no baneslayer cause its too expensive
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i detest planeswalkers, they are just big targets waiting to be smacked down. i know 2 life a turn would be excellent but i would only get about 4 out of him before the opponent brought him down
and no baneslayer, too expensive
although i would deff sideboard a doom blade
your best bet is smother in this deck, the opponent wont be playing that many expensive creatures anyway and this way u have a good answer to the turn 1 birds of paradise. and a turn 2 land destruction is good, but u need to optimize it with a turn 3 as well, that way they will have 1 while u have 3 and then u can just swarm with the vamps
diabolic edict is a poor choice, if you want the creature smack there r much better choices. personally i would use a mana boost of some sort. depending on what you can wrangle dark ritual is prolly your best bet. and 18 lands is a bit too shy, you absolutely need to play land destruction cards turn 2 and 3 or you wont have the advantage your looking for. 20 lands should be enough to do this as to your challenge, this wont do much against combo decks
not yet, ill be picking it up shortly. the whole deck should run about 30 bucks, which is a much needed miracle. the only late game im relying on is spire barrage. a turn 5 play of spire barrage should be enough to put the opponent down to about 5. a turn 7 spire barrage would be a game ender. my fave game sequence is turn 4 cerebral eruption, turn 5 spire barrage, turn 6 any burn spell for the win, not bad for standard
badabing
with only 8 enchantments its highly unlikely that u will be able to screw them out of enough lands to make that big of a difference. even with the cascade cards you can only hope for about 3 enchantments out by turn 6 in a best case scenario, meaning they will have about 5 lands plus an aditional mana source (b of p, llanowar) so they will still have enough to play almsot anything in their deck. the lands you have added are now islands so they still produce mana. the opponent can still use them for the colorless options in cards ( considering how many artifact decks are out now) and above all can use them to cast blue spells (which are integral to most control and mid level decks anyway). i say your creature choices suggest late game because they cant be cascaded into, so you will have to wait until at least turn 5 or 6 to get them out, but realistically more like turn 8 for the big sphinx and 6 or 7 for the small sphinx
im not really sure what this deck is going for. obviously you want to cascade into the enchant land cards but what then? 8 cards in the deck as control elements wont win a game. your creature choices suggest a late game win, which contradicts your land control theme.
ya this deck needs some serious work, the sliver choices arnt that great, the planeswalkers dont fit, the land choice needs 16 other cards, and fog desperately needs to be some counters
i dont like basilisk collar in here, i think it slows the deck down a bit
come on now guys, we all know the cards in here are just for fun
necropotence number 2 is up, its called trafalgar law
necropotence turn 3 means a turn 4 win
if by no point you mean a turn 1 deck that works about 50% of the time then yes
slamo
also swap out 4 islands for 4 seat of the synod
i would also use seat of the synod rather then 4 islands
max out black lotus, up ancestral knowledge to 4 and brainstorm down to 2, and personally i would switch out ornithopter for lotus petal, it still works as tinker fodder but adds the possibility of a mana source
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