Just some thoughts:0- Get it down to 60. No excuses. Do this first.1- Liquimetal Coating2- Training GroundsBoth of these combo with the Memnarch in the best way possible.3- Tolaria WestI'd run 2x Tolarian Academy, and 2x Tolaria West. The Academy is legendary, and I can't imagine even running 4, no matter how good it is. Tolaria West will get your academy if you need it, but can also fetch another land if you want it.4- Glimmerpost, Vesuva, Thespian's StageIf you've got 4 posts, might as well run 8. Or 12, or 16. (ok, 12 might be a bit much for your deck, but 8 it certainly reasonable)5- TinkerSince legality doesn't seem to be a concern, why not run Tinker? Tinker is broke as a joke. Absurdly.6- Artifacts with X in the cost, or other activated abilities that don't require tapping (like Masticore)You've got a TON of mana-generating ability here, and minimal card draw. You should strongly consider reusable and abuse-able abilities that allow you to break the battlefield in half when you burn enough mana on them.7- See 0
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1 and 2- Yes, you can play Terramorphic and Evolving Wilds from your graveyard. However, you can't have more than 4 of any card other than basic lands in your deck. Simic Growth chamber is not a basic land, you can only have 4.Hugely Superior to Evolving Wilds is Misty Rainforest. If you can afford a set, you should use them. in general, Fetchlands are a MUST in landfall decks.3. I prefer Harrow to Rampant Growth, as it is hyper-combo with the Lotus Cobra, and in general, much, much better in a landfall deck. And, you've got Crucible, so there's almost no reason NOT to run it.4- you only have 2 fabricates in the deck. Decide how much you want to have your combo on the field, and adjust accordingly. There's a LOT you can do with landfall other than Explore/Zuran/Crucible for infinite.
You're one card short
if you have a Urborg, tomb of Yawgie laying around, it makes the Cabal Coffers much better.
Slave of BolasKemba- she has 'equipment'
also, this.
If you really want to mess with him, add in Painter's + Grindstone + tutors.Then, the rest of the deck really doesn't matter.
I understand the reasons for turning down the suggestions, but let me clear some things up about WHY I selected some of the cards:1: There's no interaction with Training Grounds and your current deck, as it only affects creatures. It works with the Viral Drake I suggested, which as you noted, ends up at 1U. This 1U is really repeatable, though, and what you currently have for proliferate effects is limited by the amount of tapping you can do. With a blue mana myr, you could hit the cost any number of times with the galvanizer loop.2: If you have enough mana, blue sun Zenith/ Braingyser can be used as an offensive weapon, it isn't just for your card advantage. You can deck them. BSZ does have a high blue cost though.
What about adding a combo set like:Training groundsViral DrakeAnother Palladium MyrMyr GalvanizerBlue Sun Zenith or BraingyserThe Viral Drake then gives you a way to proliferate like mad with training grounds, and the myrs give you the ability to go infinite for either a braingyser to the face or by infinite proliferation from the drake.Running Training grounds also opens up a ton of other opportunities.
Things that will help if you want to stick with this win condition:Stifle + Force of Will + Voltaic Key + Jace the WalletSculpterTake a look at some tourny vintage decks, and emulate them. They are, of course, more limited than your deck, but they'll give you a good starting point. You're really missing out on an incredible amount of power that you now have access to, and even with the limitations on those decks, most of them will handily defeat yours. Since your friends are down to play, consider this a good opportunity to play some Vintage.
I don't know why you would want to play GTP, let alone build around him.
The deck is much more reasonable, and you're taking steps in the right direction. Some ideas you might want to consider as you expand your list:Splash black and add unearth to combo with flingSplash white and add Enlightened Tutor to search for topor orbSplash blue and add Stifle so if you can't get the Orb out, you don't automatically lose.Your deck really centers around Topor Orb, you really should consider finding ways to get it in to your hand. Otherwise, play around with the deck some, and tweak card numbers as you need. The Mimic Vat really needs sac engines to function properly, and right now, all you've got is fling. You need to be careful that in adding things to your combo engines, you don't make the deck too unrealistic to play. Keep probabilities in mind, and consider that you might go an entire game without seeing Topor Orb or Fling.Overall, much better though.
Why not Soulcatcher?
I don't think Topor Orb works the way you think it does, which means you probably have to rethink this entire deck.It only affects abilities that trigger on "~ enters the battlefield." It works on the dreadnaught, and the Eater of days, but it doesn't have any affect on Elemental Mastery or Mimic Vat. The "exile at end step" limitation of the Mastery and the Vat are caused by the ability resolving. That bit has nothing to do with the tokens entering the battlefield. To allow the tokens to stay, you need to stop this clause from happening, and Topor Orb doesn't do that. Something like Sundial of the Infinite will do that. If you abruptly end the turn, then your tokens stay around forever.The Topor Orb also has no interaction with Ball Lightning or Spark Elemental. The "at beginning of end step" clauses are not "Enters the Battlefield" triggers, and so at the beginning of every end step (yours and your opponents) the elemental will need to be sacrificed, even if you ended the last turn with Sundial of the Infinite. The sacrifice triggers at each end step, as the card states.As a side note, Isochron Scepter is so good, you really should consider running 4x lightning bolts, just so you have something else to put on it.
