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Lots of tokens. The only flaw I see in this deck is having the God become a creature, but it does not actually matter that much since his ability is a win-con anyways.I would love to have suggestions, thanks for looking!
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Maybe take a few of these into consideration?Growing Ranks - Populate at UpkeepAngelic Chorus - Gain life for the tokens coming into playAngelic Accord - Gain 4+ Life Put a 4/4 Angel token into playRhys the Redeemed - produce an elf token or double all of your tokens in playOdric, Master Tactician - Swing, nothing blocks.Skullclamp - equip to a token, it dies, draw 2 cardsConjurer's Closet - Blink your Siege-Gang Commander and/or Geist-Honored Monk, get tokens.
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Growing ranks was in my sb originally, but I may put it back in so I have a way to create a board in case an opponent has some lame lockdown type deck in a multiplayer game where i can't cast spells.Angelic chorus might go in the sideboard, since I was thinking of a way to include lifegain, but I already have so many 5 drops and they all create tokens, so maybe not.Wow, Rhys the redeemed is the 1 drop I do not have. I tried putting 4 doomed travelers in but decided to take it out since I wanted more instant/sorceries for the Young Pyromancer combo. I will put in Rhys.Odric, could be sideboard, for some added control. Also, it would add my missing 2nd 4 drop, which I should probably have.Skullclamp is the perfect burn card, if I would to add one. The no lifegain ability is amazing! Forgot about that one!In conclusion, I'm definitely putting Rhys in this deck. My question is: how many of them need to go in and what should I take out? Also, I like skullclamp and growing ranks in my sideboard as well, what should I take out?Thanks a lot for the suggestions.
I'd put in 2 Rhys the Redeemed and remove 2 of the Purphoros, God of the Forge, mostly because you can only have one Purphorus in play and you don't want any just sitting in your hand.Btw, skullclamp is the enchantment and Skullcrack is the burn spell. :PI'd take out 2 Dragon Fodder for 2 Skullcrack's I'd take out possibly the 2 spectral procession out and replace it with 2 growing ranks.
I had purphoros at 3 originally, because it is enough so that you get it about once per game. If there's only 1 of them in deck, i may never see it, and it is the win con so I think 2 or 3 is better. Other suggestions are good, and I have never heard of skullclamp before, seems over powered, but is going in this deck :P
I decided 4 of purphoros because it is my only 4 drop, and i want to be even more sure that i get to it. In a multiplayer game, there are greater chances of it being removed, so i don't know. Maybe 3 in mainboard and 1 in sideboard i think i'll do.
I'll just be waiting to see the changes. Afterwards, I'll take another look. :)
My personal preference would be 2 main but I guess since there is high removal usually 3 would be good.
Finished initial changes. It is so hard because before the entire deck was either young pyromancer, the god, and things that create tokens. It is simpler and more consistent. But at the same time, it is important to prepare for certain types of decks, so I like the added artifacts, growing ranks, and skullcrack for sure.
I see you added two more enchantment suggestions. They are great, but I don't want too many different combos going on. Also, less enchantments and more sorceries/instants is what I am going for. Assemble the legion is an exception cause it can win games by itself.
I suggested Skullclamp because it is really nice for the draw, and its a 1 colorless equip to a 1/1 token and then it dies you draw two cards and you could do it again, so basically if you have extra mana and its the opponents end step, you just start killing your tokens with it and draw cards if needed. Oh and I suggest you always play rhys's second ability at the other players end step or combat step.