Myr galvanizer for infinite mana!!
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Get some Mind Grind up in there!!
Find a way to give these creatures first strike and you'll have an unstoppable assault. It shouldn't be too hard to find a card like that
Add invigorate to this deck... +4/+4 and all you have to do is let an opponent gain 3 life, which is irrelevant since you deal damage in poison counters. Also consider livewire lash.
I'm not sure how much Riders of Gavony costs, but it'd make a great addition to this deck
vigor mortis
Why all the fancy lands??
fog bank or wall of frost are good cards for delaying enemy creatures, although they dont have anything to do with milling
Awesome deck, I've been in love with eldrazi ever since I first saw them, but how does this deck protect itself? It's defenseless until you get at least 9 mana (I'd say 8 but ulamog's crusher attacks each turn), so how do you hold enemies back? 7 mana if you count eye of ugin
palladium myr, he gives more mana, although if you have two myr galvanizers out, you can get infinite mana (provided you either have one palladium myr or two one mana producing myr out on the battlefield) Also, I don't get why you have darksteel myr in the deck
Was hoping to see increasing savagery in this deck.. that and maybe doubling season or something. You could quadruple your counters.
Your deck is bad and you should feel bad
Magic Core Set 2010
what does phylactery lich have to do with a golem deck??
ohh i see. my mistake, i'm not really familiar with a lot of the game types other than standard, hunter/prey and two headed dragon. i didnt know what singletons were until i came to this site lol. and i just learned that EDH is the same as commander... even though i still dont know what commander is exactly
oh and why don't you have odric in there anymore??
see you're trying to make a mill deck. consider mindcrank, grindclock, dream twist, chill of foreboding, dreadwaters, stern mentor +galvanic alchemist soulbind combo... not all of these cards are that great
Ok, so taking the advice of @dynathy, I will attempt to type in a proper manner for the sake of the reader, even at the cost of speed. I absolutely love your creature base. Almost all of them work towards token massing, making for an incredibly focused deck. However, being that you only have one creature listed with a converted mana cost of 3 or less, Sun Titan is most definitely not a proper addition to the deck. This also brings me to my next point. You only have a single creature with a converted mana cost of 3 or less. This wouldn't be a problem, except for the fact that you don't have many ways of putting tokens out early game. This problem lies not only in the creature section, but also in your other spells as well. Your spells, while fairly strong and devastating, have a high mana cost, meaning that for the first 3 or 4 turns of the game, you will be helpless to stop the possible onslaught of a fast deck, which could cost you the game. My advice is to pay attention to the mana curve. Either add in some cheap creatures, or add in cheap spells to generate tokens. It doesn't matter if the spell doesn't generate an endless supply. You need to get some kind of blocker out there as fast as possible. I like your idea of using spells such as silence to stall the enemy while you wait to grab enough mana to get your big creatures out, but remember that you may not always have an ideal amount of mana, and therefore may need to hold out against an opponent for two extra turns while you wait for that last needed plains.Going back to my section by section thingy, I like your instant section for the most part. It's like your safety net, and each spell is fairly cheap to cast, which is important for any fast-acting deck, so good job there. I myself would take out Swords to Plowshares, mostly because it gives your opponent more life, and assuming that you reserve it for their big creatures, they're likely to gain a nice chunk of health, but at the same time, I can see the use of it as well, so I leave that choice to you. Moving on to the sorcery section, I love Conqueror's Pledge. You get more than what you paid for, making it an awesome card, though a relatively high cost. Get rid of Day of Judgment. It hurts you just as much, if not more than your opponent. You shouldn't have any cards that would wipe the entire board unless you have a way of preventing such a card from affecting your creatures. So unless you have a practical means of making each and every one of your creatures indestructible, or protected from white (at least for that turn), take out Day of Judgment. The same applies to Martial Coup. If you have a large standing army, Martial Coup is almost pointless to use, and no card in your deck should ever be pointless. I like that you put Remember the Fallen in your deck as a way of keeping your important creatures on the battlefield, but don't get too swept up with it. One or two in your deck and that's it. You don't want to stray too far from your purpose of massing tokens.I'm not going to say much about your