im curious to see how this deck would play in a game situation. its definitly going to get stronger the longer a game goes on.. what i do like: you've picked great plainswalkers except gideon jura. he's a good plainswalker, but hes made for a creature heavy deck where you can block all the damage coming his way then destroy any creature you want next turn.. with only 6 creatures you're not going to have block power of any kind and he'll be dead. timely reinforcements is an awesome card for this deck! you're most likely going to have less life due to your lack of block power so its a fantastic card to have, why not add 2 more? I like the white sun zenith and the day of judgement together, itll make mayhem! i don't like how many lands you have. its going to be hard enough to get your snapcasters out there to bounce back stuff, but adding too many lands is going to leave you swamped (too bad its not a black deck lol). i do feel you need more creatures, but my deck (http://www.mtgvault.com/ViewDeck.aspx?DeckID=301379) is very creature based, check it out and give some feed back please. id have to see it in combat to see how it hold up, but it looks fun!
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theres so few artifacts (x4) in this deck, is it even worth running galvanic blast? its not as strong as brimstone volley and you can easily wait for morbid to kick in. also, if you're going for the flip back and forth (as im guessing with the fact you don't like immerwolf) why have mondronen shaman? it does nothing in its human form as is pretty blah overall. play it with immerwolf id get, trying to maximize damage, but without him i don't get it. as awesome as huntsmaster is, why not take him out and go for a more damage orientated deck like you seem to want? I really like the adaptive automaton, but would he not only work for eiher human werewolf or werewolf? and in that case, immerwolf is gonna help you again
true, but its the only werewolf to help on the flip back, so why build the whole deck around it? keep immerwolf to boost everything else and use the huntsmaster as a plus on entry and flip? the other wolves put together are stronger when immerwolf is in there
maybe a few more mayors to add? they're only 5$ last time i check which isn't too bad, and wolfbitten captive is a pretty great drop and pump
oh man neither can i! im hoping for a werewolf plainswalker, which i doubt, but it would be devastating!
he's such a great 2 drop! whats the draw back to a 2/2 body for two and then gaining intimidate on the flip? i dunno, ive just had a lot of success with him using him in the past
this is looking like a fun deck! i think you should take out the kessig cage breakers though, they're meant for a blue/green gravereap style deck, and mondronen shaman is kinda useless, i mean sure it does 4 damage straight to them everyone in a while, but when its a 2/3 its pretty crappy. more pyreheart wolves would help get through quicker and its cheaper! lambhold elder is decent, but he has to hit the player and without that he's a 1/2, which is not great. the rest of this deck is golden! moonmists/brimstones/and beasts within oh my!
thanks, any suggestions you can think of?
the magehunter is not that great for what you're aiming at here. for 4 you're getting a 2/3 body that at best deals 4 damage every once in a while... i ran him in my werewolf deck for a bit, but he just ended up being useless. id like to suggest furor of the bitten, its a great 1 drop red with this set, turns a 1/1 into a 3/3 then makes him better when he flips! (or she) http://www.mtgvault.com/ViewDeck.aspx?DeckID=301379 this is my deck, tell me what you think and let me know! its a great looking deck overall
i like the op nature of the metal craft. attacking turn 5 with a possible 8/8 with trample is always a plus. however, it feels like the reliance is heavy upon ezuri's brigade and carapace forger. 8 cards to carry the deck in hit power is a little sketch and unreliable. over all, great mechanics though
thanks! this was originally done from memory. its now updated with with right numbers in there. im thinking once the new set comes out that im gonna drop the white cuz its only one spell in the deck
because you're relying so much on token input, you're going to have a lot of mana, not overly bad considering that you have high costs with some cards. however, you have 12 cards in total that give you tokens, 8 only when you remove them from the battle field. thats a little unlikely statistically to happen perfectly. i really like the day of judgement swing, that could break a game in your favour. over all its a decent deck, but i think you need 4 timely reinforcements in the deck. maybe throw in a gallows warden or 2. mikaeus the lunarch would buff them up pretty quick and be renewing. just a few thoughts :)