added Xantcha, Sleeper Agent, and retuned some numbers and lands.
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this deck needs Bake into a Pie, just for the theme.
added spirit mirror x mirrorweave combo to deck to quickly decimate your opponent's side of the field
hes only got one in the whole deck tho. seems like a really unreliable way to win, unless you want all your games to last 30 minutes
@wickeddarkman, no i mean the deck that he posted the link for. if you look at it the only things he has that deals any sort of damage or can trigger a win is 1 morphling and 3 zur the enchanters, which he could only play one at a time anyway. so unless it's only purpose is to play in 2v2 or 3v3 etc, i dont see how to win with it
how do you win with it? theres a lot of things to control your opponents mana but im not seeing anything that would help you trigger a win?
im not playing competitively at all. this is more for casual table matches, i even wrote it in the deck description. im old and theres too many new cards for me to keep up with loli pop in once in a while when someone talks to me about mtg and i get that itch to try to come up with something new. stay tuned, im working on something ridiculous ;)
i still have to respectfully disagree, as someone who still regularly plays this deck. i rarely have a bad hand. out of 100 test draws, i got 0 land 3 times, and 1 land 18 times, which comes out to 21% chance for a "bad hand" however of those 18 single mana hands, 9 of them had a land card as the first draw off the top of the deck. which effectively means that theres only a 11% chance for a "bad hand" in a vacuum (which is i would argue 10% chance at a bad hand is an acceptable rate of failure for any deck), which is further reduced by the fact that you dont necessarily need 3 lands by your third turn because of the abundance of cards that cost 2 or less mana to play.
i almost never have a problem with mana in the many years ive been playing it. if you scroll up there and hit the "draw sample hand" tab and click it a bunch of times you can see how often you draw less than 2 land. in 25 redraws i just clicked through, there was only 1 draw that i had less than 2 lands.statistically speaking, drawing less than 2 lands is rather unlikely in any case since 1/3rd of the deck is land, and you get 7 cards to start with. and since nothing costs more than 4 mana, and the majority of your mana is multi-color, you should experience very few instances of having significant mana shortages.
i rarely have a problem with mana when i play this deck. try drawing a few sample hands, you'll find that you will almost always start with at 2 lands, with a 3rd one within your first 3 draws. remember that speed isn't that important to this deck because every card you play slows your opponent down. typically i offload a bunch of 1 and 2 mana spells my first few turns to keep them slow, and then roll out the 3-4 mana spells after i get a decent grip.
what do you mean? 1/3rd of the deck is land, 2/3 of that land is dual color, and there are no spells that cost more than 4 mana, the bulk of your spells cost 1-3 mana only.
i find that early on you want mana flexibility to lock your opponent down, you will be spending a lot of it early, and typically wont be able to afford allowing your opponent to prevent you from spending mana, even at expense to himself. but its not a bad idea as a sideboard option if you find yourself coming up against creatureless decks.
capsize is pretty good but a little mana heavy for the buyback. if you're going to swap something out for it i would definitely recommend swapping with mark of eviction
use any kinds of lands you want. those are just the ones i happen to have. this list is literally what my deck looks like. feel free to substitute whatever cards you want. just know that in it's present form it works and works well.
it does better in 1v1 but it still can hold up in multiplayer decently.
draw a few sample hands, you only need 1 white mana, and you'll be surprised how often you'll have it within the first couple turns (if it isnt already in your hand from the draw). i dont want to use contaminated ground because then the deck will become too similar (and a watered down version) of my other deck, Mana Tax, which accomplishes what you're describing much better and more efficiently than this deck could.
this deck is my baby. it's seen a decade worth of development and evolution. its a great deck for beginners as well as experienced players because it doesn't have a learning curve due to the fact that it doesn't matter what order your cards come out, so long as you keep playing them. my only regret is that its not exactly cheap to make.
i am not familiar with myrs at all. but im sure someone around here can help you with that
no room for gigadrowse, i wouldn't take any of the cards out for that.
he means what if your opponent has protection from red. to which i would say, you can't plan for every contingency. that and he'd have to have blockers for each attacking creature that have protection from red anyway, and the trample damage would carry over regardless.
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