tralese you have a good point. i think either works fine
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i agree with you agreeing with me.... O_o ..... but i dont agree with the lightning maulers. there are much better 2 drops that have battalion and some good 3 drops already in the deck that have haste. i think that is a much more consistent strat. hellrider is a good idea
Why do you need a far seek?
the text actually reads as "{R}{W}, Exile Legion's Initiative: Exile all creatures you control. At the beginning of the next combat, return those cards to the battlefield under their owner's control and those creatures gains haste until end of turn." see the colon? that means exiling legions initiative is part of the cost and happens before you exile all your other cards. thus the "return those cards" should only refer to the creatures exiled with it and not the legions initiative itself. at least thats how i read it
what the..... am i missing something? this is basically a bunch of mana????
thalia and the fiend hunter both seem somewhat out of place. their slots would be better filled with either more battalion creatures or righteous charge.
OK so heres what you need to domain deck the Legion Loyalist. there is never a situation where he is bad. remove the denizen. it is fairly pointless and there are much better 3 dropsreplace your martial glories with righteous charges.go through all your creatures. if they are a devastating creature (i.e your 2 angels) or they have haste (i.e the skyknight and the viashino) or have battalion, keep them. if they do not fit into any of those 3 categories , scrap them. scrap the blaze commando and the battle shaper. replace them both with more creature that have battalion. basically less fluff and more concentration on your battalion creatures. that is the whole point of the deck isn't it?
but its ability is a one trick pony if I'm not mistaken. once you use it to blink it is exiled for the rest of the game correct? I'm not saying it is bad. it is a good card. i just think that the assemble the legion will be more us ful in more situations. the boros deck are all about getting out 3 creatures ASAP. so if i have a 1,2 and 3 drop in my hand im no going to wast turn 2 on dropping a legions initiative. that means it is coming into play earliest on turn 4 probably more like turn 5 if you have a good 4 drop like the firemane avenger or tajic or a second really good 3 drop. so in reality they are cards that most likely come into play at the same time. so you have to analyze them basically as coming into play at the same time. so turn 5 do you want basically a +1+0 to 2/3s of your creatures and possible removal protection if the happen to be running a removal deck? or a card that will be pumping out attackers for you at a scary good rate? it seems like a pretty easy decision to me. as a side note... why no medic? they can be stupidly good
Fatal frenzy and blood lust are 2 really good additions to this kind of deck. Also a fling would be nice for sacrificing any unblocked creatures that are going to die at the end of turn anyway
i agree with most of above. probably should make room for 4 gob grenades though
ah i see coolio
http://www.mtgvault.com/endgamer31/decks/infect/check out my infect if you wantalso im sure you are aware of this but if not.... most of your price is in those hybrid lands if you loss those the deck becomes only like 10 bucks. im amazed at how cheap almost all of the infect cards are
lol we all would like fast wins if possible :P i guess we will see when we make them!
yep that could be super helpful especially late game. also is there a reason you did not include any of the really big infect creatures that cost more? such as phyrexian swarmlord or skithiryx or spinebiter? are you just planning on winning fast enough that you wont get to turn 6 or 7? not trying to insult just wondering if infect is that fast in your experiance? i dont actually have an infect deck yet, just trying to build one online first and wondering if you had any first hand experience where the larger creatures were unnessecary
glad i could help! (also might want to consider some way to prevent creatures from dying, i use an enchant creature that gives regeneration. as your deck is based on spells to pump up im not sure what would be best... maybe giving the creature undying/persist? not sure if it is even needed but something to keep in the back of your head)
seems to me a giant growth would be super helpful since you can potentially get +6/+6 for only one mana or a titantic growth which could yield +7/+7 for only 2also personally 23 mana seems a tad high you might be able to get away with less especially considering the mana acceleration you have. maybe try only 20 land?
I could see how that might make sense and obviously it's something that probably shows up in play testing. I would think though that including both would be beneficial, but that is just my play style coming through lol.
whoops didnt realize you were going for that. the falcon threw me off lol
i agree that it is a good card in very specific situations but honestly how often do you run into a deck that has board wipes as part of its main strategy. possibly often possible not at all. so if you hold on and think, legions initiative is only really useful in those situations (lets give you the benefit of the doubt and say 60% of the time) that means 40% of the time it is a next to useless 2 drop. assemble the legion however, even though it is a 5 drop will always be good. there is almost no situation where you have it in your hand and go "man i wish i had another card" simple math as far as i am concerned
since it seems like color is pretty unimportant you may want to try a Corpsejack Menace or a doubling season to make the modular creatures come into play with 2x the counters. also seems like the slith would be pretty important (which you have sideboarded) as a creature to get out there in the first few turns that could get much bigger eventually. but that's just me. if you end up splashing green you could also add in more graft creatures or even the land that has graft (llanowar reborn i think).
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