Lone wolf and Pyreheart wolf are real good, and you've got 8 wolf lords in the list to support them. (I forgot that I use them, and that's why i use the enchantment that makes wolf tokens... I simply have more wolves anyway). Lone wolf provides a chump block at first, or is an attacker that usually goes unblocked because no one wants to chump it just so it'll come back stronger. Pyreheart wolf gives everything menace. That's crazy.Fog is rarely a good card because most of the time it will only delay you from losing, rather than help you win. The object of the game is to win rather than not-loose (at least in aggro decks). The only time it works is when you're playing another aggro deck. It allows you to swing out and not fear being killed on the backswing, as a bait for your opponent to do the exact same thing. If you want a fog effect, you should play constant mists instead (and then not play doubling chant so that your mana curve tops out at 3 to support the flashback cost).
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You're probably better off playing Beacon of Immortality than Invincible Hymn since you're playing a 60-card format.You need more creatures otherwise you'll lose before you can cast anything in this deck.Wall of OmensKnight of Meadowgrainmistmeadow SkulkHopeful EidolonFiendslayer PaladinSungrace PegasusHidden Dragonslayer
Doubling chant will fail to find anything that's transformed, or tokens. Additionally, it counts as casting a spell, so it will prevent any non-transformed werewolves from transforming. Ex: When Mayor of Avabruck flips, its name becomes Howlpack Alpha. Doubling chant searches your library for another copy of Howlpack Alpha and will not find any. You don't get to put into play a Mayor of Avabruck because it has a different name.Huntsmaster of the Fells is the best one. I like him with the aura from theros block that makes 2 wolf tokens and gives enchanted creature +1/+1 for each wolf. It's shitty when it fizzles, but you can usually make 5 tokens with it, huntsmaster, and Mayor of Avabruck.Master of the Wild Hunt and Kessig Cage-Breakers are good too. I'd switch full moon's rise for rancor. Rancor is faster and it doesn't matter if the creature is human, wolf, or werewolf. Plus it keeps going back to your hand. You don't have enough land. You should have around 22. Drop doubling chant for lands. Drop 2 copies of overrun for land. Switch a copy of kessig wolf run for a basic.
Because, ~80% of magic is played in an unorganized setting where judges aren't there to enlighten average magic players whom unknowingly cheat because they play cards how they assume them to work, rather than how the cards actually do. E.g. I know of some idiots that thought psychic intrusion was unbeatable because they didn't know that when cards are cast (from exile) they go to the graveyard--Instead they assumed that the exiled card could be cast repeatedly because it would always be exiled. (One of many many examples)There's a rulebook that no one reads outside of aspiring judges, and wizards doesn't really help bring clarity to the game by creating mechanics whose reminder text is wrong, inadequate, or misleading (miracle for example). When RTFC doesn't work... then you've got some issues. The average magic player is stupid because the average person is stupid, but even good players make mistakes and seek advice too.As for the budget decks: I find that you generally get players that just buy booster packs because they see quantity over quality, or the ones that buy singles but abstain from buying anything over X$/card because they are ignorant to the fact that some cards are so good that they actually warrant the price--- usually using some heuristic to justify their logic like, "I had one non-basic land in my [insert tribe] deck and I still got mana-screwed." The latter are the ones that get a sense of self-righteousness and feel the need to tout their holier-than-thou attitude because maybe with a sack of luck and on the play their $10 casual green infect deck beat someone's $X00 standard deck. But, there are some people who just don't want to commit to Magic. Maybe they already have a hobby-or something better to spend their money on. For the first time ever years I built a non-foil EDH deck-- that's budget to me. It cost me a couple thousand less than it could have.
