The river kelpie is your key card, so you should have 4 and work it more. A lot of your non-creature spells could be dumped and replaced with more cards that work with your combo better. I could suggest lots of other creatures, but looks like you are keeping all your spells type 2(although not your lands?) A friend of mine uses recurring nightmare - which if you used would be your ultimate combo card(works very well with persist).
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In this deck's current form, it is just too difficult to pull everything off. The combos requires multiple cards to be effective (you pull Pyrohemia, and Rite of Passage and you *still* can't use it until you get a Gaea's Anthem because otherwise you'd kill half your creatures) and with only two of each card, it becomes very unlikely to work. Having Burning-Tree Shaman in there is like you are trying to find a card to destroy yourself with...you can't play it until you get one of your armours.
I can see how it could go well. Certainly plenty of power cards. But you have no card draw or life gain, which means some games you'll just lose badly because you have no 'recovery' spells.
I like. Ruthless and aggressive. Consider using Kinsbaile Cavalier, who gives all knights double strike - which is basically better than double flanking. I'd try to find something a bit stronger than glorious anthem - play your creatures early, then play a game winning pump up. Leonin Skyhunter is a good cheap and hard to block creature. You can dump the sidewinders I would argue - any creature that will only deal one damage has limited use in an offensive deck.
This just seems like random cards thrown together.
Weak. Lots of slivers that make each other obsolete. Additional spells that do nothing to take advantage of the sliver characteristics. You don't need any of them in a sliver deck - you should simply have more slivers.
I like the idea - it's creative, but I just wonder if you're doing things the hard way. There are plenty of ways to gain control of a creature without the need to trade. What would give this the edge is if you gave away a creature that had a detrimental effect to it(as in, made the player weaker rather than stronger).
I was under the impression that 'returns to play' does not trigger 'comes into play' abilities. It is the case for phasing at least.
Nice. I love a good white creature deck - I use many of your cards. I would say its main weakness is doubling up on things that aren't cumulitive - like dolmen gate - there's little point having two of them in play. I'd dump the spellbomb for better lifegain.
Wow, this deck is booooring to play.
I thought everyone played by the rule that only basic lands you could have more than 4 in a deck. And you have 16 badlands? In any game I've played that would be completely illegal. To me it doesn't look to be a very good deck anyway. You have all these somewhat useless cheap cards - bog rats, etc - I can see games where you just get a draw that does nothing. You have very little in terms of mid-game power, so you're relying on your black lotus to play your big cards quickly.
This deck is pathetic. Elves are so strong, but you've managed to find the weakest of the bunch.
Haha, great minds think alike, LordOfWar. My Elemental Mastery + Deep Slumber Giant deck worked very well recently. One goblin bombardment later and it is instant win.
Not a bad deck at all. I would think you could up your land count a bit to have a more reliable game. Also, you probably suffer from card draw and life maintenance issues that could be solved by ditching some of your non-creature spells and using suitable artifacts.
What an interesting deck. But your land ratio seems crazy to me. How are you meant to play a platinum angel when its casting cost is equal to half the lands in your entire deck?
You only use forests, yet you have a 'rampant growth' which looks for 'any basic land'. Because you only have one land type, you may as well use something cheaper, like wild growth. It is also very basic - without any form of target destruction, so a single key card your opponent has can stuff this deck completely.
What a peculiar deck. Your only attackers appear to be the 4 bogardan hellkites. It seems to me like this deck would either work, or fail spectacularly, each game. There's little margin for error. I suppose the land destruction would buy you some time. I can see you playing your early game hellkite, only for it to be hit by a counter, or terror, and then that's you done.
Haha, don't be so worried about flames. Now...you don't have any actually effective attackers. Your two shadow guys have a power of 1! It seems to rely quite heavily on pulling your equips then. I would look to replace them. Also, silent assassin is ineffective in a deck with a shadow creature focus - they aren't blocking you anyway.
I don't really understand this deck. I guess the idea with the shapeshifters is that they gain abilities from elf/fairy cards your opponents use? I'm a bit doubtful as to the usefullness of that. If the point of the shapeshifters is to die, to bring in the big guns, through deathrender, why not make them one mana basic creatures so you can play them much faster?
Idyllic Tutor finds enchantments. But there are soooo maaany intruder alarm decks. I must have seen ten at this site alone. Urgh.
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