Holy shit, that's fantastic! I might have to note / add this to my deck. I'm glad I was their to enlighten the idea, this is a mean deck!I'd suggest maybe some Commit // Memory in case you need to recycle your deck, Memory is so nice!
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No problem, I have some more sideboard and possible mainboard suggestions.Removal:______________________________________________________________________________• Anguished Unmaking: Exile target nonland permanent. You lose 3 life.• Compelling Deterrence: Return target nonland permanent to its owner's hand. Then that player discards a card if you control a Zombie.• Forsake the Worldly: Exile target artifact or enchantment.Cycling {2} ({2}, Discard this card: Draw a card.)• To the Slaughter: Target player sacrifices a creature or planeswalker.Delirium - If there are four or more card types among cards in your graveyard, instead that player sacrifices a creature and a planeswalker.______________________________________________________________________________Counters:______________________________________________________________________________• Disallow: Counter target spell, activated ability, or triggered ability. (Mana abilities can't be targeted.)• Overwhelming Denial: Surge {U}{U} (You may cast this spell for its surge cost if you or a teammate has cast another spell this turn.)Overwhelming Denial can't be countered by spells or abilities.Counter target spell.• Void Shatter: Devoid (This card has no color.)Counter target spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.______________________________________________________________________________Draw:______________________________________________________________________________• Altar's Reap: As an additional cost to cast Altar's Reap, sacrifice a creature.Draw two cards.• Catalog: Draw two cards, then discard a card.• Succumb to Temptation: You draw two cards and you lose 2 life.______________________________________________________________________________
Not sure about the Anticipate as it has no discard value at all. I did have Fiery Temper in mind, although I kept the Just the Wind in-case I needed to bounce a creature, like my own if I needed. Although, I do have the Commit // Memory to recycle so I wouldn't have to worry about losing a creature.I suppose Fiery Temper would be more valuable in this situation so I'll switch it out and take note of it. Thank you for the feedback!
Thank you for the feedback, totally spaced on that. Added a Geier Reach Sanitarium, replacing a Spirebluff Canal.
You have this tagged as standard but titled Modern.You could make this standard by replacing the Gravecrawler with either Sanitarium Skeleton or Dread Wanderer (Which I see in the sideboard and read in your description).And the Isolated Chapel is not standard legal, replace with either Concealed Courtyard or Forsaken Sanctuary.Maybe add Never // Return to the sideboard?
CT meaning?
Thank you for the feedback! Which creatures would you suggest I replace with what cards?
What an entertaining story, I wasn't active at that time I believe. There's always those people that gotta go and ruin things for everyone else, what a drag. I'm glad this is no longer an issue though, probably would've deterred me from using MTGVault.You should check out my thread on the forums and share your thought's if you're interested:http://www.mtgvault.com/forum/thread.aspx?ftid=10015
I do remember the ability to do that, and it was great. It's too bad it was disabled.
I personally feel like the ability to format the description to however I please would add more interest and creativity towards the description, having this would possibly help your thought process and the readers attention towards details. Thus improving their responses and just a better time all around. MTGV ain't pretty.
Thank you for this post, I've been going through some old decks recently and noticing a lot without descriptions. I have no idea what these decks do now because it's been so long. I've not been active on her for about a year, so I don't remember. I wish we had more tools and accessibility for the descriptions, like images and constructive formatting. Reading descriptions, especially lengthy ones, are really unattractive and bland in the visual sense. I tend to lose attention and not retain what paragraph I had just read and would re-read it 3-4 times because text color blends.
I personally would switch out one of the Devil's Play for another Banefire, even though Devil's Play has a flashback, you have the possibility of getting them back into your library with those Elixir's. That extra Banefire wouldn't hurt, though it's situational, if your opponent doesn't have counters or damage prevention then their's no need.About the lands, Shocks would be nice although you could also use this method with land.Replace the Jungle Shrine's with 1x Borros Garrison, 2x Gruul Turf, and 1x Selesnya Sanctuary. Yes, when they come into play they return a land to your hand, but they produce two land and the method is to put these lands into play after you have used up your land for your turn. I usually put them down on my 2nd mainphase and return a basic land to my hand which is already tapped, that way my next turn I have 2 land from either of those dual land plus I could just put down that basic land again. It does give land advantage if you play it right.I really like this deck, I want to build it really bad cause it looks so fun. As does the Modern version.
