Not against any of my decks it wouldn't, sorry. What did you test it against? other decks that only run 1 of each card? Those don't work, not now, not ever. Form a plan, if it is going to be 5 colors put in some fun stuff, come on, More mana echoes, more of the slivers you need, another gemhide, 3 more magma slivers, take out the ones that don't matter. And don't talk about homing sliver in the caption above, you're never going to draw it, you have a 1/80 chance. I'd like to see this in action.
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How about this one: Walk of Aeons + Crucible of Worlds + Azusa, Lost but Seeking = Inf Turns!! Add in prodigal sorcerer and there's your win condition right there. It would also be nicer if tinker wasn't restricted. I don't really see what win condition you're talking about. I get the orb, and I get the extra land play, but what exactly is your plan to kill, not black vise I hope, that won't really work to well same with the doll, if you only have one of each in the deck.
One other: Replenish is a must, and maybe opalessence, to turn everything into creatures so you can overrun. Also that way all lands are destroyed, if you would want that.
Root Greevil and Cleansing Meditation would be good, but Primeval Light is an absolute MUST. You may want to add greater auramancy to give all your stuff shroud but it looks like you may have that covered with the grove. Also put in some disenchants and naturalizes too, only if you have room. It looks pretty good though. Nice deck.
First off both of your decks are 50 cards, a legal deck size is 60, so add 10. Second, you will need more than just one of each card in a deck for it to function properly, just look at any of my decks, you'll only see one copy of a card if it's expensive to buy or play, easy to get out (like panglacial wurm), unimportant to the theme, or restricted. Those are the only times you should have one of a card in a deck.
Here's a list of cards to take out: As Hamju said: Nodorog, scrapper, reflex sliver, shambler Hedge troll, Both Wurms (there are better wurms) Even some of the others didn't make this list by a hair, Reevaluate what you want this deck to do. If it's beatdown then put in overrun, giant growth, might of old krosa, Kahmal fist of krosa, Garruk, stuff like that and take out the lifegain (except maybe essence warden)
Try imperiosaur, its 4 for a 5/5. And try having more than one of each card, This is the sole reason this deck has no direction, so make a plan, take out what you don't need and increase the number of what you do. Then you'll have a decent, directed deck.
Not at all, it isn't all that obvious, Ok so when you put animate dead on Worldgorger all permanents are removed, including animate dead, and when animate dead is removed the dragon dies, bringing everything back, untapped, the animate dead comes back on the dragon, bringing it back to play, in response to its coming into play tap all your lands, then everything is removed again, and it just cycles. Every time it comes into play you can tap all your lands in response, netting you infinite mana.
Midnight charm, Iron lance, helm of Kaldra, Fyndhorn Bow, akroma's memorial, power matrix, sparring collar, and surestrike trident, thats pretty much all I can think of without adding red or white.
For even more fun: Turn 1: Swamp, Dark ritual, entomb the dragon, animate dead, HUGE Consume Spirit. Yay! It's a 5 card first turn Kill combo!
First off, you don't have combos, you have synergy, there is a difference, Combos utilize cards that stand alone doing one thing, but put together they do something different, but synergy is everything working together as it should, doesn't mean its any less powerful, just terminology is different. Second, coat of arms against a lorwyn deck is horrid, their creatures get just as big as yours. What good is a 72/72 reckless one without trample. This deck isn't as fast as others I've seen, sorry.
Leyline of the meek
Doubling Season
Power sink and spell blast aren't bad but they cost a ton of mana, mana you won't likely have when you'll need it. Plus the deck is 3 colors with only 6 producers of each color and 12 colorless lands, your land selection is for artifact only decks, sorry but it's slow. Too slow to survive now and too slow to survive then.
No, the point is that this deck is at most 12 years old as you have things other than alpha and beta, Second I've been playing for 12 years and I could always beat this deck even when I was just a little kid, third you should mention that it was from spare cards, fourth It will take more than one good hit, trust me, fifth this deck, being it is old, is horribly outdated. Rod of ruin is slow, the hive too, your artifact creatures are easily stopped, you won't get all 3 urza lands in time.
It isn't as fast as you think it is, mana colors mean everything to you, try other dual lands, the carnarium is slow. Also you shouldn't need the vamps in here. It's not bad but try this deck on for size: Fast Damage.
too big with too many different cards.
If you add urborg, tomb of Yawgmoth, then all your lands can be swamps, making a bigger drain life. Or you can use Joiner, or prismatic omen, it's your call. Also Mortuary + Fecundity + Aluren + Llanowar Dead + some way to sac it, like say carrion feeder or phyrexian altar can net you inf black mana, so that way you can have a HUGE Drain Life, not that it really matters in the end but whatever. Also try adding consume spirit it's a little better than drain life.
Haha, that's how a lot of my decks get built too, A binder full of rares, ideas in the head, and a lot of spare time, not that they have any less quality. This deck is actually really funny. Creatures with no abilities. Just watch out for WOG, but really a deck with Garruks in it can hold its own against creature control. Fun trick, Rings of Brighthearth + Garruk = extra Beast for 2 mana, or lets say +6/+6 and Trample for 2 mana. Or, dumb as it may be, 2 mana: untap 4 lands! YAY! Pointless
You do realize that the chances of the above happening are basically none, and your opponent should have a blocker out by turn 2 at the latest. So your plan is a little off. With the luck you would need to pull that off in the first place you might as well have gone for a first turn kill, not a 4th turn kill, many decks kill turn 4 consistently. It's not too bad though but what is the strategy here, what's the point? Discard, pump, burn, which is it? and don't say all 3, cuz then its got none.
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