Right off the bat, [[Liquimetal Coating]] helps this deck quite a lot, as it's cheaper and can be tapped the turn it hits. Are you going for budget casual here? If so, there's lots of nifty little artifact things you can use to potentially augment the build.
Permalink
I love a little red/blue burn action.I know this is casual, but I see a few possible tweaks that could help the build out that you could implement cheaply. Tzaangor Shaman is pretty slow and since it's useless on it's own (beyond being a 3/3 flyer), you could most likely get more value out of something faster/more reliable. Same problem with Rootha really. Even something as simple as [[Electrostatic Field]] would probably have a better impact, as it's cheaper, has no maintenance cost, and can double as a blocker to slow opponent down if needed. Personally, I'd think about [[Bonecrusher Giant // Stomp]] and/or [[Scalding Viper // Steam Clean]] in their place(s), as both are cheaper value engines that work on their own and that synergize with your tap damage fellas.Some other cheap and high synergy cards to consider would be [[Needle Drop]], [[Preordain]], and [[Gitaxian Probe]] (though it's about 4 bucks), as they all draw you cards on the cheap (which helps you tactically tremendously as you get through your deck) while triggering your damage boy.Divination is a little too slow and clunky without mana acceleration, even with two copies, as you're going to burn (ha) a turn using it and probably not be able to do very much for the rest of the turn, so you're giving opponent the tempo advantage while you take the material advantage, which is sort of the opposite of what burn does. Same problem with running 2 copies of Treasure Cruise (which works much better with fetch lands and high turnover builds that dump spells like crazy), so I'd generally recommend cutting Divination entirely and cutting down Treasure Cruise to 1 copy so you're basically guaranteed to only topdeck it while you have a full grave and can actually use it. You can actually duplicate the material gain aspect of these cards in a better way by running [[Hearth Elemental // Stoke Genius]], which lets you burn through your hand then cast its draw ability without having to discard anything (netting you a +1 in material), then cast its critter half the same turn for cheap (probably only 1 red) or save it for later (netting you a +2 in material with a 4/5 beater).[[Fiery Islet]] would also be perfect for your lands, as you're gunna be topdecking useless lands and running some Islets will help mitigate that while helping with your colors as well as not being too heavy a tax on you, as you can run the build on little mana if necessary.Just some general thoughts.
Looks pretty solid to me. How are the 4 Tamiyos working? Obviously it's a stellar card that's sort of a win condition with a card engine on top, but 4 seems like a lot since it eats up mana to scarf clues (which this deck will struggle with), and it doesn't do damage. I know it's perfectly synergized in legacy with Brainstorm and Ponder, I'd just generally expect to see fewer of them in a build with the extra 1 or 2 slots used up by a Bowmaster so you get more ping and field presence.Just a line of inquiry, concept still looks pretty solid to me.
This looks slick wicked sharp. The only potential thing I see is that Stubborn Denial only has 11 critters that can make it worthwhile, all of which are conditional, and I imagine you very much want to use it to protect your Frog anyway, so why not just run [[Turn Aside]]?
This deck is practically crying out for [[Strangleroot Geist]]. Speed, advantage, self-countering, delightful hammer to throw at opponent's face. I'd personally pull out Vorinclex, as it's so expensive and can't protect itself from spot removal, and run Geist instead (4 copies actually), but that's me.There are a few lands you could utilize as well. [[Nykthos, Shrine to Nyx]] is always a consideration in builds like this, but it costs an arm and a leg and only hits viability when your devotion is 4 or higher, so it's not really worth it in my opinion. [[Waterlogged Grove]] helps fix the topdeck land problem, as you can sac it off for a draw. It fits extremely well in the build anyway, as your curve is low and you are racing opponent for damage anyway, so your life total doesn't matter that much. [[Lair of the Hydra]] also helps with the same problem, and the deck can pretty easily run on only 3 lands, so you don't really need to worry about the tapped part if it comes in later.If you've got the budget for it, I'd recommend running Green Sun's Zenith and a copy of [[Dryad Arbor]] over Llanowar, as you can tutor up the Arbor turn 1 (which is essentially a copy of Llanowar in this build) and after that (when you don't need a 1-drop dork) you can tutor up your good material instead. The only real tradeoff is 1 fewer green devotion, but having the Zenith in the build to fetch out your baddies once you're off the ground is absolutely worth the tradeoff.Running 4 copies of Inspiring call seems risky, as it's a fantastic topdeck (cause if you topdeck it with an empty field you've already lost the game, but in every other circumstance it probably gives you great advantage), but you don't want it in the opening hand or for the first few turns, as it has no value to you unless you've got multiple critters with counters AND the mana to use it, which is usually impossible on turns 1-3. 2 or 3 copies would help you draw into it in the mid game rather than have to worry about it clogging up a hand in the opening.Just some thoughts.
