I'm a control player, and this deck looks like a dream. A bunch of big creatures with no protection from my removal. I could easily drop a PW and wreck, keeping all of your creatures under lock and key. Or, if I felt like it, go with another wincon. I would have plenty of time to do whatever I want. By the way, I'm talking about a standard deck. A modern control would have a hayday with this matchup. You would also loose many speed matchups, if they could, say, infect rush you you'd be in trouble. My advice is to sideboard in anti-control tools, maybe some early game lockdowns or fast ramp. If you're interested, I have a deck similar to this one. When I first started, I was like you: all creatures, no protection. I've evolved into a control player, but most of those decks are still in progress.
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If you draw a strong hand, most decks will be in trouble. But, it seems like a lot of RNG to me. I'll spend a little while with the sample hands and see what it looks like.
I don't know why you have blinkmoth nexus (I don't think that either of your creatures is a blinkmoth, so it wouldn't buff them. It can change into a 1/1, but I'm not sure how useful that is). Did you mean Inkmoth nexus? That turns into a 1/1 with flying and infect. I would improve the land base, it's a bit shaky. For a tri-colored deck hyperfast deck, you need a great land base. I don't know if you're going budget, but good land are generally 10-20 dollars. I like shock land (such as Breeding Pool) as well as the land that you have to pay one life (such as Polluted Delta). Finally, my favorites, the land fixers (like Flooded Grove).They're useful, and I find myself running them in most of my non-budget modern/edh decks. Even in a budget deck, consider some more reasonable lands.You have 8 creatures, 4 counters, and 2 dodgers. You'd be toast against a control deck, or one with decent removal (in other words, most modern decks). In other words, this is a standard-type deck being played in modern. My advice: add some more creatures, make your win faster or your sustain stronger.
I'm sorry, I don't see the combo. For you to bounce Reveillark and Karmic Guide, you would need a lot of mana. So, it's not an infinite combo. I could just be dumb, but I don't see anything that lets you go infinite.
If you are talking about Speedway Fanatic, he is amazing. Vehicles have summoning sickness just like creatures, and having Speedway allows you to crew and attack the turn a vehicle comes out. It works especially well as a turn 2 drop, followed by a hasted turn 3 Renegade Freighter for 5 trample damage. Ouch.
A real quick question: What happens if you run up against a deck that tries to counter you? Just outdraw their counter? Outmana their counters? Pray for a swift end to your pain?Other than that quick question, the deck looks amazing! I might even buy the budget version for kicks (pun very much intended)
Whoops, ignore me. I did some research into this, and yes: Running inventions in not legal, but running Gearhulks is Don't ask why.
Wonderful deck! I really approve, so much in fact that I made my deck very similar to yours. I just have a couple things that I want to suggest, feel free to shoot me down. One thing is that I am assuming you are going for the more budget type of build, and some of these suggestions may not support that build well, so keep that in mind while reading these. Also I have put 3 asterisks next to the crucial points on this list. ***Ovalchase dragster - A pretty bad card, 4 mana for a 6/1 haste, trample, crew 1. Why not take your Smugglers Copters (currently sideboarded) and put them in instead? They're 2 mana cheaper, let you draw, have flying, and won't be killed by tiny blockers. The only disadvantage is that Ovalchase Dragster is cheap.Armada Express - Meh... 5 mana 8/6, menace, crew 4. Meh... Not a bad card persay, but you could put in a third Skysoverign, kind of running the risk of getting 2 in a hand, nothing more annoying then a second legendary taking up space. Maybe cut out some Armada Expresses for more items farther down the list.***Planeswalkers - Chandras (particularly Torch of Defiance) are great, sometimes giving draw, burn, and ramp in the case of Torch. Nahiri gives draw and removal, as well as some nice tutor for a minus. Again, kind of pricy, depends on your budget.Cultivator's Caravan - Gives mana, a 3 mana 5/5, crew 3. A very solid drop, worst comes to worst helps you ramp for your 5 drop, Skysoverign. Also great for pressure early on.***Start Your Engines - What... Why... Who... A very good card if they're killing your pilots, so maybe a sideboard for a control, but in a normal game this would not be a useful card.Built to Last/Smash - One of the best cards out in this type of deck, definitely put in a fourth. But you may want to consider cutting out Built to Smashes, as having 7 instant buff cards can be a little bit much. Maybe go to 2?Land - I would put in some trans-land (turn into a creature with mana), the R/W one is Needle Spire, turns into a 2/1 with double strike. Trusty Companion - If you're running out of creatures to crew (not that I suspect this will happen), he's a 2 mana 3/2, great for crewing.Burn - I would sideboard some burn cards to take of larger swarms.
Great deck! One thing that I want to mention is that the Gearhulks are not playable in Standard, with the exception of booster drafts or other events in which you are building from packs.
You could easily make this into an infinite draw deck, then run a Laboratory Manic for an alt win-con.
Just use some token summoners, and you're playing a bunch of low creatures. Plus, you can attack twice, meaning that you can effectively double your attacking creatures (I don't know if creatures can double block when Aurelia's attacking).
Good, but I like my version better
I bow before your telepathic powers.
Hi! You're alive!
I pulled 2 and traded a friend for a foil one.
Same. I also considered him a kind-of-sort-of-vault-friend. If you look at his gratitude page, I was there.
Is Northy done with MTG Vault? He hasn't built a deck or posted anything in ages (I've been stalking him ::D). If he is gone, we'll all miss him!
I mean Tomb of Yawgmoth when I say you shouldn't
I personally wouldn't, because:1.) IT could HELP your opponent2.) It's 7 dolors for something useless, or helpful to your opponent3.) Why put in an expensive, useless, possibly-help-your-opponent card?
Nice name :D This is the alternate deck I was thinking of! Great job! +1!
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