I find Magma Jet, Valorous Stance, and Sarkhan to be incredibly under-performing. Magma Jet is slower than wild slash and a single copy isn't going to add much consistency. Valorous stance is either really good, or just makes you look like an idiot. And Sarkhan either dies immediately, the turn after, or becomes a -1 or -2 in the mirror because of crackling doom. I'd suggest replacing it with wild slash, stoke the flames, or stormbreath dragons. Your deck should have 4 wild slash in any configuration between the main and sideboards (I do 3-1 or 4-0 in Jeskai tokens). It takes out key creatures in aggro, tokens in tokens, burns vs. control and midrange, and in the mirror can kill stormbreath when you have a butcher out. It has relevance in every match up.I'd switch the quantities on crackling doom and lighting strike simply because crackling doom is 1/2 of a dead card vs. control, and I'd rather have 3 damage for 2 than 2 for 3. The only creatures you really need crackling doom for are silumgar and stormbreath. Also being dependent on WRB on T3 is pretty meh when all you ever want to do is play rabblemaster.I stopped playing Mardu because Mardu just looses out on card advantage. I'd suggest putting either 2-3 Read the Bones or 2-3 Bitter Revelation in your decklist (probably in SB) in order to keep up with the decks playing Abzan Charm, Read the Bones, Treasure Cruise, Dig Through Time, Courser of Kruphix.... and lots more.I would play 2 Urborg. The chance of you getting 2 in your opening hand is slim, and even if you do you can always tap the one in play before playing the second.
Treasure cruise draws 3 for 1-5 mana at sorcery speed. Brainstorm essentially does the same thing, at instant speed, for 4 less mana and doesn't require me to attack or even have a creature. All my creatures have low power. It's a bad fit.To use it to its fullest potential, hunter's prowess belongs in a mono green, GW, or GR aggro deck that don't readily have access to card draw, normally taps out during its turn anyway, and can put out 5+ power on T3. Here's the mono green example.Turn 1: Land, mana dorkTurn 2: Land, Loxodon Smiter/Leatherback Baloth Turn 3: Land, bear umbra, swing for 6, untap 3 lands, Turn 4: Land, hunter's prowess, swing for 9, untap 4 lands. Cast lace with moonglove after blocks before damage, draw a card. Deal 1 damage to blocker, 8 trample, draw 8 cards. Drawing 8 and dealing 8 damage is pretty good for 5 mana.
I didn't -1 you. You brought up a good point. Hand attack is something to consider, because there are cards out there that can't really be dealt with. The only reason I know of that card is because I got the BW warrior pre-con deck for free and it had 2 copies of diplomacy of the wastes in it. I try to suggest alternatives when giving feedback instead of just saying "hey that's bad," because otherwise it's not constructive.Also people reading may not realize that playing the importance of having a solid mana base, especially when going into 3+ colors. If you just throw in 2 fetch lands, you're not going to notice, but having the full deal makes everything so much smoother. You can actually play-test and get results rather than losing 2/3 of the games to screw/flood and not actually knowing what cards were successful or not. Suggesting a red splash brought rise to that/this discussion, and may benefit someone.Obelisk has convoke, so its not terribly difficult to get out T4, and unless your opponent has no board presence, they likely haven't played anger yet in hopes of having you play into it more.Return to the ranks is WW + 1 for each creature. You shouldn't be paying much for return to the ranks unless you keep overextending, because the only real targets to reanimate are Battle brawler and a chief of the scale. How many of those have you plaid/have been killed by the time you've drawn return to the ranks? 4 by the time you have 6 mana, 3 by the time you have 5 mana? That doesn't seem like that big of a mana commitment to me. But you're also not wrong, if you don't have an oblelisk out or return enough chief of the scales to get your warriors to T4, someone could just anger all the creatures brought back with RttR. Which is why I suggested that this deck desperately needs Mogis's Maruders. I don't care that it's not a warrior. It gives everything in the deck haste + intimidate.
Splashing a third color increases chances of loosing to variance dramatically, and in order to negate that the mana base would push the deck to be non-budget. IMO, mardu charm isn't good enough to change the dynamic of the deck. If anger of the gods is a problem , return to the ranks can be sided in, but a single obelisk of urd (in the main board) makes anger useless. Anger of the gods can always be played around by not over-committing to the board. Mardu charm costs 3 mana, so does Diplomacy of the Wastes, which is on color, hits more cards and causes the opponent to lose 2 life. Granted its not an instant, but neither are thoughtsieze, despise, duress, inquisition etc. So If a budget hand attack option is needed I would go for diplomacy of the wastes and/or despise.Alesha, however, may be. In playtesting I found that battle brawler was the best card in the list because of the first strike, something Alesha also has. I would not, however, suggest playing Alesha without fetchlands. Playing more taplands would slow the deck down immensely, and as stated previously adding basic mountains would increase the chances of loosing to mana screw.