There's a problem with what you're planning to do.Several, actually.First, you only have one extort card, and to make the most of it, you're needing to have something to target with your instants. If your opponent is playing a creature-low deck, you'll not be able to trigger the extort at will. That is one of the reasons that creatures and other spells do very well in extort decks.Second, you're planning on investing cards such as Howling Mine that are dedicated to giving you and your opponents cards. You need to be able to take advantage of that, and the only thing you have in the deck that gives you any semblance of card advantage is your Isochrons. As soon as your opponent starts tricking you and getting 2 for 1 or even 3 for 1 on his cards, you'll start to really feel strain. You're dependent on card advantage through your scepters. Anything else just goes 1-for-1 with your opponent. I play a creature, you remove it. I put 3 tokens in to play, and you'll be in a world of hurt.And you can't deal with hexproof/shroud at allWith this in mind, it is possible to improve your deck, but you need to focus on threats other than creatures. Very few people play one unprotected creature every turn and nothing else.Focus on cards that allow you to build board advantage in more ways than just exiling a single creature. Wrath of God is a good start. perhaps Armageddon. White is known for having powerful sweepers. Cards like Oring or pithing needle can help shut down cards that your deck can't currently deal with (combo decks, or decks that win through artifact/enchant control). Giving yourself hexproof isn't enough. Consider other means of protecting yourself, such as Story Circle or Runed Halo. You can also gear up to deal with tokens: Moat-type effects can be strong, Norn's annex, Ghostly Prison etc can both buy you time and hinder the mass-production of tokens. If you want to win via extort, find cards that you always want to play, such as Silence or Orim's Chant, cards that shut your opponent down, and give you a boost. If you're playing in a slow meta, consider other ways to increase your card draw. Well of lost Dreams can be huge with extort, and allows you to draw with every spell you extort.If you open yourself up to green and/or blue, you improve your options, and get to include a whole bunch of hatebears.There are a LOT of things in the magic universe you need to deal with other than single creatures, mill, and burn. You can't protect yourself against everything, but you can improve your protection beyond what it is right now. Keep in mind that you have a 15-card sideboard to use in most cases to put things that you might need, but don't want to run every time.
I agree with Benny_BoyYou're going to need some serious acceleration with your current set-up because 1- your curve is high, and 2, you only have lands that ETB Tapped. You're going to be perpetually one turn behind at least just because of your mana base.
Since it looks like you're wanting to only have cards that trigger on the leige:Boros Recruit and Figure of Destiny are both solid 1-drops in-color. You could probably drop at least 2 of your CMC 6 enchantment, and 2 of your Searing Meditations.Also:Aurelia's Fury >> Brightflame
Just some thoughts:1: You have very little control. 4x orz charms would help a lot with that.2: Get down to 60 cards. The fewer cards you have, the better chance you have of getting what you need, when you need it.3: Drop the riot gear. Consider dropping the rings.4: Land selection could use improving. Either the B/W Innistrad land or the Orz shockland would greatly help you out.If you're planning on playing aggressive standard, it'll need some more improving, but that's a good place to start.
Your curve is a little high, even for a casual game.Consider dropping some of your 3 and 4-cost things for more 1 and 2-cost creatures and spells.
G/W champion is an embarrassment to the entire game. Legends of that low of quality haven't been printed since the aptly named Legends expansion. Why not pay one more for Avacyn who is worlds better for only one more Mana. Or for less mana, you get something else flavorful in something like Yosei, Arashi, Iname Life, or Verdiloth. Any of these is more flavorful, and more useful than she is. I can see myself wanting to put any of these in a deck for fun, but never Emma.even murder still kills tokens. Supreme verdict kills tokens. She prevents damage to your tokens, and has no protection herself. And, she's a 5/7 elf. she has more toughness than a titan and most walls. What kind of crank is she taking that she has more toughness than a wall? (see Wall of Omens) she has no way to protect herself, save her high toughness, and her ability is laughable, because it doesn't prevent much of anything, and she's redonkulously expensive.And why run Vorel when you can run 4 Gilder Bairns? A rare legend that could be oozing flavor should not be outlcassed by an uncommon little dude in a monster suit.The izzet champion is interesting, sure, but at 6 he's competing with something like Niv in R/U decks. I'd rather run either Niv for the sure board advantage they'd give me, over another card that needs to be built around. Both Nivs are better designed than this dude. And, as you already mentioned, he's really just a galvanoth with a bit of blue.
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