To me, aggressive implies speed. I guess this is what I was trying to touch upon while I was writing this. I concede that you can have a slower agro deck, although it is a little confusing.
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I'm sorry, I'm a little confused. Please bear with me. With the name, I was expecting some kind of cruel prison/stax/taxes deck. However, you have no taxers. You have ways to benefit off off of lands in the yard. But the way to make this deck playable would be to add cards that kill your and your opponents land, than murder them with hate bears (such as Knight or Tarmygoif). Add a ton of cards that say something along the lines "when x, both players sacrifice a permanent" or "when x, both players sacrifice a land." While neither player has lands, your deck is built to function with 2 or 3 land.
I'm sorry to be a bit harsh -- please take this criticism constructively.I see a contradiction. In your description, you say "very aggressive green white landfall deck. " First off, aggressive landfall is hard to build, which is why you never see it. Second off, please, look at your curve and creatures. You have a couple of one drops , 4 ramp two drops, a mediocre three drop. You have a lot of four, five and six drops. While, admittedly, landfall is a good archetype to have high cure cards you will very rarely get off any of them. Even if you can drop them, it won't necessarily win you the game. I would suggust adding more cheep land grabbers (such as rampant growth), and some mana dorks (such as Elvish Mystic). Somberwald Sage is interesting, it will allow you to quickly get to your big drops (assuming that your opponent doesn't burn or fatal push it). I honestly think that there is no place for a landfall deck in modern. Commander, however, is a LOT of fun. If you want to see my early attemps at modern landfall, I'll include the link at the bottom. I also have an EDH landfall below the first link. I see that you tagged the deck as fun, which is all good. If it is fun though, I would ask that you either change the description (and maybe the cost, fun decks tend not to cost the same as competitive ones) or the deck itself. My modern landfall -- built a while ago, but still useful. I tried to keep the cost from being ridiculous. http://www.mtgvault.com/exterminator5000/decks/gbu-godfall/My EDH landfall -- also built a while, this deck isn't too great. Still, an interesting jumping off point. http://www.mtgvault.com/exterminator5000/decks/landfall-commander/
This is an interesting deck, although it feels a little too high curve for my taste. I would suggest helping your curve by adding in a couple of lower cost creatures for some of your high cost spells. I'll admit, standard isn't my area of expertise, however I know that having a more balanced curve is good.
Name changed. Now it's http://www.mtgvault.com/exterminator5000/decks/esper-the-city-of-combos/
One last thing: rename the deck! You have a really boring name. The better the name, the more views & comments. I just looked at the deck because it had the same commander as the deck I was working on at the time. Call it something mildly snappy, or at least something that gets the idea across. Saying "deck idea" describes pretty much every deck ever made.
Sorry, I didn't see Drogskol Reaper. Honestly, Cliffhaven isn't that good. His only use comes in triggering multiple life gain effects. Blood artist is super good, definitely put him in. Here are a few ideas that I had, they are in no particular order. I added a tl;drs to each suggestion to help you sort. [cut] Blood Seeker - No life to be gained, and the damage is so minimal to a player with 40 life. [replace] Dissolve - EDH tends to be a longer game, and getting value from Dissolve will be a little inconsistent. I would swap in Negate, it can counter everything but creatures (which honestly aren't that scary), and it works no matter what. No scry, but nothing is worse than being unable to Dissolve their wincon because they have an open mana or two. [maybe cut] Sierra Avatar - She can get MASSIVE, but she'll get instantly nuked the second she enters play (if she even manages that). It's true that you'll get her back at a later date, but she could be swapped for a more reliable wincon (if you can find one) [swap] Celestial Mantle - A great card, I would swap it out for another life giver. [must have]Swiftfoot Boots/Lightning Grieves - I would run both to protect your wincons. Especially good with my other wincons further down the list. Possible one if you're having trouble making space. [good]Necropotence - At almost 8 mid, it's moving up the price totem pole (idk what your budget is), but it's basically play it at high life and win. [good]Sunbond - It can turn any card into a wincon. Super cheep too! [amazing]Phyrexian Processor - Cheep as well, it is a great life outlet! Just try to wait out the counters/artifact hate. [meh....]Birthing