planeswalkers, except this: remember what this deck is about. I know how excited you get when you see all of these cards that can do wonderful things with tokens, but you can't let them distract you from the tokens themselves. As long as you're confident that you can generate enough tokens to overrun the enemy, then do what you want. Just remember that these token boosting creatures/spells are useless when you don't have a lot of tokens on the field.Overall, this was a drastic improvement from what I originally commented on. This new deck is way more focused and as a result, will play much better. Aside from the mana curve problem, this deck is pretty solid. Cards I'd take out: Day of Judgment, Martial Coup, Ajani Goldmane, Elspeth, Knight-Errant (Elspeth Tirel is just better and with the legendary rule, you'd never be able to have both out at the same time so it's a waste of valuable card space to include them both in your deck), Sun Titan, Serra Avatar, and maybe Emeria Angel (I'm on the fence with her so I leave that to your stylistic preferences). Cards to consider adding: Intangible Virtue, Gather the Townsfolk, Captain's Call, Nomad Assembly, more creatures with battle cry (to make your attacks devastating). Remember that this deck is ultimately yours so it should resemble your vision of it, not mine, not anyone else's. My words are merely those of opinion and well-meaning advice, so listen to them, but don't blindly obey. I hope this was helpful and easier to read than my last comment. Good luck with your deck! :)
an amazing stalling card is wall of frost, as it prevents the creature it blocked from untapping on its controllers next untap step. or fog bank, which prevents all damage that would be dealt to and by it, rendering it almost invincible except from removal/burn spells. id consider replacing angelic wall with one of those
where to begin?? well i suppose ill start with the overall theme of your deck. its a good one, but too all over the place. you want tokens and life and big creatures and to be able to counter damage, which of course sounds perfect in your mind, but doesnt work so well realistically. you may just want to focus on a single aspect of it, and kind of splash in those other ideas as you go along. id say stick with token massing. token decks are fun, can be cheap to play (mana wise and dollar wise) and can overrun enemies quickly. ok, so as far as the cards you have listed, personally, id ditch just about each artifact you have listed. none really advance the idea of massing tokens, except maybe angel's tomb, but the 3 mana used to cast it can definitely be put to better uses elsewhere. angel's feather can grant you life and is acceptable to keep, but there are other ways to gain life more suited to your deck. as far as your enchantments go, get rid of everything that targets only a single creature. they dont benefit your entire army and are therefore useless. builders blessing and intangible virtue are the only ones id keep, as they will boost each of your creatures. maybe keep a couple of oblivion rings or defangs around as a means of keeping your opponent's creatures in check. for your instants, glorious charge and roar of the kha are musts for your deck. you can keep ethereal haze and safe passage as a little failsafe if you want but they're not necessary as you should have plenty of blockers. white sun's zenith is up to you. there are reasons why i would and wouldnt use it but this is already a fairly long comment and i still have to cover the creature and sorcery sections. i like your sorcery section for the most part. they all bring out tokens, except for paraselene, which id remove from the deck. nomads assembly is definitely a game winning spell. get rid of cloak and dagger. now for the creature section... this is gonna be a doozy. as a general rule of thumb, if the creature doesnt somehow either give benefits for or benefit from having tons of tokens out on the battlefield, take it out of your deck. it isnt helping. say goodbye to a lot of creatures. you dont need them. and please, get rid of that damned creature with exalted. its a total eyesore and contradicts the entire idea of a token deck. now heres the part where you can gain life. goldnight redeemer and healer of the pride can both gain you tons of life. on the whole, healer is more useful as its ability is continuous, unlike redeemer. riders of gavony definitely has the potential to be among the most important cards in your deck, however, if you choose to keep him, you will have to adjust your deck to provide human tokens, otherwise he's basically a wasted card. also, if the creature creates tokens, either by death or by entering the battlefield, its ok to include, though there may be better choices out there. cards to consider adding are avacyn, angel of hope, angel of jubilation, cathar's crusade, guardian's pledge, honor of the pure... the list goes on and on. sorry this was so long, and dont be discouraged by what i said. youll get better at building decks as you go along
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