OK, believe me you won't regret it. However, let me warn you now. Don't wait too long to play it. As soon as they put out a creature with 3 toughness, stab that sucker! And you're welcome :-)
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I'm also thinking Wild Ricochet would be deadly in this deck. Or at the very least on your sideboard. Also, let's not underestimate the power of a Thunderbolt. ;-)
You're Welcome :-)
I can't find the second one. It won't pop up with the link.
Why do I even bother (l:^l) This is the last deck I'm looking at up here. The next time I won't even look.
OK mostly Green/ White I feel where your coming from. I'm not so sure about Into the Wilds. Considering you have 23 land and the 4 Manawefts, do you really think mana will be an issue? One card that I find can be quite useful for getting your creatures through is Glaring Spotlight. Other than that, I feel like you should take some suggestions from Undead Cow. I especially like the idea of Garruk, Caller of beasts. I can't believe I didn't think of that! XD
Ah yes, he raises a good point. You benefit from having extra cards in your hand right? well what better cards to have than the ones you play at the last minute?
The next problem is what to take out. (1:^l) (l:^1) :-) :^1
OK, first I think that Azorius Charm should come out. The first ability is useless. The second ability is strictly OK. And Cyclonic Rift does the last ability much better. Next I think you should put in Dimir Charm. The first ability is cool. The second ability is far under estimated, especially if you need to stall a bit. The third one is just rubbing it in. You can either A) Draw the best of the next three cards B) Make your opponent draw the worst of the next three cards, mill down two cards, and you get to laugh in their face. I also think you would be able to use Diabolic Tutor for Jace or a field clearer or whatever it is you need. Last of all I question the use of quicken. You have ten Sorcery cards and none of them really need to be quicker. Though admittedly the extra draw is a nice touch. But I do like what you have going :-)
The only reason he wouldn't is because he can't actually play any black cards. He has no swamps. However, Corpsejack may be worth putting in some swamps for.
OK, you've told me what to put in. But now you must tell me what to take out. ;-)
Hmmm, let me see if I can get a second opinion first. :-)
Pretty cool. There actually isn't a whole lot that I would change in this deck. However, I would like to bring certain cards to your attention. Savage Summoning would actually be exceptionally useful here because you really need Champion of Lambholt to not be countered. In addition to that Champion of Lambholt would come in with an additional +1/+1 counter! It also combos nicely with Nightshade Peddler and pretty much any creature your opponent didn't see coming. Hindervines could be nice. You know, just to mess with your opponent. I'm sure you've already seen Hunger of the Howlpack.
No you're right. Evoke doesn't change the timing. :)
Ingot Chewer is Technically better than Smelt. Also what do you think of these. Manic VandalMetallic MasteryNacatl Savage
Yes I edited the comment right as you posted that XD
I do like the idea! Creeping Corrosion looks useful. But it would be risky with your own Artifacts. It would be great with the Gorgon!
Works for me :-)
Ahaaaa! Clever, didn't see that. You would need 4 creature lands to do that however and you only have three. I was actually kind of suggesting to take out Ready // Willing for Turn // Burn. Also I'm sure you've already seen Ral Zarek. Also what about young Pyromancer? Mustang needs an understudy XD
Nice, this is my attempt even though it probably will suck (Modern Deck). What about door Keeper. With the defenders it works. In addition to that, the more cards in their graveyard the better for when you drop Haunting Echoes.
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