Pod - A nice tutor, a little bit pricy. You can just pump your life into him (instead of green mana). He's just a passing idea, I'm second guessing him now. [interesting]Book of Rass - A broken card! You can get so much draw with your mana rocks and ramp, it's a great mana outlet as well. [annoying AF]Glacial Chasm - This guy effectively can keep the board locked down from creatures indefinitely. Just keep a keen eye on removal and non-creature win-cons.Idea: it may be worth it to cut some of your less powerful cards in place of these wincons. Here are a few good cards that aren't good enough. [cut]Patron of the Kitsune - Good. But his life gain isn't as good as some of the others, and you want to mix wincons and life gain. [CUT HIM!!!!!]Pontif of Blight - Definitely subpar. Cut him! [cut and maybe cut]Victory's Herald/True Conviction - These two do similar things, I would cut herald and consider cutting conviction. You have a lot of life, he doesn't give you a lot (many of your cards don't attack, or if they do they may have lifeline already). [cut]Sorin, Grim Nemesis - It's getting harder. That Sorrin is good, but for six mana you could put in a more definitive wincon. [cut, unless you have a great repeatable combo that I don't see]Mirage Mirror - He (or it? Who cares, I call everything a him) gives you potential for interesting life gains, but inconsistent and requires something good to copy. [cut]Sphinx Sovereign - A great card, but at 7 mana you can get much better.Control - I'm slowly turning this deck into a control deck, but I think that with counters you can better protect your key cards. Maybe just add one or two. I would also add a board wipe or two, it'll help you against very agro decks. Remember, because of your high life total you'll come out on top of a board wipe (usually). I won't list control cards, but I have a control deck in Esper that could be interesting.I included my control deck for you to look over, feel free to lift any ideas. If you don't want to support a self-adversing bastard such as myself, feel free to ignore the link (at the bottom of the comment). It's still a work in progress, but I'm fairly happy with it. I have no budget, this is the kind of deck that I'm never going to actually play IRL. Remember: I love control. I'm giving you suggestions that will increase the consistency of the deck through protection and addition of wincons. I also wouldn't add every wincon I suggested, just pick the ones you like most. Also don't go crazy cutting life gainer, I would have no more than 15 wincons and no less than 10 in this deck (less the more tutors you add). Above all, make sure that the deck is still fun to play!http://www.mtgvault.com/exterminator5000/decks/edh-control/
Heartless Summoning only effects creatures casting cost, nothing else (you said casting costs and other spells, although you could be referring to the one extra mana you save for those). I'm stupid, I thought Beacon was 10 :DI can see how it'll give you a lot of draw, and I like the idea. With all the scry you have available, you can comfortable control your draws. What will turn this deck into a true nightmare is strong draw. It'll allow you to make better use of your scry, and be able to drop out more creatures (giving you more scry and damage). There's so much strong blue draw that I won't even list them. But I would definitely put in a few pieces of strong draw. I stand by Negate. It's honestly one of the more useful cards in EDH. You can counter their wincon, counter, planes walker, lock down spells, spells targeting your wincons, and anything that's not a creature (which is honestly the least dangerous archetype in EDH). And all for just 2 mana!
How about the new horse lord in Hour of Devastation? He gives you a 5/5 with indestructible for every turn you gained life. I would like to try to a couple other cards.Drogskol Reaver - Handy late game drawTutor bullshit - This is almost mandatory. You need to be able to pick & choose your best wincons. With only 5 out of 99, you need to draw 40 cads to hit two wincons (I say two because there will probably be some control bastard such as myself). You probably know these, but if not you can check out my WIP EDH deck, which has many tutors.Archangel of Thune - An amazing card in any life gain deck. Must I elaborate?Blood Artist - Not quite sure on this one, gives you life on separate triggers, and it should happen a lot in a multiplayer environment. You also gain all the life from a board wipe spell, so he should be a sideboard at least. Cliffhaven Vampire - Annoying. Possibly add it, up to you. Any life outlet - There are so many of these, I'm not going to list them all. You will have a lot of life, but that just makes you a tank without DPS. You need a way to transmit some of your huge health into board presence. Really, anything that lets you spend a lot of life to get an advantage is worth running. Do some poking around.
