there are many ways to win by the fourth turn, but in a prolonged battle this deck continues to function. its main kill turns are 4th through sixth. after that it wont be sudden violent kills but rather hairline victories
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worth noting, cauldron dance is good for catching people off guard and getting a surprise victory
i suggest the trample eldrazi thing in 2 turns with it and magmaw you can do 26 damage if they dont block anything, they will block, but you also dont need to do 26 damage
i suggest a wee bit more land. one or two
doesnt crab umbra require blue mana?
trying to use sacrifice etc to control until i can get big mill combo's off lighthouse, other than just being useful in general also helps me with time counters
i dun get it
check it out guys im commenting on my own thing
no because those two lands thin his deck. although admittadly they are alot less good than usual
also id like help with a sideboard
why have i never seen or heard of novablast wurm?
who is your general?
good advice, gatekeeper i took out for pawn of ulamog, not sure which is better
well im trying to keep it standard is the thing
thank you for the input
i approve of this message
sacrament or memoricide? might be good
rise from the grave is meh
skywatcher adept is not very good steady progress? or put contagion engine in it or maybe put silence to give you a turn or two to help build up all in all id say 2 sejiri steppes to plains, a soaring seacliff to island, take away contagion clasps and skywatchers, add 2 contagion engines, safe passage? and steady progress
replace at least one sejiri stepp, if not 2 or all, soaring seacliff is... ok. maybe add a bounce?
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