Hey! There are other suggestions besides Black Lotus. And hey, calling other people stupid is not nice okay? Come on, I did list a lot of other things like... Springleaf Drum! It's pretty much a Chrome Mox for this deck. And it costs about a fraction of what Black Lotus is. Yea, just read Black Lotus and ignore all the good advice. Well 12 lands might be okay for affinity, but it isn't okay for Howling Mine or Font of Mythos. Which are key to this deck. (They are like the heart of this deck, if you blow these up, you usually win against this deck). The problem is casting turn 2 Howling Mine for this deck. That is why you need a bit more than 12 lands.
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Well this deck might be a bit boring, since your turns always look something like this. (At best) Turn 1: Swamp Turn 2: Swamp Turn 3: Swamp + Relentless Rat Turn 4: Swamp + Thrumming Stone -> hit for 2 Turn 5: Relentless Rat (Ripple for another hopefully) = 3 rats total -> hit for 4 (one 4/4 rat) Turn 6: Relentless Rat (Ripple for another hopefully) = 5 rats total -> hit for 18 (three 6/6 rats) WIN!
Edit: O you have Mycosynth Lattice, didn't see that. I guess that might work a bit, if you can hopefully get enough lands to cast a Lattice, though maybe if your lucky on your draw you could get 5 lands out of a total of 12 lands. That's about going through slightly less than half your deck. So you should be able to cast out Lattice when you have like 35 cards (roughly) in your library. The problem with this deck is probably card drawing and mana sources early in the game. If you want early mana sources that are pretty decent, you could try and go for these cards - Lotus Petal - Black Lotus - Mana Crypt - Mana Vault - Sol Ring - Chromatic Sphere - Grim Monolith - Ancient Catatombs - Any Mox (Original 5 all restricted, Chrome, Diamond, etc) - Tolarian Academy - Lotus Bloom - Springleaf Drum/Paradise Mantle - Well anything that costs like 0 or 1 that says Add mana. Card Drawing Power - Thoughtcast - Thirst for Knowledge - Brainstorm - Vedalken Archmage (cost 4 to play, but really good for your deck!) - Fabricate? (get your combo out faster)
It would be nice, except for the fact that casting a turn 2 Howling Mine hangs on a thread when your boasting the awesome 12 mana source. Even if you cast it, your opponent usually reaps the benefit of Howling Mine. emember that your opponent gets the extra draw after the turn you cast Howling Mine, then you get the extra draw) And what's the point of Hurkyl's Recall? Why would you want to return all your artifacts....Does it do anything except give all your creatures summoning sickness at worst? Even doing it after you attacked just resummon all your creatures to block next turn, a bit lackluster for such an amazing spell. Comparing this to an affinity deck, this deck lasts versatility. Your only chance of winning is by combat damage hopefully with those 2/2s or 4/4s or a Golem 4/5 and Tooth of Chiss-Goria. Affinity has more choices to winning like with Arcbound Ravager, Sharpnel Blast, or Disciple of the Vault.
Land Destruction decks might be fun at first, but it gets less fun over time. It was fun using my land destruction deck against an opponent for the first time. I didn't think my opponent wanted to play a second game.. well pretty much no one wanted to play against a land destruction deck afterwards. So yea, Land Destruction decks = no one wants to play against lol.
You could drop 1 Savage Land for an Akoum Refuge. Seems to be kinda weird not doing anything for the first two turns. But I guess it does kinda arite. Good deck but I think I really need some playtesting to determine if it is good or not. It seems like it can survive a bit with Vampire's Bite and the Nighthawk if it doesn't get killed or countered. Needlebite Trap is kinda random, but I guess any player running life-gain would become pretty skeptical on playing that gain life card. It's a bit slow, but maybe it will make up for it in late game. However, this deck doesn't kill that fast. If your racing against a combo deck, you will most likely lose. If your against an aggro deck, there's a good chance you can recover better and beat them down later on. For your sideboard. I would -1 Needlebite Trap and +1 Duress. Duress is pretty awesome against combo decks, which your deck seems weak against.
