Interesting combo. Wish I thought of this.
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Nice. This is pretty impressive.
I didn't know you were trying to keep it Modern, but at least Grave Pact, Ornithopter, and Cranial Plating are Modern, right? I hope I said something that could be of some use to you.
This deck could use a little more focus. By the name, I have to say you're going with Myr creatures to get the job done, but the actual deck itself doesn't show it. You could probably use some more Myr cards. Whittle down your deck and decide which cards really works with the theme you have in mind. It's probably the hardest thing to do when figuring out a deck, but I personally enjoy that part the most. It's playing with the deck and seeing it not play out the way I hoped for that I dread. Haha.
I like this idea. It's pretty cool. From what I can tell, you have a lot of cheap creatures that you will sacrifice and recycle until you beat your opponent into submission. You got a lot of cheap creatures which would really help in speeding up the damage. Here are the cards I think this deck could benefit from.- Grave Pact: Your creatures are going to drop like flies whether you want them to (by sacrificing them) or not. Might as well ensure your opponent is feeling the pain every step of the way.-Ornithopter and other free artifacts: Makes your deck that much faster and it would help cards with affinity. Flying blockers are always welcomed.-Cranial Plating: You could traditionally equip it before you attack, but the best way to use it in my opinion is to send your guys to attack first and play the BB cost to equip it instantly and reap in the benefits.-Artifact Lands: Always good in any artifact deck.-Different Dual Lands: You have a bunch of low cost cards. I don't think you're benefiting much from using Dragonskull Summit.Here are the cards I have concerns with:-Buried Ruin: It sets you back a bit. It's good to be able to get an artifact back from your graveyard, but you're losing land in doing so. Therefore, you're putting yourself behind the mana curve and making it unnecessarily more difficult to play that creature afterwards. There's lots of other cards that would bring artifacts back into your hand without setting you back in the long run.-Epochrasite: I don't think it fits well with this deck because the only way you'll get it in play as a 3/3 with this deck is through Trash for Treasure since all the other cards only brings it to your hand and not into play.-Steel Overseer: Its benefits will take too long to really be appreciated in a game.-Vault Skirge: Doesn't fit into the theme you have going on.-Signal Pest: It's not a bad card here since it's cheap and gives all your attacking guys +1/+0 but I think you could do better with a different card in its slot.-Dragonskull Summit: You have a lot of cheap creatures and spells so I don't think you really need the speed that it offers.The cards I think really plays to the theme of your deck and should definitely be kept throughout your upgrades (unless there are better alternatives) are as follows:Disciple of the VaultFrogmiteMemniteMyr RetrieverMyr ServitorShrapnel BlastTrash for TreasureI honestly would get 4 of each of those cards.Well that's all for now. Thanks for taking a look at my deck.
The Vault of Whispers is more for Cranial Plating. I purposely avoided Ancient Den because I wanted to use Master Transmuter's ability to bring in the Scourglass at the end of an opponent's turn, thereby avoiding the need for white mana and wiping out the board when it becomes my turn. Master Transmuter pretty much makes all my artifacts have Flash and cost only one blue.
http://www.mtgvault.com/qwertypop/decks/artifact-need-ideas/
If you're focusing on Sanguine Bond, Lifelink, Extort, etc., then you should focus on that. You have a lot of cards that are pretty nice to have but doesn't really contribute much to theme you're trying to play. IMO, it's really difficult to have multiple points of focus with the deck. I like the idea of extorting because as you're getting stronger, the other player is getting a little more desperate. With that idea in mind, you could do without all of those enchantments aside from Sanguine Bond, Gift of Orzhova, and Path of Bravery. I'd probably take out the Bogbrew Witch combo too since that would take a long time to set up. Plus, with the Sanguine Bond enchantment, there's no reason for you to look for the newts.I would consider making this deck a bit faster with smaller creatures maybe with spells or abilities that produce tokens creatures. Lingering Souls would work rather nicely. Send them in to attack, buff them up, give them lifelink, rinse repeat. Also, if you have some creatures with the passive extort ability, invoke that and get a little bonus damage in.Also Dual Lands are your friend. Orzhov Guildgate would be helpful here I would imagine.
Thanks for your input. Searing Spear is a lot better than Volcanic Hammer. Book Burning is a bit out of place with the general theme of this deck however either decision the opponent makes would be very favorable for me. I do need more draw cards, however if I'm playing top deck, then Faithless Looting wouldn't really be of much help. Maybe Wild Guess? I'll sideboard that for now I suppose. Thanks again for your suggestions.
http://www.mtgvault.com/qwertypop/decks/shock-troopers/reposting because i would like feedback and improvements.
I have a burn deck using a similar gameplan to yours. I find that my deck loses to aggro if they are able to roll one out that's too big to shock/bolt to death. After that, a couple of enchantments or equipments on that one creature and I would lose the game. So in response to that, I throw in some Ensnaring Bridges and some Aether Flashes to keep the creatures at bay.I'm on the fence about Melon57's idea of Elixir of Immortality. If a game lasts long enough that you need to do that, you probably already lost. Although 5 life is always nice.
Also, if this is just for fun casual games, drop Cancel and go for Counterspell. It makes a world of difference.
This deck looks horribly annoying to play against. I think you could consider going mono blue and instead of doing damage with your instants, focus on drawing and milling. That way, you'll always have a full hand at your disposal while their deck gets whittled away as the merfolk/drakes bash them down. Honestly, flying creatures are troublesome to deal with already without you preventing blocking.Your biggest threat wouldn't be coming from other creatures in my opinion. If a person is able to shut down your Talrand, it would really put you at a handicap. Perhaps have Elite Arcanist go in w/ a Cancel and from there you'll need some plan to take care of enchantments and creature abilities that could really screw you. Blue has ridiculous methods to control the opponent. Browse a bit and you'll easily find some cards that will keep yourself safe and build your army at the same time.
http://www.mtgvault.com/qwertypop/decks/shock-troopers/Standard Red/White. Need help. Thanks for looking