I was thinking, since you had 8 creatures that produced mana based on the amount of creatures with defender you controlled that the slightly more expensive creatures would fit in. Although, I do understand the speed.Maybe replace one Path of Exile and Genesis Wave to put two Assault Formations in, since you have Elixir of Immortality in there you should be able to get a good flow of refreshing your library. You'll be playing everything so fast you'd basically never have a hand after I'd assume turn 5-7. Or just take out 2x Path of Exile, Assault Formation seems more important and the Genesis Wave's rely on permanents, the less sorceries and instants you have the more useful Genesis Wave gets.
I wasn't sure if you wanted to stay specific to those three colors, I've suggested some cards that will have blue {U} or Black {B}.Mana suggestions: Exotic Orchard - Add one mana of any color that a land you control could produce Forbidden Orchard - Add one mana of any color, put a 1/1 colorless spirit token into play under an opponents control Holdout Settlement - Add one mana of any color, tap an untapped creature you control (or you could just tap it for colorless) Reflecting Pool - Add one mana of any color that a land you control could produce Dual lands: Pay 2 life so they don't come into play tapped. Blood Crypt - {B} or {R}, Breeding Pool - {G} or {U} Godless Shrine - {W} or {B} Hallowed Fountain - {U} or {W} Overgrown Tomb - {B} or {G} Sacred Foundry - {R} or {W} Steam Vents - {U} or {R} Stomping Ground - {R} or {G} Temple Garden - {G} or {W} Watery Grave - {U} or {B}And you could always use Farseek or whatnot to get the ones you need from your library since the Dual lands count as Forest, Islands, Mountains, Plains, or SwampsAssault Formation - {1}{G} || Your creatures damage is based on toughness instead of power, {G}: Target Defender can attack this turn, {2}{G}: Your creatures get +0/+1 til end of turn. (Since this has mana abilities you can use them multiple times, such a strong utility for a defender deck. You can attack with your defenders and don't have to rely just on damage spells, the more win conditions the better.. right?)Carven Caryatid - 2/5, {1}{G}{G} || Defender, draw a card when it comes into play(This costs 1 more mana than Wall of Omens but it's [+2/+1] stronger)Consulate Skygate - 0/4, {2} || Defender, Reach(This would be a good replacement for Wall of Vines as well, does the same effect while having 1 more toughness and its colorless)Doorkeeper - 0/4, {1}{U} || Defender, {2}{U}, {T}: Mill target player X, X equaling to amount of defenders you control(Not a necessity, although milling your opponent can give you an advantage) Foriysian Interceptor - 0/5, {3}{W} || Flash, Defender, can block an additional creature.(Could be useful, you never know when you need that extra block)Hornet Nest - 0/2, {2}{G} || Defender, whenever this is dealt damage, put that many 1/1 insects with deathtouch and flying onto the battlefield.(This could be interesting, a bunch of flying deathtouch bugs)Trestle Troll - 1/4, {1}{B}{G} || Defender, Reach, {1}{B}{G}: Regenerate Trestle Troll. (Better than Wall of Vines in my opinion. This is slightly stronger and has regenerate)Wall of Frost - 0/7, {1}{U}{U} || Defender, Detain (Cheap wall with a detain, and its a 0/7, so big!)- - - -These cards might be ridiculous but it's fun.Akroma's Memorial - {7} || Creatures you control have flying, first strike, vigilance, trample, haste, and protection from black and red.(Super defenders?)Eldrazi Monument - {5} || Creatures you control get +1/+1, have flying, and are indestructible. At the beginning of your upkeep, sacrifice a creature. If you can't, sacrifice Eldrazi Monument.(This combined with Akroma's Memorial, Assault Formation and Hornet Nest (insect tokens for sacing) would make your Defenders overpowered)This looks like a fun deck to play though, I might have to build one myself. What I'd look out for is opponents with spell counters and board wipes, seems like this deck would fall hard if it where to be board wiped.
I don't think I can make any suggetestions. This is a pretty solid deck, haha
Looks like a pretty fun deck to play. This should actually work pretty well too.
Well this is entertaining. haha
Boros Charm?
Maybe, sideboard Jace's Phantasm's?
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