It just seems like running [[Crop Rotation]] over 4 of the lands would go a hell of a long way to getting this deck where it wants to go faster and with more efficiency. The Rotation gets around Wasteland, gets you the Cradle when you're ready for it, and gives you a turn of 3 land drops if you fetch a fetch.And I'm not quite seeing the point of running 2 Arbors, since you basically never ever want to play one from your hand and burning a Zenith on one just for the landfall would almost certainly be outclassed by fetching one of the deck's engines.
28 lands, 4 Zeniths, and 4 BOPs seems like a suicidally high number of mana producers that's going to lead to nothing but flooding and mulligans, even if the deck wants to dump mana quickly. Just my initial reaction to the numbers, I might be missing something.
Wrenn and Seven seems too pricey for what you're getting in this build, especially since you've got limited acceleration and are only running 20 mana sources (rather than 24 since Dark Depths doesn't pump mana). Mycospawn is banned in legacy (not sure if you're going for legacy here), but otherwise I'd say it's a better bet over Wrenn, as you can fetch the combo land you need as well as its many other benefits (you'd want to run some [[Wasteland]]s on top so you can pop opponent for 2 lands if necessary).Elvish Reclaimer would also appreciate some fetch lands, as would Ramunap Excavator. Blighted Woodland is almost certainly too slow (you need 5 lands to pop it), and you could easily run [[Wooded Foothills]] instead to give your grave some recursion/filling. I don't think you've got to bother with the Berserk angle, as your Sloth is a good clock on its own, you risk going down a 2 for 1 against removal with the Berserk combo, Berserk is a terrible topdeck, and you can't actually guarantee an OTK with the Sloth/Berserk combo cause it only does 16.Beast Within is pretty pricey and absolutely loses a topdeck war, as you're giving opponent a clock in a 1 for 1 tradeoff. I know you want to be able to fix a problem, which is hard to do with green, but you could pretty easily splash black in here and go with any of the black and/or black/green removal options.Overall, I'd personally go for the splash black angle and add in some discard disruption like [[Thoughtseize]] and spot removal like Assassin's Trophy (etc) so you can utilize some turn 1 and 2 disruption to get you through to your combo setups.Just some thoughts.
Coolio. The good news is, you can update the deck on the super cheap and kick it into overdrive.The overall question you need to answer is if you want to make a deck that gains life and takes advantage of gaining life, or an angel agro deck. Either option is viable, you just need to pick one and roll with it. Either way, there are some generic cards to think about.The biggest improvement you can make it to load up on the extremely efficient and cheap cards that slot right into the build. Four copies of [[Youthful Valkyrie]] and Gaida would be extremely powerful, as you want to start the clock on turn 2, with Gaida ensuring you get that important third mana to make sure you can drop a 3-drop angel on turn 3, which any angel build desperately wants to do.Then there are a bunch of 3-drops and 4-drops that would fit well/better than some of the cards you're running, like [[Resplendent Marshal]], [[Wojek Investigator]], [[Archangel of Wrath]], [[Emeria Angel]], and [[Legion Angel]].As for your support cards, you've got a metric ton of good removal/protection you can run on the cheap since you're going orzhov. Check out [[Fatal Push]], [[Vanishing Verse]], [[Damn]], really you've got an endless supply of 1 and 2-drop removal options and way to protect your critters.You could also get away with running some of the spell-lands, as you're going to have an unproductive turn 1 in essentially every game, so you don't mind dropping a tapped land. Check out [[Kabira Takedown // Kabira Plateau]] and [[Razorgrass Ambush // Razorgrass Field]].Just some general thoughts. I'd be happy to help if you want to try and rework anything.
Are you looking to modify the build? I see some potential improvements that could be made on the cheap to help the deck along with its plan.
That's a fun concept, sort of like block construct. Which, incidentally, I believe is the objectively best way to play magic, as it minimizes chance as much as the game allows (a major weakness of draft), maximizes strategic and tactical thinking, tests a player's ability to read a set, and bypasses the horrendous budgetary restrictions in almost every other format.All of that being said, running a block with only 1 set plus some random offshoots (which I imagine are hard to search) sounds like it makes for a very limited format, especially since Kaladesh is hyper focused on only a few mechanics. Does everyone run sort of the same build ideas?
Are you going for budget casual here?A cheap and easy way to help this deck would be to sub in some cheap ETB artifacts that give you lots of advantage that you can abuse with your cheat mechanics, such as [[Grim Bauble]], Arcum's Astrolabe (if you're ok with snow lands), [[Blood Fountain]], [[Tithing Blade // Consuming Sepulcher]], etc.You could also take advantage of stuff like [[Sol Ring]] that puts you way ahead on mana and is a great bounce target, as it fuels itself and bounces for even more mana when you replay it.Then there's all the fun things you can do with affinity for artifacts and improvise.
