nice and fast, though a simple unsummon can screw everthing up and slow you down enough.
Permalink
clockspinning or the like to add counters to legacy's allure. more lands-16 is not going to cut it, unless your planning to keep it at 40 cards I feel you need some way to sac the creatures u control with chamber-I like using bloodlust. I assume you want to keep it creatureless-maybe dream leash, Bribery, Confiscate Shock, incernate, blaze, disinergrate-for control and a second win factor
The deck i built to pull out Marit uses BG. Magus of the coffers and cabel coffers adds manai. Dark Rit speeds up the process. Add green, then you can play Into the North, to tutor Dark Depths. Green also allows you to play Lifespark Spellbomb, Quirion Druid, or any other card that turns a land into a creature. Basically turn Dark Depths into a creature then Fate Transfer the counters off it. I added lightning Greaves and cloak and dagger to my deck, to give him shroud.
I would take out 2 scatter the seeds and replace them with 2 sprout swarm. once you have 5 sap's out you can play the swarm just by convoking it, including it's buyback.
I don't see the point of taking out a 3 drop and a 4 drop for a 6 drop, you can drop both of these in the time it takes to drop tolsmir, not to mention liege is already doing the same thing, other then Voga , which there can only be 1 of at a time, there is no real advantage to Tolsmir . I would look at adding Shield of the Oversoul, get it on watchwolf-nothing like a 5/5 indestructable flyer attacking on turn 3
and i guess you don't see the infidente combo involving her-cool so my oppenents won't
How does teysa drain life so it matters more that she's in a life drain deck? Basically, she is there for added affect and prevent creature loss, so at my upkeep sac a black creature to braids with gravepact all my oppenents lose a creature I gain a white spirit. So with her out everytime I sac a black creature I get a white so no loss.
Mark is a good card for my creatures, however trusted advisor might play out a little better. What do you think?
what are you 2 talking about, how will this fail. Sac the archmage counter spell comes back with persist add a +1 counter removes the negative and archmage is ready to go again. Though you will run out of grafts evidently, i would add Sage of Fables
For a burn deck there is not alot of burn, add some incinrate, sudden shock, etc.. I can understand why the blue, green spells are there but do you need so many copies, i would cut down on them and add more variety such as some of the other charms, terror, suns bounty, that way you can handle differant types of situations, I also commented on your grave deck- Plz comment on my decks
Other then your mimic you have no way to put -1 counters on creatures so necro and ashes become useless due to the need to have to play a b/g spell, mimic attack, and be blocked. If you want to keep it creature based add some creatures with wither, you can attach the staff and they can ping for counters (remember its damage not combat damage) you can also add Gnarled Effigy to put counters on then use Il-dal (which is a very nice choice for a Necroskitter deck)
All your artifacts work well together, i would take Sengir Vampire and Soul collector down to 3 and add 2 Mirri, she has some additional abilities and is 1 cheaper
Some cards that might help you are Orochi Hatchery Snake basket Verdent Embrace And the granddaddy of token creation-Parallel Evolution
I agree with adding the key , so if you are going to lose crossroads, take a look at Volrath's Stronghold, its a land so you can gain mana or creature to top of library - what every you need at the time. Mirri the cursed is also a fun vampire to play also if you don't care about banned cards check out Tinker, though your friends might end up rethinking that policy-mine did
You can add some changlings for low cost plus they can receive the bendfits of the chimera. Throw in some lords for add fun. For control basic bounce/counter spells would work boomerang, unsummon, rune snag. one of my favorite cards for control is mana web-basically oppenent can only play 1 spell per round plus it is an artifact.
"During each players turn, each OTHER player's spells cost 3 more to play" it affects his oppenents not him, unless its their turn, but since 90% of his deck is played on his turn he doesn't have to worry about that, however when he plays his colossus on turn 3 that 2 mana counter his oppenet has is now 5 mana, won't be happening. You might want to add another.
Actually, Snakejake, I think you need to reread Defense Grid. . As for the mana he will be fine since many of his artifacts produce it. Nice touch adding Voltaic Key to bypass alot of the mana costs to untap you might want to add 1 more. I would also take out the manipulator for another quicksilver and planer portal, though that might not be necassary with the tutors
under EDH your general needs to be a legendary creature in addition the colors that make up your general are the colors of your deck. in other words you can use akroma angel of fury as your general however all other cards in the deck need to be red. razia is really your only choice to make white/red.
good deck not alot to add with the angels theme. however are you going in the style of EDH or a true EDH deck in which case you need 100 cards. if true i would add cheap life gain spells suns bounty, sacard necter, maryter of sands, etc... i would also add spells to redirect damage such as withstand, reroute, caroom etc... because like you said it will take a while to really get this going you need someway to stay alive until then. i assume Razia is the general
Greenuhrgh-i stand corrected i was reading it like Protean Hulk. Still a bad ass though
21-40 of 85 items