that's where you're wrong. EVERY deck needs a "plains"walker. and this deck needs a 1BB "plains"walker. yes, sir!
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-2 boots +1 land gotta drop a land every turn the first 4 turns to have a chance.
yeah, but everyone knows what you're playing then. Stranger 1: "crap, that guy's running moorland haunts." Stranger 2: "what? who cares. call the cops."
yeah, but when you go to FNM w/ this deck, wear your rip-away pants.
Moorland Haunts "1BW{T} : blow a spirit out of your ass."
yeah, you should probably replace those plains with more swords, too. swords do damage. plains just tap.
hahaha! sorry, let me rephrase: "i'll attack w/ my 6/6, first-striking, hexproof, spirit cleric angel pimp and his 4/4 flying bottom bitch that he's going to kill as soon as he's done w/ her" whatever the opposite of fragile is (durable?), this guy embodies. do these cards have text somewhere?
you're in a weird limbo b/w humans and tokens. choose one and commit, and i think it'll make your deck a lot more focused and consistent. also, what's with the avacyn's pilgrims and birds of paradise? no need to ramp when 27 of your 36 spells cost 3 or less.
intangible virtue is the backbone of any token deck. see my list for ideas :(token town)
geist doesn't swing turn 3, it comes out turn 3. and a flying 6/6 first striking spirit cleric angel is hardly "fragile." read the cards, please. ;)
point taken. however, the local meta here is either control or rdw. control loses b/c they run out of counters. rdw loses b/c they take 10 damage turn 4 & 5. and, as far as your wonder-decks: if you're busy "dealing" with this deck (assuming dealing means removing here), then you're not racing. and you'll run out of removal before this deck runs out of threats (see # of creatures...double it w/ moorland haunt) and if you are racing, you're going to lose (side in timely, put on the appropriate sword, double strike ANY creature). you're kidding yourself. this deck's god-hand beats your deck's god-hand. don't hate...offer criticism and tell how to improve, or post links to your impregnable decks and let us rip them.
yeah, i don't know either. playing against this deck, as i have many times, i find that you're right: it is one of the best. it's supremacy rests in its ability to put threats out every turn (beginning turn 2), pressure your opponent into overextending, then swing for game. or, if they have no answer, kill them by turn 5. the deck, for all its majesty, is really quite simple: turn 1 and 2: posture, maybe put out a stalker turn 3 (the "shit your pants" turn): put out a geist or a mirran turn 4: make em fly and swing for 10 or 12. turn 5: win this is the entire foundation of this deck. it's when you start peppering in other considerations (annex, spellskite, trep blade) that this deck loses its focus and its edge. instead of drawing into mirrans, geists, destiny's, you're pulling spellskites and blades that cost the same but aren't nearly as impressive as SoFaF or SoWaP. what i'm trying to say is, if he can equip his creatures and you can't force him to sacrifice them or DoJ them after taking 10 or 12 damage, you're going to die. if you can, you've only slowed him down a turn, because he's going to keep putting down creatures, and you're going to die. this deck doesn't need defense. it's an offensive machine.
Yep. You chose an expensive one : /
Cool. However, when control starts DoJ'ing your creatures and making you sacrifice them (working around the hexproof), it'd be nice to have creatures to put your equipment and destiny's on rather than stalling out. To each his own, though. I still like this deck a lot ;)
ancient grudge...2 naturalizes for 1 extra mana.
i'm for it. my only suggestion might be to replace the ghost quarter w/ moorland haunt. it gives all your creatures double value + evasion when they come back, plus you can activate the ability at the end of an opponent's turn to swing next rnd, equipped and lethal. +1.
he's right, and it'd speed up your deck. as it is now, metamorph is played as defense when you're on your heels, while you try to regroup and get the mirran / geist + angelic combo online. whereas, if you drop hero turn 4 and the opponent doesn't counter / remove, turn 5 you've put out 2 more creatures to equip (and, heck, slap a dagger, sword, or wings on the hero). that card does cost real $, but that's b/c that card is real good. at the least, it's a viable, speedier back-up plan to your plan-A combo.
metamorph sucks. replace him w/ 3 doomed travelers, that way when turn 3 rolls around, you can drop 3 doomed travelers instead of copying anything you want. THEY TURN INTO 1/1 SPIRITS!!!!1one
awesome, man. i think w/ the mana ramp and the 23, this deck has the potential to play fast and nasty. +1.
3 away from standard. I like the flexibility of arcane sanctum though.
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