I wouldn't buy anything that is a modern staple until after the modern season pro-tour rotates out and modern masters 2 has been released and prices have settled. Once the season ends card prices tend to go down, as much as 50% and reprints of common staples could cause prices to drop overall.
I like the plasm capture. It'd be cool to fetch on their turn with Cobra out to get the mana for plasm capture, counter a 3/4 drop, or heck maybe even their titan, then get to play titan for basically nothing your next turn.
I played in 8 sealed events. Every time someone got 2 of them in their pool, they went 4-0 or 3-1, myself included. The mana cost is less restrictive than arrow storm, so it's easier to splash as well.The lack of flyers in limited allowed these to get in for damage most of the time. In limited you end up trading 1/1 flyers and killing the outlast reach guy in early-mid game, so the likelihood that they have blocks is pretty slim, outside of having a dragon themselves. The tempo loss of redrawing this card is minimal because in the event you didn't want to draw the card, you were probably losing the game to a big dumb Atarka or an Abzan battle-priest anyway, and losses to luck/variance happens in Magic are inevitable.Lightning shrieker either:----1-for-1's (which is basically everything in limited), whether your opponent has instant removal, a counter, or a 5/5 reach/flyer to block. Most of the decent removal is 5+ mana too.----gets your opponent for 5, because they have no blocks----1-for-none and gets in for damage since it has trample because they block with less than 5/5 and it shuffles back in----2-for-1, 2-for-none, 3-for-1 and anything better, because your opponent is low on life, or just stupid.----interacts with rare dragons and red/green sieges----but MOST IMPORTANTLY, gives the opportunity for your opponent to make wrong choices.How much of that does lightning axe do?
Its great to see you have all your lands. I'm a huge fan of sungrace pegasus, sunbond, and titan's strength. ---If you put 3x heliod's emmisary and 2x of your auras that frees up 3 slots, and lets you fetch for whichever aura you need.---Spectra ward is my favorite enchantment to put on a lifelinker, especially if the lifelinker has vigilance, it pairs well with flamespeaker's will too, because colorless artifacts/morphs are the only things that can block/damage it. I'd reduce the count on brave the sands since having multiples of that is not beneficial.---Ajani's pridemate fits the theme well.---I like dawnbringer charioteers better than furnace welp. 2/4 instead of a 2/2, with lifelink. It lowers your dependence on red mana as well.
Get rid of Hive mind! You don't want to be playing your opponents' Red/White pacts, and you don't have any pacts to force your opponents to play. Plus you don't want your opponent to get to villainous wealth/sultai charm/scapeshift/farseek for free.I think you're better off running Azusa(s) than scapeshift. Azusa just needs to be out there by herself, scapeshift requires way too much to be profitable, and it only generates mana for you. It doesn't win the game since you're not running valakut. It's cute, but I think you'll find that its too complicated to be effective most of the time. But if you're play-testing works out, then its a really cool idea.You're playing blue, throw in some top deck manipulation + card draw. Summer bloom lets you play a bunch of lands. You need those lands in hand! Then you'll be short on cards, so you'll need to draw more.
The author didn't really make any inclination as to whether this was a deck that needed to be bound by modern rules, or if it was a casual deck that he just slapped the modern tag on because it was the closest thing it resembled. Previous comments made before mine involved cards that were not modern legal, so in the event that it was the latter, the link was intended to give the author + other commentators insight into some cards that they may not have seen yet or remembered. I didn't troll. I actually own the deck, I just didn't have a reason to upload the deck list till now. For those whom have doubts:http://s1062.photobucket.com/user/noahlemke/media/imagejpg1_zps53a8b894.jpg.html?sort=3&o=0In the event, that it was the former; that the author was simply playing a casual deck bound by modern rules; I gave 8 suggestions. Every single suggestion I made i made is valid, and I didn't just say "this card is bad." I gave a reason why, proposed an alternative, or did both. My advice was given under the assumption that card changes would go through play-testing before the list would be changed, and its a pity that you can't recognize legitimate feedback.Good luck with your deck in whichever direction you so choose to take it.
