THIS IS NOT A ROGUE DECK
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Throw in 4 soul's attendant, it's perfect as a turn 1 play to bring up your life early game. I can see why you'd use the marsh flats to thin the deck but the fact that they ping you for life may mess with your win condition a bit, just bear it mind when playtesting. http://www.mtgvault.com/ViewCard.aspx?CardName=Survival%20Cache&Edition=ROE Survival cache is a great card for card advantage and life gain. You could also go for some kabira crossroads as well. Alternatively rest for the weary is a good card to use as well as it provides the most life per mana cost I know of.
GUDION ZUNDIKON
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Goblin offensive isn't very good really, rise of the hobgoblins is much better in comparison. Blaze and banefire (http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Blaze http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Banefire) would be much better than lightning serpent as you have more choice as to what it targets. Red sun's zenith would also be a good choice for some more burn.
I agree with Chris on adding Leyline of Sanctity, it provides protection from Mill and Burn, which all his creature removal leaves him defenseless to
I'd almost forgotten! Replace a little removal either disfigure or doomblade for either duress or inquisition of kozilek, it allows you to try and deal with anything you can't get rid of with removal.
You'll likely want to go second as much as possible with this deck to get card advantage alternatively you could include Sign in blood as draw to keep your hand up. Just, whatever you do, don't try and play dark tutelage. It's standards crappy version of phyrexian arena and will not work with this deck.
Replace revoke existence and journey to nowheres with oblivion rings, it fixes the mana curve up a little. You obviously want this to be a control deck so drop those child of nights and up the blinding mage to 4. Freeing up two spaces for my later suggestions. I'd drop out the pacifisms and go for condemns, they (again) fix your mana curve and allow for an early response to an opponents creatures in their turn. In the same vein you could also go for disfigure for early game 2/2's and the like. Which also allows for cheeky blocking then disfiguring combos. After that your mana curve looks better, though adding in more condemns and taking out 2 of a 2 CMC card fixes it up to be pretty damned good it may work better with the skewed version, Try drawing sample hands of each to check how they work out.
Oh, dark rituals might work, you could decrease the swamp:plains ratio and put 4 rituals in to balance it out. Bearing in mind journey to nowhere can exile enchantments as well you could up those to 4 and drop out both revoke existence. Disfigure is nice in the early game against weaker creatures (wizened cenn inc) which seem pretty important with your apparent lack of much first turn play. You may want to opt to go second a fair amount for the card advantage, seeing as you'll want to be responding to the opponent the first couple of turns from the looks of it before you can play out some chump blockers to set up for the larger creatures. Swapping in dark ritual also means that you have an increased plains count which is particularly important if you're running blinding mage, as he'll almost always be using up 1 white mana a turn and with only a few plains this could become vital. Swapping out the revoke existences for more Journeys also means that you have an increased white:black mana ratio, allowing for more plains and hence a more likely-to-work Blinding Mage.
Your mana curve seems to be a bit skewed towards 2 mana cost, you might want to get some more 1 CMC in there to even it out instead. 4 moths if you can and Nip Gwillion or edge of divinity would be perfect being black/ white. is this to be kept standard or not?
splash black for ad nauseam, then you've got a winning move.
Why only 1 nova chaser? it's the best card in there, it allows for the best use of all the enchantments, fling and can recycle the counters off of thunderblust. I'd put in as many as you can afford. The bannerets aren't really all that good in my opinion, the reinforce ability isn't something you'll be likely to use in this deck. I'd drop them for more bushwhackers. Pandemonium might be a good enchantment to throw in with all the high power creatures you'll have out. The very best card for this deck though would be Hate Flayer: http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=152155 The powerful untap ability makes his paring with mastery a potent force, I'd replace the thunderblust for him as he dies a bit too easily to removal and the persist ability is nice but results in you losing all enchantments on him at the time whereas the nova chaser just gives you more creature tokens before it dies.
