Who care's about the 9000+ damage? They're milled by 9000 from Altar of Broods before combat is initiated.
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Seems like you're splashing white forcefully. 4 Doomed Traveler and 1 Requiem Angel isn't much to risk drawing dead cards when you lack plains. I'd recommend Krenko's Command or even Vile Rebirth.
http://www.mtgvault.com/ViewDeck.aspx?DeckID=403546 4 bucks!
If you want tournament quality you need money especially in standard, plain and simple. You can't compete against decks with Lotleth Troll, Bonfire of the Damned, and Snapcaster Mage without high $$$ cards. Regardless, here's my take: Izzet needs more spells and less creatures. If you have a few electromancers and only creatures in your hand it defeats the purpose of having them in the first place. +3 Izzet Charm +4 Snapcaster Mage +4 Dissipate (Dissipate is better than Cancel any day, especially in standard with all the graveyard advantages) +1 Nivmagus, Dracogenius (Need another one just in case as a win condition) +3 or +4 Izzet Charm (Choices gives advantages and this is arguably one of the best charms in standard) +4 Delver of Secrets (simply awesome with Izzet because of all the spells)\ -1 Mountain -1 Island (Izzet doesn't need that many lands. You want to draw more spells than lands because your average cost is 2-3 per card) +4 Sulfur Falls +4 Steam Vents (if you still have money after all this) -4 Cancel -4 Frostburn Wierd (They're just bad. All your mana goes into pumping him up which leaves you with little to no mana for spells.) -2 Izzet Staticasters (3 mana for 1 damage to a single creature, may/may not be reusable if they kill it? No thanks.) -2 Hypersonic Dragon (You have 2 Sorceries. 2x Mizzium Mortar. No point in having a 5 for 4/4 dragon for only that spell) -3 Teleportal (They're just not that good for 2 mana. Keep 1 if you feel like it.)
Since you have Unsummon already, Dramatic Rescue seems redundant especially if you draw 2 Unsummons and 1 Dramatic Rescue. I would definitely make room for Gather the Townsfolk. 2 for 2 Walls and makes Champion of the Parish a monster. Also, Snapcaster Mage can flash it back for more beating. Other than that, the deck looks good.
Find a job to pay off the Snapcaster Mages! They pay for themselves and resale value is bound to stay over 20!
+4 Delver of Secrets +4 Jace's Phantasm +4 Mind Funeral
Clearly you just want to dream of a turn 2 win without any clear thoughts. This is your scenario ALL in turn 2: Swamp Swamp Ornithopter Memnite Culling the Weak Dark Ritual Taste of Blood/Death Cultist Wall of Blood Rite of Consumption Chances of this is not 1/10 times. It's more like 1/1000 or less First, that's 9 cards, perfectly drawn, on turn 2. That in itself is unreasonable. Secondly, if you take the first turn, you start with 7 cards and draw 1 card on turn 2. 8 does not equal 9 If you really want a one hit wonder in Vintage/Legacy just do Dark Depths + Vampire Hexmage and Fling/Rite of Consumption
Mono white aggro tends to run fewer lands. Only about 18 lands. This is because majority of your creatures cost what? average of 2 mana? You'd be dropping your whole hand in turns 3-4 and worst case scenario (and most typical scenario for weenies) you'd be top decking dead-land cards that you don't need. Also, for a human weenie deck 4 Riders of Gavony is highly excessive. Having 2 in your starting hand would be like having a mulligan down to 6. Two Riders of Gavony would be better, if any.
+4 Gigadrowse? +1 Cyclonic Rift maybe?
Mill without Jace's Phantasm and Thought Scour? Unheard of. Search the City is a terrible card no matter how you look at it. Costs 5, Lose 5 cards, Need to match 5 cards, and THEN take a turn? Might as well say "Take a physical beating for 5 minutes then cast Time Warp".
There are too many destroy/damage creature spells to play straight up ramp in 2012 RtR standard. It seems Somberwald is the key to the deck and it's just too fragile. If you don't have Somberwald then it's going to be slowed down to a turn 5-6 deck with little to nothing for protection. You're going to take a beating before your combo goes off. If you DO have Somberwald it's bound to die first. Black/Green or Grixis - Abrupt Decay Blue/White Control - Supreme Verdict/Azorius Charm/Detention Sphere Izzet - Any burn spell All of these are common decks for today and you're bound to face them in FNM and they all counter your early combo. (Late game decks with early protection seems to be the most effective in tournaments nowdays - such as Thragtusk with Angel of Serenity and Supreme Verdict/Jace but obviously everyone isn't rich.... but adding creatures like Thragtusk can help you survive until you unleash your combo)
You just went from Standard to Legacy just by putting in 3 Suffocating Blast and 1 Izzet Boilerworks. Why not stick with Standard to begin with since it is the most popular format and you can play with more people? I would add 3 Counterflux or 3 Dissipate and more Sulfur Falls for mana fixing. Also, squeezing in some Snapcaster Mage while sticking with 20+ instant/sorceries may help.
Azor's Elocutors as win condition?
Dissipate is currently the most powerful counterspell in the meta game. Syncopate is a dead card late game because either you cant pay enough to counter it or you waste too much mana to counter. Dissipate exiles the card for 3 and that's very good against black green or snapcaster decks.
Also 2x or 3x Bonfire of the Damned :D It kills meta game. Any format of meta game for that matter.
Uhhhhhhhhh....... 4x Snapcaster Mage?????????
Wait for Gatecrash. With Orzhov and Dimir in the mix on top of Lingering Souls, Azorius Charm, Snapcaster Mage, Delver, and potentially Jace's Phantasm, Esper will likely be king post release.
Izzet needs 4 Snapcaster Mages. (Nivix Guildmage's are terrible) Arcane Melee is not the best spell for this deck because 1. It's a dead card until turn 5 if you draw it and 2. Even if you cast it on turn 5 you probably can't use it until turn 6 and 3. It helps your opponent set up turn 6 because his/her spells cost 2 less also. 4. You already have Electromancers why do you need Arcane Melee? Also, if you wait until turns 7-8 to cast it (which seems more efficient because it leaves you open for mana to cast other spells on the same turn) you'd most likely be in such a critical situation that you would frantically want to cast something more worthy of your mana to save yourself. Arcane Melee is a fun card or overkill card at best. Not a card to rely on. This deck is meant to win fast or control and win a few turns later than expected. Bonfire of the Damned are rigged and they beat Devil's Play anyday. Also, Epic Experiment hitting Bonfire of the Damned or Devil's Play is just sad. You lose 2-3 cards for so much mana. +1 Bonfire of the Damned or +2 if you want. -4 Devil's Play Izzet Charm's gives you more options than Desperate Ravings so -2 Desperate Ravings +3 Izzet Charm (mainboard) Obviously need Sulfur Falls and Steam Vents for consistency
With all the walls and damage prevention I'd put 1 Azor's Elocutors for giggles. :D
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