This is my lorescale deck. http://www.mtgvault.com/wd40/decks/an-actual-lorescale-deck/ It should give you some ideas, if you're serious about some sort of format. Granted mine isn't legal in any, but it's optimized to the point that you'd just need to make slight alterations to tweek it to make it vintage/legacy/modern legal.Otherwise, this is like, super casual. So here are some cheap on the wallet suggestions.-----I'd recommend birds of paradise first and foremost. if you don't have the money, then some sort of mana dork, so you can play a 3-drop on T2. -----I'd drop nulltread, kiora, and zegana because you're not going to be able to recover from the tempo loss of those cards. If you're really set on the nulltread interaction, replace it with roaring primadox or the strictly better rampaging wildebeests.-----I'd add merfolk looter, or some sort of constant loot, perhaps monastery siege. -----I'd switch your counters out for counters that are either a.) 100% guaranteed to work (cancel, dissolve, etc.) b.) mana leak/4x rune snag, or c.) counters that draw you cards i.e. remand, dream fracture, etc, or d.) ones that you can pay alternative costs (disrupting shoal).-----I'd also take vapor snag/unsummon/boomerang/repeal/echoing truth over force away. You're not guaranteed to get the ferocious trigger, and without it, unsummon is strictly better and boomerang hits more things, same with repeal. Vapor snag is better than unsummon. Echoing truth destroys token and counter strategies. -----Same goes for Stubborn Denial. Stubborn denial ain't no force spike. -----I'd either switch lorescale coatl for chasm skulker or find room to have both. Lorescale coatl has no protection, so when it dies, that's it. Lots of cards + turns put into nothing. Chasm skulker is a lot more forgiving. If you decide you want to make the deck more linear and revolve around chasm skulker you can include in the SB spreading seas or another way to turn your opponents lands into islands, OR play Urborg in your deck and use a color word changing spell to change skulker's ability to say swampwalk (mind bend or spectral shift).-----Because you're not allowed to play treasure cruise, ponder, preordain, brainstorm, dig through time... pretty much all the goodies, you should try to find cards that scry for you, like serum visions (that's kind of pricy), slight of hand. The early suggestion of coiling oracle is a pretty good one. Coiling oracle is an amazing card. Just because it doesn't draw the card, doesn't make it a bad choice. The tempo gain from it is pretty significant.The fathom mage suggestion is sort of in line with the fathom mage/ horizon chimera/archangel of thune infinite combo, but that's a different deck, and in my opinion, the first two are pretty horrible 4 drops. They do almost nothing on their own, and you're not playing white so thune is out. I'd rather see Coiling oracle, trygon predator, mystic snake, sagu mauler, or icefeather aven. Those are some amazing UB creatures.
I didn't read the card correctly. It exiles at the beginning of your next upkeep. So, you'd have to cast it during your upkeep to have them stay on the board for a turn, but would get exiled before losing summoning sickness.I think that if you wanted to use this card you should be running 4x Mogis's Marauders and cast for 3(W)(W), which allows you to bring back everything except Dragonscale general. At worst marauders give themselves haste (and intimidate), and at best they give every black creature you reanimate haste too, +1 more for each devotion you already have on the board (raiders spoils, etc). I'd then switch woe-reapers for shadow-spears because that guarantees damage, and mardu hordechief for sandsteppe outcast because either hordechief won't get his raid trigger or the creatures don't get haste (depending on when you cast rally the ancestors), whearas outcast will get the trigger on ETB regardless. Then you get to leave behind a blocker. In this situation strike-leader is also a good choice because he leaves back blockers. I'm going to put a shameless plug in here. http://www.mtgvault.com/wd40/decks/jeskai-token-full-how-to-play/
Rally the ancestors does nothing except give blocks because it doesn't give the reanimated creatures haste and exiles them at EoT. He's not playing red/temur, so he has no way to give his creatures haste. The only reason to play Rally the ancestors would be if every creature you played had an enter the battlefield ability. The only targets worth getting would be reclamation sage, siege rhino, and hornet queen. There's already a card that does it better, i.e. whip of erebos.
