 cards. As Good as Gang was, is, he was the weakest link, everything else in deck needed, better then Instigator Gang.So sad to see Instigator Gang go, sniff, but it had to be done, lol. Now everything that should be a 3 of is a 3 of, and the 3 planeswalkers are a 3 of, collectively as a group, and not a 1 of, and everything that's a 2 of like 2 Blasphemous Act, 2 Ulrich, 2 Silverheart, 2 Progenitor Mimic, should be a 2 of.Playtesting sample hands, has shown the deck is working awesomely.
Ok, I am Meeting Foolish Deck Builder's (His username) halfway, by cutting 1 land, 1 Domi Rade to go to 60 cards, 22 lands, a 36.6 % mana Ratio, (requires slightly more frequent mulliganning ), to go to 3 Chord, 3 Brimstone Volleys. Which in 15 to 25 more sample hands does get everything out more, as more 3 ofs, 3 Chords, instead of 2, 3 Brimstone Volleys instead of 2, make Chord, Volley come out early enough to cast them as instants during opponents turn when don't have a moonmist, in order to pass turn, flip werewolves, then Brimstone Volley foe, to slow down his tempo, while speeding up your tempo.Have to Mulligan more often, but not so much, that it's too often, or not enough mana, or unplayable.Also could add 1 more land to go to 23 lands 61 cards for a better 37.7 % mana Ratio instead of only 36.6% mana ratio.But that would mean 61 cards. But may have to add that 1 extra card to make mana consistent.Will playtest, sample hands, 61 cards, 23 lands, if it works, if Birds come out as often as should then that ok. If not it stays at 60 cards, instead of 61 cards.
But if you get a bad draw and don't hit even 1 creature, let alone 2, or the 2 creatures hit are 4 cmc, not 3 cmc or the 6 cards goes to bottom of your library and you likely don't get to play those cards, because you won't draw them, and if they are cards you might need, that's worse. Basically Coco, is rolling the dice, gambling to put 3 cmc creatures into play faster, and if that happens you win the dice roll, gamble, if it doesnt, you lose the gamble, diceroll. Certainly you can stack the odds in your favor, but it's still a diceroll, gamble. Chord is more consistent, automatic. It's not a gamble. I prefer the sure thing in Chord, over the gamble that is Coco.Also that O ring, or Go for the throat, or Supreme Verdict, etc that you lost to Coco, in order to get 2 3 cmc creatures out, could save your ass if you had it, could lose you the game, because you lost it to Coco.
Reason why Mayor, Bandit at 3 of, not 2 of, 4 of, is that 3 Mayor helps make sure I get turn 2 drop, when no 3 cmc drops turn 2. Reason why no run 4 Mayor: lack of slots. And if ran 4 Mayor would draw to many Mayors, and not enough of other needed stuff, that why run at 3 of.Bandit is a 3 of because he is critical, with Moonmist in getting werewolves into play flipped. Speeds up tempo if comes into play turn 2, flips, then helps everything else to come into play flipped, sped up. But like Mayor, if run as a 4 of, not enough room, and would, have draw, drawn to many Bandits, and then can't draw any other Werewolf need. That's why run as a 3 of, and use Chord to try to make sure at least 1 comes out.The only reason have 4 Birds as a 4 of, is its critical, a MUST in order to get a bird out turn 1,2, in order to have the fastest turns 2,3,4 drops.
