I think synergy is more the general interaction of cards where as combo is a specific. I.e a deck can have synergy as all the cards work well together however this will be made up of individual combo's. If you think about it you never discus a combo without mentioning specific cards whilst synergy can be discussed at a deck or even set level.
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You don't really have many way ms of getting cards into your graveyard. Satyr wayfinder is very good early on as are Sultai skullkeepers. Drop the banners they are very rarely a good card to have in hand.
What is the difference between a combo and synergy?
Its unlikely your chasm skulkers will generate many squids, they are too easy to kill and you have limited card draw. You cant activate the elementals ability either.
Nice theme. I think your land count could go down to at least 20. What's your win condition here? Pearl lake ancient might be nice here maybe as a one off or two?
Yeah no sideboard is a bit of a hamstring but I guess its to try and push it as more of a casual format although I know there are a fair few tribal tourneys at least where I'm from. There is no mention of tribal spells in the rules, literally just the 1/3rd rule and the no sideboard thing.
I see what your saying but Wizards provide a clear definition as to what constitutes a tribal deck, stated on their website and everything!! 1/3rd of all the cards must be of the same creature type, and no sideboard allowed.
For it to be a tribal deck doesn't it need to have 1/3rd of the deck as the same creature type? Otherwise nice deck!
Staff of the mind magus isn't very good in this deck. If your losing life, then your deck has already failed. Anger of the gods might be a better card, that way you can let through a few smaller creatures and then anger them off the board meaning you retain more counter for their other spells.
Nice deck. Although it is banned in every format!
But its not a creature so the guard wouldn't untap.
Have you thought about a follow up article about deck construction for beginners the advice in this one is fine but most people I know picked up magic to play the game not with the predisposition for fnm, might be an idea to sell fnm a little more next time. I hope this comes across as constructive.
Chasm skulker would work well here.
I was more questioning the decks ability to fulfill the 3red requirement to cast the conflagration.
Your mana base needs looking at as well. I would at least include some dual colour lands even if they arnt the expensive ones. Fated conflagration isn't a good spell for this deck. The complex mana base and no dual lands means you will need to dig through almost a third of your deck before you find them and even then its hit or miss.
Nice deck, however its very unlikely you are going to get 2 ordeals by that point. Also what's the point of the Akroan Crusader? The swift spear is so much better and the ordeals would trigger the prowess. Is this a deck of what you own? Its a bit of a random mix.
Nice idea although I think you need more ways to get the soul flayer if that's your win condition. You have blue in your deck already so id also invest in some counterspells. Hexproof and indestructible are fantastic but there are a fair number of cards in standard which will have you sacrificing him.
Ah I had forgotten the enchantment removal also hits enchantment creature. That defiantly has some mileage in it.
Tbh though the utility is a false economy. If you run these cards and target anything other than land then you aren't slowing them down and your using a lot of mana compared to say destructive revelry.
I don't think land destruction works in standard because you need to reliably hit them with destruction. All destruction does is hold them back a turn in terms of mana so its useless against aggro and with turn 3 being your earliest reliable destruction then control can stall you. What you need is an end game, a reason why you are stalling their mana curve. E.g if your stalling them for a drop like ugin then fine but land destruction for the sake of it wont work, just like control without an end game.
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