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Hi friend. What kind of budget are we working with here? I see some possible areas of improvement, but it would be easier to discuss them if I know how much possible cash is on the table
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I guess as a whole the deck would have to be under 300
Gotcha. that should be enough to work with. From what I'm gathering here, this is a proactive control deck that wants to hit with master of cruelties then use a mechanic to hit the 1 damage to finish em off. The major problem with this though is that the two parts of the build contradict each other in every other situation but a fielded and connected master of cruelties. If you don't connect a master of cruelties, you will have a hard time dropping opponent to 0, and if you do field a master later in the game, any damage you've dealt until that point is useless. So, in order to make the system you've set up here really work, you have to minimize the finishing damage to the point that you can have it when you want it, but not have it clog the way to fielding your master and controlling stuff till then.The first thing to fix this that comes to mind is trimming the creature presence and not relying on keeping a creature alive for 2 turn cycles (master doesn't let others attack, so you need 2 turns to win with combat damage). A good way around this is with manlands like blinkmoth nexus and creeping tar pit. They keep your land count at the accelerated level and act as the final push that are immune to sorceries (your own damnations, etc). As it is, 25 lands without any man lands or tactical lands (field of ruin, ghost quarter), is too high. Any way you slice it, decks like this aren't going to win quickly, so 25 lands isn't going to get you to a win condition any faster than 23 lands (including a healthy dose of man lands). I would give serious consideration to dropping the temples altogether. They are too slow and give less benefit than a man land, as noted above. Some polluted delta's would go a long was as well.2 copies of blightning is also a bad balance in a build like this. The advantage of blightning is to retain card advantage while disrupting opponent's tempo and draining their life, and as stated above we don't need it to drain life BEFORE you make the master hit, as its wasted damage. So, a card that does something similar that isn't a possible (and probable) redundancy would be a better choice. I love 4 copies of electrolyze for this. Works as removal early, retains card advantage and tempo, and can be used as the finisher once you hit with the master. The planeswalkers are ok, but jace just has a so/so effect with only 1 copy (unreliable), and saheeli runs into the same problems as above (any damage she does before the master is useless). Jin-gitaxias doesn't really fit either. It is a win condition all on its own, so field it and you don't really need the rest of the system you're building. On top of that, 10 mana is a hell of a thing to have (you give opponent the chance to counter and a whole turn to remove it afterward before it really matters). A better way to maximize your system while keeping the tempo is with torrential gearhulk. A beast with flash that can snap back a bolt after you connect with master for game is perfect for this build. Run 4 bolts, 4 electrolyzes, 3 torrential gearhulks, 3 creeping tar pits, and 4 master of cruelties and that should be enough to get the job done. Then you can use the rest of the spots you've created to max out the control and tactics (1 drop draw) to make sure you stay alive and keep control.So, to sum up. My suggestions are take out: jin-gitaxias, tetsuko, blightning, the planeswalkers, and the temple landsAdd in- man lands, electrolyes, torrential gearhulks, and more control/tactical goodnessJust my thoughts, not trying to put down the build or anything like that
I think the main thing he/she is going for is going for is making master unblockable with Tetsuko.
yeah, but because the master has only to deal damge once, I would recommend spells like slip through space which dont dies to removal or even just rough's passageif you want to stay with tetsuko, wandering fumerol is a better tarpit
I appreciate everyone's input on this deck