Dude, Killer Bees are awesome with Elves? It's like 1 hit KO boom! Way better than Nissa in my opinion. Would I love to have a 20/21 flier because of a god like mana I make with my Elves thanks to Priest of Titania. Or a little 2/3 Elf? Though this deck needs Llanowar Elves. Every Elf needs 4. We all need 4 of them! -4 Essence Warden +4 Llanowar Elves would do :)
I think you have way too many equipments for each Kor to hold. How to fit 4 machetes on 2 hands? Maybe tone down the Equipment down a bit and add more variety! Other Equipments to splice it up! Blazing Torch - it burns and flings Spidersilk Net - all your anti-flier needs Gorgon Flail - Who loves Deathtouch? Kor Duelist does with Double Strike Bone Saw - You know... Second Turn Kor Outfitter target Bone Saw into Kor Duelist for a 2/1 Doublestriker on Turn 2 Explorer's Scope - Good if you have a lot of lands, or just like exploring stuff Quietus Spike - Block me or suffer! Sigil of Distinction - Cheap boost for Armament Master Early On. Can get scary late gamewith with lots of mana. And the best of them all? Unscythe, Killer of Kings - Yes, mono-white can run this because of Quest for the Holy Relic. And it will rock. Just don't run more than 1 of these and hope you don't draw it lol.
If you afraid of things getting shocked or terminated, there are two ways to it... Either get a mass army that's just way too big that even 2 or 3 shocks or terminates won't do much. (Stuff that generates tokens are good. Enchantments that generate it are better because they aren't affected by terminates or shocks) Either get into an aggro style that forces your opponent to waste shocks or terminates early on on your cheap creature. (Wild Nactal is probably one of the best, followed by Noble Hierarch or a couple of Qasali Pridemages and you got yourself a good early game Either get most of your deck with Shroud or Hindering Light or some other way to counter it. (Naya Husblade, Deft Duelist, Wall of Denial, Kalonian Behemoth, Dauntless Esort, Spearbreaker Behemoth, Thornling, or even Whispersilk Cloak might do)
They can still kinda use Doom Blade against a Magebane Armor. It's only bane against Red Mages :P But I would probably add in Trusty Machetes. Those things with Kor Duelist is like having a 3/2 Doublestriker on Turn 3. Ouch, what other card can do 6 damage on the 3rd turn? Ball Lightning. Yea, except Kor Duelist can do it for more turns.
Lol, am I that harsh? Well, it is probably because tournament play is that harsh. I don't really mean to offend you but I'm trying to put some realism into it. People would like to get to tournament quality until they find out how brutal tournament quality decks are. Also, the speed in tournaments is a lot different from the speed you see in casual play. You will often see a lot of 1 drops and 2 drops (stuff that cost 1 or 2) early in the game that any deck which can't survive the early game won't see anything past the 7th turn. Speed is a lot important. Just looking at your deck, I don't see speed. Another thing that most tournament level decks run is Card Advantage. Like if I use my Day of Judgment to kill 3 of your monsters and 1 of mine. I have gained a net of 1 card advantage (I lost 2 cards, but you lost 3). If I draw 2 cards using Divination, I gained 1 card advantage (I lost 1 card, but gained 2). These two important factors aren't in your decks most of the time. Mirror-Sigil is card advantage because he can create a copy of himself every turn, then double every turn from on (1 - 2 - 4 - 8 - 16.. and so on). But he also is too slow. Also, about land count. There is a reason why people in tournaments run 24-26 lands. Just look at how many lands all the top-tiered decks run. You don't want to be mana short in a tournament, ever. It's always better to be mana flooded than mana shorted. In casual play, it's ok to have 20 lands because it is slower. However in tournament play, you want 24-26 lands because you don't want to be mana shorted, ever. 20 lands was good when everyone was running control decks that drew lots of cards with cards like Necropotence and acceleration via Dark Ritual. But because we don't have those 'cough' overpowered cards, we need a more stable mana base. From http://www.wizards.com/magic/magazine/Article.aspx?x=mtg/daily/td/67 Jund (25 lands). Naya (24 lands). Boros Bushwacker (24 lands). Eldrazi Green (24 lands). Turbo Fog (24 lands). Bant (23 lands). Mono-white (26 lands). Vampires (24 lands)
Actually with Valakut, you need a minimum 7 lands in order to make it work (Valakut + 6 Mountain). Scapeshift only works if you have that min number of 7 lands. 6 Lands won't work. Valakut, the Molten Pinnacle says whenever a Mountain comes into the battlefield. If you already control 5 other mountains, it works. If 5 Mountains enter the battlefield at the same time. For each mountain, I only have 4 other mountains, so none of them trigger. If 6 Mountains enter the battlefield at the same time. For each mountain, I have the correct 5 other mountains for them. So Valakut will trigger 6 times for each mountain that comes into the battlefield. Yea, too bad Scapeshift isn't Tournament Legal in Standard. It is in Extended, but usually if I run a Scapeshift deck I'll get beaten pretty badly because Extended Decks kill a lot faster than Standard Decks. But Scapeshift is always fun for casual play. 8 Lands ( Valakut + 7 Mountain entering at the same time) = 21 damage KO!
