Steel leaf champion would be the best friend of this deck. I also think you could get away with fewer lands, as this curve is pretty low and you are running 5 1-drop accelerators
Permalink
This deck seems a little too 4-drop heavy for a 20 land build. I would consider cutting down a few 4-drops and upping the land count to 21Other than that, this looks solid
I always maxout dwynens elite with heritage druid as the turn 2 druid gives you 3 elves to hit the mana swing. Honestly i like the 4th elite over 1 lead the stampede because of the massive grab in tempoOther than that this is savage
Brow beat is a sorcery that only pops off once. Risk factor is an instant that you can recast by ditching the topdecked lands you don't need, which helps fix the central problem in magic, which is: you need lands to hit hard and fast, but once you hit your operating curve every land you draw is dead. Players have been addressing this problem by running fetch lands, man lands, and tactical lands, and by changing mana curves, but risk factor lets you turn the lands you don't need into material. Browbeat gives opponent the chance to screw you over by either overloading or denying tempo, which is why it doesn't see play much. But Risk Factor is an instant that you can and more than likely will recast when it suits you, stopping opponent from stealing or flooding the tempo.
17 lands isn't going to cut it in here. You need to get to 3 fielded lands as fast as possible, and you also have color specific problems that 17 lands wont cover. I would suggest upping it to 21 lands and cutting some of the 3-drops
No disrespect to the deck, just commenting on how silly good the card is.
I don't see risk factor staying legal very long, at least not in modern. Standard might be ok, but a 3 drop that fixes the topdeck land problem more than likely wont be seeing the light of day in modern with burn being a viable deck
Heritage druid, arbor elf, fyndhorn elves, etc. I know it doesn't fit the warrior theme here, but elves crave speed even more than other swarm type decks, and if you don't take the early turns hard every deck that prays on critter decks is going to get the foothold they need to take you apart
I love the general mechanics going on here, but I'm a little worried its just a touch too top heavy as is. You're running six 1-drops, opt and shock, and two of your 2-drops (blink of an eye) don't want to be 2-drops cause they really really want to be kicked, so its like you're running five 2-drops, for a total of 11 cards that have any speed.I'm also worried about the six 5-drop planeswalkers. With 6 you will see them in the opening hand/early game often, and you don't really want to see them until you have plenty of mana. I would think about shedding 1 of each planeswalker, and nix sinister sabotage altogether. Sabatage ups the 3-drop count, and has a tougher casting cost in standard, so there will be hands where you can't even play it when you drop your third land. (5 total slots open)I like negate for this deck. You're running PLENTY of critter hate, so it shouldn't be a big deal to have 3 or 4 negates to handle everything else. Then maybe max out opt?Just my thoughts. I always have better luck with pure control like this when it is extremely fast and can respond to everything beginning turn 1
Even with 24 lands in here (which I would drop), you need some more 1-drops to make sure you have enough speed to keep up/respond to everything
On an unrelated note, I love kessig prowler in general. It does pretty much exactly what agro decks want. Turn 1 threat that starts the clock, but isn't a dead topdeck
Maybe some of the 1-drop greed tactics cards? Commune with nature or adventurous impulse?
Even with 23 lands, this deck looks pretty 3-drop heavy. You're going to see a lot of games where you get choked in the opening and don't develop a boardstate quickly enough to get the job done, at least from my point of view
The complete lack of 1-drops seems like it will be a problem in here, as you will get many hands that are 2-drop and 3-drop choked where you get behind and can't respond fast enough
woodland cemetery is coming in a little strong,
Right now electromancer isn't really helping you that much. He lowers 3 ionizes, 4 risk factors, and 2 unexplained disappearances (the other ones are either already reduced or are color specific), so he only helps with 9/60 cards, and really doesn't do anything else but be a wizard. I would definitely consider the stormtamer over him for a fast wizard with utility. I would also drop 1 niv-mizzet for an opt, as you DEFINATELY don't want niv in the opening hand, and you ideally want to drop an opt turn 1 if possible.
Right now this deck is a little 3-drop heavy. Control decks like this need a good saturation of 1 and 2-drops so that you can basically always respond to whatever opponent is doing. Even with 23 lands, you are going to have a lot of games where opponent fields something before you can deal with it and smacks you to death.Evolving wilds, abrade, blink of an eye, censor, chandra's pyrohelix, lightning strike, negate are all cards to look at.But, fair warning, standard is about to be in a new rotation
This build is a little 3-drop heavy. Even with the utopia sprawl to speed things up, this build will have quite a difficult time getting off the ground, and realistically won't hit a strong stride until the late middle game. On top of this, you have extremely limited interaction for anything fielded (especially since assassin's trophy works antithetically if used on critters).My advice would be to trim down on the 3 drops and ramp up the 1 drop interactions (lightning bolt, fatal push, etc)
Sultai is quickly becoming my favorite color combo in modern. It's just so deadly.I like two 1-drop blue sorcery tactics cards like sleight of hand or serum visions in place of two search for azcantas for 3 reasons. 1- right now you're only at 6 sorceries for goyf food, and upping the count (especially 1-drops) makes goyf run better and more quickly.2- you're currently running ten 1-drops, 2 of which are conditional reactions, and if you up the sorcery 1-drop count, you give the deck twelve 1-drops, which should guarantee (basically) a turn 1 play (and speed is delicious).3- you're currently running 13 critters and 22 lands, so 35 of your cards aren't fetchable with flip-azcanta, and by upping the 1-drop sorceries you swing that further in the fetchable direction.I would personally consider dropping to 1 tasigur in favor of another sorcery (maybe the third 1-drop or another maelstrom pulse), because I don't want to see tasigur in the opening hand, or realistically until the late middlegame (where he won't interfere with goyf but has enough material to hit the field fast and hard). Plus it speeds things up and feeds goyf as mentioned above.Also maybe drop 1 darkslick shores for a creeping tar pit. The loss in tempo might be worth the extra muscle, and you have a decent chance of the darkslick entering tapped anyway.Just my thoughts.
I would cut down chemister's insight to 2. You don't really want it in the opening hand, and it will help throw down the curve a little
641-660 of 2,523 items