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The King doing his thing
Protect the KING at all COST!
This deck has been viewed 733 times.
NOTE: Set by owner when deck was made.
I have some questions regarding your choices here:#1 Power Level and BudgetWhere are you envisioning this deck to operate in terms of “power” and Budget? The deck lists the total cost at around $300. I also noticed that more than $100 of that budget is tied up in just two cards Rhystic Study and Alluren. As a tribe, scarecrows are really weak threat wise. The commander is what makes it functional. Decks that run this commander (that Ive seen) at the upper “tiers” generally get there by using combo loops abusing the fact that scarecrows are also artifacts. At present, there are only three cards in your deck that synergize with artifacts directly: Unwinding clock, Scarecorwn and Sharuum. I am not sure where your playgroup sits "power level wise", but as long as you don’t go to heavy into those combos and stick to combat damage win conditions, you can still upgrade significantly while still being “fair.”Removal Spells:Outside of your commander, I am only seeing 4 removal spells in this deck (Utter end, Aura shards, Crossroads Candleguard and maybe Sunken Hope). Modern pre-constructed decks are typically running more than 8 (one of the newest, scrap trawler, is running potentially 16). In a five color deck, you have access to all the best options in the game. Your commanders biggest strength is the removal effect, lean into this more. The cornerstone of your deck (the commander) costs five mana. Throwing in a bunch of 4 mana Board wipes is a great way to reduce some of your reliance on him to remove everything that threatens you early game. Even better if you make choices that would exclude your scarecrow artifact creatures.Mana Curve:You are really heavy in the three and four mana cost slots and really light in the 2 mana slots. The Commander comes down at five mana, and due the deck design a large chunk of the <4 spells will not be cast until he is on the board (because they are scarecrows). I would suggest reexamining your three and four mana non-creature spells, and replace them with removal and support cards that cost 3 mana or less (preferably 2).One support card swap suggestion:Riptide Replicator -> Maskwood NexusOthe things to look atGoblin Engineer (keep targeting your 3 mana Scarecrows)Darksteel ForgeLux artilleryArtificer Class“Myriad”“Copy target artifact”“Artifact cost less”
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Wow, thank you very much for your interest in my deck. I really am an amateur when it comes to deck building and I take all the advice I can get. I have been collecting since Urza's saga and took a ten year break.....weird.
You have some potential here. Some of the ideas are pretty creative. I like the fact that this isn't a $1000+ combo focused monstrosity, it's a breath of fresh air.One other thing to examine a bit closer is your mana base. If you goal is to avoid putting in all the expensive non-basic dual lands you are going to need to have green represent a significantly higher percentage of your mana sources (probably could also benefit from bumping the count up to around 37). This is because you are going to be using green spells to search your deck for the colors you are missing (example: cultivate). 2 mana "[guild] Signet"(s) can also help here in lieu of running multi color lands and fetches.https://stattrek.com/online-calculator/hypergeometricStatistics wise, if you want to cast a green spell on your second turn, you are going to need 12 green mana sources to have a 70% chance of it. If you want to cast a green spell that includes 2 green mana on your 5th turn, 12 green lands will only give you a 40% chance. If you want to keep the mana cards cheap and affordable (by using mostly basics) you probably shouldn't being using any spells that require more than 1 of a specific color. Making that 2nd mana "pip" possible would require 20+ sources for your 5th turn.
This makes so much sense. I will adjust using your helpful suggestions. Thank you