I have a deck fairly similar to this, however the entire thing is based around creature damage redirection. This looks faster, potentially, however you still may want to check it out for card recommendations. http://www.mtgvault.com/ViewDeck.aspx?DeckID=281898
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OoooooooooooooooOOOooh! This is really cool! A few questions: 1) how do you deal with their creatures? 2) Have you considered cards like phyrexian arena, which are especially cool in this deck because they'll actually hurt your opponents as much as help? 3) have you considered how their extremely optimized hands might be able to deal with your deck (the problem with making them draw a ton is that it's a lot easier to find answers)
Another thing: there are in fact a few competitive archetypes which mill without mill, in addition to this one I'm thinking of MUK decks off the top of my head.
I agree, control magics instead of desertions would be nice. Also, how do you survive early game? A goblin/livewire/pretty much anything that has ever been called aggro would probably have you dead before you get a single big drop. Still, cool concept.
Wow nice find! So much for not proxying this deck eventually, though. Worth it, definitely worth it.
I know right? I just want to put everything in and not have to worry about card draw!
After looking at thyose suggestions, armadillo cloak I would never use, jinxed idol is too slow (this deck should basically set up a combo and then win), you're right about eladamris call methinks, and I'll try to find a spot for carnage altar. It'll give me a another chance to use those infinite mana combos that pop up like flies.
lol no problem, yeah, I took the milling out (terrible person, I know). I'll check out those others, but that krark-clan is essential to many infinites (as I'm pretty sure you just figured out). What I'm finding after several practice hands is that for a deck with at least 7 infinite combos that I've seen so far it sure has a hard time setting them up...thus the new additions of some search cards. As for the spoiled soil comment, I had totally forgotten about it so THERE!
That warm, fuzzy feeling when I haven't even finished my deck yet and I have 4 likes and a comment. *sigh of contentment* Any suggestions? The three things I'm looking to add are ramping, artifact search, and more land, however I'm not sure which cards in particular would be best to add, and I'm not sure what to take out. Genesis wave may go, since I thought when I put it in that the combos would be more creature-based than they are turning out to be. I hesitate to remove the rebirth, however, since that's how I expect to not die horrible to most decks, given that they themselves are probably itching to end me.
-2 spirit away, -2 corro con, +4 control magic. -2 violet pall, -2 mutilate, -2 maw of the mire, -2 twiddle, +4 damnation, +4 sinkhole. Those're some right off the bat recommendations to make it faster and deadlier. Also might want to look at my two decks of this concept, Infertile Lands (http://www.mtgvault.com/ViewDeck.aspx?DeckID=367469) and Infertile Alternate Lands (http://www.mtgvault.com/ViewDeck.aspx?DeckID=367650) for some cards and comparison. Still, I like the take on the concept and it seems cool.
Based on my playtests: strong against combo, stronger than you'd think against several creature-based, and other stuff like that. Issues mostly involve: lack of spot removal, board wipe, dealing with mana-ramp or high mana decks (koth, green ramp, etc.).
Believe it or not, sphinx has become one of my favorite draws over the course of my use of this deck. Far from being unnecessary, the ability is invaluable. You survive on a few propagandas, a leyline, etc. for a while, but once you get sphinx your board breaks. Sphinx also makes you far more likely to get serra, and that's how you get your big (7-10) angel drops every turn. I may drop azorius for a low mana defender, or maybe some board wipe, but I've rarely had problems with too much or too little land, and the azorius's have gotten me out of tight spots when it comes to land more than once before.
Brilliant. That is really, really clever. Personally, I would love to see a bit of control or walls or something to ensure your health while you get your first giant out. That said, http://www.gifbin.com/982166
Also, just to let you know, moat is a 300$ card.
Always fun to see another luminarch deck every once in a while. If you'd like to compare yours to another which has thusfar proven tried and true (although it's been through several solid updates which I haven't put on mtgvault), check out http://www.mtgvault.com/ViewDeck.aspx?DeckID=352471 I know it was ignored, but it has gone (again, current form) 4/5 against almost every deck it's gone against, although admittedly several of those are against casual decks.
Where are all the bird tribals? Where are the creatures or enchantments or artifacts giving bonuses to birds? Where are the ridiculous things that happen when you have a bunch of birds? This isn't really a deck based around birds, it's a bunch of creatures with flying. Quite a few of your creatures are just plain bad, and there's nothing here to boost them. Enchantments like Favorable Winds and Gravitational Shift are needed. Control cards like o rings, mana leaks, would be really nice. Celestial Gatekeeper could be good, Soulcatcher could be great. Serra aviary, soulcatcher aerie, maybe battle screech could definitely help too. The point is, you didn't do your research but with some this deck could be really good.
Counterspell.
There are some high mana costs in here, perhaps some mana ramp would be nice. Also, take a second look at your devils. Start comparing and asking yourself "which of these x would I rather have in my opening hand? In my first three draws?" If one is consistently not losing out on its own merits, but losing out to others, take it out. You have a lot of x2s and not a lot of legendarys, so really think about which cards are best. Also, there's nothing here that takes advantage of all the devilish things going on. You could change every creature to a random different type and the deck would play exactly the same. Although this point is far less of an issue than the others, you might want to consider what makes this a devil tribal, really. Overall, has potential and I'd love to see an updated version.
Oh right...Unhinged basic lands would cost more. Always good to have life's little mysteries explained.
Apparently eight islands will cost me at least 38 dollars, and four swamps at least 11.
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