Discussion Forum

Token rush

I think it can work but I'm still on the fence about it though.

http://www.mtgvault.com/ViewDeck.aspx?DeckID=247870

Oh and so I don't flood the forum with decks, mind checking out this one too?

http://www.mtgvault.com/ViewDeck.aspx?DeckID=248506
Posted 17 October 2011 at 16:38

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Your tokens are all over the place. Personally, I love tokens, but usually it's better to pick one type of token to build around, because it makes for a more consistent deck.

For example, this is a deck I'm building for FNM. It's incomplete, but it'll give you some idea of what I mean.

You don't have to go with the same theme in tokens as me, but I suggest you pick the tokens you like the most, and then I can help you flesh out the rest of your deck.

Your Dragon deck, however, looks like a lot more fun to play. I'm not too sure why you have 17 Artifact cards in it, though. I would remove them to add the Shock and Incinerate from your sideboard to your deck.

The sideboard is really meant to hold cards that you wouldn't want in your deck all the time, because they are only good in certain situations.

Shatter and Ancient Grudge are good examples of sideboard cards, because you want to have Artifact removal, but if you're playing against a deck that doesn't have any Artifact cards the removal will be useless in that situation.

Shock and Incinerate are bad examples of sideboard cards, because you want to have Damage Spells in any situation.

Also, having both Shatter and Ancient Grudge in your sideboard is overkill. I would take out one or the other.
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Posted 17 October 2011 at 19:07

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The artifact cards are to enable the Balefire dragon to make better use of it's ability and the Memnites make good infernal plunge fodder also.

Anyways, I made changes to the dragon deck but I can't seem to finish the sideboard.
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Posted 17 October 2011 at 19:27

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Livewire Lash and Heavy Arbalest don't give Balefire Dragon any meaningful support.

Heavy Arbalest has a :symtap: Creature Cost, and that Creature doesn't Untap for the rest of the game. It paralyzes your Balefire Dragon to turn it into a one time Shock.

Livewire Lash has a Cost that requires you to Target your Balefire Dragon with a Spell, and most of your Spells that Target a Creature have a Sacrifice Cost as well. It kills your Balefire Dragon to turn it into a one time Shock.

Also, the Ability on Balefire Dragon only activates if it deals Combat Damage. Livewire Lash and Heavy Arbalest don't deal Combat Damage.
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Posted 17 October 2011 at 19:44

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Oops, I didn't see the part about the combat damage.

Made the nessesary changes.
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Posted 17 October 2011 at 20:24

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]Is this more satisfactory?

http://www.mtgvault.com/ViewDeck.aspx?DeckID=248506[/QUOTE]It looks a lot cleaner than before, but running four copies of everything makes it a lot harder to Draw what you want. Especially if you have :mana6: or :mana7: Mana Cost cards in your opening Hand.

Normally, my policy is to cut these heavy Mana Cost cards down to two copies, so I would Draw them a bit later in the game when I have the mana to pay for them.

However, if you have enough mana acceleration, you could probably get by with more copies. I would suggest adding Iron Myr and Koth of the Hammer for extra mana acceleration.

Artifacts
4x Iron Myr
4x Memnite
Creatures
4x Priest of Urabrask
4x Goblin Arsonist
4x Inferno Titan
4x Balefire Dragon
Lands
24x Mountain
Planeswalker
2x Koth of the Hammer
Spells
3x Geosurge
4x Incinerate
4x Shock
3x Infernal Plunge
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Posted 18 October 2011 at 17:30

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[QUOTE]

Artifacts
2x Iron Myr
2x Swiftfoot Boots
4x Memnite
Creatures
4x Priest of Urabrask
4x Goblin Arsonist
4x Inferno Titan
4x Balefire Dragon
Lands
20x Mountain
Planeswalker
2x Koth of the Hammer
Spells
3x Geosurge
4x Incinerate
4x Shock
3x Infernal Plunge
[/QUOTE]

Ok, made deck as so. Kept 2 boots to protect my big guns from removal though.
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Posted 18 October 2011 at 21:48

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Fair enough, but don't be scared of going over 60 cards when you have :mana0: Mana Cost cards in your deck. You could easily add 2 Iron Myr to that list, for a total of 62 cards, and still have it run smoothly.

What about the token deck? Have you thought about what type of tokens you'd like to play?
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Posted 19 October 2011 at 02:58

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Not really. Then again, it was kind of built for versitility rather than theme.
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Posted 19 October 2011 at 12:03

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I definitely think that Red deck needs more lands. Even with the rituals (Geosurge, etc.), you're gonna want to be able to cast your spells, and 20 mountains won't do it consistently. I also highly recommend not going above 60 cards without a very good reason (Battle of Wits is a good reason, for example) because it lowers the consistency of the deck. If you want something that crazy things'll happen with, add more cards over 60, but if you want something for FNM that consistently does what you want it to, don't go over.
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Posted 19 October 2011 at 12:38

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[QUOTE=NightLoki]I definitely think that Red deck needs more lands. Even with the rituals (Geosurge, etc.), you're gonna want to be able to cast your spells, and 20 mountains won't do it consistently. I also highly recommend not going above 60 cards without a very good reason (Battle of Wits is a good reason, for example) because it lowers the consistency of the deck. If you want something that crazy things'll happen with, add more cards over 60, but if you want something for FNM that consistently does what you want it to, don't go over.[/QUOTE]

If I knew what to get rid of for those extra mountains...

Btw, have any of you seen this deck yet?

http://www.mtgvault.com/ViewDeck.aspx?DeckID=237076
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Posted 19 October 2011 at 15:01

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The whole idea behind mana acceleration is that you don't have to run as many Land cards in the deck as you normally would. A good rule of thumb is that for every four cards that produce mana you can remove 1 Land card.

The recommended number of Land cards is 40% of your deck, or 24 Land cards in a 60 card deck. You have to have 25 Land cards in a 63 card deck, so I think 24 Land cards in a 62 card deck is fine. Since you have fourteen cards that give you mana acceleration, you could cut the number down to 21 Land cards at the most.

If you add those 2 Iron Myr, you'll be fine with only 20 Land cards. If you still feel uncomfortable with more than 60 cards in a deck, I suggest you take out the Swiftfoot Boots. They aren't really needed.
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Posted 19 October 2011 at 15:32

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As far as the BG goes, I'd add the Overgrown Cemetery if you can get your hands on 'em, they'll help your mana out a great deal. I tend to spend a lot of time on manabases here, if only because magic's more fun if you can actually cast your spells. I'm not a huge fan of the maindeck Naturalize unless there's a whole lot of artifacts/enchantments in your area. Like to the effect of a bunch of Tempered Steel decks running around would make that appropriate.
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Posted 19 October 2011 at 16:56

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I run into enough birthing pod and other things that spam artifacts in my area so...yeah.
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Posted 19 October 2011 at 19:07

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