probably yes, but I don't have that card. We're going to be playing with whatever legend we could find. I'm thinking of adding more stuff that can spawn smaller stuff. Like krenko's command, dragon fodder, mycoloth, etc.
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I like it :)
You do realise that those Shardless Agents takes up a third of this decks price ._. If you have this deck, consider yourself lucky. Would love to have some agents myself, sadly, there's nowhere to get them cheap. Might just use proxies for my own deck that uses them, though.Besides all that, the deck looks like a lot of fun to play! A little slow at first but builds up power nice and quick once it gets going!
thank you! :D
Generally speaking, you won't be able to put only angel cards in the deck. They're like giants from the lorwyn set, they're big, but costs a lot of mana. The deck needs to be thinned down in order for it to work, too. As I see it, you could really use some other 1 drops in the deck, like doomed traveler for example. Endless Horizons can quickly get lands for you and do all the fetching, however, I suggest NEVER exiling ALL of the plains, as that would leave you open to an erase or similar spel.Finally, I suggest removing: Festival of the Guildpact and Seraph of Dawn as they do not give much to the deck. Instead, I'd suggest adding either: Doomed Traveler, more of Serra Avengers and more Bandage
Vorapede can be useful too, remember, you can always remove counters from them in the early game for card draw with the guildmage if you REALLY need to. As for what you'd drop for the Strangleroot Geist, I don't know. You COULD drop the Shambleshark, but it feels like Shambleshark gives you more control. As for removing spell rupture for Cancel, I think I agree with you for this current deck, Spell rupture is good. Especially if you have the shambleshark since you can play the shark if the enemy doesn't play anything you want to counter.
a tip from a fellow Simic player, don't use too many high mana cost dudes. It's really not worth it to have adaptive snapjaw a lot of times. The Zamech guildmage helps you enough as it is. I will also have to recommend Fathom Mage, sure, she sets you back a turn, but she also gives you enough carddraw so you'll refill your hand way easier. Another thing that you should take note of is the fact that creatures with "undying" works very well with evolve. As for stuff like spell rupture: It is usually only good when you've gotten some beefy creatures in play. That generally happens in late game and in late game, you usually have enough mana to afford that cancel, which is generally more reliable.On a sidenote: I think Aetherize is great. I can't count the number of times that it has won me the game or made me survive an attack, leaving the enemy with nothing on the field and having to spend 2-3 turns just to recast everything again.These are all suggestions though. A fact would be: If you're hitting with a 6/2, you're already winning. No need for cards that helps you "win more"
Looks solid, although I'd have to suggest browbeat if you're planning on running Chandra Ablaze.
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