Why mom and pop in a heartless summoning list?sure you can cast them for RR but all you get is a 1/1
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Well some people have mixed it up in the passed where they thought it acted similar to heritage druid.
Also, rite gives the creatures the ability so they can't tap forcmana the turn they enter due to SS.(Just making sure you know this.)
Caves looks like a mistake unless im missing something.
Elixer of immortality? At least until the following day...
I feel this deck needs more black and red than white.
I feel you would almost be better without the coco.You don't really have any creatures that give it any immediate value.Honestly even cards like grisly salvage may be more what your deck wants.Fills your grave and cycles.
If he also ran 1 peace of mind he could discard it if he happened to draw it while he can't cast it lol.(You play PoM because you can't cast anything anyway so you kust discard the cards you draw of extra life. (Great vs aggro/burn)
Creature count seems a bit low for coco...20 creatures? 26-28 is pretty standard.
Tree of redemption(i think thats the name)The 0/13 one works the same as beacon.Anything that says "double, switch etc." Counts as life lost/gained
I think the biggest flaw with that logic is that they would actually only need to sideboard for the cards that are good against them.But i get why you like the random factor.
also great vs affinity and infect, I support charm. just maybe as 2-3
I feel it would be better as a 1 of in the sideboard.That way they couldn't exterpate your only real combo piece.And this way you could bring it in vs like tron or 3 colour decks where tapping certain mana sources actually can hurt them.
If its working for your group then keep it how it is.Just to me it seemed a bit too random.I actually had a pretty sweet glittering wish control deck planned that was base white/green but played all 5 colours.Value.deck running 4x oath of nissa letting you grab say nicol bolas and cast it even with the wrong mana.
I didn't miss the point...I figured you were new and needed help with understanding how deck building and structure worked.If that's the case this deck is just awful...I would love facing this as any modern deck."Fancy lands" lol.Not all dual lands are expensive... I was just trying to help you out because you math was either terrible when you contructed that mana base or it was just randomly thrown together...Even with out a ton of money the manabase is the most important part of any deck.Most of your low drops cost green to play.You only have a 6% chance for a green source turn 1 and even less for an untapped green source.Was just trying to help but you clearly don't want to learn...
Deck seems to want the bigger front rather than the bugger butt.This deck doesn't need the combo to win, and i bet more times than not he will win without it
Yep, tempo and combo always want cards that generate immediate value.Remand is just super versatile.Honestly i support remand over leak in every deck.
No problem.I can be blunt sometimes but i try to mean well lol.
The timewalk thing is because remand replaces itself and the spell cast took their whole turn.So like turn 2 counting a 2 cmc card they cant do anything else and you end with the same amount of cards in hand.Its basically a free turn.Which is what tempo decks need.
Also if you remand a flashback spell. (When cast with flashback) you draw the card, flashback card still gets exiled not returned to hand.So anything snapcastered back or like a flashbacked past in flames etc.
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