Drop Vectis Agents & Moonglove winnower the agents just cost way too much for doing 2 unblockable damage a turn and the winnower is jsut a little overpriced and you need to cut something at least :P Oona's blackguard should be a 4 of in a rogue deck (unless it's horribly expensive), I'm not so fond of dunerider outlaw, he has no evasion himself so lacks the means to hit the opponent directly. I'd up the Grimoire Thief to 4 because it's such an effective counter/mill card. It's not even costed highly at 2 mana for a 2/2.
*replace the word pngify with lignify, I prefer it myself as I found pongify isn't an enchantment sand so can't be moved around, both are fairly viable though.
You have abit toom uch removal than is really necessary in there I think, for example I think you should drop omnibian, as you'd have to continually tap him to disable one creature when lignify would suit so much better as a permanent solution, the best part being it can be moved about with the guildmages when a bigger threat comes along. Bearing this in mind replacing the snakeforms with pongifies would be good as it is cheaper. Although it lacks instant speed you still have the winged coatls for instant removal as well as various combos to diminish creatures or just take control of them with the maniupulator. I'm not all that fond of assault zeppelid either really, the infilatrator does much better for less mana when grafted. As it stands you could do with dropping a few spells where you can, as this deck is creature based you want to try and keep numbers up so you don't end up with a hand full of spells for only a couple of creatures. I don't think you need quite so many fate transfers as they are an insurance policy for a creature that is about to die, which isn't something you should plan around too much in a graft deck where you'll be half killing your creatures yourself.
Drop Selkie hedge mage, it's not really worht it imo and its second ability is too specific to be of much use. Sporeback troll is alright as it gives everything regenerate, but when the ability is on a 2/2 that can be zapped as it comes in to play (before you can graft) it's not worth it for such a high regen cost. Witherscale wurm would be good if you could somehow give it trample, then it would be fantastic as it si it doesn't work all that well and if you graft on to it you'll lose the counters as soon as the -1/-1 counters are put on due to them eliminating each other. Instead replace it with a much much better card. Protean Hydra. With your ability to move counters around you can move them OFF the hydra and then it'll make two more at the end of the turn allowing you to have a fantastic token producer for your deck. Sturdy hatchling is alright, but it doesn't really fit in with the deck too well and you won't be able graft onto it until it loses all it's -1/-1 counters unless you want to risk losing a 1/1 counter permanently. I'd drop the contagion engine, it appears nice at first having both proliferate and -1/-1 counter generation, but it means that you can't ever use the manipulator or experimental kraj's abilities. So you should drop wither them or the engine, up to which one really, but I love the manipulator too much to drop myself especially the synergy with power conduit and other token movers/producers. I'm unsure about the novijen sages, they're good against instant kill effects but beyond that you'll very rarely want to remove 2 counters from your guys just to draw a card. I'd want as many nulltread gargantuans as you can fit in the deck, they're absolutely perfect with graft as you can remove all but one counters from a creature as it comes in then put it on top of your deck to play it out with the full amount again. I'll make more comments later after an update, it's hard to make more comments without seeing what you'll change :)
I'd drop out the golem's heart, it might do alright normally as a cheap early drop but here you'll just want to be playing out more mee-eers anyway. Myr Enforcer is a great myr with affinity, I'd try to include him somewhere in the deck if you can as he provides one of the few heavy hitters for myrs. Also consider Myr Matrix as another myr booster which also provides somewhere to throw all that mana you seem to make. You should probably look in to getting some lands that make colourless mana, I'll recommend some specifics alter but there are plenty out there to choose from as there aren't that many coloured spells in here that require more than 1 plains anyway. In which case swap out the golden myrs for either palladium myrs or one of my other suggestions. Always remember the palladium myr+2 myr galvaniser infinite mana combo you can pull off to combine with myr matrix for unlimited myr tokens. Overall I reckon: -1 golem's heart -3 gold myr +2 Palladium myr +2 myr matrix Hop on skype so we can talk properly though :)
What you need in there is mirrorweave, so after you play out stormcrow (hopefully before the opponent plays out theirs!) you can turn all of your creatures in to stormcrow and have a nice easy win. Alternatively a kicked rite of replication will also do as a win condition with chimney imps after you play them out through sheer badassery.
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