Batterskull is a really heavy duty card. I would definitely suggest, if you plan at all to be living in the mid-late game, go with it. It does so much work.
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I like the deck, but even moreso -- your sideboard is great! Great versatility with the 1-ofs to make use of different cards for Gifts while still keeping 3-5 cards usable against any given matchup. Very clean.
Also, I feel like you don't need Planar Portal if your planeswalkers can just win on the spot. You have 8 ways to get Doubling Season, so it shouldn't be too hard to get that out and then get a 'walker, if you replace the Portals with Walkers. Here's my version of your deck. http://www.mtgvault.com/ryudhyn/decks/planeswalker-deck/
Yea, Gemstones are cool, but I feel they're better for multicolor aggro, where you really need first/second turn mana of different colors. Your choice, though. My notes: This deck is very flimsy, as you can very easily end up with a field of mana and nothing to play even by turn 4-5, which most decks can win by; but your saving grace is that you only need one planeswalker with Doubling Season to be able to insta-win. It's very interesting. I don't know if you're willing to change up the planeswalkers you have, but if you are I would advise to replace any 'walker whose ultimate won't immediately win/save you. The weaker ones: - Liliana can bring back creatures, but very few creatures will be in the grave by then, so she will have a hard time winning. - Chandra can deal 10 damage and field wipe, but at 20 life your opponent will be coming back to kill you quickly. - Ajani Vengeant wipes their lands, but not any creatures they might already have on the board, and it doesn't hurt their life at all. They'll be able to come back before you can kill them, usually. - Elspeth makes your things indestructible, but it doesn't help kill them, and it doesn't give you life. A majority of decks will not care about your indestructibility.The strong ones: - Ajani, Mentor gives you 100 life; well enough to survive until you get a gamewinning 'walker. - Garruk gives you a s**t ton of 6/6s, which will end the game REALLY fast unless your opponent can board wipe. - Kiora gives you a 9/9 (or two) each turn, which is a HUGE clock. ^See Garruk. - Sarkhan Vol gives you (at least) 20 power in creatures. ^See Garruk. - Vraska gives you gamewinning tokens. Yes. The only one I can't quite tell: Nicol Bolas. His ultimate will cripple their hand and field, and deal some damage; however, I have a feeling his ultimate isn't QUITE strong enough to be able to kill your opponent before they can get back up. It is probably strong enough usually to hold them off until you get a winner, but you might notice that all the other winning 'walkers are green (which makes your mana easier!), and this guy's a little harder to cast. He's up to you, but I personally would choose against using him. If you're willing to switch them up, I would suggest using two each of the five green walkers (Ajani Mentor, Garruk, Kiora, Sarkhan, and Vraska), and remove Chandra, Liliana, Ajani Vengeant, Elspeth, and Bolas. If you do this, two things happen. 1. After you have Doubling Season, any planeswalker will basically win you the game right there. 2. Your entire deck will be green except for 10 cards, which need green and ONE other mana. Easy peasy. If you do this, you should probably go to only 1 of each of the guildgates (since you'll never need more than one of a nongreen color), and use more forests. I hope this helps. I really like your ideas here.
At the moment, Gatecreeper Vine can't net you any mana (except the fact that he's a defender, used by Axebane). You should add some basic lands in (Add in a few forests, and maybe one of each Green/X gate?) You probably don't need all those Vivid lands; they come in tapped, which will really slow you down, and for the most part you just need green mana. All 12 of your mana dorks can get you whatever color you need (assuming one of each gate, for the vine), so you'll be able to cast the 'Walkers no problem. My suggested mana base would be (Assuming 22 lands, as you have, and all in a budget)- 7 Guildgates (2 each of Selesnya, Golgari, Gruul, and 1 of Simic)- 15 ForestThis way, you have the lands for Vine to search, but you also have a good proportion of lands that can come into play untapped so that you can get a little earlier of a start.
Interesting deck! I've been wanting to build a RB discard deck for awhile, since hearing about Waste Not. :)Have you considered a copy of Rakdos' Return for if your opponent has too many cards in hand? Or perhaps a Reforge the Soul to replenish your hand AND your opponent's hand for you to kill?
This looks like a pretty solid deck. I'd love to try it out.
What kind of deck are you trying to make it? Casual with friends, moderately competitive, modern legal, etc.?
I changed my bookmark to this site to send me straight to the "New Decks" page, so I can always check out new decks every time I come back.
So, um... which sliver lord is your commander?
That works well
I think I would say the best ruling would be: "Before the game begins, players may come to an agreement on a number of conspiracies to use (in addition to the normal 40-card deck). If the players do find an agreeable number, that many conspiracies may be used by each player; otherwise, conspiracies will not be legal in that game."
Would conspiracies count in the 40-card exact decklist? Or maybe you can say 40 card deck PLUS up to (x) conspiracies. Maybe you can rule "Conspiracies are allowed on top of the 40 card deck, but each player must have the same number of conspiracies at the start of the game." This way, people CAN have 20+ conspiracies, but they can only use 2 if the opponent only has/wants to use 2. Something like that?
Thank you!
If anyone else has time as well, I've been working on a competitive modern deck for awhile (currently titled here as ModernControl: Glorius Azorius). It's based on Luminarch Ascension, and I want to take it to a Pro Tour (or at least a PTQ). Any advice on it would be lovely. :)
Hmm. I don't quite have enough experience with conspiracies yet to judge, but I wouldn't be strictly opposed to it.
Oh, right, as I posted that I forgot that they get to play with HyperG too. :P
Actually, silly me, Gitaxian Probe would give you another spell low enough to cascade into. Instead, use Street Wraith (Cycling free for 2 life, same deal but you can't accidentally cascade into him)! And then two more things: Neurok Invisimancer is nice to give your guys unblockable, but if you're attacking turn 1, they probably won't have blockers. I don't know what you could replace him with, but he just seems like a dead card in here.
I would say you can probably get rid of your Demonic Dread cards, and replace them with, say, Gitaxian Probe? It acts as a "free" slot, since you cantrip without mana; the two life won't be too harmful to you, since you're planning to win turn 1 or 2; and being able to see what your opponent has in-hand might help set you up for what they'll be putting into play with HyperG. It's not the most creative solution, but it frees up the slots in your deck.
I would say just limit what counts as common/uncommon. For instance, you could say every card must be a common or uncommon that has an average listed price of $2.00 or less (according to MtG Vault or TCGplayer) except for one "rare" card, which can be any card costing more than the $2.00. There's no need for a ban list, I think, because if someone wants to use a $15.00 common as their "rare", I don't see much problem with it. As long as the other 39 cards are under a certain price, it will remain a budget format.
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