I would seriously recommend the Ulvenwald Tracker if you haven't looked him up - the ability to choose your fights is not only insanely useful it's your best bet to take out flyers.
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Aye you're right, there the ones - I was actually thinking of a creature though. Just looked it up, it's the "Ulvenwald Tracker".
That's a fair point actually, I don't see much to burn the mana on past mid game. Perhaps look to put in a 'Card Draw' mechanic or look for something to pump, charge etc. There's a green card I believe where you can spend green mana to make a creature you control fight an opposing creature - a great way of dealing with flyers.
I've not seen the deck roll out - though I wonder if you have enough creatures to allow Gyre Sage to really evolve much. The majority are 2/2 or less. I do see how it works with other cards like the Hydra, Bioshift and Corpsejack but it might be something to consider.Although it falls slightly out of your +1/+1 theme - a Deadly Recluse would offer some cheap flyer defence and populate graveyards for Scavenging Ooze.
I love the concept, I realise you're going for a quick kill deck but a few personal thoughts include:I imagine flyers could prove tricky if they're not kept under control with your instants. It'd be interesting to see how it rolls in a game. With only 2 cards, Gift of Orzhova for life gain and since Gracecrawler can't block, you might find yourself throwing important creatures in the way of attackers to keep your life total up.- If faced with the prospect of a longer game, I'd suggest "Midnight Recovery" which would help in getting creatures back out.- "Shadow Denizen" could work better than Artful Dodge if you know the deck your against.- Also, I used to like Sign in Blood - but really it's 2 mana, 2 life for 1 extra card as Sign in Blood is taking up a slot in your hand. As such, with your mana cost reasonably low I much prefer "Underworld Connections". Though in both instances, a little life gain might be needed.
I do like the Soul Tithe spell, it can greatly slow someone down - but, because Pacifism stays on the field it benefits Sphere of Saftey. I'd say run with Pacifism.
Unfortunately the Emancipation Angel is two white mana specific - but, still it's cheap and effectively does a very similar job as an Angelic Skirmisher with a Heartless Summoning out for half the mana cost. So it's a very good card for situations where you need a cheap creature and also useful for bumping up all creatures in a late game scenario.Also, I can see where the below chap is coming from. Angelic Wall is in there I guess to act as cheap fodder in the initial stages but has almost no purpose if drawn at a late stage of the game. I wonder if there are other ways of upping defence with non-creature related enchants and the wonderful Sphere of Safety without diluting the deck with the walls.I can think of Pacifism off the top of my head. Love that card.edit/Sorry, by non-creature related enchants I meant you're own creatures. As effectively I guess what you need is a way of delaying or stalling until you have Heartless Summoning.
Oh forgot to mention, I don't know if you have the cards already. But unless you're willing to spend a lot of money - the Godless Shrine and Isolated Chapel are crazy expensive. Guildgates are nice and cheap though.
I love the combo with Seraph of the Sword and Heartless Summoning. I'd add in one more of the Seraphs to take full advantage of it. Plus, maybe some cards to search your library for 'Avacyn, Angel of Hope' like Diabolic Tutor or something to guarantee a higher likelihood of having 'Indestructible' on your creatures as without it, it looks like you're missing a fundamental part of the deck.Lastly, I know there are some angels which put permanents back in your hand when they hit the battlefield. This would be a great way of getting powerful creatures down cheap and then putting 'Heatless summoning' back in your hand removing the debuff.
A Scavenging Ooze could work in there somewhere if you can make roomhttp://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=370629Primeval Bounty is nice and would give you sac-able creature token - but it's expensive at 6 mana and you're already running quite high mana cost without a ramp. Green has some great mana ramp, shouldn't be too hard to find - I believe they're mostly elves.http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=370656My favourite mana ramp card in green has to be "Into the Wilds" though it does sit at 4 mana.http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=370579There's a distinct lack of flyers or creatures with reach. I believe it's just the Trestle Troll and there's only 2 of them. The Deadly Recluse is a brilliant flyer deterrent.http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=370582Or if you've got the mana the Silklash Spiderhttp://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=292718Also, Primordial Hydra would work very well with your Corpsejack Menacehttp://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=253670
Might be late now, but if you haven't seen this I found a post you might like:http://forums.mtgsalvation.com/showthread.php?t=395024
Not off the top of my head, my experience is limited - though if I spot any I'll send word.
Wow, when it gets going it's very nice.
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