Also tho you didn't have a problem with, understood why creatures were 2 of's because of the 2 of chords, that didn't cover other reasons I had besides necessity, lack of card slots, etc.So reason why Huntmaster, Instigator Gang, Immerwolf a 2 of:1. To many 4 cmc's not a good thing. 2. Running either Huntmaster, or Gang at a 3,4 of would have meant leaving the other out of deck. 3. The only way to fit both Gang, Huntmaster in was run each as a 2 of. 4. Huntmaster, Gang each add something needed. Huntmaster flip to 4/4 make wolf token, 2 life, 2 damage at 4 cmc. Gang 2/3 flip to 5/5 that pump to 8/5 when attack. Both make good targets for mimic. 5. Since both Huntmaster Immerwolf in, they will conflict with each other a lot UNLESS run each as a 2 of and no more then a 2 of, otherwise you have to take either Huntmaster out, or Immerwolf out because of their conflicting with each other. But both are needed. Without Immerwolf no flip back protection.Reason why Mimic, Ulrich, Silverheart 2 ofs:1. If ran them as 3 of's not enough slots, room. 2. They're needed. 3. If ran them as 3 of's they would be drawn too soon, and wouldn't be able to play 2,3,4 cmc's on turns 2,3,4. 4. Tho Ulrich, Silverheart Similar, Silverhearts + 4 bonus is permanent as long as soul bond paired, and Ulrich's +4 bonus is only temporary bonus. Both Silverheart Ulrich compliment the other. If cut Silverheart, run 2,3 Ulrich, then no permanent + 4 bonus. If cut Ulrich, run 2,3 Silverheart, then no 6/6, that fights target creature that flips back and forth to either give + 4 bonus, or kill a creature. 5. Also 3 Ulrich and 3 Immerwolf conflict just like 3 Huntmaster, and 3 Immerwolf Conflict, so can only run 2 Ulrich, and 2 Immerwolf, to not conflict as much. When say conflict, mean that huntmaster, Ulrich want to flip back and forth, and Immerwolf wants to give a permanent +1 +1 bonus, and stop flipped werewolves from being flipped back. I have tweaked around with Huntmaster, Ulrich, and Immerwolf and found they work best together, WHEN not run less then 2 of each of them, and not run more then 2 of each of them, and run each of them as a 2 of. That way they don't conflict, while still coming out. Delicate tricky balance when all 3 in deck. But all 3 are needed in deck. It's almost a darned if they are in your deck together, and darned if you don't have them in your deck. The only way to not be darned is run them as a 2 of. They still get out, but they don't conflict.
Also 1 or 2 Copperline Gorge is ok, I have never had a problem with it. 1,2 fetch lands is ok. But problem with fetching land, is that altho it improves nonland card draw, if you need to draw more land, your now less likely to draw that needed land because you already fetched land out of your deck, now less land to draw.If going to add more fetch lands, you either run more land slots in deck, and less card slots, or you run a low 1 to 3 cmc card mana cost list like Naya Blitz, because after using the fetch land, you likely won't need to draw land, so it's good the fetch land fetched the land out so you have better chance of drawing a non land card, which would be good in that kind of situation. Look at the 2,3,4,5,6 cmc mana cost cards in deck. That means I need to draw land, that won't be able to draw, if fetch land. But 1 fetch land, maybe 2 in this deck is ok.So far in the 100 sample hands, have not had a problem with the mana base, and only have to Mulligan 1 out of every 7 to 13 hands. I can handle that. And only have to double Mulligan about 1 out of every 11,12 to 22,23 hands, and only triple Mulligan 1 out of the 100 hands, and was only not able to have the right corner mana, or not enough mana a very extremely small number of times out of 100 sample hands so far. And I can handle that I will look into tho
Thanks for the comment. I really appreciate getting a comment from somebody I see who makes a lot of decks here that make the hotpage, that seems to have a high reputation, etc.To answer your question on why run a lot of 1 of's, 2 of's.1. I don't think it's a lot, since talking only 3 1 of's, and 3 2 of's, as far as noncreatures spells goes.2. There just isn't room otherwise, unless go 1 to 4 cards more then 60 cards in the deck, and while I maybe be willing to do that in some decks, this is not one of them, since it's extremely important to play a turn 1 Bird., as often as possible, and if not possible turn 2, if no turn 2 Mayor drop. Without that, werewolves play too slow, even with Bandit, Ulrich. So in order to make Werewolf work, a no more then 60 cards is a must.So if no room, what gets cut? 2 Blasphemous Act is board wipe. Stays. 2 Chords makes creatures more consistent. Stays. Can't cut my only 2 non board wipe, non creature based, burn removal spells in 2 Brimstone Volley. Can't cut 1 of 3 Moonmist down to 2 moonmist to put a 1 of or 2 of at a 3 of, as I wouldn't be able to semi consistently to consistently transform werewolves without slowing down tempo.That just leaves the 3 planeswalkers, and if I had to choose a card to cut, turn a 2 of into a 3 of, it would probably be Domri Rade.Now instead of looking at 3 separate 1 of planewalkers. Temporarily ignore that. Pic the planeswalkers as a CARD CATEGORY as a 3 OF where 1 of the 3 will likely get out during the game. Where each of the 3 are somewhat similar, fit the deck well, has great combo, synergy with each other and the rest of the deck, and where each planeswalker also does something that's needed in deck, and different then the others, and also does same things.Those 3 planeswalkers