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If you can afford it, add in drowned catacombs or isolated chapels for more black mana (without having to hope for evolving wilds) or just run four evolving wilds instead of two.
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I agree; Lingering Souls' flashback, while not mandatory, can be critical. I suggest Chromatic Lantern; not too expensive and extremely versatile.
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.
Not to be a jerk; but mana rocks almost always have a place; especially ones that can turn a colourless mana only land like Moorland Haunt into a Birds of Paradise. I run two of them in my own Azorius Spirit deck, and its never a dead card. You can easily take out two lands and replace them with the lanterns; giving yourself the coverage you need without sacrificing your spells. Besides; 24 lands is a little excessive here anyway, considering you don't have anything that requires that much mana except Reaver, and you only have one of him.
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.
Consider finding a way to incorporate parallel lives since it greatly benefits your token production.
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.