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Main idea Place a morphed creature in please use it for early defence after opponents attack phase when you have slide out slide the morphed card it comes back in unmorphed instant stompy creatures
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Sounds like a very good deck but then again there aren't that many cycling cards in this deck to make it full proof. Another point is that you should invest in other morph creatures which will help you attain your goals.
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i like it plz commetn on my decks sry idkhow to fix it
I like the concept of the deck, but you need to do this to make it work. Switch 'counter spell' to either 'Boomerang' or 'Pacify'. As it is now, the 2 mana cost of counter spell makes it counter intuitive for you to fully utilize, especially because you need the 2 mana untapped when your opponent plays their spell. Boomerang allows you to get rid of something after its in play, and pacify will allow you to take out their creatures in early game. I like the morph concept, but because of the ...
... limited amount of cycling lands, you want to not have 8 enchantments that are dependent on cycling to work. I would completely get rid of 'lightning rift', which is a splash color that doesn't need to be in the deck. I would supplement it with 'spawnwrithe's for early game domination, or something like 4 'wrath of God's'. You have to many colors in the deck as it is currently, by removing 'counter spell' and using 'pacify', and getting rid of 'lightning rift' and adding 'spawnwrithe', you...
... make the deck completely green and white, which will give it much stronger abilities from early game to late game, while still having the early game big creature stomp trump ability of 'Astral Slide'. I don't know the names of the land cards you need, but 4 of the green and 4 of the white lands that have cycling will go well in this deck, along with some of those rare lands. I would also drop some of the artifacts that generate mana, they are clumsy. You have 22 lands now, so you have good..
... mana generation, I would put in 3 'lotus blossom' and not use any of the other 3 artifacts. I would then supplement the other 3 artifacts with a land enchantment that allows you to get extra mana from your land early game. I cannot remember the name, but it's 1 green that when you tap the enchanted land for mana you get an extra green mana for it. It's an old card. BTW good concept for a deck, but the way it exists now is goofy.