are in deck for good reason. Didn't just haphazardly toss them in there.Garruk Relentless: He transforms just like Kord does. He creates 2/2 wolf tokens just like Kord does. He does 3 damage to creature, player, just like Kord does, he pumps, gives Trample just like Kord does. So what does he do that Kord does not? He combined with 3 Chord as a category, searches, tutors for creatures. He also puts deathtouchers out.Kord: like said above about Garruk, does a lot of similar things. So what does Kord do that Garruk doesnt? The ultimate that gives out the Emblem that deals damage to all foe creatures or foe player, by tapping a creature you control to deal about 5 to 10 damage to foe player creatures, or to foe player.Rade: is the most different from the other 2 planeswalkers, but still does creature removal, just in different way in that instead of lightening bolt like damage, Rade makes 1 of your creatures kill another creature, by fighting it. Like pit fight, or prey upon, or Dromoka Command, etc, on a planeswalker stick. Also Rade gives advantage by letting me look at top card of deck, then if it's a creature take it into my hand, and if it's not, leaving it there on top. That potentially gives me 2 cards drawn per turn, instead of 1. And then there is Rade's ultimate ability that gives hexproof, indestructibility, haste, Trample, double strike, etc to all my creatures.So you might ask, say, well if that planeswalker is so good, fits your deck well, etc, then why not just go with 3 of that planewalker? Well the problem is that can be said of each of the 3 different Planeswalkers in deck. You could make a extremely strong case for each of them. And not room to run 6 to 9, 2,3 of each planeswalker.Because of that, and because all 3 of the planeswalkers have similiarities, and differences that are very much needed in deck, and because all 3 are such awesome fits in this deck, they these 3 planeswalkers would be like running 1 go for the throat, 1 terror, 1 Bury, because where each is similar, but slightly different, and has same cmc, and different name, same purpose, in a card category called 2 cmc black destroy creature removal. So in that kind of situation what does it matter if run 1 Bury, 1 Go for the throat, 1 Terror, or 2 terror, 1 throat, any combination, or 3 of 1? Answer it doesn't matter, it's the same card drawing odds wise to get 1 of either 1 terror, 1 Bury, 1 throat, as a creature remover, whether you run 3 of 1 or each of 3, or 2 of 1, and 1 of another, or any combination. But each gives you something slightly different that may be needed. So doesn't matter if draw terror, Bury, throat, even if slightly different, as your going to get something needed, however different, that is going to remove a creature, screw your opponent, give you something needed.While maybe not the best comparison for the 3 planeswalker in the deck, that's the same kind of situation with the planeswalkers in deck. No matter which 1 I get out, I get something needed, that screws my opponent.But if you cut 1, 2 planeswalkers and either run 3 of 1 planeswalker, or 2 1 ofs, then what happens when I lose a game because I wasn't able to use Garruk to search for a creature, that I would have gotten out had not cut Garruk. OK then you say ok keep Garruk then. OK but what happens when lose a game because I wasn't able to use Rade's fight ability? OK keep Rade then. OK then what happens when lose game because wasn't able to use Kord ultimate ability, because wasn't in deck?.Even if I only have 1 of each planewalker, 1 of those 3 planeswalkers will get out during the game, on average, and screw the opponent, help me, win me more games, then games lost because not run 3 garruks, or 3 Kord, or 3 Rade.It really does not matter which planeswalker comes out, and that's why it's ok to run 1 of each of the 3 of them as a 3 of in the Planeswalker card category.But if a gun were put to my head, and I was ordered to cut at least 1 of the 1 of planeswalkers, I would cut Rade, and add either 1 more Chord, or 1 more Brimstone Volley
Continuing comment topic above on why certain cards:Why Brimstone Volley, instead of some other burn removal?1. It's important to have at least 2,3 instant speed Burn removal, I MN deck, so that if don't have a Moonmist, you can pass turn, flip your werewolves, then during your FOE'S turn, before, during attack phase, chump block get a creature killed, then cast a MORBID MECHANIC, Brimstone Volley, that does either 5 damage to foe directly or kills a 5/5 creature that foe has, during foes turn.You can also copy Brimstone Volley with Mirrorpool for an extra 2 colorless, sacrifice Mirrorpool, and then do 10 points of damage to 1 of FOE'S creatures, or 10 damage to foe directly. You can do this on turn 4, if you have a bird out, and if any creature died during your opponents turn yo turn on MORBID mechanic, deal 5 to 10 damage depending on if copied, instead of 3 to 6 damage depending on if copied.So you can do all that: FLIP Your werewolves, Deal 3 To 6 To 10 DAMAGE To creature, Or 3 to 6 To 10 damage to opponent directly , on, by turn 4 of your opponent, depending on if hit Morbid, spell copied or not.That's what makes Brimstone Volly, so awesome at only 3 to 5 cmc for all that.Comet is good, but says you have to pay 1,2 red, then X colorless, the 1 multi Kicker per each target. So while in theory it sounds good to try to take out a lot of targets, with Comet, there usually not enough mana, cost too much mana, so because of that Brimstone is still better at 3 cmc for 3 to 5 to 6 to 10 damage.