Hi, I like the deck! I have a few cards I'm not a fan of, and a few that I likeHeartless Summoning - A great card, considering all the buff spells you have going. However, look at the colorless mana that you could reduce. Not much, right? You could drop it by one most of the time. I personally don't like -1/-1 for only 1 less. I notice that you have a lot of tokens, and that doesn't work well with HS.Negate - A great card in EDH. Most of the threats that you face are combo based, which usually rely on non-creature spells. Or you can save your own creature from a removal spell.Beacon of Tomo - 10 mana, take an extra turn. A little iffy, I would rather run a bigger punch high CMC card. Idk what, but not beacon.EDH staples - I noticed that your budget seems to be no problem; if that's the case, I would suggest that you grab some great EDH cards. I have a decklist that has some great EDH cards (although it's in Esper). Feel free to take a look at it, just ignore the white. Also, I have a lot of combo pieces that aren't great, so don't go running something like Thopter Assembly without a combo. You can find the deck linked below. If you don't want to support a self advertising bastard such as myself, feel free to ignore my link :)http://www.mtgvault.com/exterminator5000/decks/edh-control/
I'm not a Rakdos Carnarium fan, because it's a little confusing for a new player, as well as entering tapped. Lantern-lit Graveyard is an interesting one, although I'm not a fan either. Almost every card in the deck requires a red or black mana, so the colorless won't be much use. So, it's basically an every other turn land, the worst thing possible in a fast deck. I would also drop the evolving wilds, they add an extra layer of complexity. In my opinion, evolving wilds is slightly worse than Refuge (in a bi-colored deck). It won't happen often, but a madness deck, mill deck, or land hate deck likes playing against evo wilds. I know it won't happen much, but better in a niche situation is better than in none (basically, if it helps you once it's done its job). I might run a playset of one Refuge, just because you don't want to end up color screwed. I would cut a playset of of evo wilds, and a playset of the other Refuge.
My bad, I didn't see that you didn't want rare land. I'd just stick basic, or try to find some cheese that enters untapped, is c/uc, and is for Rakdos.
Honestly, I would drop the Akoum Refuge, Bloodfell Caves, and Evolving Wilds. Your wincondition is to outpace the other deck, so a land that effectively slows you down by a turn isn't worth it. The extra life from refuge and caves won't do anything. If you don't win fast, a couple extra life isn't wort it. You're better off threatening for extra damage. As for consistency, you should be fine. It's only two colored, I wouldn't worry about it. If you want to loose a little bit of budget, I like Dragonskull Summit. It's 2.50, but would greatly improve the deck. If you're not up for raising the cost, I'd still cut the alt lands. Other than that small problem, I like the idea.
This is a fun deck, but unfortunately it wouldn't work in a commander game. The second that you turn agro, everyone will kill you. Also, board wipes are very frequent, and they'll get huge value. In a 1v1 environment, you could win. I would try to include cards that protect your main threats. A common one is Lightning Greaves, and Swiftfoot Boots gets some play. I'm a huge fan of "netting," which is where you look at other EDH decks, and borrow cards from them. If you're looking for a control comparison, try googling "EDH Control," or you can check mine. It's still a work in progress, but it has some standard counters, removal and wipes. Just keep in mind: the second you go after one person, the others will probably stab you in the back.http://www.mtgvault.com/exterminator5000/decks/planeswalker-control-edh/Btw, I'm not trying to advertise. I just want to help you with a comparison.
I like the deck idea! For possible favor, maybe add a card that works off by your opponent having a certain life total. For example, Triskaidekaphobia. A fun idea would be to do something with Tree of Perdition. I don't know what, but it could be fun. You seem pretty inventive.
I'm not sure if it was purposeful, but I like how this represents EDH: $315 for 21 land. I <3 how much land costs. The EDH deck that I'm working on is $750, but more than half of that comes from land! WTF!
I like this deck. Not necessarily scary, but a fun idea. I've been into the min/maxed decks for the last couple of weeks, so I'm kind of looking down my nose at this one ;)As for the flavor, it's pretty fun. The only thing better would be a deadly wall deck (I feel like you already did one), or maybe an all planeswalker deck.
If you want the spirit of blue, more draw and counters. In all honesty, I find that the hand bounce aspect of blue isn't that useful. I love Fog Bank, it's one of those cards that everyone hates. Unless you're playing stompy green trample.
I've got to say, Northy, finding a good name is half the battle. I hate UR spell decks, but I had to click on a deck called "Mad Scientist." I'm quite impressed that you have a good name for you 1k+ decks (I haven't checked all of them, but I'll just give you the benefit of the doubt)!By the way, nice to see you! I took a long (about 2 years) break from Vault, and magic in general. I'm back in the flow, and exited to make some new decks, than jealously look at yours :DGreat job man! While I was away, you kept pumping out good decks, helping new players, and just being the same awesome Northy we all love! Keep it going, man!
Jesus, I haven't looked at that deck in a while. It's a little rough, much worse than this deck. This one could live in modern, my deck was shit. If you want to see it, go to my last page and look at the last deck.
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