no faerie deck uses 4 conclaves. They suck compared to mutavaults, and they are too slow. Maybe 1 or 2, but definitely not 4. BTW, rune snag is not type 2 anymore.
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This deck looks like it costs like 5-10 dollars as well. Its funny that the ninja's are pretty much worthless.
Okay, so if you look at most bant decks, they use negate main board because you do need to be able to protect your creatures. Also, you don't need 27 creatures, thats too much. You do want to be able to deal with opponents creatures as well, so path is always a good choice. I would play 4 ardent plea's if I were you since it will always net you a creature, or if you add the paths, some removal. I know that negate has the potential to be netted by ardent plea, but it probably won't happen very often since you have to many other 1 and 2 drop creatures. I would also try to find something with trample. Treetop village is an uncommon (although it isn't as cheap as some of the other cards in here). I would probably ditch the mulldrifters since you shouldn't need much card draw anyway. Teramorphic expanse and the bant search land might also be a good idea to help you with your mana base. I didn't notice this before but you should definitely be playing 4 infiltrators since that is basically your win card. He should be going down turn 2 or 3 every game if you want a good shot at ending the game quickly (which you do since this is an aggro deck. Quasali ambusher is a fun card, but it isn't going to help you win the game, so i would drop it for some removal. I would drop shield of the oversoul and add 2 behemoth sledges. Harder to remove, and they give trample. They also work on any creature. I don't know why you dropped the hindering lights completely, they are an excellent sideboard card if you know you are facing a lot of targeted removal or burn. I might also bump up the land count to 22, but thats just a personal preference. Sorry my comments are scattered/random but otherwise the deck is an okay start.
the terrible thing about this deck is that even if you are playing a 3 way game, or 2 headed giant with 40 life, you can still kill them because with the 4 disciples, each creature does 4 damage. thats 4x12=48. Thats also assuming you didn't get any of the 0 drop creatures in your opening hand, which even if you get 3 of them, is still 36 damage. Whats really funny is that this deck would be legal in vintage if you dropped 3 of the flashes, although that would pretty much ruin the deck.
in order to mill an opponent, you need far more than 3 brokens, and 2 mind funerals. Not only that, but with bitter blossom, you are on a clock, so you don't want to be wasting time milling. I think the mind funeral is just a wasted spot, an you might as well put in a couple more sowers, a broken, an agony warp, and a scion. Puppeteer clique is also a sideboard card, you don't want to be playing it main deck. In terms of lands I would add in some faerie conclaves, and add a mutavault. If you are really set on milling you need to add in 4 jaces, and maybe a couple forced fruitions. If you don't like forced fruition, memory erosion, or even stuff like font of mythos or howling mine. You may also want to consider vendilion clique for a little more control, and to get to see your opponents hand.
okay, so fallout will only hurt planeswalkers if you resolve the damage to them. In a 1v1 there are 2 players, and thats it. There is no way, as far as im aware, to do damage to multimple planewalkers with 1 spell. erjohn is wrong. Okay, so this deck might be okay, but you can't control someone with only spells as well as you would think. Aggro will rape you. Esp bant as its creatures will stand up to fallout. You also don't really have much of a win condition. garruk and ajani take a long time to do lethal damage, and I doubt you can control someone for that long. Maelstrom pulse will also rape you. Similarly with celestial purge.
You need thousand year elixer, some good counter spells, and you need to drop some of the crappy creatures like ethercaste knight and esper stormblade.
This deck is interesting, however its a shame that you probably can't win! all you have is prodigal sorcerer, and you have to kill your opponent before you deck yourself.
Vesper ghoul sucks, and should never see play. Birds would be the card you want in this deck. Superior in almost every way. don't play maelstrom nexus because this isn't a 5 color deck, and you won't be able to play it reliably. 18 lands was a retarded idea. You definitely need some non-basics, and at least 5 more lands. By the way, if this deck is type 2, drop damnation, gaea's anthem, and seal of doom because they're not.
Drop akrasan and aven squires. They suck and are wasted spots. You always want to play a hierarch first turn, and Rhox turn 2. Birds is an acceptable turn one as well, and shorecrasher or the infiltrator are also good turn 2's. I think 4 paths and 4 negates would be much better than the quires. If you want a creature, wilt-eaf liege is a natural for this deck. Dauntless escort would be better main deck as well because if nothing else its a 3 drop 3/3 (although clearly it is much much more). As for the comment above mine, I am pretty sure that you can't have double double strike. Its not like the lifelink trigger, it just tells you to assign first strike and normal combat damage. Its like double haste, it doesn't matter.
If you think the deck is good, please rate it. If you think it sucks, please quit magic. Thanks
Okay, so thats what the reveillarks are for. Mulldrifters and scullers will get some beat in, but for the most part, its reveillark and the adjudicators. This deck does not win quickly, but it definitely doesn't lose easily either.
So I know that as a control deck I should have more than 23 lands, especially because adjudicator requires quite a bit. However I am hoping that by the time I get to play him, I have the board stabilized first. I don't ever plan on playing him turn 5. Reveillarks are in there because of all the removal out there, and wall of denial because its harder to remove. I think because he takes a wrath to kill, and I want my opponents to wrath, he is especially good. I was going to play 4, but I like the life gain from wall of reverence, and I didn't want to choose 1 or the other. The canonist is in there because it limits most decks to 1 spell per turn, making countering much more effective. I chose soul manipulation over remove soul because of the card advantage, and I would like to be able to bring back my adjudicators or reveillarks in case of too much removal. I think everything else is self explanatory. I only run 1 terror, but I usually don't need it. I am okay with my opponent playing creatures, I put it in there just in case things start to slip by the counters or something is a big problem.
20 lands is ALWAYS a bad idea.
Similarly with pithing needle
so 1 fallout rapes this deck. Every single creature dies accept the pro red guy. And same with infest, pyroclasm, and jund charm. You basically just have a large mass of shitty creatures.
So what do you do if after all the turns of removing counters, your opponent simply has a path, condemn, or something else to remove it from the game?I guess if you get angel's grace with the iso scepter and a couple font of mythos, you basically win, but idk.
so I was talking about the cascade swans deck when I was talking about the thought hemorrhage. if someone thought hemorrhaged this deck, it wouldn't really do much. This deck has so many threats and win conditions that thought hemorrhage would be good for me because it would be a turn that my opponent wasted, lol. I will throw up a cascade swans deck on the site so people can see exactly what it is.
Land base is retarded. You need a better mana base than all those specific lands that will just be tap lands.
This deck isn't bad becasue its not consistent, but because the cards in it are way too expensive, there isn't enough land, and you are never going to be able to play it effectively.
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