Thank you! I appreciate the comment! I'll try something else out and see what exactly works better than the devil...
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Prerelease RtR: Golgari Guild!!! http://www.mtgvault.com/ViewDeck.aspx?DeckID=394691
Play tested this and found a few things out... yes it is A LOT slower than what it probably should be... the kitchen finks are a good life gain card but ultimately arent necessary bc of the knights and baneslayers... i upgraded elspeth to version 2.0 for the token production and sort of leaned more toward a token generating flow with the addition of the soul warden being my justification for that action... gain multiple creatures while gaining life for them at the same time? sounds like a good plan to me... then if the game goes long enough elspeth 2.0 and ajani 2.0 ultimates = devastation... then threw in some token generating spell cards to keep with the transition to that type of deck... any suggestions are still welcome...
Okay... I haven't play tested this deck as of yet but im going to this saturday... so ill swap some cards in and out and see how they work out... thanks for the input!
If i could get my hands on a couple figure of destiny's they would be 4 of in there but my friend that i trade with isnt budging on trading for his lol... and the other ones are considerable what would you suggest to take out to replace them with???
Let me describe the situation... I played in this same tourney set up this past weekend and the same ppl will be back for the next one... against the 8 ppl i faced on average i won by turn 3... BORING!!! So I intentionally slowed this one down to kind of make it somewhat fun for me in the tournament... its not about always winning its about having fun while you play and making new friends along the way... :)
to get swamps if im getting mana screwed with the other two colors, and to thin the deck so i can draw as many usable cards as i possibly can.
siege-gang commander is a must! possibly dragon fodder as well...
Kradmi is using ''standard'' as in a standard type of vamp deck... not the T2 standard type.....
i like it! all the trees! my treefolk deck was my first deck i ever built that actually won so i especially like them... : ) thanks for the comment btw!
havent played with it as it is presented here but this is the ultimate outcome of what i want my treefolk deck to be. but i have had success with my all green treefolk deck b4 so i decided to expand it to add Doran... in casual play i usually win 4out of 5 times against my friends with what i have... i just havea little trouble with creature heavy decks that pump... which is why the putrefy and mortify are there...
hedron crab. tome scour. good mill cards... Jace's Ingenuity is good with Jace's Erasure... and i agree with sirbard1 on the walls and gomazoa as well...
are u reffering to "Fate Transfer"??? from Shadowmoor... u can only move counters from a creature to another creature with its effect...
Draw power... hence the Foresee, Jace 1.0, Jace 2.0, and Jace's Ingenuity... and then mill cards... the only problems i have are not having enough creatures to block my opposition and removal of afore mentioned creatures...
AAAAAAHHH!!! okay... i see...
I like this set up!!!! i really do! the only thing that i would recommend doing is trading out the borderposts with the dual lands from M10/M11. and then maybe incorporating some blightnings into the spells... but thats just me... otherwise good build!
seething song maybe???
did a few play-tests with my friends... won 8 out of 10... one of the ones that i lost i got major mana screwed (color wise not land wise) needed black mana to cast anything in my hand and kept drawing green and red. the other one i lost because i had three leeches on the field and had drawn and used 3 fetchlands... had my opponent down to 2 life and i was down to 9... he bloodbraid cascaded into a lightning bolt sent her and then bolted me again after his attack... so after losing 8 of the last 18 matches due to sacing my life to the leeches i decided to switch them out for one of my favorite removal creatures! Thornweald Archer!!! i'm going to playtest this deck again and see how it goes...
Hell's Thunder "IS" in Shards of Alara set...... just saying....
Oh Yeah! Savagelands are a must!!! and if you are going for the Refuges sub them out for the fetch lands. the least amount of "come into play tapped" lands the better. they will significantly slow you down if you have too many... otherwise looks good! check out my decks if you get a chance...
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