On a more serious note, some cards for you to consider:[High Alert]Enchantment; {1}{W}{U} Each creature you control assigns combat damage equal to its toughness rather than its power. Creatures you control can attack as though they didn't have defender. {2}{W}{U}: Untap target creature.--NOTE: better than the Chariot you already have, as it works for ALL creatures, and leverages the higher Toughness of Defender creatures for greater damage potential[Plumeveil]Creature - Elemental; {W/U}{W/U}{W/U} 4/4 Flash, Defender, Flying-- NOTE: counts as a multicolor spell, synergizing with "Hero of Precinct One"
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... not enough lies and orange spray-tan ...
Consider [Favor of the Mighty] (1W; Each creature with the highest CMC has protection from all colors)... giants tend to be expensive creatures, so you're more likely to be the one benefiting from it.Also, [Oathsworn Giant] (4WW; 3/4, Vigilance; Other creatures you control get +0/+2 and Vigilance) might be useful.:)
A good balance for land is "1 land for every 2 other cards you have".
That's .... that's a very interesting idea! :)
Yes, skulk and low-power-but-high-damage is indeed a great thing. Not sure I like the Skeleton Key, but ... I'm still considering it.I'm also looking at the Farbog Revenant; 1/3, has Skulk natively. Still works well with Doran, even if he's not a Wall / Defender.
Ooooor, maybe that's just what he OWNS. Don't assume what someone is "aiming for".
So? It's not like he put a Tag on it to indicate it was a Modern-only deck. :)
>> You have to realize, though, that every single card>> you add will reduce the number of Relentless Rats.>> At some point you'll run the risk of Thrumming>> Stone's ripple effect to fail, which is this deck is>> relying on.Yes, and no. The current build shows _FIFTY_ Relentless Rats in the deck. That's literally half of all the cards in the deck, including the Commander.Going to 45 or even as low as 40, would still statistically preserve the benefit for that Thrumming Stone (at 40 cards, 40% of your Rippled cards should be Relentless Rats - which is 1.6 cards on average). Obviously, you don't want to go too low. But shaving out up to 5 or even 10 RRs to make room for other useful cards is entirely worthwhile.Not that my own list of suggestions would include all those OM listed. My first go-to for a mono-Type // Tribal deck was already adopted (Door of Destinies) ... but there's still other cards I think could be made room for:[Soul Foundry] - make token Relentless Rats. It costs you one RR to put in the deck, and one more RR to Imprint on it, for 2 RRs down. But in return, you can pump out a new RR every turn, regardless of cards drawn - you only need the {3} mana. NOTE ALSO, this can provide you with an easy way to "feed" your commander's ability. Make a token, sacrifice a token, cause a whole LOT of other tokens to appear.[Obelisk of Urd] - +2/+2 to chosen creature type ("Rat", of course); has Convoke to reduce net cost.[Grimoire of the Dead] - bring back EVERY creature in EVERY graveyard under your control. Excellent counter-boardwipe measure. (Plus you get _their_ creatures too.)
I have two suggestions for you.First, is to work in some defensive creatures. I have two to recommend, because they also serve as a Mana Ramp:[Overgrown Battlement] ... cost {1G} // 0/4, Defender // "{T}: add {G} to your mana pool for each creature with Defender you control."[Axebane Guardian] ... cost {2G} // 2/3, Defender // "{T}: add X mana in any combination of colors, where X is the number of creaturs with Defender you control."Second, is another sort of "fog" spell:[Arachnogenesis] ... cost {2G} // Instant // "Put X 1/2 green Spider creature tokens with reach onto the battlefield, where X is the number of creatures attacking you. Prevent all combat damage that would be dealt this turn by non-Spider creatures."
Generally speaking, if someone makes their deck Public here .... they're giving people permission to do just that.Just, you know, click that "Like" button up there to acknowledge the original author. :)
Fair enough. :)
Doubling season is HELLA expensive, in terms of money to buy it.
I've got an all-green Fungus deck, and I have some cards for you to think about:[Thelon of Havenwood] // {GG}, Legendary Elf Druid // Each Fungus gets +1/+1 per Spore Counter on it; {GG}, remove a Fungus in a graveyard from the game: add a spore counter to each Fungus in play.>> [Mycoloth] // {3GG}, Fungus // Devour 2; At the beginning of your upkeep, put a 1/1 green Saproling creature token onto the battlefield for each +1/+1 counter on Mycoloth.>> Absolutely TONS of Saprolings. Good synergy with the Utopia Mycon. Works best if you can add more +1/+1 counters over time, but pretty good just by itself.[Sporesower Thallid] // {2GG}, Fungus // At the beginning of your upkeep, put a spore counter on each Fungus you control; Remove three spore counters from Sporesower Thallid: Put a 1/1 green Saproling creature token onto the battlefield.There's some extra synergy for a deck that tries to get more and more +1/+1 counters going on in my deck; take a gander, there might be an idea or two worth borrowing: http://www.mtgvault.com/seanl/decks/x4-spore-culture/
Generally, a Casual deck is more concerned with Theme and "fun factor", than it is with "swift and certain victory". A casual deck isn't going to fare well in a tournament, or similarly highly-competitive environment.Indeed, the entire EDH / "Commander" format was born of the Casual style of play.You can read a bit more here n the subject: http://mtgsalvation.gamepedia.com/Casual
Do note, the deck is marked "casual". :)
May I suggest [Door of Destinies] (( http://www.mtgvault.com/card/door-of-destinies/M14/ )) as a possible replacement for Coat of Arms ...?It has advantages, and disadvantages, compared to Coat-of-Arms in that CoA will work even if it's the last card on the table ... while DoD needs to be out as soon as possible. The advantage is: DoD's counters don't go away when a rat dies, so the bonus only ever goes UP ... never down.Picture, after bringing DoD out you cast five rat spells. That's 5 counters, +5/+5 for all rats. Then an opponent does a board wipe, and you're down to 0 rats. Summon one more rat, the DoD goes to 6 counters, and your single rat is +6/+6. With CoA, it'd be +0/+0.
Hmm, that's a synergy I didn't at all see, I admit. It does rely on a rather large chain of steps to pull it off, though. And seems more centered around the Champion, than TR, still.
This seems ... well, it doesn't seem to be centered around Tainted Remedy at all. There's nothing in there to give your opponents life "gain" for TR to affect, at all. So if THEY don't have lifegain? TR is a dead card in this deck.If you just want to prevent the opponent from gaining life, there are other ways. Better ways, IMO. For example, [Erebos, God of the Dead].Also, only 16 lands in a 60 card deck, with CMCs of 5 and 6, and no artifact or creature mana sources? That's just asking for trouble, IMO.
Yeah, I think the site should give us more tags:(1) for Format (EDH, Pauper, Standard, Modern, etc)(1) For Casual -vs- Competitive(4) for build details (e.g. Lifgain, Budget, 1vs1 / multiplayer / 2HG / etc, and so on)BAsically, just two new tags, one for the type of deck, and one for why it's being designed.
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