MTGEl33t

7 Decks, 300 Comments, 154 Reputation

Oh yes then, for starters by "focusing the deck" I mean take out 1 and 2 ofs to try and fit the more necessary and fluid cards into it. Like for instance, Scrapyard Mongrel is a 4 mana 3/3 with an artifact based ability. Since you are not running artifacts, this card is weak and something better could fit in the 4 mana slot. A way I found to help a lot with this is to playtest, and think in particular what cards would come in handy above other cards in different scenarios.

You also may want to up the lands to 22-23, this deck appears that it wants to be particularly consistent in land drop, especially with low mana accelerant.

If you want to keep the burn/creatures aspect, I suggest you get me of your Satyr Firedancer. I personally love the card, and it makes your burn relevant to both creatures and players.

On a side note, MTG doesn't have to be expensive, as long as you know what your doing ^^ (but it helps to splurge a bit lol)

0
Posted 21 October 2014 at 08:30 in reply to #512592 on R/G Aggro-Control

Permalink

If your actually serious with this one, you should really focus it better. Though I think you already know this.

1
Posted 21 October 2014 at 08:16 as a comment on R/G Aggro-Control

Permalink

I really don't see a reason to be running Waste Not with only 2 forms of discard.

0
Posted 21 October 2014 at 02:26 as a comment on Golgari Battlefront

Permalink

Well other than that,I have no other suggestions. This was built well and if your staying in standard, it would probably be difficult to build a life gain deck better than this one.

0
Posted 07 October 2014 at 20:33 in reply to #509355 on Standard Lifegain

Permalink

Solid looking build here, may I ask why you chose Gurmag Swiftwing? It seems a bit out of place unless you only plan to enchant it. Even then, it would take a bit to get big unless you can get a Sunbond on it asap.

May I suggest taking a look at Underworld Coinsmith? Only a 2 drop, but if you run a playset, you will have 20 enchantments that can gain you life and bleed the opponent. Safer than the bat imo.

0
Posted 07 October 2014 at 08:47 as a comment on Standard Lifegain

Permalink

Np, if that doesn't work out just tweak it some more. I found with Selesnya all the cards are there, you just need to find the perfect way to put them together. All in all if you do find the best way to build it, Selesnya is one hell of a deck to compete with. Especially in casual play. Also if you can get it off, Grove of the Guardian is great way to sneak into late game (if you have to) but by then, you should have probably already won. This just ensures it further.

0
Posted 06 October 2014 at 22:13 in reply to #508901 on 5/5 populate

Permalink

I played a similar deck to this in standard. Your going to want x4 Call of the Conclave. It's great early game and is easily a backup if you don't get the 5/5. You would probably also want to jump up to at least 22 (maybe 23-24) lands, and remove some of the mana ramp. Selesnya was a guild that had a good early game with a decent late game plan.
Sundering Growth - Seems more of a SB card than anything, but still useful.
Market Festival - Unnecessary.
Rootborn Defenses - Great against board wipe or other forms of removal.
Druid's Deliverance - if your going to run this, I would just drop the fogs and run x4. Maybe add in a couple lands.
Perimeter Captain - I would just drop him as you only have 5 defenders total. Centaur Courser (I think) was a 1 drop in RTR you may want to look at. I really don't know many other ones.
Angelic Wall - I would probably also drop this for something else. It's not a bad card, but I would prefer something more token oriented. Maybe Vitu-Ghazi Guild Mage? Or even Selesnya Charm? Very versatile card.

Also just drop it to 60 cards. It's better that way.
Just random things I thought may help. On a good note though, this is still a decent looking deck for 20$. Just needs some minor tweaks.

0
Posted 05 October 2014 at 21:56 as a comment on 5/5 populate

Permalink

Agreed on the devotion, but is it really worth it to drop a lord card for something like Vapor Snag? Personally, I feel the white is completely unnecessary in the deck. Could easily drop Sygg and Paths for things like... Vapor Snag and Spreading Seas.

Edit: Totally missed the SB. Gives a purpose for white, though is there no replacements for it mono blue could use?

0
Posted 30 September 2014 at 13:31 in reply to #507371 on (Modern) U/W Fish

Permalink

I never thought of shocklands counting towards BCA. Never would have thought of that one. Thanks!

