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Looking for opinions/advice

Hey everyone!

I've been using the website for a couple months, but never posted anything on the forums. I'm looking for some advice or opinion, on my main deck mostly, so I thought about posting here!

My main deck , Wolf/Elf (Green) :http://www.mtgvault.com/ViewDeck.aspx?DeckID=210341

Merfolks (Blue/White) : http://www.mtgvault.com/ViewDeck.aspx?DeckID=215192

Vampire (Black) : http://www.mtgvault.com/ViewDeck.aspx?DeckID=210312

Elemental (Red/Black) : http://www.mtgvault.com/ViewDeck.aspx?DeckID=258414

Goblin (Red) : http://www.mtgvault.com/ViewDeck.aspx?DeckID=258768

Thank in advance!
Posted 10 November 2011 at 19:27

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only a couple things here.
1) your vamp deck. i would drop the quag vampires and the guul draz assassins. yes they're 1 drops but it costs too much mana to use their abilities and be useful.
2) i dont think your goblin deck should have a game long enough to need to drop the chancellor.
3) i dont know enough about what the other decks usually run to possibly suggest anything that could be better

hope this helps
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Posted 28 January 2012 at 12:15

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only a couple things here.
1) your vamp deck. i would drop the quag vampires and the guul draz assassins. yes they're 1 drops but it costs too much mana to use their abilities and be useful.
2) i dont think your goblin deck should have a game long enough to need to drop the chancellor.
3) i dont know enough about what the other decks usually run to possibly suggest anything that could be better

hope this helps
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Posted 28 January 2012 at 12:22

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You should read up on deck building theory and mana curve. I only looked at your 'main' deck but it's a real issue. Fixing that deck isn't a small matter, there would be very little left if I would attempt to optimize it.

NightLoki wrote a small intro on the subject of curves in the article section
http://forums.mtgvault.com/showthread.php?t=1032

I'm sure if you google 'mtg deck building' and 'mtg mana curve' you'll find some interesting articles.

Currently your deck doesn't run much land, enough to get to turn 3 without missing a land drop most of the time. You don't have much mana acceleration and some of it starts at CC4 which is really bad as it doesn't help you out of a mana screw situation.
Most of your spells start at CC4 meaning you won't play anything to defend yourself in the first few turns of the game and as of turn 4 best case you'll start playing at a real slow pace. Basically you'll loose to every deck archetype there is. Aggresive decks will chew you up in 4 turns with nothing to stop them and control decks will be given enough time to take total control over you and your deck.
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Posted 31 January 2012 at 08:17

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