Pretty sure lifegain isn't as cool as it sounds. It takes way too long and I can't think of a deck that can double your life total in three turns. You can combo much more thoroughly with monoblack with cards like Dark Ritual. White doesn't have that kind of acceleration, and if you're playing white, you should be playing white weenies, since they've proven themselves much more effective. In fact, I can think of many other white decks to play over lifegain. And lifegain depends on cards to give it win conditions; lifeloss just needs your life to hit zero.
Permalink
Dude, I'd say try out 4 dark rituals. Otherwise, fuck lifeloss. Good deck though.
Thanks, bro.
Why the fuck isn't Tinker in this deck? With the type of cards in here, you could turn one every time. Put two Tinkers in her. Turn one you can demonic tutor for a Tinker if you don't have one.
idk but you're pretty retarded. Fire Servant doubles damage from a red instant and/or sorcery, but the damage is meant to be dealt with Spitemare.
By the way, here's a link to my own deck: http://www.mtgvault.com/ViewDeck.aspx?DeckID=154747
Tempered Steel, for when you don't get the combo off, Dispense Justice/Journey to Nowhere, both might be nice. You need removal. Don't know why you have Student of Warfare in there, so I'd get I'd of it. Also, as much as Squadron Hawk can help, I'd recommend some(2) Etched Champions and then perhaps Ardent Recruits. The Etched Champions would fit better than Student of Warfare and Ardent Recuits for Squadron Hawks give you another one drop that will most likely be a 3/3. Those are just my opinions and really it's based on how my Quest deck works. Nice job though.
Replace Sun Titan with Rafiq in the main deck, imo. It's a bit more synergistic and runs at a lower cost. I'd also add in 2-4 giltspire avengers to the sideboard and see what you can remove in the main deck for them while playtesting. They are absolutely amazing and ruin the flow of tons of aggro + remove unblockable. And they also have exalted teehee.
I don't know what you'd replace for it, but I like Harrow in Landfall decks. Nice design though.
The only problem with Merrow Commerce is that wake thrasher doesn't get the bonus he would get at the beginning of your turn. But I do agree, the lands are excessive. Thanks!
this deck needs to lose some weight
Yeah, I can see that it wouldn't be advisable to rely too much on Emeria, even if I manage to make it to late game. I still want to include it, if just for it's awesome ability. I'll remove 2 haha. I'll put in two Leylines as well for now. I actually played an extended version of this dck for a while and Burn consistantly beat me. I completely forgot. I'll definitely check out your soldier deck and thanks for the comment!
I can definitely see Guard Gomazoa being better. Thanks for the tip. Didn't mean to sound angry, but I just didn't understand why Traumatize was as bad you claimed it to be. I've already taken it out, but thanks for explaining the logic behind it as well. And yes, this is a budget deck. It works pretty well and with the improvements it should do even better. It's also Standard, so I can't go and include some of the other cards you mentioned though, I enjoyed Glimpse back when I played a Grixis deck. And as cool as Blue Sun Zenith is, I don't feel like I'll get enough mana to do more than what the deck is already capable of. It would just be an alternate win condition and remove some of the other cards that I'm playing. Thanks for the comments though, very much appreciated.
Point taken. I hadn't thought that everyone seems to be using fetch lands, but that is the case, especially where I play. Archive Traps will do much better than Traumatizes. Thanks!
I have two traumatize and assuming I draw one within 30 cards of the top of the deck, it will mill between 15 to 24 cards, 24 being the max after 5 turns with no other mill. It's seems decent enough to me. I didn't include four for obvious reasons, since the effectiveness of the card is reduced each time you cast it. I think it's fine the way it is. And the goal of the deck isn't to use massive landfall to trigger hedron crab or use drawing excessive cards to trigger erasure, but rather take the cumulative sum of both, dropping a land each turn and drawing an extra card a turn. I supplemented the slower gameplay of the combined effect by including cards like negate and mana leak, as well as doom blades/go for the throats. If you limit yourself to one win condition, you're not going to succeed when a deck destroys erasure or hedron crab. and it's not even as if I'd be struggling to decide which one to drop. Hedron crab is a one drop and erasure is a two drop. I don't think you're making a good case with your 3 sentence commentary, but thanks anyways.
Took out the corrupted conscious for a keening stone and a grindclock. I figure two keening stones would be excessive for such a cheap deck and grind clock would be a nice two drop if you had it.
Thanks, I popped in leyline and memoricide just in case. It's still a major threat when facing Eldrazi, but I should have enough to deal with it.
Thanks, and I added the Ardent Recruit. Pretty awesome, even if it's coming on turn 2 or 3.
Nice idea. Really interesting.
Thanks. I'll definitely think about it.
21-40 of 49 items