Postmortem Lunge is wonderful for this deck. It can bring back Kessig Cagebreakers for an instant hasty swing with a ton of wolf tokens.
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Pretty sweet. I think I would swap the Murder in the side board with the Fog in the main, but I may be wrong in saying so, fog works nicely with how this deck plays.
Guildgates are there only for the Gatcreepervine to be able to fetch dual lands. I didn't want to run 4 Sunpetals along with the guildgates because a turn 1 tapped land really hurts this decks speed.
Yeah, Shieldmate was just another Hexproof creature, as it can bond with something alreday hexproof if need to, but the idea was for it to bond with latch Seeker or Angelic Overseer. I didn't want to try and run the deck with only Invisible Stalker and Geist of Saint Traft, so considering my other options for hexproof creatures in standard led to shieldmate which could make Latch Seeker a playable card as well. I'll try brewing a few other versions of the deck though.
This deck wants to drop a land every turn through turn 4. Playing 24 lands yields a 63.18% chance of that, provided you havent thinned your land count by using evolving wilds. It is important to understand some more advanced aspects of playing the game to realize why this deck wants land, despite a low mana curve. First, you NEED to get to 3 mana to cast any of the important spells in the deck. Doomed Traveler, cyclonic rift, azorius charm are defensive cards to aid against aggro on the first 2 turns. If not playing defense, an anthem on turn 2 can be the right play, but is hardly considered aggressive. Turn 3 you want to cast a card that gets your attack started - there is not enough control in this deck that we can wait until turn 4 to play anything useful except for very unique scenarios, and playing chromatic lantern on turn 3 is far from helpful.Turn 4 we want to be able to have 4 mana available to play either a dugeon geist or an anthem + hold onto a control spell. It isn't terrible to not reach your 4th land on turn 4, but it isn't the best situation either. If we have another land on turn 5 it is even better - now we can cast one of the important 3 cmc spells + hold onto control or drop a 2nd anthem for an aggressive play. The only time I would want to see chromatic lantern is after turn 5, until that point, I would almost always have better spells to play, or would rather the chromatic lantern be a different card. And after turn 5, the only thing I would want Chromatic lantern for is if I had a Lingering Souls in the graveyard, but at that point in the game, the Chromatic lantern is equivalent to a swamp. It is simply not an effective card in this particular deck.
Take out Grave titan (desecration demon is a good replacement) and replace doom blade and go for the throat with murder and tragic slip - then your deck is type 2 standard legal.
Invisible Stalker is only good if you have cards which boost your creatures - runechanters pike, silver-inlaid dagger, spectral flight, even curiosity. I would play Azorius Charm over Rebuke, it can send an attacking or blocking creature to the top of their library which is painful, and also cost less to cast, and has other options.
Does 21 land work for you? It seems you have a higher mana curve, with only your spells at the low end and game winners at 4 and up. I realize Rakdos can make your creatures cheap, but you want to consistently hit a land for the first 5 turns of the game with this deck. I would drop 1 bump in the night and 1 charmbreaker devil for 2 more lands, and try and squeeze in 1 more even. 24 lands with 2 chromatic lanterns should be enough to keep your land draws consistent. Rakdos' Return is an excellent card as well, I would try and fit a couple into the deck.
Don't want to make room for green - 3 color decks also demand dual lands for consistency, and this deck is budget friendly so no expesive duals. Also, this deck is supposed to play as getting 3-4 fliers on the field and having various anthems making them tough to deal with, not like the G/W populate token decks which rely on swarm tactics more than anthems.
I post budget decks for players who are trying to get into magic without dropping a ton of money but still want to have a decent deck. Obviously, Dual lands are always useful in multicolor decks. I went to 4 wilds because that doesnt really hinder the mana base much, and is useful. Chromatic Lantern doesnt really have a spot in the deck, I wouldn't want to cut any cards just to have a black mana source.
Conjuror's closet allows you to flicker a creature each turn, and would be a great addition. I don't think prototype portal is very useful in this deck. Since youre playing green, acidic slime is cool to flicker for land destruction. Also, since this is casual, Sun, Frost, and Primevil Titan all have incrdeible ETB effects.
If you drop Sanguine bond, diabolic tutor, and feast of blood the deck would be standard legal. I would replace those with some more burn and kill spells. Also, Blood Artist is a fantastic vampire, as well as Vampire Nocturnus, and they are both type 2 legal as well :)
midnight haunting, lingering souls, intangible virtue, favorable winds. Drop fiendhunters and add more dungeon geist. 2 more azorious charm would be good for the early game. drop chronic flooding vassal soul, rest in peace. you want 24 land if you dont have any draw spells.
Certainly a playable and worthwhile card for this deck. I tend to like Elite inquistitor in place of Smiter because of the First Strike/Vigilence pairs nicely with Rancor and Mayor to win in combat. I like Smiter in Selesnya Aggro decks, but the card plays differently then how I like to run this deck. That is just my personal play style though, and it works well in my meta where most of my opponents are just used to running and playing against cookie cutter decks from the top 8s in PTQs.
In most scenarios when I can cast Craterhoof I already have control of the board, and essentially the game is already won. When it comes to Rhox Faithmender, the only life gian that he would be doubling aside from having a Trostani on the field would be Thragtusk, and If I play Trostani and follow with Thragtusk, I actually gain more life (8 when Thragtusk enters + 3 more when he dies so 11> 10.) Also, Trostani has Populate which can win games in itself. Obviously having a Rhox and Trostani both on the field would be ideal, but then I am casting 2 cards which do little on their own, and likely will lose a race against aggro before I can cast another creature.
A fair argument, but I wouldnt be keeping a hand with more than 1 craterhoof. I do want to have 1 by turn 4-5 certainly though, and the deck is almost all mana aside from hoofy.
Needs more land, and some draw spells. And If your playing the scepter, it might as well be a 4 of.
Armada Wurm, 4 x intangible Virtue, 1-2 more collective blessing. Geist honored Monk is very good here as well. Sundering growth needs to be a SB card - if they dont have artifacts or enchantments it will just sit in your hand. You can drop the guildmage as well, his abilities are very costly and he is likely to die before doing anything relevent.
abundant growth seems unneccessary in a monogreen deck, run farseek and ravnica dual lands which actually gives you ramp. Also drop young wolf, its not really useful here. a couple of somberwald sages would fit in nicely, i would drop dawntreader elk for 2 of them and 1 more archdruid.
This looks fairly solid for the concept you're working with. I would say in this deck Searing Spear would be better than Flames of the Firebrand. Flames is good against other swarm strategies, but those decks aren't really a concern for you because you will be building an army as well. Spear is nice because it deals with a troublesome creature, is a mana less and is instant speed. Turn 3 is when you are going to really start building your tokens, and so you want your burn spells on turn 1 and 2 to give you a clear board state to work with so you don't have to be on the defense after starting slower than other aggro decks. On the sideboard I would take out a Flames of the Firebrand and an oblivion ring for 2 zealous conscripts, but that depends on what you are expecting to face at FNM. Basically, this deck utilizes burn to control and then beat out aggro and aims to be faster than a mid-range strategy. Control decks need to be able to sweep and deal with your trouble cards like intangible virtue and hellrider, and I think they will require more SB cards.
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