1
Posted 29 September 2014 at 05:08 in reply to #506598 on Making the Fiend-Blooded Work

Permalink

RolledAOne, somebody keeps -1ing your comments. I'm upvoting them to keep them balanced because they aren't downvote worthy, your stating things that can help.

1
Posted 27 September 2014 at 21:39 in reply to #506598 on Making the Fiend-Blooded Work

Permalink

This guy knows his stuff.
3 Roil Elementals at the max.

1
Posted 27 September 2014 at 21:22 in reply to #506930 on Terrain Plunge

Permalink

Remove Dreamscape Artist for either Ior Ruin Expedition or Rest for the Weary. Rest doesn't fit too well here but it can be SB for aggro enemies.

0
Posted 27 September 2014 at 20:59 as a comment on Terrain Plunge

Permalink

I really like BUG but I feel it was rather weak in Khans alone. Hopefully in the next two sets you can get some great cards to add into this... for cheap ofc :D

0
Posted 27 September 2014 at 20:55 in reply to #506847 on $25 Khans Standard: Dredge

Permalink

Although I wouldn't classify it as particularly budget, this is a great attempt at BUG graveyard shenanigans.

0
Posted 27 September 2014 at 14:56 as a comment on $25 Khans Standard: Dredge

Permalink

Why is Madblind Mountain here? You have no way to see the top cards of your library so you would have difficulty knowing if shuffling is a good idea or not. The entering the battlefield tapped could actually screw you over sometimes, which is why I would rather just take it out. I feel as if you are sticking to a devil theme here as well, because I feel as if there are better cards to put in aside from Scalding Devil and Pitchburn Devils.

0
Posted 27 September 2014 at 13:36 as a comment on Hellbenders

Permalink

Hedron Crab doesn't really fit the win con here, unless you are just using it as an alternate wincon. I also question Knight of the Reliquary, yes it is a good card but the only engine you have to get lands in the graveyard is Dreamscape Artist, which isn't really that good of a discard. Not only that, there are only 4 lands possible in the deck to actually sac to the Knight itself. While Roil Elemental is a really fun card, it needs a way to protect it. If you play it, it will die. That's just how it works. I suggest Asceticism. It works on all your creatures and is fairly difficult to get rid of unless the opponent is running enchantment hate. I'd also drop the number of Boundless Realms to 2 at the max. Way too high of a mana curve for the little mana ramp you have.

Enough with criticism, and on to the positive. Enjoy the way you added Venser in here. At first glance, it's obvious he's here to blink lands for landfall, but you can also blink your bounce lands and get back normal lands while your at it. Hell, those lands could infinitely bounce themselves. You may want to look into Amulet of Vigor. It will help with your tapped lands and is fairly cheap to actually use. On top of that, this deck is very affordable if you were actually interested in it.

0
Posted 27 September 2014 at 13:28 as a comment on Terrain Plunge

Permalink

As far as I know, they changed the rotation schedule. Currently only Theros, Khans, and M15 are standard. (I think)

0
Posted 27 September 2014 at 13:13 in reply to #506749 on Mono Green Aggro (Budget)

Permalink

Ah, I thought convoke only hit for colorless. Thanks for the help.

0
Posted 26 September 2014 at 16:55 in reply to #506616 on Mono Green Aggro (Budget)

Permalink

Swarmborn giant, while an excellent beater, is way too risky. May I suggest you replace it with Arbor Colossus? It gives flying removal and also reach, and is better on the devotion. Albeit it being an extra mana, it seems like a safer play imo. See also Heroes' Bane. Still 5 mana but would be a decent late game option to pump any additional mana into
EDIT: Am I overlooking something or what? Why does Gather Courage have Convoke?

0
Posted 26 September 2014 at 09:23 as a comment on Mono Green Aggro (Budget)

Permalink

Oh we know it's not perfect, he literally thought of this and built it within 5 minutes. I just challenged him to make Tibalt work outside of madness.

1
Posted 26 September 2014 at 06:46 in reply to #506598 on Making the Fiend-Blooded Work

Permalink

181-200 of 297 items

First 1 2 3 4 5 6 7 8 9 10 ... Last