I don't see enough ways for you to have Laboratory Maniac into play, and keep it there. When you were even half way through your deck, I'd be saving all my removal for Lab, then (because I play it) I'd Surgical Extraction.
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We were laughing about this same thing at Game Day. A preordain would keep allow you to hit at least one zombie, and because it hits the bottom you can go deeper. Ponder goes deeper, but the drop to the bottom is way better than a randomization.
When I played my version, I felt that I needed a way to get more artifacts in the battlefield than just Golems. It's why I used Inkmoth Nexus or Phyrexian Rebirth manin, and sideboarded Theda Adel, Acquisitor: it allowed me to cast Shape Anew if all my Golems were destroyed. Also, with your first creature coming out 3rd or 4th, you could be stuck fighting an uphill battle against cost creatures.
I had the wrong card name. I was thinking of Grim Affliction, but always think of Throne of Geth when I think of proliferate.
The text on the card reads: whenever a player casts an instant or sorcery spell that targets one golem, that player copies that spell for each other golem that spell could target. Each copy targets a different one of those golems. Here's how it works: If you and I were playing, I had 3 golem tokens and a Blightsteel out, you had Precursor and it's 2 golem tokens out. I play a kicked Into the Roil on your token, then each of our 5 golem tokens, your Precursor and my Blightsteel each get a copy. I draw 7 cards, the tokens die and our golems return to our hand...
I pulled my first Venser last night, and said the same thing. Thanks for the advice. Lots of people are saying Precurser Golem, but I'm skeptical. 1. It's not indestructible, nor has trample. 2. Casting a proliferate spell, such as Geth's Verdict makes 3x proliferations. Especially bad when I still face some infect. 3. The metal craft only works for the Angel in this deck.
The metalcraft deck that eeked out it's win vs. my Make Anew-Splicer deck had Contested Warzone, and I think they sideboarded in Phyrexian Metamorphs.
Other than the illegal deck, where's the coat of arms? Of course, if someone slipped in a surgical extration, you're screwed anyway.
The main whatever-strike-infect I can think of is Phyrexian Crusader and Razor Swine. Other than infect, is black/white knights, Vampire Hexmage, Porcelain Legionnaire, and Knight Exemplar. True Conviction will give all creatures double stirke, seems good. There are the Sword of Vengeance and Viridian Claw for other equipment.
I see you are now at 25 total lands. I think that is a little over zealous, but that's me. I start with 22-24 lands if I'm two color, and 21-23 if I'm mono-color. The best thing will be to play and see how often you get a drought or flood, and correct.
I like the idea of 'fetch lands' like Terramorphic Expanse or Evolving wilds in this deck. It 'thins the deck', basically giving you the same amount of lands in play, but increases your chances to get creatures the later in the game you go. Also, spells that search land cards and put at least 1 land directly in play are the real mana ramp. Now that I look at it, in order to really get a good mana base, I'd also look at increasing your lands to 21.
That's pretty much it. If you use your little creatures to buy you time to get big beat sticks out there, your opponent will have to think more about plays and whether to attack. When they're frantic and you're confident, you'll start seeing the real power of beasts.
I can't think of the card he's thinking of to gain life, but it's something to think about. A 1/2 reach for 1 green mana is within your specification. I can see that you like playing low cost cards fast and having lots of small/medium creatures out in the battlefield, as well as playing on a limited supply of cards. Unfortunately, that play style will 'run out of gas' quickly without much to replenish your cards in hand (such as life or card removal to gain time, or like card draw or creatures with abilites for options).
Giant Spider is good: kills 2/2, blocks 3/3 and fliers. This helps to slow down aggressive decks until you can pull bigger things out to that they have to react to.
Probably the reason Kithkin or Soldiers would beat you is they have cohesion: creatures that work together much or have secondary abilities like those decks. Green elves have that, but it looks like you're on the starting curve of big green spells, but don't have something that is truely daunting. Since you are running lots of creature, I'd go for maybe a Birthing Pod or a Green Sun Zenith to search for the creature to fit the battle. I'd do a mana ramp style deck with larger creatures to help so maybe mana searching cards or some Copper Myrs. An example I'd give is from my draft last night: I used Viridian Emissary to trade for another creature and search for a land, I used a tap affect on a creature (in this case Heavy Arbalest) then attacked with Copperhorn Scout to untap the creature and do it again, Peace Strider gave me life for playing it, Fangren Marauder gave me life when any artifact died, and finally Maul Splicer is 3 creatures in one while giving my Phyrexian Hulk trample.
Went 1-3, massive play mistakes cost me 2 matches that I should have won. Of course, the second would have not existed if I had one.
I'm confused at the Godless Shrine. Other than that card, it's standard legal. Also, is Mindcrank a novelty item you threw in?
I was thinking of making a charge counters based artifact deck with proliferation to have fun with. Stuff like Titan Foundry and Conversion Chamber, then when they are targeted I'd sacrifice them to Throne of Geth.
I honestly found that Grindclock was too slow to be a viable mill and no matter how much proliferate you can get, a simple bounce can set you back to square one. You definitely need some sort of infect threat to get your proiferate working. If you want to sneek in the first poison counter in, I'd suggest an Inkmoth Nexus. With that much proliferate, I'd suggest a planeswalker. Baby Jace will help with card draw and that much proliferate may help get to his mill ultimate.
Thanks for the Infuser suggestion. I'm finding that I need to focus less on creatures and more on the other mill. I need to figure out the mana ramp, keening stone requires 11 mana to go off...
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