I'm going to second this^ I would -2/3 Nightbird's -1/0 Brimstone -1 Disperse
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I really love the idea of using Laboratory Maniac as your win condition, but doing so only works if you have enough copies of him to actually find him. As a general rule of thumb, you should have at least 6 cards in your deck that if you draw them, you are guaranteed to get your win condition on the board. 2x Laboratory Maniac = 2/6 cards that get Lab Maniac on the field Where are the other 4? (card control like ponder does not count toward this number -- they help, but don't guarantee anything) Also invisible Stalker and Quicksilver Amulet are completely out of place here Other than that, I like this deck.
There is no order specified in mass polymorph, therefore they all enter the battlefield at the same time. Once they have entered the battlefield, all of their abilities are activated. You may place them on the stack in any order. It does work.
Paragraphs. They help.
For some reason, I was reading the surge node without the {1} in front of the {T} >.<
Unfortunately, the Pentavus + shirei combo does not work because the creatures are tokens, and as such they cease to exist as a state-based action before Shirei's ability can activate. I really like the ideas in the rest of the deck, though
I would +4 Kilen Fiend (win.) +4 Pyromancer Ascension (double the fun!) -2 mountain (24 is used by control decks w/ 6 drops, but you're only using a 5 drop) -2 Lava axe (lame.) -4 blood crazed goblin (see above) and for the side board, try +4 Ricochet Trap (kills counter happy control decks) +? Punishing Fire (Anti lifegain && synergy with pyro) +? Leyline of Punishment (Anti lifegain)
I would drop/sideboard the Slagwurm Armor in order and pick up 4x spreading seas: -it mana screws multi color decks, -makes a fully leveled Halimar Wavewatch unblockable, -you draw a card -and Slagwurm Armor is the only nonstandard card in this deck Also consider dropping spider silk net for journey to nowhere or a spell pierce
You should add Mystic Speculation or crystal ball to this deck so that every turn you can scry an expensive card to the top for your next turn
Nihil DOES work against the Eldrazi because the graveyard shuffling is an ability that uses the stack just like everything else. In response to the ability being activated, tap sac the spell bomb to exile the grave yard before the shuffle ability resolves.
I would recommend adding Nihil Spellbomb because You can't Eldrazi shuffle a graveyard that doesn't exist: Eldrazi titan enters graveyard, his ability is placed on the stack in response, tap sac the spellbomb, exile the entire graveyard This is just a personal preference, but I would drop either unsummon or into the roil and replace it with Aether Tradewinds so that you can recast one of your allies to mill another X
where is sprout swarm? a sapling deck without sprout swarm has to be some kind of blasphemy
I made this deck for a deck challenge that specifically said "NO CREATURES" and didn't say if it should be in standard or not but either way I put your changes in the sideboard so that it can quickly switch out into a standard deck
Because You can only use Voltaic key once per turn. Filgree Sages + training grounds does the same thing as voltaic key for the same cost except you don't have to tap in order to use it, allowing you to repeat the process infinitely many times. also because I was over 60 cards and couldn't fit it in >_> The mana ramp and draw power/card control is more important than a 1 shot boost because of the number of cards needed to start the combos
Niv-Mizzet has to be my favorite card ever Tell your friend to check out curiosity. It's the exact same thing as Ophidian Eye except it costs 2 less :) And just to confuse your opponents, I also like to splash mana conversion to run Snake Umbra because of totem armor; while your at it Swing with a 40/40 Lorescale Coatl after drawing your deck
I'm trying to play at a tournament O.o?! when did this happen? I just found the first land that had both U and R on it and added it I like call to mind but search for instants/artifacts and a reliable win condition is more important also, the deck is now correctly labeled "fun"
^ this.
Last I checked, the most recent ruling is that for all sources with deathtouch, 1 is considered lethal damage to a creature. It effectively sets the toughness of all creatures facing a source with deathtouch to 1. example: a 4/4 trample with deathtouch blocked by 3 8/8 creatures will deal 1 to each and 1 to the player, destroying all of the creatures.
The problem with that logic is that he doesn't take damage then dies, he sacs himself then deals damage from beyond the grave killing the second guy: -damage is placed on the stack -in response I sac my creature to deal 2 damage. My guy dies and his ability is placed on the stack. the stack resolves starting with the most recently activated ability: -My creature deals 2 direct damage to you in a fiery explosion, killing the adjacent guy -My creature's dead arm hits your creature for 2 damage, killing him from beyond the grave also, in the above scenario, your guy dies, and then the time bomb strapped to his already dead chest explodes: a on enters the graveyard trigger, not a sac trigger Damage + the stack = random bull s--- from beyond the grave DOES NOT MAKE SENSE I am a U/R player and I believe most/all of these changes are for the better.
I took everyone's feedback and did my best to make some improvements Did I miss something (other than Training Grounds)?
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