Super huge second to High Priest of Penance, probably in place of the Gnarled Scarhide.
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Hmmm, I also thought the boss was an odd choice in this case. I would almost make the Kazuul the boss, add in another harabaz druid. I think this deck could probably use the mana acceleration to race out the other (seemingly better late game) deck. Love this idea, though! I especially love playing Ally decks.
Hm, Heroes' Podium is a neat idea here, though I'm not convinced it's terribly effective considering the somewhat obvious holes the deck has. As fun as it would be to drop when you have all your gods down, it seems like an extremely unlikely play to me.
@vaan -- nah, that would ruin the combo since you wouldn't be able to toss or double counters on Sage of Hours. Hexproof isn't a terrible idea, though. Alpha Authority or something like that could do the trick.
Add in some ways to protect it from things like deathtouch and instaremoval (*cough* drakeraenes *cough*) and this is a lot more doable.
Oh, Nacatl War-Pride is great! Will likely remove a Brimaz and a Mirri for a couple to even the curve a bit more. Thanks!
Wow, morgoth424, you sound like you're a bucket of fun to hang out with. Dude has a base for a deck he wants to make it work, so that's why it's here with people brainstorming. If that's not your thing, captain of the no-fun club, you can take your ball and go home.I'm going to stay here and help make this dang thing doable!
If you don't mind going non-standard I feel like you could definitely make a 15-god deck playable if you were going for a graveborn sort of deck. Tossing them to the graveyard and reanimating them in a primary black deck could be surprisingly workable.For standard-specific stuff... I know you've got the Chromanticores in there for the devotion, which is cool, but I can't help but think that the deck would be more playable by subbing them out for some artifact creatures like Opaline Unicorn, Guardians of Meletis, Akroan Horse, etc. Much more playable and gives you much-needed bodies on the ground. Opaline Unicorn helps for potential fixing issues, too.Getting this deck to work in standard is going to be insanely difficult, for a few reasons. First, it's VERY slow and standard meta is blazingly fast right now. Second, there is an insane amount of removal in standard both for creatures and enchantments, which makes your task even tougher. Lastly, counter magic can really screw this deck quick as well.Good luck, I hope someone comes up with a creative solution to make this sort of playable!
Same. Spamming comments for views is not a great way about things.
Yeah, I was thinking the same. I believe I suggested more counter spells to account for that, making this deck a bit more viable. Tough to figure out the right way around that for sure.
I feel like that's probably a solid move. Very much in line with the Vorel move. The only awkward part is finding a way to get it to be tapped, since swinging in with it won't be super easy in the early game, though might be much easier in the extra turns (when it's not quite as helpful). Good synergy for sure since it can also double Ajani's counters.
I would definitely second removing the Strionic Resonators. 2x Vorel of the Hull Clade (which expedites the counter growth at a much faster rate) and maybe a Counterspell/Dissipate/etc. in their place.
pain42 is 100% correct. Each person's board can have the same planeswalker. Neither of those players can control multiple of the same planeswalker type at the same time. Once one additional planeswalker of the one type enters the battlefield, its owner chooses and sacrifices one of their choice.
You could really use some more counter spells in this deck, I think, since there are currently a boatload of ways to stop this deck dead in its tracks via standard control strategy.
Chalice of Life is a great one if you don't just want the "Win at X life" con.
@MurderHood -- Righteous Authority doesn't really help here since the Sage needs counters (not just a +1/+1 effect).
The Ajani he's using is the one that allows him to get 5 counters on sage of hours every turn, along with the two enchantments that add counters. Not a lot of room in this deck for other Ajanis, since he specifically needs that one for the combo.
Yeah, I'm pondering running only three, but I think there are two major reasons why I'd run 4: I will ALWAYS want at least one. People are going to start running a lot more removal for the gods as this one, Iroas and others are going to see a ton more play when Journey drops. Want to hedge my bets that I'll always have Athreos on board. Will need some play testing for sure to know if 3 or 4 is the final number.
Play test, play test, play test, play test, play test, play test, play test, play test, play test, play test, play test, play test, and then play test.Then play test some more.In all seriousness, though, you need to play your deck against as many types of decks as possible to find out what your deck's weaknesses are, then fill those holes. Find cards that are multi-purpose and work against the most types of decks. Fill your sideboard with the ones that are necessary for some decks, not super useful for others (ideally the ones that are more effective than some main board cards against specific types of decks).When you're building within a specific format, getting to know the deck archetypes others are playing is MASSIVELY important for tooling a successful deck. For instance, in standard right now you're basically screwed if you have nothing that can stand up to R/G monsters and Esper control, which is important to keep in mind as a deck has been built and is in the tweaking process.
Hahah, I specifically removed the Defend The Hearth because of the lack of protection for my creatures/planewalkers, but appreciate the feedback none the less!
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