take out 4 ball lightning, 2 tempest efreet, 2 stream of life, 2 tranquility, 2 detonateadd in 4 shatter, 4 manavault, and 4 shivan dragon
Permalink
this is the worst deck ive ever seen, and god have mercy on your soul
thundermawhellkite is the big win condition, and you can pretty easily control the board until you get him out. after that its a 3 turn clock. Ajani vengeant can zap every other turn, plus he gives you the life to deal with pesky swarms and such. the best win condition in here that isn't the hellkite is lightning helix on the scepter. 3 damage and 3 life a turn is absolutely broken.and if all of that isn't good enough, batterskull in the side can handle most problems for agro.
ill consider the gambit, but in general, proliferate nukes the decks card advantage too much to pan out for a late game control deck like this. the stuff that puts counters every turn is the only way to hold up over time
a huge chimeric mass, tokens from titan forge, or damage from ion stormthis is a control deck, so you have late game win conditions and ways to control the board till they pan out
that being said, you could make an anti-meta deck much cheaper than decks like this that could keep up with most vintage stuff. that just takes lots of skill though
it depends on where you play, but the general rule is that money wins in vintage and legacy. its super hard to beat a deck that costs over a grand with any sort of strategy
I couldn't agree more. I hate organized magic for this very reason
unfortunately, that's vintage for you
you don't need 4 copies of dread return. you will be fine with 4 reanimate, 4 exhume, and 4 animated dead.you desperately need 4 entomb and 4 buried alives. I think this type of deck runs with a blue and black build that allows for 1 drop blue draw cards that help you move through the deck fast enough to get the combo off turn 2 or 3.careful study, ponder, and preordain will help.also, you could run some 1 drop discards like thoughtseize or duress to help control the opponent turn 1
unfortunately, the mechanic you have going here is a bit too slow and vulnerable to work in a match. the mana acceleration will take a long time to build, and the opponent should be able to overwhelm you before you pull it off. you need to run 4 elvish pipers and 4 quicksilver amulets. that should help you out immensely. also, the equipments you have in the main deck are redundant. your creatures are big enough on their own, so they don't need trample or boosts or being unblockable. running 4 lightning greaves would work much better as it will help you protect your boys.dense foliage wouldn't be a bad idea either
snapcaster mage is a must in a deck like this.if you don't mind going modern instead of extended, isochron scepter will make the deck twice as effective
decks like this operate best when they have a prison mechanic going to completely shut down what the opponent is doing long enough for the counter buildup win.cards like ensnaring bridge, static orb, storage matrix, winter orb, and silent arbiter will make the opponents plan pretty much useless
snapcaster mage is a better choice than blistercoil. he acts as a great chump blocker with a great chance at more instant fun.if you are ok with making it modern instead of extended, isochron scepter is by far the best thing that can happen for this deck
the problem with that is black vise is banned in legacy
unfortunately, this deck needs a little work. your mana curve is a little too high for this deck to pull of the speed it needs to get the upper hand. all your equipments are too expensive and don't help you enough to justify their place. the equipments you want are bonesplitter, sword of fire and ice, and batterskull. 4, 4, and 2 should be good enough. with the mystics, that's more than enough to get the job done. kor cartographer doesn't really help you at all. in the current deck you have going, you don't need 5 mana for anything really, and you would be better off with another card that did something better. there are some absolutely sick small creatures that would put this deck over the top. knight of meadowgrain is awesome on his own, but in an equip deck, he can win you the game. turn 1 bonesplitterturn 2 knightturn 3 equip and run for -4 for them and +4 for youstudent of warfare is also a really good creature choice, as its a turn 1 drop that is soooooo easy to turn into a beater. its not a bad top deck at any point in the game either.another thing that would really help is running 4 mutavaults on top of the 20 plains. they will help make sure you have enough mana to get the job done as well as a creature at any time. they were basically made for decks like this
you are correct. the cage is the only way to win. this is a prison deck, so it completely locks down the opponent and sits around while the win condition ticks away.
here are 2 of your optionshttp://www.mtgvault.com/dknight27/decks/legacy-land-destruction-2/http://www.mtgvault.com/dknight27/decks/legacy-land-destruction/
ill build this deck the way I would do it, and you can check it out
unfortunately, this build is a little too slow to be competitive. you mana curve and spell choices pretty much dictate that you wont kick into action until turn 4, and by then its already too late. its pretty much essential that you drop a land death spell on turn 3 and then again on 4. if you do that, you should have enough control of the game to pull it out. otherwise, you will have given the opponent enough time to get something going, and then its too late to stop it on the field.believe it or not, dingus egg is a waste of time. you should be able to get some damage off of it, but its no where near efficient enough to justify its place in most decks. it wont win you the game, and it wont hurt the opponents land base. on top of that, being 4 mana is a killer. you will have to wait till turn 5 minimum for it to be effective, and by then its too late in most cases.arc runner is a bad choice for a beater win condition. it will only give you 5 damage, and then its done. very unreliable. you would be better off with a win condition that is more reliable and sustainable. firewing phoenix is one of the best creature choices for red for this purpose as its super hard to keep off the field. the best possible win condition in this deck would be bitterblossom. drop that sucker turn 2, and never look back as you swarm the field while the opponent is basically helpless.
1,081-1,100 of 2,643 items