Not so, tokens still enter the graveyard when they die, thus triggering gutter grime. die and that, with parallel lives puts out 2 tokens. So you could even put some sac cards in to pump out more tokens. But, those are just my thoughts. You can take them or leave them. :)
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Oops, forgot the link: http://www.mtgvault.com/ViewDeck.aspx?DeckID=283461
Really? Can you post a link on that rule? Because that does not make any sense at all. Also, I hate being that guy, but... (shameless plug) can someone help me with my burn deck? It is a little different than normal, and I need opinions and advice. Thanks in advance.
Yeah. Sadly, not even +1/+1 counters would do anything for a new token. But I do know of some good token cards you don't have here. Gutter Grime, spider spawning, and Kessig Cagebreakers all are amazing token producers. Particularly if you have a graveyard based deck.
Sadly, the giant growth/populate concept doesn't work. It copies the base, unmodified creature. Sorry.
I would take out galvanic blast, and put in cinder pyromancer. It taps to deal one damage, but untaps when you play a red spell. I have been killed by that card a lot actually. Or you could put in reverberate, or something that you can get the full potential of. Cause you only have 2 artifacts, galvanic blast needs at least 3 OUT to be most effective.
Yeah, I have to agree with that. It is much more useful with instant speed. And regen creatures are a pain too. As for getting rid of planeswalkers, I think there are some red burn cards that would help with that.
I looked at tanglecord and tree of redemption, but I have an enchantment that gives all my creatures reach. And coat of arms is good, but it helps my opponent as well, if they have a tribal deck of any kind.
Particularly in a multiplayer game. if they get attacked, they end up losing life just because you would gain some. Effectively rendering sleeper agent useless to them, and even detrimental to attack with.
Another card to keep it alive, and just good in general, is leyline if vitality. You can start the game with it out, and gain a life when you put out a creature, and it give your creatures +0/+1.
I actually want that card. I have a use for it that is actually pretty gnarly. Expensive, but it makes the heavyweights a really annoying card. With the threat of Gather Specimens, it becomes very useful. Fast? No. effective if usable? Very.
oh, and since you have white and blue, you could put in Wall of Denial. it is cheap, and powerful. 0/8, defender, flying, shroud. for 1WU. dirt cheap, hard to deal with, and in defensive terms... massive.
I like this. :) there are a few things that you have that I didn't even think of. like Sands, and Doorkeeper. I like this tweaking of the defender deck concept. :) very nice.
ok, but what if I gen wave it? It doesn''t get put back into my library, it would stay in my graveyard, unusable to me. and possibly unretrievable as well. so long term Red Zen is better, as long as I can get it back, but this deck is designed to be very, vey fast. Turn 4- 5 I can put out at least a good... third of the deck with Gen Wave, and next turn I can kill my opponent(s). If Igen wave my devil's play, I can still use it. and if I draw it instead, then I can use it twice, without waiting to draw it again.
I have devil's play and banefire, along with genesis wave. :). Red Zen is good, but I don't like waiting to have to draw it again...
It solves a problem for me. What if I want to flashback devil's play, and have less than 3 mountains? Now it doesn't matter. :) it had been mentioned before, and as soon as I saw it in the preview on wizards' site I knew it had to be put in here and Get a little more than double of my already significant mana producing ability. I am excited to see how competitive this could potentially be. Crazy fast (for casual) if I get a good opening hand.
deck updated with RtR card.
I have not tested it yet. Most of the decks that I post here are just concepts and ideas that I have. If I had the time and money to build them then I would, but I don't As for the greaves, that makes sense. I will swap it. And Baru is good, but I don't think good enough to have 4 of in THIS deck. The triggered ability is good, for the trample. Green sun and dryad arbor. I like that. How could I fit it in? and thanks for checking this deck out. :)
I would take keening banshee or the new one that dies and does -2/-2 to a creature, or torch slinger, which I can kick for 5 total, or play for just 3 instead. I think hat boneflinger is just to inflexible and to costly for the ability.
Ok, so the first deck that you posted is not really a teaching deck. It has 3 colors in it, for starters. But it is a good deck, and it looks fun to play with. :)
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