In this comment I'm going to address cards, combos, technique, that may, may not be overlooked.Progenitor Mimic. Some may question why have 6 cmc Mimic in deck instead of either Phyrexian Metamorph, or some other Werewolf like Daybreak Ranger, Kruin Outlaw.First with Birds, can get 6 cmc Mimic on turn 4. Plus if use Metamorph, you can only make 1 copy, and usually don't have anything good, whether own stuff, or goes stuff to copy turns 2,3,4. Usually the good stuff to copy doesnt hit board until turns ,3,4, 5,6,7. While 1 copy of your own stuff, or foes stuff is good, many copies are better. Example, let's say your foe finds a way to put in a 10/10 by turn 5. Metamorph would make a copy yes, but then your foe and you both have a 10/10.What's better than that? :You make a copy of foes 10/1000 that they got out turn 5, on turn 5, so now you have a 10/10. During turn 6 upkeep, I now have 2, 10/10, 1 Mimic, 1 a 10/10 Token copy. Then I play another Mimic making a copy of Mimic copying 10/10. That means that during turn 7 upkeep, I get 2 more 10/10 token copies of foes 10/10. Then turn 8 2 more, for a grand total of 6 10/10 copies of foes 10/10. Another example that show something about using Mimic, to copy a flipped werewolf.So turn 2 you play Mayor, then turn 2 you play a Mayor, and then a Moonmist, flipping both Mayors, into 2 flipped 4/4 Mayors, Howl pack Alpha's, that produce 2, 2/2 wolf tokens, that pumped up to 4/4 by the 2 flipped Mayors, at end of turn 3. Turn 5 you play a Mimic copying a flipped mayor. Why? Because according to the rules a copy of a flipped Werewolf can't be flipped back, even if you, opponent plays 2 spells in a turn. So the copy is a permanent copy of the flipped werewolf.So by copying the 2 pumped to 4/4 Mayor's by Mimic on turn 5, then mimic flipped Mayor is pumped to 5/5, and pumps the other 2 flipped Mayor's up to 5/5, and the 2 4/4 wolf tokens up to 2 5/5 wolf tokens, then at the end of turn 5 the 3 5/5 flipped Mayor put out 3 more pumped to 5/5 wolf tokens, so at end of turn 5, there 5, 5/5 wolf tokens, and 3 5/5 flipped Mayors.Turn 6, 5/5 non token Mimic flipped Mayor creates another flipped Mayor token so now there 4 pumped up to 6/6 flipped Mayor tokens, that pump the 5, 5/5 wolf tokens to 5, 6/6 wolf tokens. Then turn 6, play 2nd Mimic in deck to copy another flipped Mayor, do now there 5 pumped up to 7/7 flipped Mayors, that pump the other 5 6/6 wolf tokens into 5 7/7 wolf tokens. So 5 7/7 wolf tokens, 5 7/7 flipped Mayors. At the end of turn 6, 5 more 7/7 wolf tokens are generated, so at end of turn 6, there is 10, 7/7 wolf tokens, and 5 7/7 flipped Mayors.Then turn 7. The 2 nontoken Mimic copies of flipped Mayor's pumped to 7/7, produce 2 more flipped Mayor 7/7 flipped Mayors, pumping all 7 flipped Mayor's to 9/9. The 10 7,7 wolf tokens ate pumped into 10, 9/9 wolf tokens. Then at the end of turn 7, there is 7 more 9/9 wolf tokens made, for a total of 17 9/9 wolf tokens, and 7 9/9 flipped Mayers for a total of 24 flipped 9/9 creatures by end of turn 7.That's in just 2 turns after playing 1 Mimic, and 1 turn after playing the 2nd Mimic.Now let's compare with Metamorph:Turn 