I'll concede there aren't many ways to give out first strike..but nearly all of them already have it, anyway. Those that don't are meh-creatures that are really there as support. Honestly, I'm concerned about getting more deathtouch in there, but I haven't really found a good way to fit more into the deck. Thanks for the suggestions, though :) (oh, actually, Legion Loyalist is definitely going into the sideboard, great suggestion)
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I'll consider it. I'm pretty unconcerned about losing Master, since the only card that's pretty commonly played that kills him is Mizzium Mortars (oh..and Dimir Charm and Putrefy..ugh). I think I'd rather have something to pull him out of the graveyard if something happens, but I'll have to think about that. Madcap Skills will sit in the sideboard for review. Thanks :)
This is probably not a very helpful comment because it looks like you'd really like to go G/B with deathtouch creatures and give them first strike...but I'd rather go R/G with first strike creatures and give them deathtouch. Food for thought, anyway. OH, also, Acidic Slime is definitely, definitely something you want in this.
I was thinking Throne of Geth seems a little misplaced. I'm just not sure what you're proliferating for. If you DO want to proliferate though, I'd definitely suggest Contagion Engine over Throne of Geth. Also Oblivion Stone and Nevinyrral's Disk should definitely go in this if you're able to get your hands on them.
Took a look and Predator's Gambit was the closest thing to what I might want..but it's not gonna make the cut. Thanks for the suggestion, though :D
Removed Akki Firerunner, added Goblin Charbelcher. Empty the Warrens is something else I was considering..but I'm afraid there won't be enough storming going on. Thanks for the suggestions :D
I like it, and I want to love it. It just seems like it wouldn't quite get there. It's a weird situation of your creatures being too weak to be effective as aggro, and there's not enough control to capitalize on the extort because of the extent of your aggro. I realize also that this isn't really relevant, as I'm 4 months behind in responding to this. Nice work, anyway :)
How about Crib Swap and Angel of Flight Alabaster for some sweet synergistic removal (returning crib swap to your hand from the graveyard every upkeep because it counts as a spirit)? Avacyn, Angel of Hope, is always good. Seraph of Dawn and Malach of the Dawn are nice lower cost angels that can keep you alive. Illusory Angel might work with some really low cost spells. Your biggest issue is probably going to be staying alive until turn 4 (when you can cast your first angel), so some low-cost removal would definitely help a lot.
Do you ever have any issues with the amount of colorless mana in your lands? I have my own Ib deck I'm working on and I've been afraid to put anything except red lands in (also concerned over not having mountains to sacrifice to Ib). Also, Rise of the Hobgoblins technically doesn't fit the EDH restrictions of an Ib deck because of the white mana cost in the hybrids (supposing you wanted strict adherence).
Although you are right that lands are colorless, EDH guidelines don't allow for any card with a printed mana symbol outside of your general's colors (rules and faq here - www.dragonhighlander.net). Rregardless, this deck is fantastic.
Pretty sweet, but the artifact lands and tolarian acadamy will have to come out as they have colored mana symbols. Easy to replace though, how about a Sol Ring, Thran Dynamo, Grim Monolith, Coalition Relic, Gilded Lotus and Mind Stone?
I think when he wrote "Standard Megrim deck", he wasn't implying that it is Type 2 (or "Standard") legal, but that it is a typical (or standard) Megrim deck.
I would definitely take out some lands. 25-28 lands wouldn't be bad, but 32 seems a bit much. Maybe add Explore and...some creature that searches for a land to come into play?
My mistake. Extraplanar Lens could be helpful in this respect.
If it's an Elder Dragon Highlander Deck, as I suspect it is, the guidelines for this deck variant only allow colorless cards and cards that are the same color/colors as your general (even more specifically, cards that produce mana or have costs outside of the general's color/colors are not allowed). With Arcanis the Omnipotent as his "General", he will only be able to use blue or colorless cards.
The only problem I can see here is that you have 14 Dark Rituals...Drop ten of them and you have a 60 card deck.
Blood Witch has protection from white, so burst lightning *was* the only commonly used spell that could kill it, and Baneslayer Angels were pretty common in decks at the time (and this gave me a blocker which prevent Baneslayer Angel's damage, and therefore lifelink). But now there's Flame Slash, and Baneslayer Angel is less common.
Although I agree Sharding Spinx can be good in artifact decks, it doesn't particularly fit this deck's theme. It doesn't function well as a win condition on it's own, and doesn't lend itself well to existing win condtions. All in all, I think it would just slow down the deck.
The fetch lands (Verdant Catacombs and Marsh Flats) are probably there to thin out the deck, so in late game you're drawing relevant cards instead of swamps. What I'd like to know is why it's a 63 card deck; perhaps it makes it more efficient somehow?
I like the Mirror of Fate, as it will serve as a response to the inevitable removal of my win con's (Banefire and Jace); whether they are exiled or not, I'll be able to grab at least the one Banefire from the sideboard. But I think I agree with a third Banefire in the main: -1 Mindbreak Trap, +1 Banefire.
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