PainRD

21 Decks, 4 Comments, 0 Reputation

Land #3 seems to be pretty important, possibly try running 23 or 24 lands to have a high consistency rate of hitting that 3rd land drop.
I also think some removal spells could do very well in place of Built to Last, Built to Smash, and Swift Justice, so that you don't need to have a creature of your own to target, or have more Fairgrounds Warden.
There appears to be a great synergy between most of your creatures and vehicles except for Crew 5 and Crew 1. You end up putting more than 1 power into Crew 1 in most scenarios and need to use at least 2-3 creatures to turn on Crew 5 and having your Crew 5 creature out doesn't consistently come out on turns 5-7. Sits in the hand a lot and then have to use most of our creatures to Crew. More Crew 2 or 3 would synergize very well with the decks' current creatures like Renegade Freighter w/Speedway Fanatic.

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Posted 28 January 2017 at 08:32 as a comment on Dwarf Chauffeurs

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After playing several sample draws, the deck appears to get a combo off consistently in one way or another.
Utopia Sprawl has been hard to play early game and has not really mattered mid to late game. Cryptolith Rite has been good, especially with 29 creatures. I think you could possibly cut some creatures for more lands to increase the likely hood of hitting your land drops into turns 3 and 4+ AND adding some instant removal to interact / disrupt your opponents.

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Posted 28 January 2017 at 08:09 as a comment on Infinite Angelic Pussy

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For the sea creature deck, I'm not sure if this would be nice, but check out: Quest for Ula's Temple

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Posted 14 January 2017 at 03:06 as a comment on Misery

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thnx for the good feedback

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Posted 15 October 2016 at 00:17 in reply to #591353 on Unruly Peasant Combo

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