Question, does Ivory mask protects me from any spell? Like for example, would it prevent me from using my life gain abilities such as lifelink and oracle of nectars?
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After playing the deck a bit, I eventually considered dropping the thrumming stone and the elixir, ill replace them with lands.
The way i see it is: monocolor, low cost and mana shuffle. This way, I don't need more than 16 lands in there.
K i changed my deck alot. I know theres a lot of cards in there and that the strategy is split in 3, but it works ok. You may say that 25 lands is not enough for 75 cards, or that there are just too many cards in there, but i always do a good mana shuffle before each game so I always have 3 lands in my starting hand and draw a land every 3 cards.
I changed the deck a bit ...
K so the technique here is: Use changeling + peer pressure to steal creatures from my opponent. Other blue cards are for deck control. Elves cards + Door of destinies = Stronger elves (changeling also). I make my elf army very strong by multiplying tokens and giving them bonuses like shroud. I didn't want to make just an elf deck so i mixed it with another technique just as a tryout.
Youre right, thx for the tip!
That all means that you can sac all your lands (example: 10 lands) you gain 20 lives, then replay all these lands, lose 9 lives ... and do the same thing again gain 20 lives ...... and so on. Does this work all in the same turn?
Is it me or "Fastbond + Crucible of Worlds + Zuran Orb" combo gives you infinite lives? Since Fastbond gives you the possibility to play as many lands as you want but lose 1 life for each land played this turn after the 1st one, Crucible of Worlds gives you the possibility to play lands from your gaveyard, and Zuran Orb gives you the possibility to sac a land to gain 2 lives ...
Made alot of changes in my deck, what do you think?
For the lands, since I'm in a mono blue deck, the lands I draw dont matter, i will alaways get the color i need, therefore I can reduce a bit. still 20 lands for 50 cards might sound insufficient. But, its up to my brainstorm, spy network, standstill, magpie, rhystic study and future sight to help me get them. I still need to test this deck more often, but has evolved alot since it's first version.
For the decree of silence, it's just to keep the game on hold for a bit. Its cost a lot I agree, but if you play with stacking Medallions its perfect. I think that in standart rules they don't stack but I'm not sure. It would be best to have decree with counter boucing cards (which I don't know what they are). Boomerang + rushing rivers are in case I don't have counterspells or treachery against creatures.
there's a combo with thwarts and foil, it put both of them just for multiplayer because in a time where i have for example 1 thwart and 2 foil and 0 untapped lands, I can still counter 3 spells by returning 3 island to my hand, then discarting 2 of them + 2 other cards that will eventually return to my hand with thran foundry.
I'm wondering if its worth to lose some artifact to add more vampires ... Mirri sounds cool, any suggestions?
Well I dont mind banned cards, I just don't play with cards older than homelands. I'm against instawin decks of course though. I also prefer to make type 1 decks, but I'm about to change that :-P
The platinium angel and steel forge combo is quite intense, though keep in mind that there are such things like "remove target creature from the game" cards that could fuck up the combo. I agree you should add counterspells just in case.
To spawn 20+ creatures: -Elvish piper + Monkey cage: with 6 mana, I put monkey cage then play any big creature with piper (extreme example: kroshan, I just added 10x2/2 for 6 mana). -Verdant force: adds a 1/1 token on each player's upkeep -Symbiotic wurm: if it dies, 7x1/1 token (chances it will die=poor but still) -Verdeloth + upwelling: X kicker = X 1/1 tokens -Nature's revolt: all lands are 2/2. It's no elf token multiplier, still ...
I play magic with friends, thats it. Im not into competition and stuff so I don't care about banned stuff. For defence grid, YOU might need to read again. It's mainly there to protect me from counterspells. Yet I have to play that card early. I might want to take the haunted crossraod off to add another voltaic key.
I agree that riptide replicator may not be necessary, though the reason i put vine trellis its because i need early game defence + mana. I dont put llanowar eleves because they are 2 easy to kill (one arc lightning and 3 of them are gone). The technique of this deck requires that the first turns be spent on mana spawn. Either my walls help me to defend, or I get to spawn big creatures fats enough to regain control. About that epic struggle, just check deeper to understand.
no need, with draw cards, alternate couterspell cost and medallions I never needed more. 2 or 3 lands in a starting hand is enough for this deck.