2 Mayor, turn 3 Mayor, then Moonmist, then 2 flipped Mayors, at 4/4, 2 4/4 wolf tokens at end of turn 3.Turn 5: Metamorph copies Flipped Mayor 3 5/5 flipped Mayors, make 3 more 5/5 Wolf's + last 2 wolf tokens now 5/5 wolf tokens for 3 5/5 Mayors, and 5, 5/5 wolf tokens by end of turn 5. Turn 6: 2 5/5 Mayors, and 1 Metamorph 5/5 flipped Mayor, makes 3 more 5/5 wolf tokens, for 3 5/5 flipped Mayors, and 8, 5/5 wolf tokens. Then play a 2nd Metamorph copy of a flipped Mayor yo make 4 6/6 flipped Mayor 8 6/6 wolf tokens. Newest flipped 6/6 metamorph Mayor makes another 6/6 wolf token so 9 6/6 wolf tokens by end of turn 6. Turn 7: 4 6/6 flipped Mayors make 4 more 6/6 wolf tokens for 13 6/6 wolf tokens for total of 17 6/6 by turn 7.Now for the foes 10/10 by turn 5 example. Metamorph copies that creature, and at best have 1 copy, instead of 6,7 copies, thru Mimic.So mimic better then Metamorph for all the examples reasons explained above.
You could cut 1 Snapcaster mage, add 1 Kiki, then cut 2 Tarmogyf, replace with 2 conscripts. Then cut 1 traverse, 1 Serum Vision, replace with 2 Progenitor Mimic, cut 1 Electrolyze, 1 seal of fire, as they probably won't come in consistently enough anyway, as only 2 different 1 of's, Replace with 2 Restoration Angels, cut 1 lightning, add 1 more deck slot to goto 61 cards, 23 land 37.7 mana ratio, add 2 Chord of Calling. Your deck would still work great, have enough control, direct damage, removal, counterspell, graveyard usage, etc, to work awesomely. Your deck is a Blue Red Green, maybe splash white for Restoration Angel, deck, with Blue as primary color, red secondary color, green 3rd color, and maybe splash white for Angel. Such a deck only needs 2 ofs, 3 of's, and can goto 61 cards, 23 lands, also because of the 2 Chord will help stuff get out.Trust me, if you make those changes, change land, mana base to add in Restoration Angel, you will probably have 1 of the best, if not the best Kiki, traverse type decks out there. Playtesting will probably show that. Throw in 2,3 Mirrorpool, and your deck is set to make LOTS OF COPIES, ways to make infinite tokens, you can copy Snappy, Conscripts, Mimic, Jace, (tho copy won't transform), Goyf, Restoration Angel (ahhh the sick breakage of your deck, if you made those changes )
Yeah its rude to advertise deck, if not going to at least make a constructive comment, suggestion, advice, like, +1 the deck if you like it, use deck as an example, and on hotpage decks, that have nothing to do with, not similar to the hotpage deck, like advertising a Vampire deck, on a hotpage blue, white control deck, without saying anything else.That's why I posted my deck on yours. By the way changed the name to: To Nfinity & Beyond Awe Token (Yeah I had yo throw in the cheesy To infinity and Beyond Animated Cartoonist kids toy character quote in there as the deck name, because it was cheesy, funny, made sense, fit the deck, to me at least, lol ).
But with 10, 5, 2 of's, 5 cmc's, no more room for any more 5,6,7 + cmc's, unless cut some other 5,6 cmc out. And that's not likely to happen, since the 5,6 cmcs, in the deck, are extremely awesome
201-220 of 267 items