The deck looks like fun, thankfully, I counter with the word that I love more than anything in magic...Eldrazi! The fogs are certainly fun though, and losing to a Helix Pinnacle is always painful.
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I gave it a look over, and it looks pretty decent. It does have more defense than mine does, which is certainly relevant the way the metagame is shaping up.
Depending on your available cash, I would recommend some of the Zendikar feth lands over the Terramorphics he's suggesting. Verdant Catacomb and Misty Rainforest can both fetch the forest you need, bring it into play untapped, at the cost of just 1 life, which is nothing if you're getting two 4/4's out of the deal.
Have you thought of Call of the Herd in it's place instead? for 2 mana less, you get 2 3/3's instead of 2 4/4's. Could help the tempo that you're trying to push.
Very nice deck. We'll overlook the fact that Sol Ring is a restricted card, lol. What might help you with your colored mana, in case it's a problem, unlikely, but still. Is to swap out the Llanowar and Fyndhorn Elves for Birds of Paradise and Noble Heirarch. Both of them cap tap for either of the colors that you need, which would make them better as far as mana producers go.
Not sure if you care, lol, but Sol Ring is a restricted card, only 1 in a deck. If you're playing casual though it doesn't really matter, lol.
I agree 100% with Ajani's Pridemate. No white life gain deck is complete without them.
Have you thought about Darksteel Juggernaut at all? You could consider taking out the Darksteel Sentinel's for them. The Juggernaut doesn't have flash or Vigilance, but it will consistently be bigger, in addition to costing less.
I disagree on Harrow and Cultivate being better mana ramp than the elves. If you're first play is a Cultivate on turn 3, that sets you up with only 5 mana on turn 4. This seems good, except when you consider the likely possibility of turn 1 Llanowar or Arbor Elf, Turn 2 Elvish Archdruid or Mul Daya Channeler, leading into a possible Darksteel Juggernaut as early as turn 3. The only flaw is that yes, the elves are subject to creature removal, but your plan is just more susceptible to blitz agro. Both plans have potential flaws, it's simply a matter of preference.
If you're going for an elf theme, I might recommend Arbor Elf, If you're going for standard, in place of Birds of Paradise. If you're not going for standard though, then Fyndhorn Elves fits in the spot. They tap for the same green mana that you need, double as an elf to help boost the mana you're Archdruids are putting out. Likewise, if you're not going for standard, and just want more fast mana ramp, you could take out the Battlements and add Priests of Titania. 8 1 drop mana producers that lead into 4 two drops and 4 three drops is pretty ridiculous mana acceleration. One last suggestion, works for both standard and casual, is simply this Whispersilk Cloak. Stick it on your Juggernaut and pound the damage through. I've done a fair few elf decks in the past, and my only problem with Joraga Treespeaker, are if you play it turn 1, level it turn 2, just to have them kill it in response. An alternative to this, is to invest in a 3 drop rare, that is still pretty cheap. Mul Daya Channelers. You only have 4 cards in your deck that don't trigger it as either a mana producer or a 5/5.
Another good card for builds like this, is Beastmaster's Ascension. I ran a deck that used both Raid Bombardment (2) and Beastmaster's Ascension (3). The damage can add up pretty quickly, to devastating effect. As for what I might replace to put in even 2-3 Ascensions, I might recommend 1-2 Raid Bombardments and 1-2 Broodwardens, simply pending your preference. Also, when you're sitting on a hand full of blanks, or just need 1 more attacker to fire up an Ascension or muscle through the last few points, Raging Ravine can be effective.
Mystifying Maze is only attacking creatures an opponent controls.
Jace's Erasure is pretty decent in Mill decks like these. When you combine it with things like Howling Mine, Font of Mythos, and even Jace Beleran.
I've been a fan of a certain set of cards that can actually get through decks like this. I assume that you're friends don't play with them, but I'll throw the idea out there so you can consider it. Eldrazi have the ability to bash through defense like this, sometimes before you can get your defenses in place. Emrakul in particular can be problematic. On the same note though, Ensnaring Bridge is particularly good at keeping enemies from attacking, which pretty much gives you infinite time to set up everything else, and/or swing with your Purity.
Basically yes. All damage dealt to it is still prevented, and players cannot pay the cost to make it lose that ability.
Inquisition, and Duress while we're on the subject are good, mostly as a turn 1 play. Mire's Toll is fine, but only on turn 3-4 when you've got swamps in play. Duress and Inquisition though, can strip key pieces out of their deck early, before Mire's Toll would be able to. Try playing against most any fast agro deck, white weenie, vampires, kuldotha red, elves. Mire's Toll would be far too slow, where Inquisition can literally buy him several turns by stripping a Goblin Chieftain, Student of Warfare, Elvish Archdruid, or Captivating Vampire.
Street Wraith might be the type of draw a card you might be looking for. If it's in your opening hand, and you're close to your combo, you can just pay 2 life and cycle him to draw a card. 4 of him basically gives you 4 more chances in your deck to draw the combo pieces you need. Sigh in Blood is another cheap mana cost draw 2, but the Wraith is better for your turn 1 kill.
Negate isn't so good in the main deck. I'd run something like Cancel, Stoic Rebuttal, or Deprive instead, and use Negates in the sideboard for any control matchups.
Also, don't know if you care or not, but Tinker is restricted in Vintage and banned in Legacy, the only formats a deck like this could tournament in. Also, pending your finances, Volcanic Island is better for your deck than the Crumbling Necropolis.
If you're going for something of the sort, you might consider Pyromancers Ascension and Call to Mind, a way to go off and win with infinite turns without your Scepter.
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