lets just let this deck die a natural death.
Permalink
also, build with this in mind. If you want to get an idea of what to work with when thinking legacy. turn 5 and 6 are endgame. here is an idea, combo decks i believe will combo no matter what by turn 6. they sometimes can combo by turn 3 if you have no defense. control i am not too good at, so that i cannot help you with. aggro, turn 1, 1 creature, turn 2, 3 creatures swing for 2, turn 3 5 creatures swing for 4, turn 4, 6 creatures, swing for 10, turn 5 8 creatures, swing for 23. something of that sort, (thinking goblins or elves.) Now remember, this all is based on how great you want your deck. most decks will cost alot of money the higher you go. but remember you are playing to have fun with friends. i have decks that i can't play my friends with, because its no fun. ( 3 turn burn) and i have a land destruction deck. so i would base it on your opponents :)
what i do, is i would look up a tier 1 legacy deck, heck, look up 2 or 3 of them. Than look over them real hard, try to understand what makes them powerful. alot of them work on stalling the opponent until they can get out a creature. and that creature has some kind of super avoidance. so if they were to doom blade it, you could put it back in your hand instead. you should look at what you want to take from these decks, add their smaller effective ideas, to your bigger idea. just like adding liquor to make a drink. make your deck the main part, and add 1/4 of one deck and another 1/4 of another deck. keep your eye on their side deck. adding any number of those cards are there to counter the common control, aggro, combo decks. that would be your best bet.its easy to tell a person what cards to play, but i think you will find much more enjoyment searching and finding your own deck :)
, i would almost suggest rethinking the white in this deck.
maybe death wish instead of tutor and you can keep the x1's in your sideboardi know you said that your deck is casual, but anywho, manafixers, there are tons of lands that can play any color. also, you can get dual lands that don't tap when they come into play. another thing to mention, is that you have very little spot removal. if i were to get a vexing devil out, you will take till turn 3 to put out a creature to stop it, if you don't have the nighthawk it takes turn 5. that is alot of mana for a vintage deck. there are 3 paths to go. control, aggro, combo. if you pick 1, you can make a strong deck, if you pick 2 you will have an ok deck, and if you pick 3, you will have a crazy deck. yours currently looks like a control aggro.
well, lets start with the basics. you may ask yourself why only 60 cards. well players use 60 cards because that way, its more reliable to pull a card that you want. This also goes along with why players have 4 of a card in their deck. Some players even try to have cards that are "fillers" making the deck more like a 56 or less card deck. The point of a good deck is to do the same thing. When you draw your hand, you should be able to name 5 cards, and 2 of them will be in your hand (not counting lands)I look at your deck, and it reminds me of decks i used to make. unreliable, and most games i lose, and when i lose i think, man if i only drew that "ONE" card that i have in my deck. The chances of that being slim to none. Before you do anything else, i want you to reduce this deck to around 60 cards, or 59 cards and a street wraith (if your attached to your 9's)thank i want you to get x4 of cards. use the below to guide yourself4x Can't get enough of it, would love 3+ in hand3x Love it, but don't want to draw more than 2 in a match2x Special card, only want 1 to be drawn in a game (usually a specialized card for when you get stuck, or a legendary creature)1x Wammie, rare card for your deck that you will need in tough situations. You usually have a card to search it out when your in need and will only need once (example, 4 green sun zeniths in a elf deck and i have 4 different 1x cards that help me draw cards, do combos, destroy enchantments, or a wammie to end it if i have the mana.once you have done this, we will be able to work on your deck :)
roger that, always hard to know if people are playing in tight nit groups. ^_^ looks good as long as the 5 turn is no rush.
yes, but they are all defender. you can't attack. you rely on decking yourself
i like it cause its fresh. it leaves a bitter taste in my mouth, because all you need to counter it, is to have removal, or just sit on your removal spells till you have no cards. its a one trick pony :( good job however.
show and tell, tinker? too slow tho. maybe im missing something, but it looks like you pull "a" creature out, around turn 5? memnite wont hold for anything other than a chump blocker.
anywho, i would get rid of lavamancer. they will surely have removal, getting rid of him will take away the usefullness of removal cards, and they will sit in their hand. than i would get fillers.4 fetch lands so that after you draw 1 or 2 of them, you have a much lower chance of drawing a land. Fillers, stagershock is too slow, instead replace it with street wraith, that way you draw something else. i would replace lavamancer with manamorphosis or with rift bolt. i would suggest 3 fireblasts somewhere. but like always different strokes, atleast consider.
Not Legal in StandardNot Legal in ExtendedNot Legal in ModernNot Legal in VintageNot Legal in Legacyalso, legacy burn decks win by turn 3 or 4 so this is also too slow for that. a legacy combo will end turn before this deck does them in, same with aggro. with a control you will be out of cards and at their mercy. burn decks usually don't go tier 1 in legacy, but yours is not even legal, so that puts it in a match where combo decks win on turn 0 and such. make it legal, it has potential if it had a league.
red, sneak attack, if you can do green, there is channel and oath of the druids.
i feel like the problem is having creatures with 1 hp. most of your creatures can be chump blocked and killed :(
ohh and do you care what colors?
do you care if its legal? will your friends allow any cards, also, give me some staple cards that "must stay" also, let me know the most a card can cost.
hmm, vintage, if you can't kill them by turn 5, the decks too slow.1. your deck is unreliable. people use 4 of a card and a 60 card deck so they reliably pull the same 7 card hand. yours is unreliable and that is a deck building error.2. pull this deck out of legacy, sorry to say, but legacy you have 3 choices. control, aggro, combo. you pick one and you build around it. you pick 2 and you have a deck thats gonna lose alot, you pick all 3 and you have a fun but crap deck. find whats putting this into legacy and remove it, otherwise almost 90% of this deck is crap (by legacy standards)3. a good legacy aggro deck will be doing lethal damage by turn 4. keep that in mind.not trying to be a debbie downer, but its all stuff i came across building my own eldrazi deck. in the end its just a fun deck that uses all 3 and is a crap deck, but its still fun to throw out every now and again. if you want you can look at it and pull what i have in mine to improve yours. who knows, maybe you will find what i couldn't in an eldrazi aggro. only way i saw to do a full aggro eldrazi is to do elves. Good luck.
the curve on these items are too late game for a legacy or illegal deck.
too slow, and also illegal.
101-120 of 263 items