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Awesome, Ehh?
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What does everyone think?
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You usually want to stay away from playing one-of's. I know it's difficult to find four copies of spells like Planar Cleansing, but your should at least increase the number of Ponders, Merfolk Looters, etc. I would stay away from running life gain spells to start with, to be honest.
I'm kinda new... What?
Oh, you're new... welcome to the game, then, skittensro! I'll give you an explanation of my tips. 1. Many beginning players like to play one-of's (single copies of cards) in their decks. As you'll probably learn, your chances of drawing your stronger spells are too low and inconsistent. You want to play as many copies of your stronger cards as you can (the maximum is four). Good commons that you'll want are Ponders and Merfolk Looters. 2. Life gain is a stall tactic... you waste slots in your deck and give your opponent more time to set up by "wasting" turns and mana casting these life spells. Replace them with good countermagic and draw.
Okay, I think even after hearing what you say, I'm going to keep it like this because why have a white part of the deck unless you want healing... and white black is often good because of cards like I.E. Howling banshee, and combos like Sanguine's Bond, so, Thanks but no thanks.
Although I added more ponder and merfolk...
I know your new to this but what you said above "Because why have a white part of the deck unless you want healing." Alot of the best decks (Disreagarding 5CC) Are either mono or one color. If I were you I would drop white. It isn't doing much in that deck to begin with and it will smooth out the mana-base, also I would add some nonbasic lands. I hope this helps
Also you want 60 card decks, the smaller the better.
I don't want to drop the white part... I'm sorry... 66 cards is fine with me also
is there anything I can do to pt cards BACK in my library im worried about running out of cards
I can gurarentee that you will NOT run out of cards in your library. Do you really think that 120 turns are going to pass without any player winning or losing? The better your draw spells, the stronger your deck. Listen to our comments, skittensro - we know what we're doing. 66 cards is too much. White doesn't play a theme crucial enough to your deck. Limit your deck to 60 cards and play Black-Blue for greater consistency.
This is fin how it is... I dont understand your guys problems with it...
please check out my goblin deck I like it better I think so I'd like to see how much you guys hate it xD
We don't hate your deck, skittensro. Why would we? We're just giving you tips on making your deck better and on making you a better deck-builder in general. If you're fine with the way your deck plays in your playgroup, then you can keep it that way. Please, don't take any of these comments as "attacks" on your deck. They're friendly suggestions :D
do you know any cards that would work well with a Blue White Black drawing deck... like maybe a card that draws as many cards as you have in your hand, etc?
I don't think so - the closest thing that I can find are Draw-7's like Windfall, but those are only good in combo decks. If it did exist, it would probably be REALLY powerful... (assuming its mana cost isn't too high). If you want solid & fairly recent draw spells, try Mulldrifter or Cryptic Command (although Command is a bit pricy). Older sets offer amazing draw spells. Fact or Fiction, Impulse, & Brainstorm are great choices.
get rid of minion of the wastes.
i would put in Font of Mythos, you can draw cards fast and your opponent will, most likely, have to discard
Add archmage ascension