Scratch the card draw idea for genesis wave....
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You have a HUGE potential mana pool and nothing to really take advantage of it. Find some stuff with variable (X) casting costs and kickers. Quest for renewal so that you can tap all your creatures on opponents turn for perhaps more mana?
Bah I wish I could afford 4 Primevals,. My decks working around only 2 :( I think you can afford to drop 2 mountains from your deck safely. The reasoning for that is that the remaining 7 mountains (12-5 =7) when procced off a single valakut can still do the 21 damage needed to kill the opponent. Perhas run Magma pheonix instead of Baloth and inferno titan (as you can constantly bring it back from graveyard) I really dont see as much value in the mul daya (have to wonder if you really want to play your mountains after the 5th without having the valakuts out first) Its an interesting option though. Here is a link to my version: http://www.mtgvault.com/ViewDeck.aspx?DeckID=156983
soo sacrfice kitchen finks with the altar - creates 2 mana any color -grants some life then use finks persist to bring him back into play -gain some life -remove -1/-1 counters on fink with the quillspike (and pump spike in the process) repeat an unlimited number of times.... loops ae fun but this one might be unlikely to get going,
Door Of Destinies would be HUGE in this deck. Im actually running an extended format Islandwalk merfolk deck myself: http://www.mtgvault.com/ViewDeck.aspx?DeckID=158066 Built to be really cheap mana cost wise with islandwalking, card advantage and pumped up creatures as the finisher. I do like tideshapper mystic in your deck though, I never noticed that guy. You probally should narrow down some of the opponent creating islands for stuff to take adavtanage of it though. Perhaps Wandewine prophet once you grant him unblockability. (gogo continuos extra turns)
scry and proliferate are huge...... you need to guarantee those quest charges. Take a look at mine, and see what you think.
I Really liked Whispersilk for its capacity to make Blightsteal a one shot but..... If you go white you could potentially bypass all blockers using protection providing spells (if they are all of one color) and give yourself some defensive options at the same time. -1 Blightsteal -1 Forgemaster +4 Brave The Elements +4 Safe Passage or Emerge Unscathed =60 cards? Protections is nice as it prevents targeting or damage from sources of that color (and they cant be declared as blockers) Unfortuantly board wipes would still be a problem, but you have some non creature artifacts to offset the loss.
Bah if you follow this you really dont have much space left.... 4x Galvaniser 4x Fireball 4x Forgemaster 2x Blightsteel ---------- =14 cards Instead of using islands for counter spells , perhaps go white (with the white tapping myrs instead of the blue) for protection and damage prevention instants (brave the elements, safe passage etc)
Deleted Former response... Trying to properly adjust the mana ramp using only artifacts is rough but here we go. Take this or leave but here is basically my advice for adjustment to 40 slots in this deck purely to provide the 3 artifacts for forgemaster turn four and ensure 5 mana is avialable to play him on that turn (alough you cant use his actual ability that turn) 10 Mountain 10 Island 4x Iron Myr 4x Silver Myr 4X Everflowing Chalice 4x Semblance Anvil 4x Paladium Myr Remaning 20 should be dedicated to post turn 3 defense and your finishing combos Turn 1: nothing...... (options here would be good) Turn 2: Iron Myr, Silver Myr or (1 Charge) Chalice Turn 3: Sembalnce Anvil, Palladium Myr, or (2 Charge) Chalice, Myr Galvaniser* *only if Splinter Twin or second galvaniser+mana myr is in hand Turn 4: Splinter Twin, Forgemaster, Myr Galvaniser+Mana myr Turn 5: drop win conditions (hopefully) Win Conditions: Blightsteel Drop Inifinite Myrs Infinite Damage Fireball
Gah i really need to remember to proof-read for typos before submitting.
Apologies for the huge post..... My primary multiplayer deck is an extended format wolf deck (currently tweaked for a pentamagic format focus). Therre are somedifferences between these two: Your seems dedicated more towards huge numbers and getting pysical land out while mine is more about fast early game speed and mana ramp. Ill try to keep your concept in focus here. Wolf-skull Shaman is a good idea but with 20 elf cards you only have a 33% chance to drop a wolf each turn. That basically only an extra wolf every third turn. That percentage needs to be rsaised more to make him effective. I figure you have two options: 1) Add more means to thin the non-elves out of your deck. You might consider replace khalni heart expedition and Cultivate with Sylvan ranger and Civic Wayfinder. The downside is that your land drop speed is slowed somewhat (although I could make an argument about khalni) There are a bunch of advantages however: Both creatures are elves, which boosts your shaman ability proc to almost 50% (asumming you do a full 8 card swap) Second, the statistics of your openeing hand generally result in having no more than 2 land at the beginning of the game. Both these elves drop for 2 guaranteeing you can drop a thrid land turn 3. Your deck might also have a weakness to opponent builds involving high speed weenie decks (such as soldiers or goblins), these elevs can serve as chump blockers (your enhant and sorcery serve no additional purpose once used) they also benefit from your power boosting finshers........ I would personally replace llanowar with Joraga. The downside is that you waste your second turn pumping him up a level but the long term beneft is that once you finish leveling him you boost your avaialble mana pool dramatically (spawn a ton of wolves each turn with wren''s run packmaster) 2) Possible addition of scry (crystal Ball) Scry doing your upkeep pre daw (shaman abillty) to get the correct ability reveal as well as choose a preferable card draw. I would suggest Mul Daya Channeler here as a nice combo but as a $6 dollar rare I assume it would be out of your price range. Another Subject: Overrun + Beatsmaster Ascension. Dedicating 8 slots to your finishers seems a bit excessive, I would possibly drop down to six. The rationale: Im Assuming you generally dont do your pick attack prior to turn 5. This gives you a starting hand of 7 + 5 cards drawn = 12 . 60/12 = 5 If you have only five copies of these cards, you should have one of them (on average) by your fifth turn. I usually pad these things a bit to increase you "success" rate so make it 6 instead. I would base you desision on how frequent echnatment removal and counter spells are in your enviroment. Side Board: Spidersilk. Replace this with gravity well or Raking Canopy, eliminates the threat of flyers almost completely. Where are your naturalizes and other removal?
I want to see if I understand this deck correctly: step 1: You use fast band to drop a huge amount of mana Step 2: Play a hydra with the maximum number of counters on it Step 3: Use fate transfer to send them at the opponent correct? Advice: Add doubling season to double the counters you spawn.
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