I would also recommend:Memory Jar - Forces most players to discard a new hand of 7 before they get the chance to play any.Psychosis CrawlerMagus of the JarWheel and Deal FluxLaquatus's CreativityTime ReversalWindfall
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Cards to consider:Grinning Totem - Pick the creature you want Lazav to becomeJace's Archivist - Amazing millLarceny - All your creatures cause discard when combat damage is dealtSol Ring - Mana boostMegrim - deals 2 damage on discardLiliana's Caress - 2 lose of life on discardPainful Quandary - Casting spells causes lose of life or discardCephalid broker - draw 2 discard 2 for target playerLore Broker - Each player draws then discardsMikokoro, Center of the Sea - force players to draw when you want so they have something to discardOtherworld Atlas - Forced draw when you want so players can discardGibbering Descent - Very unique and fun for you.
Cards to consider:Ensnaring BridgeCrawl SpaceSphere of SafetyWeb of InertiaWindborn MuseBraids, Conjurer AdeptInfernal GenesisRite of the Raging StormWild EvocationExcavationFeral HydraMana CacheSaproling ClusterWell of KnowledgeDreadNo MercyDissipation FieldAurificationIroa's god of victoryDolmen gateAssault SuitAngel of JubilationCauldron of Souls
Forced Adaption is strictly better than Primal Cocoon. Chamber of Manipulation for stealing.Bow of Nylea to buff your commander.Beastmaster Ascension for buffing your commander and your creatures.Pyromancer's Goggles for doubling spells.Rootwater Matriarch for more stealing, maybe combo with Krasis Incubation.Tibalt, the Fiend-Blooded for obvious reasons.Maybe Dack Fayden.
Cards I would Drop:-2 Grim Affliction-1 Incremental Blight-1 Kulrath knight-2 Midnight bansheeCards I would Consider:Massacre Wurm+2 Contagion Clasp+2 Sickle Ripper+2 Quillspike
Cards I would remove:Coral TricksterDew Drop SpyCards I would consider:Rhystic StudyIllusionary WallMerfolk ThaumaturgistIllusionary ServantWizard MentorPhantom BeastRishadan Cutpurse
Also,Mishra's Workshop -> Lot of artifactsUrza's Mine -> might be usefulUrza's Powerplant -> might be usefulUrza's Tower -> might be useful
Lightning Greaves -> Prevent Akroma From Dying to Removal, or being put into your library...Swiftfoot Boots -> Prevent Akroma From Dying to Removal, or being put into your library...Cloak And Dagger -> Prevent Akroma From Dying to Removal, or being put into your library...Dream Chisel -> Get Akroma Out Quicker, somewhat.Ensnaring Bridge -> Keep yourself from being swarmed to deathGrafted Exoskeleton -> You probably won't include this, however, it would make for a quick finisherChaos Warp -> UtilityMage's Contest -> UtilityStrata Scythe -> Helps voltronWard of Bones -> Keep others downSilent Arbiter -> Protection from swarmThunderous Might -> Helps voltron
I'd probably drop the elderscale wurm from this deck. Also two you may wish to consider, though one is mildly expensive, are golgari grave-troll and death rite shaman. Pharika, god of affliction may work well. Also Life from the loam and genesis. Lastly, Lord of extinction, bonehoard, and wights of precinct six.
