Ok then. After a second, I see how it can go to turn 3 by seeing the strategy you described above. Still too slow for my tastes if you're looking for a seriously fast game winner.
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I don't see how this is even possible for a turn 2. Even with one of the best possible hands: 3 Mox, 3 land, and Hermit Druid on the draw. (Assuming you go first) Turn 1: Drop the 3 Mox, discarding 3 lands. Play Hermit. No cards in hand. Turn 2: Draw a land, drop it. No cards in hand. Turn 3: Draw Dread Return, hold onto it. Turn 4: Draw a Land, drop it. Turn 5: Draw Dragon Breath. Hang onto it Turn 6: Draw a land, drop it. Turn 7: Draw a land, drop it. Activate the Druid's ability. Reanimate Sutured Ghoul, removing all creatures from your graveyard. Leave 1 Mox untapped Comes into play as a 50/51. Tap the remaining land and the Mox to enchant the Ghoul with Dragon Breath. Then, if you're lucky, your opponent won't have anything to stop the attack's damage, or the attack entirely.
Looks pretty solid. Fast... Very fast. This is what a true mill deck would probably look like since it doesn't support the noobish Jace in it. Good work!
To follow your original rules, I'll just post the convention info here: & $ Deck name: "Holy War :)" EXP#: 6 - 7.5, depending on what it's about.
Rated you! 10 stars across the board from me!
This deck is absolutely excellent! In the 9 years I've been playing MTG, I've never actually seen a deck based mainly off of Elves do something like this. The synergy you have and the combos that are possible in this deck are absolutely incredible!
In a 61-card deck that contains 21 lands, you shouldn't have that many issues with getting land onto the battlefield. What I have noticed, however, is that quite a few of your lands enter the battlefield tapped. The tapped lands are great, but then again, they also slow down a deck A LOT if the majority of the lands are that way. A good way to fix this (and there's no other really good substitute) is to include more basic lands into your deck. Here's what I would take out from your lands: - Pendelhaven: There's no real green theme to this deck at all, rendering the green mana it produces almost absolutely worthless. The secondary ability's not too bad, but to get the combo of that and one of your 1/1 Faeries is actually pretty low. Getting one of your Scions out on the field is a better bet. If a Scion or 2 is already on the field by the time it hits, then it really becomes a useless land on your side of the field. - Watery Grave: Even though you run 1 of them, you also only have 1 life gaining card. Having to pay 2 life when you're running a deck with extremely low base toughness normally breaks the game more often than helps out. Especially if your life gain card is seriously down the stack. On top of those 2, I would try to find 3 more that you either don't use very often, or in the end would serve no actual purpose. For those 5 lands, I'd substitute in 5 Basic Swamp Lands. Other than that, I see a really solid and fun Faerie-theme deck. Although typical, which is unfortunate due to the low number of options you'd have building an effective deck based off of this creature type, it looks to be quite effective. Very nicely done!
http://mtgvault.com/ViewDeck.aspx?DeckID=75720
Absolutely smexy
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