.....New Extended will be Time Spiral up through M11 (until fall, when Time Spiral Block and Tenth Edition leave to make room for Scars of Mirrodin), which means Chromatic Sphere, Conjurer's Bauble, Pyrite Spellbomb, Terrarion, Ancient Den, Great Furnace, Seat of the Synod, Tree of Tales, Ghost Quarter, Reclaim, Reshape, Thoughtcast, and Second Sunrise would all be illegal.
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The use of Sylvan Scrying tells me this is not for Standard, and the lack of Scapeshift in an Extended version of this deck tells me this is casual. If you'd like to make it more competitive, based on my own experience with this deck (http://www.mtgvault.com/ViewDeck.aspx?DeckID=50252): 1) Lose Sylvan Scrying to make it Standard-legal. 2) More land. 25 is the minimum, 26 is optimal. +1 Mountain, +2 Evolving WIlds, -1 Terramorphic Expanse (using both EW and TE reduces the chances of either being stopped by Pithing Needle). 3) Borderland Ranger and Walking Atlas are not really good in this deck. Goblin Ruinblaster is sideboard material at best. Avenger of Zendikar (his cost isn't as hard to get as it appears), Siege-Gang Commander, Oracle of Mul-Daya, and Ondu Giant are much better choices. -4 Borderland Ranger, -4 Walking Atlas, -4 Goblin Ruinblaster, +2-3 Avenger, +4 Siege-Gang, +3-4 Oracle. 4) Comet Storm is simply amazing in this deck, almost to the point of it being a crime not to run it. +2-3 Comet Storm.
Why are there ExMaps in the sideboard? All four should be in the main. Why have Earthquake main when you could have Comet Storm? You definitely have too many Forests, swap two of them for Terramorphic Expanse or Evolving Wilds. From what I've seen, Goblin Ruinblaster isn't as effective as it once was. Not sure how to feel about Obsidian Fireheart. Obelisk is bad for this deck.
I would not recommend Ball Lightning. This deck wants it's creatures to stick around and do double duty as blockers. A better choice would be Avenger of Zendikar. I'd also suggest an additional land or two (my version runs 26 land), you could easily get away with -1 KHE and/or -1Explore.
On the other hand, he can't be blown out with turn 1 Swamp, Dark Ritualx2, Cranial Extraction.
4x Tezzeret seems a little much. Other decks like this I've seen usually go with two.
I've found that BBE doesn't do as much as I'd like in this deck, I definitely prefer Oracle of Mul Daya over it. I don't think I've ever seen a situation where I wanted Lavaball Trap. I used to have Spire Barrage as well, but Comet Storm is amazing. Explore may seem underwhelming at first, but there are situations where it really shines (like against Runeflare Trap).
Actually, according to the comprehensive rules, the abilities on planeswalkers are now referred to as 'Loyalty Abilities', which means that this combo can indeed be used to allow Kraj to borrow an ability from a planeswalker, although it cannot be used infinitely, as per rule 606.3. 606.3. A player may activate a loyalty ability of a permanent he or she controls any time he or she has priority and the stack is empty during a main phase of his or her turn, but only if no player has previously activated a loyalty ability of that permanent that turn.
All you need for this deck is Relentless Rats, Swamps, and Thrumming Stone. And a good sense of humor when someone hits you with Cranial Extraction on turn one.
With the mana curve here, and the high number of mana-producing creatures, you could probably take out the Expanses and replace them with non-land cards, such as Beastmaster Ascension.
Extirpate or Cranial Extraction makes you a very, very sad panda.
19 cards short of an EDH deck. Should probably add Lotus Bloom, Gilded Lotus, Mana Flare, Gauntlet of Might, Gauntlet of Power, and Spire Barrage.
Why include Magosi when you have no way to copy the extra turn effect?
I'd go with Darigaaz, because Karrthus might be too situational, depending on your playgroup.
Jellow3579
3/59 = 5.08475%, while 3/58 = 5.17241%, a difference of 0.08766%. The difference is so negligent that an effect won't be noticed for dozens or even hundreds of games. The shuffling, on the other hand, plays a much more significant role in affecting what you draw over the course of a game. Using fetch lands in a monocolored deck is just stupid.
Actually, fetch lands don't do anything to thin out a deck (there is an article somewhere on Star City Games which explains the details). All they do is fix your mana.
I think there's too much creature kill and creatures you'll need to block to stay alive to reliably use Sanguine Bond and Blood Tribute as a win condition, especially second and third game.
Spitemare + Shield of Kaldra + Furnace of Rath + Prodigal Pyromancer: Equip Spitemare with the Shield, then have Pryomancer ping it for 1, which becomes 2 damage. Spitemare deals 2 damage to itself, which becomes 4 damage to the 'mare, etc. until you have enough damage.
Honor of the Pure?
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