Better use cloudthresher or Primalcrux/Khalni Hydra, instead of oversoul, that can go to the SB. Another weakness? Mass removal, especially wrath effects (with no regen), so check it.
Permalink
Still, you need 60 AT LEAST for a nice one, and valid at tournaments for that matter. Suggestions: Druid's Repository on Avacyn Restored, and Copperhorn Scout (that untaps all other attacking creatures, comboes well with the elvish theme and druid's repository). Ohter ones: Elvish Archdruid, and Nettle Sentinel (original use of nettle was precisely with heritage, maybe you overlooked it)
Too dependent on enchants, a simple, underlooked card like Paraselene from Innistrad, would cripple you by a lot. On the other hand, something like enchantress, can get out of the way TOO easily (black removal being a winner here, and white in path/swords). Maralen doesn't need to be a 4 of, 3 can suffice although there is a fair warning: letting an opponent tutor a card IS RISKY ENOUGH. If you have access, enlightened tutor works better than idyllic.
Even if the deck is illegal for play even in Vintage, is hilarious, but extremely weak deck to my taste. You got fucked up? Almost no way to recover, is a one-shot only.
Good point in there, but what living weapons are useful here? Just to notice. Lodestone Myr IS a good one and will be added.
Not much, but I would strongly reccomend a X spell like white sun zenith, blazing archon (and with that you stop attacks for the most part), sunblast angel (to blow the opponent) or if you have the access, Akroma, Angel of Wrath. Trini can be a little too abusive and very blown off because of it, so I advise defense grid instead to protect your turns, or even Grand Abolisher
Another thing I saw here, is how magus of the tabernacle is a little too low on raw power, even with its ability, why? because you need to pay that cost for his upkeep (and that translates into one mana down for spells). Even if its a reprint on tabernacle of pendrell vale, it has not much of the upside because IT IS a creature, not a land: a creature is a lot more frail. I'm still wondering about the win condition of the deck because every deck needs one, and this up now, only locks opponents without finishing them. And one more thing: run the paths in main, leave the rings on the board.
Nice idea, but I would run Magus of the Moat: that thing, if unchecked, spells doom for whatever deck you want, except those with heavy fliers. Try to use more tectonic edge than ghost quarter, as tectonic doesn't give any extra land. Worship could serve a useful purpose getting you not to die in case you have a creature. Aven Mindcensor doesn't look good if analyzed properly, maybe you could run leonin arbiter, as it shuts down search for the most part. And one more thing: what is this deck win condition?
Not really sure about it, I guess you could try to run less pump, like 2 mettles down (as mutagenic is good enough to run alone). Other removal worth a hard look is virulent wound, is a counter and if the creature dies is another poison to the bin. I made a similar build, but I used overrun instead of more pump (as my creatures are a little frail and that gives me a little more reach), that could give you some ideas: http://www.mtgvault.com/ViewDeck.aspx?DeckID=311113
Nice build here. I actually advise to use a mix between doom blade and go for the throat: normally if you play against artifact decks like tempered steel you will struggle with removing those. Oh, and if you really want Putrefax, try to make a recusive one at least, in order to maximise its power, which I mean: run some corpse cur or morbid plunder, or even disentomb. Other than that, is really nice
Was a pleasure pal. Really good insight on Assault strobe and Darksteel Axe!
About inkmoth, for all is said and proven about it, i think that it would be a little bit of a bad slot used, because of the price and the mana investment needed to get going (and that can get problematic). Ogre Menial: i used it here (and you give me partly the reason) because normally is considered a small threat (who would consider it a big one?) But, here comes the interesting: if for some reason the opponent gets him connect while a curse is in play, believe me, he's going to respect it, and also it will get bigger and out of burn range currently in standard. About the pumping, the thing going for this deck is that they can get some hits, then, lock the ground/air with the drakes and start proliferating (along with help from the volt charge), and that way you ensure the kill. Silent departure, I tested them on a self-mill and a zombies and I've played against them, and it always helps, but the problem with it is that is a little underrated one. And the duals are rare ones to find in my meta, so I'm ruling them out (and also against them is their price tag, a shame)
Yes, they help a lot. But the thing I've got against them in Standard, is that a lot of decks use them, so most expect them to appear and are well equipped to deal with them. Also is the factor of their findings: most guys don't expect to trade for them, and even though the price is going down, i'm reluctant to use them. And believe me when I say red deals a lot of punch on infect! That volt charge proliferates counters like crazy (and deals with a blocker), along with the curse of stalked prey
After thinking it, i decided that you're right, Axe is better than Carpace (and more resilient with indestructible). I still wanted to keep the ogre here. Any other things this deck can use?
Thanks for the compliment! Actually I never remembered Assault Strobe and you're right: that little spell makes games go crazy when unchecked (and is a BLISS that in Standard mental misstep is seldom seen!) About the ogre, is a 0/4 that with a few swings (who would block a 0/4? Then you pump the guy's power and suddenly, things go really downhill, especially when having curse of stalked prey on the opponent!) can go completely out of control, and is burn resistant (you would need black for cheap removal, or big burn instead). Darksteel Axe is a little down on the toughness, that is why I've placed Copper Carpace here (but I do not rule out the little axe in case i found them!)
2 vorapede, and 3 tragic slips
I like this idea of sac n reap benefits, but for me at least, it has some little problems: starting, get the card count to 60-63, because you don't look to have a lot of card draw/manipulation (necessary for the amount of 76) In that slot try to run sign in blood or similars. Second, run fume spitter instead of festering goblin (spitter leaves a counter and has a self-built sac). Third, i suggest in case sheoldred gets killed or exiled, run gravepurge as a failsafe and a cantrip card. Fourth, do not overload with black market even if it's good, believe me that with 1-2 this deck can work a lot better. Hope this helps
The only thing that can give other things affinity is mycosynth golem, but it costs about 11 mana and is restricted to creatures
the problem with fire servant: is too damn expensive to this deck. These types were a milestone: they could win extremely fast, but could be prepared to long game thanks to cursed scroll (which is expensive nowdays). the other things i've got to say, are in your deck....
Pal, sorry to say this, but you need 60 cards and lava axe is too expensive. Since when you started playing, about what expansion?
41-60 of 110 items