Thank you very much for the comment! This is becoming my favorite deck to play, these days... I think you are right, however.. I find most frequently in games, my fliers are the key. The problem with leaning more white beatdown, for me, is this; I'm a casual multiplayer. I find that the less threatening my decks are in the early game, the more likely I am to win in the end. Also, the less destructive/disruptive I am to my opponent's strategies/life total, the more fun my friends tend to have, despite having lost games. Nevertheless, I have pegas(i?) and the Mesa. I could trade for the others, and probably will on your recommendation. Great advice, thanks again!
Permalink
Lookin' good! Remember; the folks that say a mechanic or deck is useless are probably tournament players, used to winning or losing by turn four. Most folks don't have that casual play mentality. I think clash and morph are the most fun mechanics in the game.
"Energy Tap."
OH! Wow, I didn't know about that card!
May I ask; will my friends hate me if I do that in casual? I have 3 and 2.
Take out a plains, or maybe two, and swap in forests. Unless you have nonbasic lands such as Terramorphic expanse, or any G/W land. Maybe trim down to 60 cards. Otherwise, looks good!
I bet Intruder Alarm would break this...
Take out an Inky and Higure, and put in Whispersilk cloak, and a Shizo, Death's Storehouse.
So many comments.. here's another; Big Lolz on the Planeswalker hose!
I dont get why Riddlesmith is in here, but maybe I'm not seeing it. Are you keeping this block-legal? I'm thinking Sword of the Meek.
Uh huh... played another game, and def. need to replace sentinels as well as the fencer clique. I find it's best for this deck to crank out cheap fliers, keeping 2-3 untapped mana to snap / counter. The sentinels have flash, but I could rarely afford them while keeping opponent(s) at bay.
I would definitely take out Cabal coffers. I used to run 2 of those in a mono-black Zombie deck that had 20 lands. Often it took five or six turns to get more than three or four mana, because the Cabal coffers weren't adding enough for their activation cost to be worth it. And that's in a mono-black deck!
I also decided that Liliana and Chandra would make excellent bedfellows. http://www.mtgvault.com/ViewDeck.aspx?DeckID=160188
Try Lightning Greaves, instead of Shuko. Entirely up to you.
The Zephyr Sprite is definitely a must. I have to use Cloud Sprites in the meantime, but def. will try to get my hands on a few.
I would run Syphon Soul for Multiplayer life drain. Also, that's 2 damage to your opponents for your Bloodchief Ascension.
23 lands is not enough for a 74 card deck. It may be tough to weed out powerful cards, but reducing the card count will result in speed and consistency. Try running 4 copies of any card you want to draw in your starting hand (Raging Goblin is a prime example), 3 copies if you want to draw one fast, but not in your starting hand (i.e, Mudbutton Torchrunner, Boggart Shenanigans), 2 copies of expensive late-game must-haves, and take out any cards that "may or may not help."
Try to get your hands on non-basic lands that provide at least two colors (or terramorphic expanse / evolving wilds). You may have trouble paying Royal Assassins' 1BB and Counterspells UU on occasion.
You might be a little short on Creatures, but otherwise looks pretty good. It really depends on whether you want to aim those Lightning Bolts, Titan's Revenge, and Red Sun's Zenith at your opponent's creatures, or their head. Release the Ants makes for good early removal / clash, and lets you save your better Lightning Bolts / Zenith / Titan's Revenge for your opponent's life total.
Looks cool! A nice concept. The only problem I see is that you will usually have to wait until turn 5 to play the dream halls, and then risk losing it to a counter spell or disenchant. That means waiting until perhaps turn 7, so you have two extra mana to use a counter spell to protect Dream Halls. In the meantime, opponent's creatures may be eating you alive.