You could cut back on your come-into-play-tapped lands. You don't need the Terramorphic Expanses that much. I know it helps you fetch a plains for Sejiri Merfolk, but I don't think it's worth having it come in tapped. Also, you may want to add some card draw like Forsee.
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I would use the vampire that lets you sac guys for +2/+2 until EOT. Forgot what he's called, he just came out in Rise of the Eldrazi. Using him to sac guys to make him bigger and also make Mortician Beetle bigger lets you get a lot of good value out of your spawn tokens and such.
You should add a Basilisk Collar to put on your Triskelion :)
If you sac'd a creature with Eldrazi Monument with Mortician Beetle and Viscera Seer out, you would put a +1/+1 counter on the Mortician Beetle, but would NOT scry 1. The scry 1 is an activated ability of the Viscera Seer where sacrificing a creature is the cost. The +1/+1 counter on Mortician Bettle is a triggered ability, triggering whenever you sacrifice something. So, if you wanted, you could sac a creature to scry 1 and trigger Mortician Beetle's ability, but you would still need to sacrifice something to the monument. So basically: it takes two creatures to sac for monument and scry, but your bettle gets a counter for each one you sac :).
1 point of damage is worth paying to get your land into play untapped. In an agro deck there shouldn't be very many tapped lands, and I already have 4 Emerias. Evolving Wilds / Terramorphic Expanse would slow me down by just a little too much.
Having two Emeria out at once is actually pretty awesome. It lets you get two guys out of your graveyard every upkeep instead of just one, which is pretty awesome. It puts your opponent under stupid amounts of pressure when you're putting out more than 2 guys every turn.
Thanks for the sideboard suggestions, and thanks for the heads-up on the plains. I totally wasn't paying attention to the amount of plains I was putting in. I think I'll take all 4 Kabira Crossroads out, since I don't think 2 life is that game changing. Plus, Emeria isn't legendary or anything, so I can always have multiples of those out too.
I would take out something for a playset of Fauna Shaman and (if you can afford them) Vengevine. Both of those cards are really important for the green players game right now. I might take the leyline out, since the green one just isn't that strong. Also, Obstinate Baloth is good enough to mainboard imo. 4/4 for 4 and gain 4 life is already pretty awesome even without the discard immune thing.
Looks good, but I would use some more draw. I personally like the scry cards like Forsee and Preordain. Perhaps take out Cancel for the draw? Another thing is that you probably don't need both Tectonic Edge and Spreading Seas. Taking out Spreading Seas for stronger draw is another good option. Just some ideas :).
That's a good idea. I've seen some broken things with Canopy Cover before... when I get around to making a sideboard I'll keep those two cards in mind.
That would be an awesome card to add, but I'm building this deck with type 2 in mind :). Luckily, Pelakka Wurm can make up most of the deck's power pretty easily. I have effectively 7 chances to draw one throughout a game, since Fauna Shaman lets me filter my creatures.
I would try to find room for Leyline of Anticipation. That way you can cast stuff like Traumatize at the end of your opponents turn, allowing you to keep mana open for counters. Liliana is the first thing I see that could be taken out... doesn't really follow the rest of the deck that much.
I don't see a single thing in this deck that punishes it's controller for having a full hand. Megrim only hits opponents. Underworld Dreams only hits opponents. Black Vise only hits opponents. To the deck creator... interesting idea ;) I like the draw / discard decks. Might need to fix the mana base a bit though. Could use more dual lands.
Woah, wasn't expecting to come back and see a ton of comments. Thanks for looking y'all :). I guess I should find some room for Conqueror's Pledge after all.
Yea, I originally had conquerer's pledge in the deck but I took it out for the sake of the curve. If the deck curves out at 4 mana instead of 5, I can reduce the total number of lands, so that's what I decided to go with.
I considered Captain of the Watch and turned down the option mostly due to mana cost. I'm not 100% convinced that he can turn a game around by 6th turn... if you're losing by then, you'll lose anyway, but if you're winning by then, you'll win anyway. I just don't think it's fast enough. Rhox Pikemaster is a card I wanted to put in here, but I'm just not sure what to remove. It would probably have to be the Veteran Armorsmiths I'm thinking, but I'm not sure. Coat of Arms is just flat out dangerous. I don't like the card at all since it pumps up your opponents creatures as well. You should've seen when I was drafting and my opponent played Coat of Arms... I used Howl of the Nightpack for 6 the turn after and he had to scoop in the face of the 7/7 wolves he helped create. Thanks for the suggestions btw :)
Oh wow Lol. I actually set aside a playset of Overrun to add to this deck, and then totally forgot about it. I'll figure out a way to add some, but I'm not entirely sure what to bring out. Probably Birds of Paradise. Thanks for reminding me about Overrun xD.
Yea, I definitely thought of that. I made a deck with it and Venerated Teacher just now. Check it out ;).
It would lose. I actually play in a meta where nobody plays Jund, so a lot of the decks I make aren't really for the professional tournament circuit. I've always loved Sadistic Sacrament, so I'm just tossing around ideas for fun ;).
First round of playtesting is complete. It works better than I could have hoped actually Lol. With both Celestial Mantles, an Indestructibility, and a Gigantiform on a Mesa Enchantress it's hard to lose. I think I reached 1628 life before I won.
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