This is for teaching, right? I would make a few adjustments because ... well, it looks like a beginner's deck and with that I mean as if a beginner build it. The focus on lifegain without any means to spend life, the fact that it has more cards to support creatures than creatures ... In order to teach you need simple decks, yes, and they don't need to be powerful but you shouldn't reinforce bad habits that they are prone to develop anyway :)* I would cut at least 4 enchantments, 14 is just overkill and many of them are redundant. At least the the Divine Favours.* I would also cut the Brave the Elements. Protection from is a notoriously hard to understand mechanic for beginners and even some intermediate players because it actually does three different things. Suggestions for the open slots:* The deck should have a least one exciting big creature, probably an angel, a type of "boss" he can look forward to. Maybe good old [[Serra Angel]], can't get more iconic than that, but maybe even bigger. But I think [[Sunblast Angel]] is a good choice, it requires some thought when to play it and is a possible combo with the Trapper.* You have much lifegain but what is it good for? I would add at least one card where you can make use of extra life. Since you also lack card draw, maybe something like [[Book of Rass]] ? * Talking of card draw , with all those enchantments, maybe a single [[Mesa Enchantress]] ? It would introduce basic economics. * I would add a single [[Auramancer]] or compareable card. It gives the player a choice to make what to use so he doesn't feel like a slave to the luck of the draw. It also teaches to sometimes hold back until you get better targets.Additionally:* I would replace about 2 Plains with a non-basic lands - something simple, could be cycling lands, just so that they know there is more than just 5 different lands. Also, if that land happens to produce just generic mana, then there is an opportunity to explain the difference between a casting cost of 1W and WW.* Replace Angel's Feather with [[Staff of the Sun Magus]] . That's also a great moment to show them the possible drawbacks of the non-basic land added in the previous step.
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Well, I just picked the top of your decks to say Hi ... any other deck you'd prefer to get comments on?
That should be in the FAQ. The sticky forum post is outdated.Okay then, [[Clockspinning]] EDIT: Nope ...
Oh and a single [noparse]Clockspinning [/noparse] can keep a Myojin going forever. Adding this would free up space because you can go with fewer proliferte cards.Damnit, how do I link the cards?https://www.mtgvault.com/card/clockspinning/TSP/
Way too much proliferate and basically nothing else ... how is this supposed to survive until the Myojin hits play!? And without it, most of your other cards are useless. Even if you manage to get him into play and the counters flowing - all it does is wiping creatures. A single problematic enchantment or artifact and you can't win.This needs overhaul - either ditch the majority of proliferate cards and replace them with actually helpful cards or build secondary engines around them that make good use of proliferate early on (preferably cards that help you survive and setting up). Cards like Clearwater Goblet could grant you serious amounts of life, Mindless Automaton gives you cards etc. And check out Dovin Baan. Also, consider Larry Niven's Disk - it would provide you with a true board wipe that doesn't touch your planeswalkers.
Well, apathy is not my thang^^My son is 4 1/2 now and grows up trilingual (german, mandarin and english). It won't be that long until I can teach him Magic. And either way, there will come a time when I have more time again. A definately want to return.
Wickeddarkman said something about a community project with elitism deckbuilding so I redirected him here / reminded him that we already had that :)
And you can't see anything except mill ;)Drownyard Temple is amazing for many strategies (at least in casual terms), it's good discard and sacrifice material, it's expendable when using land animation, it's good with landfall - something this deck didn't even touch because I found so many other uses. Maybe it's easier for us to see because we grew up in an era where Zuran Orb was a card so strong it got banned in Type II ... younglings these days :)
You might have one or two cards that make the trick work too many. I understand you want to make sure you draw one and that you want backup in case one gets destroyed, however, you run 11 of those cards and 8 of them (Assault Formation and High Alert) don't add anything if you got more than once. If you drop one each and replace it with some filter cards, the deck would run more consistent. Commune with the Gods seems perfect for this.I also think that Tasseled Dromedary can be replaced with somethinge else, since you do have both enough high toughness guys and early drops. I would add some utility instead, something your deck can't handle yet (you don't run any removal whatsoever). Something like Qasali Pridemage.
It's not just for turn 1, though. Having some one-drops also helps out smoothening the mana curve. This deck has lots of 2-drops but only few 3-drops. So you could also play a Typhoid Rat in addition to a Rat Colony in turn 3.
I still don't know, for 7 mana you could Mind Twist his entire hand (and are more flexible to cast it earlier) or you could play cards like Sorin's Vengeance. Just saying.
There are actually 10 one-mana-Rats, but only 2 of them don't suck: - Typhoid Rats- Drainpipe Vermin
Are you aware that you can include more than 4 Rat Colony in your deck?Since Rat Colony is strictly better than Swarm of Rats, you should at the very least replace the latter with the former.Plague of Vermins is a very bad card. 7 mana for a symmetrical effect that merely produces tokens at the additional cost of 1 life per token? It's also way beyond your mana curve. Swarmyard comes into mind.
I am not really working on this site anymore. Having a 4 year old son does that to you ... summoning him was fun but he has a cumulative upkeep :)
Crypt Rats aren't *bad* and I wouldn't cut them alltogether, the Artists/Cultists DO trigger even if they die along with everything else due to a Rat going kaboom. But you also run 4 Killing Waves and 2 Innocent Blood ... It also depends on what your opponent is doing. One technique to become a better deck builder: In cases like this, only replace 2 rats with something like Yahenni (it's a legend anyway) and se yourself what works better and why. If you just replace all rats you'll never know the difference.
Hi Muktol, nice to see you are still around and active giving good advice :)On the deck: If you don't want to add another colour there isn't that much you could improve. Here my suggestions:* You might want to replace one or two of the mass killers with a sacrifice outlet where you can sac specific creatures. The problem being that those Crypt Rats for example also kill your Cutthroats and Artists. But these will be you main damage sources, especially in multiplayer. Once you have more than one of them out, every creature you sac will count as as many. So, if you add a creature like YAHENNI, UNDYING PARTISAN, you get both a powerful attacker/blocker that grows with every enemy that dies (an alternte win Condition!) AND a way to cherry-pick what will die. * Death Cultists are very weak. Maybe consider to repalce them with Tenacious Dead. They can come back again and again and therefore deal much more damage via Cultists/Cutthroats than Death Cultists.* I'd feel naked with out some Bojuka Bogs.* You might want to try Tombstone Stairwell, it'll end games in no time. Might be a bit dangerous but hey. The potential is just too tempting. In fact it's so powerful it might warp this deck into a Stairwell deck. So maybe don't :P
Uff, Heroic Intervention is ... wow! And here I thought powercreep is limited to creatures ... Haven't played much since I got a kid and stopped buying cards. Catching up will be painful I guess.
Oh, Spellskite is affordable by now, so, yeah, I will get some for this :)
I haven't changed, I never liked it when my threads get spammed but I tolerated it as long as I can see the merit and the frequency doesn't exceed a certain limit. But in here I explicitly told you that you are crossing a line and yet you keep on going. You claim to fight trolls but at this point, from an outside perspective that isn't you, you are acting like a troll yourself. Last warning, further posts about trolls in this deck will get deleted!
Not enough goblins.
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