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Standard Deck Development
Blue/Green Draw to Win Deck
Made quite a few changes since the original post so check it out, think it should be way more competitive than originally. Haven't played in a long time and never in standard, except for once with my friends prebuilt deck - point being I don't know what I'm doing completely and especially don't know what I'll be up against.
Any suggestions would be great.
http://www.mtgvault.com/ViewDeck.aspx?DeckID=246577
Gonna play this on Friday to see how it does.
jake.fritters
0 posts
Posted 15 October 2011 at 16:07
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DBloch2012
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I have a Laboratory Maniac "winning" theme too! Mine is a Zombie Mill Deck.
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Posted 16 October 2011 at 01:49
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jake.fritters
0 posts
Made some changes to make it more competitive. First of all included some counters (4 mana leaks, 2 dissapates), a pair of Aether Adepts for the bounce and extra creatures, and then Mind Unbound and Jace for some big mill mid game as well as more draw to make up for the stuff I took out.
Actually bought the cards to build the deck so let me know what you guys think. Going to play test it this Friday hopefully!
Any suggestions for the side board would be nice too!
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Posted 17 October 2011 at 00:17
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jake.fritters
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Updated it quite a bit, thanks for the feedback guys. Keep letting me know what you think!
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Posted 20 October 2011 at 05:39
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jake.fritters
0 posts
Have given it a playtest and was trounced. The ramp is inconsistent and its too defenseless.
Wondering what I might be able to do to make some improvements.
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Posted 30 October 2011 at 07:29
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ErtyJr
1 post
you need better ramp if your trying to ramp. my advice would be remove you lan elves and throw in 4 Viridian Emissary. Why you may ask, when lan elves gives me the ability to basically tap as a forest? The answer is simple, you play him, and you gain one blocker first off, but secondly and mainly! he is a detterent instead of just a mana generator. you lay him down and i have a 3 1/1's out, it's unlikely that i will attack. who wants thier opponent to lay down more mana?
also i would up venser's journal to maybe 3 of a kind or even four. the way i build decks is if i want a ton of a card i put four, if i want atleast 1 per game, i put 3, if i like it but it's not always needed then 2, and never one.
of course there is always the exception but i try to stick to that rule.
i would also say drop the 3 think twice, and put 3 more mind unbound and 1 more blue sun's zenith. think twice doesn't do much for you at all really, you play one card to draw one card, then you pay 3 mana flashback to get one more. kinda weak in this particular deck, although i like the card a lot overall.
other then that it's decently solid, but after those changes i'm sure there is more tweaking you could do.
OH YA! also i noticed you commenting something about sideboarding in rites of flourishing against a control deck. IMO that would be devastating to you. you do NOT want a control deck drawing lots of cards, they themself want to be drawing lots of cards.
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Posted 30 October 2011 at 19:43
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DBloch2012
0 posts
I'm not too sure what your deck is actually going to win with, aside from Psychosis Crawler. The problem is that you aren't running the best options if you want to get it out in every game. Have you thought about using Grand Architect to get it out sooner?
This is what I think you should work with if you want a deck like this:
Artifacts
3x Myr Superion
3x Palladium Myr
2x Venser's Journal
3x Psychosis Crawler
3x Solemn Simulacrum
Creatures
3x Grand Architect
3x Consecrated Sphinx
3x Jace's Archivist
Enchantments
3x Mind Unbound
3x Jace's Erasure
Lands
3x Ghost Quarter
21x Island
Spells
4x Mana Leak
3x Dissipate
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Posted 31 October 2011 at 17:34
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jake.fritters
0 posts
I don't know, the mono blue that maintains a decent amount of ramp is tempting to try for. Still, I think with the major changes I recently made (again) it's looking a hell of a lot more consistent.
And ya, I realize I'm incredibly dependant on that one card but its looking like with the improved ramp I can potentially be seeing a powerful draw card being played by turn three or four at which point I increase my chances of finding the crawler. Myr Superion definitely fits though, I might need to squeeze him into the deck, that big 5/6 will help.
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Posted 01 November 2011 at 07:45
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jake.fritters
0 posts
What do you think about splashing red with two mountains or two dual lands and 4 molten psyche?
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Posted 01 November 2011 at 07:58
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DBloch2012
0 posts
I think that, if you are going for incredibly powerful Draw cards, you will need to consider this one.
http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=214349&type=card
Especially if you are already using Venser's Journal. I don't think that splashing Red Mana (:manar:) for Molten Psyche will help you as much as this card.
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Posted 01 November 2011 at 17:11
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