if he wants to play it modern, that's fine. it could be legacy pretty easily too.fabricate is only too slow if you have a torpor orb and a heartless summoning already, which is incredibly unlikely. otherwise, you need more mana and as there is no way but lands in here, so in fact, fabricate is exactly what you need.myr superion (2) and heartless summoning (3). chances of that coming together without any search or fast draw are pretty slim. not worth running.using remand as a timwalk is fine and dandy and all, but if he is trying to use it to protect the orb or creatures that will be sided in with haste, he would be better with a counterspell. especially when they see remand early in the first game. if they don't see it early, then its not as effective, so the difference is negligible on its worth
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im sorry to say that torpor orb wont work for myr superion. his effect isn't an ability.as you are playing a combo deck that needs artifacts, it is absolutely essential that you run 4 fabricates. that will speed this deck up tremendously, as it can fetch any part of the combo.phyrexian dreadnought is a must in here as well.I would consider running 4 stifles, as they do the same thing as the orb and can also be used to mess up the opponent.heartless summoning isn't good enough to deserve a spot in here. you don't need your 1-4 drops to cost 0-2. the whole point of the deck is to play fast creatures, and they work that way anyway as long as you have the orb out or stifle.remand isn't the best choice for a counter, as the opponent can just play it again if he has enough mana. if its countering a counterspell or whatever, if they have 2 more mana, you will still get countered as they can replay it as soon as remand exists the stack.
unfortunately this deck relies too heavily on counterbalance with no way to make sure you have it in play. library of leng gives you absolutely no advantage early game if you don't have counterbalance, and you have no search methods for counterbalance. You also don't really have that much draw power that can be accessed early game
I have played against and have played both merfolk and goblins. that's why I have 16 removal spells that can be played in time deal with their pesky shit
and if you don't think creakwood liege is overpowered, you are mistaken
its got answers for planeswalkers, combos, effect creatures, muscle creatures, and control. plus its got enough beef to do some fast damage but enough longevity to handle a middle and late game. it doesn't specialize, but its flexible
what legality do you want this to be?
unfortunately primalcrux costs too much. a 6 drop wont hit the field in time to matter, and it will give the opponent way too much time to respond, which isn't good. the hydra is better, but unfortunately not reliable. as this deck is creature heavy, the opponent will respond with lots of removal, and if they remove the green, its basically useless. I would rather stick with the sure thing which will be more reliable over timethanks for the feedback though
im out for the night, but ill take a look at her tomorrow
it happens mate. I think it enables some of the best combos in magic, but that's just me
the insurance on that one is mutavault, with which I am in love.
good zombie for sure, but doesn't really fit the theme here. he would just act as a chump blocker twice basically, which I don't really need with all the removal and reoccurrence and token production. the hammers in this deck are the liege and carrion feeder, and there are just SOOOOO many ways to get them in gear. thanks for the feedback though
chump blockers, aura targets, continuous target for rancor which means continuous draw from spiritdancer. in a deck with only 14 creatures, its deadly
unfortunately this deck's mana curve needs a little work. you only have 4 2drop knights, which is no good. all those 3 drops will clog your hand, and are too easy to justify a murder spell on. plus you have overlooked some of the best knights. knight of the meadowgrain is an absolute must. the life gain you can get off of him is enough to win games. leonine skyhunter wouldn't be too bad either. you don't need 8 wrath spells. I know you are going for the indestructible sweep, but it will only work once and its not that useful if you already have board control. you are better off with 4 wrath spells and some bonesplitters and oblivion rings. you need some 1drops and removal options
you need more lands. EDh is harder to be consistent with land because of the spread of so many cards. I usually run 37-40
that is an excellent addition and im mad at myself for not including it in the first place. cheers
this is how I would build the deck you are trying to makehttp://www.mtgvault.com/dknight27/decks/roon-edh/
oh ya. a counter could easily destroy the amulet, and mess up the fatty win condition early game. but luckily, this deck is designed to have multiple win conditions, and multiple ways to pull off each of those conditions. the fattys from the amulet are only the fastest way to win. If the amulet gets messed up, or you cant search for it, you can stall with moat and bitterblossom for either the weenie win, or have a hell of a wall for an opponent to get over. long enough anyway to get another amulet or just wait to get a fatty you can actually drop on your own. bitterblossom can very easily win on its own, especially when its backed up by moat. and with SOOOOOO much search in this deck, it will be easy to stall out for what you need, regardless of what the opponent does
it would help this deck a lot to add blue draw 1 drops like ponder and brainstorm. pretty much all combo decks benefit from them. also, careful study is by far the best way to get your fatties in the grave from the hand. I would run 2 buried alive over 2 of the fatties. you only need 1 of them to complete your win condition, so 10 is a bit much. 8 with 2 buried alive, 4 entomb, 4 careful study, and 8 or so 1 drop draw cards should be able to do it
the big problem with this deck is that the mana curve is way way off. you have nothing to do basically until the middle of the game, and by then the opponent will have complete control of the game. you need smaller creatures that can handle what the opponent is doing until you can start the bounce engine. lots of 2 and 3 drops with good silver bullet effects
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