I assume you're going for either budget casual or budget modern, correct? If not, let me know.You've got a good idea going with the red/green stomp attack, a classic build that never really disappoints. But there are a few things that are producing anti-synergy (called non-bo typically) going on here that could be cleaned up pretty easily and cheaply that would help the build out a lot.For example, you're only running 19 creatures, so your Domri's +1 ability only has a 1/3 chance of hitting, which is very bad. You can get a much better set of effects by running his brother, [[Domri, Anarch of Bolas]], that gives all your critters a boost, can be used to snipe critters, and gives mana and protection from counterspells for the same cost. You don't get to build toward an ultimate, but you're almost never going to do that anyway, and you'd much rather have the +1/+0 bonus running with the snipe ability tacked on.Arbor Elf only untaps forests, and you're only running 8 (you have mana fetching, but not enough to rely on (plus it doesn't really fit the build (see below)).Flinthoof Boar needs a mountain and you're only running 6. Plus you can get almost the exact same statline out of a 2-drop creature without condition by just running something like [[Aloe Alchemist]].Mutant's Prey only has 4 targets, and you can get the same effect out of much more efficient cards like [[Lightning Bolt]], [[Flame Slash]], [[Tail Swipe]], or [[Bushwhack]].Verdant Haven is simply too slow and doesn't give enough advantage. In fact, all your land acceleration basically isn't necessary, as your mana curve is pretty small, so you aren't ramping into any big spells. I know you want to dump the mana into your Hydra and/or your Wolfrun, but you're not running enough of them to be a reliable plan, and unless you make the whole deck about dumping mana into big spells, it just isn't worth it, as a single removal spell and/or blocker (against the hydra) stops your whole plan when it actually connects.So I'd generally advise changing the gameplan of the deck to either a full on mana dump into big and scary critters, or focusing on small/fast buff critters to score quick damage. I'd be happy to give more feedback/help if you're interested. If not, no worries.
Are you going for vintage only here, or just out of Kaladesh?
I love a good ol rakdos deck.I see a few areas where you might be able to squeeze out a little more efficiency/potency here. Your curve is super low (as it should be), so you don't need to run 21 lands. You can get away with 19 (the typical build) or 20 (the conservative build), so I'd advise trimming it down at least one land. Your landbase also has a little wiggle room for improvement. Dragonskull Summit is a worse version of [[Blackcleave Cliffs], as it's conditional, can't be dropped untapped turn 1, and you don't need to worry about lands if Cliffs comes in later tapped anyway, so that's an easy potential sub. Mount Doom is an ok idea to get damage out of a land if you topdeck it, but you'd be better off with a [[Sunbaked Canyon]] to toss for material, as you need 4 lands to run Doom for 1 damage a turn, which is hyper-inefficient, you won't be using its nuke ability, and it pings you for mana use. Generally better to use Canyon, which you can toss for 1 colorless to draw if you topdeck it. Blazemire Virge is problematic for a turn 1 play, as you'll almost certainly want to play either a red or black 1-drop (and Virge needs another land to access red), so you'd almost certainly be better running 2 more fetchlands ( [[Wooded Foothills]] and/or [[Polluted Delta]]) so you can guarantee your turn 1 drop (which also helps with color fixing). I'd also consider running another basic mountain over one of the Pathways, as you'd like to save some life through fetching if you can, and fetch into a shock land is a bolt to the face which you can avoid if necessary (gives you more time on the clock for Cecil and Confidant but still lets you do the shock combo to flip Cecil if you want).I'd consider putting in a [[Hearth Elemental // Stoke Genius]] in place of one of the lands, as it's just about the best topdeck you can ask for in a deck like this. You'll be able to cast it for 1 and/or draw 2 cards off of it for 2, so you're at +2 with a 4/5 for 3 mana off a topdeck that also triggers Swiftspear. The only downside to running it is Confidant, but with only a single copy, the chances of it smacking you in the face are pretty low, and the benefits almost certainly outweigh the one game in fifty that you'll get nuked by your own boy. And even if you do, you'll flip Cecil so it's not a complete nonbo, more of a conbo (trademark).Just some thoughts, not trying to throw shade at the build.
Looking to update this a little bit? There are plenty of good options these days
Seems like a build that could run/take advantage of [[Devouring Sugarmaw // Have for Dinner]].
I wonder if a third Day's Undoing would be better than Jace, as there are already 6 agro critters, and that ups the chances of the combo being assembled. Or a third Brazen Borrower for the tempo and storage, of which I'm very fond in this combo, as you can bounce something, store the Borrower, Day's away the threat, and still have the Borrower on lock for the damage clock.I'm also wondering if this wouldn't just be better with a black splash so [[Orcish Bowmasters]] can be an alternate Day's combo piece as well as being its wonderful self/a damage clock. Food for thought I suppose.
How'd the learning process go?
12 tapped lands and half the deck being two-drops makes me think this will be pretty slow and will essentially be playing down 2 tempo on games when you're on the draw. My gut is telling me that dropping the curve a bit is probably a good idea so you can have an opening that's not playing from behind every game, even if you've got the lifegain to keep you alive an extra turn or two. I know you want to have more life than opponent so you can go full draino on Pestilence, but it won't matter if opponent has full control of the board and a running clock that decapitates you before you can get what you need to start the drain.Maybe look at subbing in [[Grim Bauble]] over Cram Session, as you're going to have to spend a lot of mana to get your Lesson activated, and the deck is already hurting for mana/tempo?Just an idea.
81-100 of 2,662 items