Oh yea, Promise of Power. That thing owns like yea....I remember resolving that and bring out like a huge 7/7 flyer. Makes you feel so evil
100% totally not tournament quality in any way what so ever.. Many cards do not even work together.... Eldrazi Monument kinda just kills all your tokens Mirror Sigil makes, I thought you wanted tokens?. Sunseed Nurturer doesn't well with your deck at all, where's the 5 power monster? Crystalliation at least would work better than Journey to Nowhere because its also a Blue Permanent and can help your Mirror-Sigil. Way too little lands for a tournament deck. Run 24-26 if your considering tournament play in the Standard Environment or your deck runs many quick 1 drops or 2 drops. Spell Pierce isn't that great for Tournament Play outside of a sideboard. Most decks are Aggro decks, they are most likely to cast a creature on the early game and have lots of mana late game so Spell Pierece is a lot less useful. My vote for this deck -1.
I wouldn't usually picture a deck when you have like almost every kind of permanent out on the battlefield and just think of the best case senario. It is usually best to think on an average case senario. If you have a hand that looks like this.... -Island -Swamp -Drowned Catacomb -Tome Scour -Traumatize -Bloodchief's Ascension -Underworld Dreams What will you do?
Also there are lands that gain you life. All the Refudges gain 1 life and Kabria Crossroads gain you 2 life. However, they don't work very well with your deck using landfall abilities. Instead of Seaside Citadel, you could run the White-Green Refudge since the only blue spell in your hand is Mind Spring and it's useless early game anyways.
I think Wall of Denial is a lot better than Wall of Reverence when he's only running few creatures. Wall of Reverence or Baneslayer Angel will most likely eat up a removal when everyone's running things like doom blade and terminate. You could probably Sideboard Baneslayer if your up against a Control Deck to force them to waste a counter spell on it. Wall of Reverence feels like it will just eat up a Terminate because all your other creatures are pretty much Terminate un-friendly and Wall of Reverence is your only Terminate friendly creature for your opponent. But if I'm playing against Jund with Terminates going left and right, I wouldn't run Baneslayer Angel because all my other creatures are pretty much Terminate proof. When I run Baneslayer Angel, it makes my opponent's "dead draw" of a Terminate into a good card for them. If I never play Baneslayer Angel, all their Terminate is going to do is sit back and do nothing. But usually I would replace the Obliisk with something faster. Sunspring Expedition is a good card to go around with all your landfall abilities. A white mana for 8 life is usually more than enough for the early game to buy you a couple of turns until you can just kaboom the entire field. Also, because your deck is quite slow with only 22 lands. I would take out 2 Martial Coups and replace them with lands, bumping yourself to 24 lands for a more stable hand.
The mana base is really shaky... 4 copies of a Legendary that costs 8 mana? What if you drew 2 of those in your opening hand? Well I hope you don't mind waiting until turn 15 to cast it.
o.O I didn't say it is unbeatable lol..where did I say that? Of course any deck is beatable. But a good deck has a better chance of winning, that's all. Besides I didn't even make this deck, so I can't take credit for it. Try it out if you want, I think it will be fun to play :). If you really want to beat this deck, ask yourself this question. What cards are key to this deck?
Very good deck, good for tournaments. Though I would probably -1 Lightning Bolt and +1 Banefire because I see that Banefire can get really big if you have a couple of Elves or Archdruids out, plus Garruk helps too. Though I don't see Eldrazi Monument helping you as much as the Mono-green or White-green version of the deck. Your deck could probably do better by taking out Monument and using more burns in my opinion. But the only card that works with Monument is Ant Queen and it forces you to assign mana to it every turn, unlike Master of the Wild Hunt. But that's all up to you, Monument is good as an expensive Overrun most of the time also, play it and rush with all your invincible fliers for the win (Just be careful of an untapped white mana for Path to Exile). Might wanna change? -3 Eldrazi Monument? +3 Burns?
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