Cards I would Consider:Filth (Considering our playgroup)ValorGloryVigorDreadDeathrenderGolgari Grave TrollScion of DarknessSheoldred, whispering oneBraids, Cabal MinionReveillarkScavenging Ooze (For other people's graveyards)Stinkweed ImpShambling ShellTilling TreefolkLife from the LoamMimic Vat (Obvious)Elixir of Immortality (Just In Case)Skull ClampWight of Precinct SixVolrath the FallenMitotic SlimeAsceticismPuppeteer CliqueKokusho, the Evening StarYosei, the Morning StarJugan, the Rising StarProtean HulkVoice of ResurgenceYavimaya Elder Summoner's EggAshen Rider
Cards you should add:Dawn ElementalPariahCards to Consider:Eldrazi ConscriptionArchetype of CourageArchetype of ImaginationMeddling MageTrue BelieverGrand AbolisherAugury AdeptKira, Great Glass-SpinnerSoul WardenGeist of Saint TraftDarien, King of KjeldorMagus of the FutureFollowed FootstepsStolen Identity
Cards to consider:Rapacious One - Brings out creatures whenever you deal damage with itBlistercoil Weird - Buffs off of just castings instants or sorceriesBack from the Brink - Recast cards that went to your graveyardGoblin Assault - Gives you a 1/1 red goblin with haste each turn.Followed Footsteps - Generates copy of enchanted creature at the beginning of each upkeep.Tooth and Claw - Let's you sacrifice two of your tokens to get a bigger token which may trigger Purphoros again.Jace, Architect of Thought - Possible draw and de-buffing.
Consider adding Thopter Assembly, Psychic Vortex, Followed Footsteps, Moonsilver spear, bazaar trader, Trading Post, Wall of Kelp, and Spiny Starfish.Consider adding cards that can give your commander shroud unless you want someone to kill your commander when you play grid monitor and try to pass it off..I would remove: Ætherize, Shifting Borders, Stifle, Brilliant Plan, Switcheroo, Donate, Legerdemain, Arcums' Whistle, Glimmerpoint Stag, and Control Magic.
Also, consider Grave Pact so that your opponents have to sacrifice any time you sacrifice.
1. Shadowborn apostles allow you to search for any demon. So why limit yourself to one choice? I'd include a few different demons to handle different situations.2. I'd lose the exalted. It really only works well if you full-ass it. 3. I'd drop skyship weatherlight. Any of the black tutors will work just as well for much less. Sure it only happens once but you can grab anything. Also, if someone destroys your skyship weatherlight you lose all your artifacts/creatures that you exiled for the game.4. I'd drop Belbe's Portal. If you can pay the 5 to bring it out you're only 2 away from playing the angel straight out, assuming you have plains. This really only lets you play the angel 1 turn early and takes up space in your deck.Cards to Consider: Ashnod's Altar - sac creatures for manaCloudshift - Blink any creatures as neededHarvester of Souls - Card drawRune-Scarred Demon - Bring out your angelLord of the Void - Stealing CreaturesPrince of Thralls - Just a really mean demonBlood Artist - Make opponent pay you life every time you summon a demon with your apostlesXathrid Necromancer - Get zombies every time you summon a demon with your apostles NOTE: You're angel will kill these if you play itThrumming Stone - Drag out all your apostlesCathars' Crusade - Bring out creatures and make everything stronger.That's all I could think of for now.
This deck has too many enchantments, especially as they all rely on the small amount of creatures you have. This might be workable if you had a lot of draw or search. Personally I try for a balance of 24 - Creatures, 24 - lands, and 12 non-creature spells in a 3 color deck. One thing I usually try to do is portion out the creatures so that I have 4 of any creature that is 1-2 cost, 3 of any creature that is 3 cost, 2 for any must have with a cost of 4-5, and 1 of anything 6 cost and over.Cards I would consider adding:Giltspire Avenger - great as a threatEthercaste Knight - pretty great for the costFrontline Sage - When you're getting bad draws or just have a crappy handArdent Plea - Get another creature or enchantment.Dual color land for {G/W} and {W/U} - deck is obviously white heavy so these should help fill the gapsCards I would consider removing:Serra's Sanctum - way more expensive than it is worth for this deck. Also note, if you have no enchantments it provides 0 mana.Gaea's Cradle - way more expensive than it is worth for this deck. Also note, if you have no creatures it provides 0 mana.Daybreak Coronet - You don't have enough low cost Enchantments to really make full use of this. Hope this helps.
Definitely lose bladed bracers and maybe replace it with Asha's Favor.
Of course, any one in particular?
The mongrel pack has proven to be a great defender so far. I'm also able to use it with birthing pod if that pops up. The werebear could be used though. Thanks for the suggestions.
I like how you think.
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