Here's my new addition to your format: MonoRed Goblinshttp://www.mtgvault.com/ryudhyn/decks/microdeck-red-goblins/
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I really like the third, being able to have knowledge of a 7 card hand, but only starting with 5 of them.
In my personal opinion, poison counters are already too quick. I think keeping it at 10 would make Infect decks still viable, but not ridiculous compared to everything else.
One thing that may help is, if you have the money, instead of using any basic swamps or mountains, only use the Ravnica Shocklands with those colors plus the ones you need. This way, even your black and red lands can be of use early game. If you do this, you should replace your Rampant Growths with Farseek (same cost, but instead of "basic land", you search for a "plains, island, mountain, or swamp", which the shocklands count as). Other than land base, assuming you're only playing one opponent, I don't think you need 4 Door to Nothingness. By the time you have the mana to use it, you'll have found it with only 3 in your deck. You could probably replace a couple of your artifacts with Holy Day, so that you have 8 copies of Fog effects. I would say the main problem right now is simply that you have a lot of cards that want you to have green mana on Turn 1, but not enough green mana in the deck to reliably get it T1. Green/___shock lands would probably be the most helpful replacement to this deck.
Interesting deck. I'm guessing the goal is to get out your own creatures while wiping everything else off the board, like an aggro-control style deck? One thing I would say is it looks like Braid of Fire becomes pointless in this deck. It only adds the mana during your upkeep, and then that mana goes away before you can use it during your main phase. So with only 4 instant-speed cards, you will almost never be able to use Braid.
Ah. Well if you're strictly limited to things you own, I don't think I can help you, since I don't know what you own exactly.
Other than your Divinity of Pride, all the creatures you have seem to be a little on the weaker side (in terms of actually beating your opponent). You could help this with a few more creatures that get more powerful when you gain life; for instance, Serra Ascendant is amazing for something like this. As for what should be removed, it depends on the direction you want to take. Ascendant could easily take the place of Vampire Nighthawk, and then if you could replace Go for the Throat with Path to Exile, you won't have to bother with the dual lands, because everything will be able to be played with white mana.
In this setting, I would say Awaken is better. Valkas might be good if you're against a deck that has really good defense (like walls that you can't burn through) or if you're playing with a lot of dragons; but in general, I think Awaken will be able to do more for you when you're able to burn away all their creatures.
Absolutely. I love helping people get more into magic. =)
Here's a link to how a mono-red control deck might work, and good cards for it. (Note that it is in the pre-Theros standard, so you can't use everything it says - but it has some good info.)http://forums.mtgsalvation.com/showthread.php?t=525408Basically, Young Pyro/Guttersnipe might be good, but in a control build like this you only want a couple of them. Ash Zealot and Stormbreath Dragon would be decent additions, as they both have haste, and have some sort of control aspects (Zealot kills flashback/Stormbreath has Pro-white)
Typically, a control deck has almost no threats for the opponent to destroy. The only creatures a control deck wants to run are ones that are difficult to destroy (indestructible, hexproof, etc.) or ones that win the game before the opponent has the chance to destroy them (i.e. Haste, or ETB effects). All the smaller creatures (Guttersnipe, Pyromancer) will become the prime targets for removal very quickly, and will become wasted cards. As far as your dragon, specifically, it is a decent beatstick, so you might keep it as a finisher; but it would be better to try to find something with haste, protection, hexproof, or something else that lets it avoid the mass amounts of removal the opponent has been storing up. Chandra's Phoenix in this case is actually a very good creature, as it has haste and flying (quick damage), AND can come back whenever you burn your opponent (which is a lot by the endgame, hopefully). It's probably one of the best creatures you can get for a deck like this.
It seems that you're not quite focused enough as an aggro deck or a control deck. If you go the aggro route, you won't be able to reach the 5 mana because the goal is to kill them before you even get there. If you want to go the control route, Gauntlet will be effective, but you should remove things like Awaken the Ancient and Shivan Dragon, and maybe some of the other creatures possibly, in exchange for more two-for-one removal, like Slagstorm or Pyroclasm, Mizzium Mortars, and the like. Then Gauntlet will be reachable and be an effective finishing blow as well as a good removal aid.
^Mozex is right. For Pyromaster's Gauntlet, it requires a slower build that can reach 5 mana before losing all its burn power.
You can use that name for a different deck, though; there's a nice RB build using things like Blightning and Rakdos' Return to burn your opponent and kill their hand together. That might be a good way to keep the name going in a still competitive deck. =)
Um. Just so you know, this is a mill deck, not a discard deck. You only have one card that discards from the hand, so the title/tags are misleading. It's not bad for a mill deck, though.
Woohoo! Don't you love when that happens?
Also, just so you know, Dream Salvage only works with discarding from the hand (i.e. Jace's Archivist effect), but not with milling from the deck. You should try instead using Visions of Beyond; it works way better in a deck like this.
I have a speed-mill deck in modern as well (not budget, though), and I have four Brain Freezes behind the sideboard for any time someone wants to play without modern restrictions. =P I love that card so much.
Brain Freeze isn't Modern legal.
It's going to be difficult to get these spells out with such limited land. Since this is mainly White/Blue with just a splash for red and black, you might want to consider having guildgates (Boros, Izzet, Orzhov, and Dimir) instead of mountains/swamps, and then the rest be islands and plains. This way you'll have the blue/white mana for most of your spells, but you can get the red/black the very few times you'll need it.
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