apostles are too unreliable unless you make them half your deck, and there isn't enough fodder to make the demon useful, but the lands do need to go way down to be viable.
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Not enough shadowborn apostles to make them viable, and the rest of the deck is so slow you will get murdered before you can get anything out against anything but the slowest decks, and they will easily be able to take out your occasional big creatures with the o-rings, cancels, and murders that you havent forced them to play yet.
unless you are building this from cards you have, this isn't worth the money. You also aren't doing much that will make your commander worth it. It would be much better with the grand arbiter or gwafa hazid as the commander.
really relies on the mindcrank/bloodchief ascension to mill, and even the, will kill them through damage before you mill them to death. I really recommend some artifacts like howling mine to keep you going longer, and ensure that your discard isnt going to waste.
replace the staves with walls of frost, the negates with cancels, quickens with high arcanists, and the phantom warriors with walls of frost. that gives you much more staying power, which you need to get out the later game mills that you will rely on.
Sinkhole is a great card but I want to keep this deck cheap.
good idea, I'll see if I can get my hands on some.
incredibly expensive and not enough creatures. frontline medic is nearly useless with a total of 14 creatures or cards that produce creatures. You want much more than that even without battalion. this deck is really slow and would be crushed by a burn, mill, token, or control deck.
You really need more creatures, mulligan won't get you what you need every game and even if it does you will have a very small hand. You also have no way to get the spirit dancer through if they have a flying token spawner, selesnya comes to mind there. I recommend adding green to it. You have some very nice creatures for enchanting, things like fists of ironwood to give trample, and things like lure to combine with indestructability for taking out their creatures.
hmm, the combo I use for braid of fire is with helix pinnacle. You may want to consider adding green for additional mana ramp. I personally like the combo of llanowar mentor and groundskeeper. Add some elvish archdruids and the other cards that do the same and you are golden. Another card you might think about adding is spawnsire of ulamog. Its ability is nasty and allows you to save any excess mana from braid of fire.
I agree with brain eater. This deck could use some trimming but It is decent for a first attempt with limited cards. If possible I would pick between your powerful creatures combined with the weaker ones that can sneak though in their wake or with your talrand and instants and sorceries.Also, Welcome to the world of magic. Ill be glad to give you tips any time.
most of my decks on here are really old and were made before I got good at making them but I just posted a progenitus deck that I would like some opinions on.
I like this deck much more than the $500 elf deck that pointed me towards this one. It has some nasty combos and seems like it will work out great.
If you are willing to spend $500 on a single deck, this is not a bad way to go. I would recommend taking out the eldrazi and elvish piper. They really don't fit the deck and don't help all that much. You may also consider dropping some of your mana ramp in favor of more powerful elves. Actually come to think of it, I think this deck needs a lot of improvement to be viable.
Hmm, other than being on the expensive side, there are a few things you could improve. I'm seeing some anti-creature cards, but i don't see it as being enough to keep you alive while you slowly work them down, That brings me to my second point. I don't see how you would win with this deck. Sure, Elesh Norn will do it but you cant rely on getting a card that you only have one of. what happens if you go up against say a black-red deck. They will undoubtably have more muscle than you, might not be wholly dependent on creatures to win, and can at probably kill your creatures as fast as they come out. What this deck needs is either some muscle or some subtlety. You can use cards like glorious anthem to give your hawks and spirits some badly needed strength, or go with debtors knell and more direct kill cards as opposed to exile cards. Subtlety can be achieved with combos like lightmine fields and gideon. or with gideon and safe passage to allow you to focus your defenses on taking down a powerful creature.
This is a decent deck. Not great, but decent. It does have the one problem with all discard decks in that they will eventually run out of cards to discard. You can easily solve that with a couple of howling mines or preferably bloodgift demons. I don't see dark ritual having much of a use since your deck is so low cost and the spells you would need extra mana for are blue like counterspell. Come to think of it, you seem to only be halfheartedly going for the mill victory, with only 4 mill cards. You may want to consider scrapping the whole mill idea and replacing it with lots of draw so your megrims will always be useful. To that effect, consider kami of the crescent moon, howling mine, font of mythos and best of all, cards like cephilid looter that make them draw and discard. That will make sure that your megrims see plenty of use.
You're trying to do two different things with this deck. On one hand you have weak but cheap red burns which works better in a blue red deck and on the other you have a mana ramp burn deck that doesnt have enough mana ramp or powerful burns to do anything. If you want to make this into a mana ramp burn then add charmbreaker devils and spells like comet storm and flame wave.
It doesn't have enough mill to be called a mill deck. I would add grimoire thief and rootwater thief plus sword of body and mind.
hmm, you may want to get rid of the cloudshift and undying and replace them with more cards that spawn creatures like mitotic slime and selesnya guildmage.
Looks decent, you may want to consider doubling cube or wurmcalling.
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