Oh, if you go against the UB dragon, whose name always escape me, you can try adding merciless executioner from the sideboard. Control only has 1-2 creatures in the whole deck. If its the dragon, that's the only way I can think to get rid of it besides a crackling doom, or polymorphist's jest (which are both out of your colors). If it's the leviathan, then you gained tempo, because then they'd have to bounce 3 lands + the creature.
I have no idea how casual of an environment you play in, but here are some suggestions:Shadowspear > Mardu Woe reaper. Switch them if you're going against a deck that uses delve, whip of erebos, flamewake phoenix, or bloodsoaked champion that way you can exile delve material/juicy recursion targets.Mardu Hordechief > Mardu Strike Leader. Mardu Hordechief is a 2/3, not a 3/2. Butts matter when you're trying to survive a dash. Unless you've already got an obleisk of urd up, Strike leader most likely wont survive a dash, leaving behind a 2/1. True, that its possible to get multiple tokens, but the likelyhood is slim in my opinion. If you want lots of 2/1s + card advantage play Bloodsoaked champion.Play sandsteppe outcast! It supports obelisk of urd, devouring light, and harsh sustenance and raid. The flyer gives you another creature to tap for convoke. The flyer can more often attack during board stalls and get you that ever important raid trigger for hordechief, bloodsoaked champion, bellowing saddlebrute (its a 4/5 warrior for 4. with a single chief of the scale it kills siege rhino.)I would consider citadel siege over Dragonscale general. The first mode of citadel siege lets you put counters on a creature when there is a board stall. With dragonscale general you'd have to attack (as you don't have any tap effects), so if you opponent has good blocks you won't get to use his effect (which you also can't choose the target). The first mode lets you take advantage of an opponents slow start and be super aggressive. The second mode of citadel siege makes your opponent's best creature not exist (i.e a siege rhino, a dromaka) and lets you attack through it because it will still be tapped during your turn unless for some stupid reason your opponent is playing triton tactics. The second mode lets you recover from your own slow start.I would also consider dropping harsh sustenance because in order to make that card playable you have to over-commit to your board (probably have 5+ creatures), which makes board wipes better against you. Ugin, possibly red uncommon dragon/UB dragon, drown in sorrows, death frenzy, polymorphist's jest, atherspouts, crux of fate, end hostilities, and anger of the gods then become 5 for 1s. If you do want to play harsh sustenance, i would play sandsteppe outcast and choose to put a 1/1 spirit creature token. A replacement could be valorous stance. It kills the big T creatures, which is what I expect warriors would be afraid of, and protects your own. And its a hell of a lot cheaper than hero's downfall.In the SB i'd ditch Revoke Existence for Erase, its cheaper and faster, and hits pretty much all of the same targets that revoke existence does. Unless you expect to go against a lot of scuttling doom engine/soul of new phyrexia. I'd have at least a copy of glare of heresy in the SB. It gets rid of sorin, elspeth, chained to the rocks, banishing light, siege rhinos, butcher of the horde, anafenza, pre-monstrous fleecemang lion.... the majority of evil things in standard are white.In the SB I'd also run hand attack In the event you go against something you can't deal with, in the hopes you can get it out of their hand before they play it, UB dragon, ugin? So although thoughtseize is expensive, there's the new warrior-thoughtseize for 3 mana. You could swap out creatures for mardu skullhunter.
I'd ditch the Shamans or get 2 more. You either want 4 or none. I'd also make room for 2 more slitherheads. They're too good with Lotleth Troll not to have 4 in my opinion.Swap defend the hearth for fog (i think its in M14, but if it isn't then nvm).Get 2 more putrify. The people above were talking about the viability of grey merchant. I've been fooling around with a deck similar to this, and I think its worth having. Only having Jarad out gets you 4 devotion, that's an 8 point swing. Sac the merchant for another 2 damage, get it back with treasured find, play it again, another 8 point swing.
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