Yeah dude, you could easily loose in 20 turns if you are against a lethal opponent. And it takes 4 mana already so it would take at least 22 turns for you to win. (20+2 Because you need to summon up 4 mana first. I don't know if you can do 4 mana in the first two turns.) And I'm not sure how Energy Changer is a Combo with Darksteel Reactor. They are just two cards who happen to be artifacts. One doesn't benefit the other actively.
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Elves of Deep Shadow: I used to have this in my deck but I took them out because they are not what I want in early game. Golgari is about trading cards in and out of the graveyard, not loosing life. That and if you sort out your mana you won't need this one at all. Birds of Paradise make a better alternative for mana, even if they can't attack. Brawn: This is awesome for your graveyard. Best part is that you don't have to use it in battle for it to be useful. Nice choice Mortivore: Purely awesome. Golgari Brownscale: Good way to pump out life, bad way to hurt your opponents. To be honest it's a better idea using your resources in a way that is more than just 2 petty life. If you need this card to survive then i suggest reviewing the deck because something is wrong. It's a good token for an extra boost on the side but not valuable enough to have 4 of. Marrow Chomper: Cool and everything but not what the Golgari is about. Golgari Rotwurm: Awesome, need more of these. It's a quick and easy way to fill up your graveyard only to be taken out again occasionally. I like it because of it's brute force. Goes well with... Savra, Queen of the Golgari: I would recommend one more of these. Great combo with the Rotwurm. Golgari Germination: Even better, fodder for the Rotwurn and Savra. Gravepact: Seems like a bit of a distraction with 1BBB. Mana better spent elsewhere. But it's a nice card to have. Moldervine Cloak: Great to have You have gone the same path as me a few years ago. Your not exactly concentrating much on rebirth. I see a lot of cards that are used for regenerating your own life. Which is cool and everything but definitely doesn't need 70 cards to function. Other than that, I can see this deck working very well. Nice job.
Thanks for the comment. I appreciate it. :) Would this deck fare well in a tournament setting?
Check out my Golgari Deck please. :)
I haven't looked at any Warp World tournament decks. So I don't know what mechanic you are getting at. Farhaven Elf: I take it you have that one in there for mana. I would look for a cheaper card. It has a nice effect but after the effect you have basically a meat-shield. (It's useless after the fact with only 1/1 unless you sacrifice it or make use of it other than pure damage.) The Civic Wayfinder (2G) on the other hand is 2/2 but as a trade off it puts the land into your hand rather than into your field. It's slower at dragging out mana, defiling the purpose of it in the first place. Keeper of Progenitus: I don't know about this card. It adds a pretty serious advantage to your opponent as well. I wouldn't use it as a 1/3 card with a mana cost of 3G you can probably do better. Unless you sacrifice it quickly as soon as you have the monster(s) you want. Against heavier decks it's not going to fare well. (Upon further inspecting your deck perhaps this card is well placed and goes well with Farhaven elf, potential mana is going to grow like something that grows fast. Which you need. But I still recommend getting rid of the keeper once you can sustain your summons with land) Ambassador Oak: Two for the price of two... But the fact that it is one card is a good thing. Two summons at one. Dauntless Dourbark: Yes. Oakgnarl Warrior: Could have more attack, but I think you have that covered. Defensive card with high defense and vigilance so that it can defend after attacking. Not bad. (As long as your mana isn't a problem.) Timber Protector: Nice. Warpworld+Fireball: Cool and everything, unfitting for the deck which has the majority of Green cards. (90% is Green) IMO switch over the mountains for forests and get some more "Keeper of Progenitus" or mana mana grabbers like that. Don't overdose on"Keeper of Progenitus" He's not THAT usefull as he gives the opposition the advantage as well. If possible try to find a way to replace "Keeper of Progenitus" and the fire spells with others that may compliment the deck. It's a good "Beat-Down" deck though. A little weak at the beginning.