I like your idea, but try to stick to fogging instead of draining. arrow volley and arrow volley trap are great, along with holy day, angelsong, and safe passage.
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well that's how America does it, isn't it? we mess things up even if we don't know what our opponents are doing. If I screw up, and I pick the wrong kind of mana, or predict wrong, then I live with the consquences. basically, change the land types before the opponent plays anything. also I have plenty of permanent land changers, so using Conversion + mind bend/magical hack will turn anything into a plains. using two of them will turn any land into any other land.
yeah. also Nissa would do you wonders in this deck. basically, throw away your irrelevant elves, and add token creators and elves that base their p/t on other elves
I made this deck as part of a series of decks. I make decks that specifically counter other decks, but are useless otherwise.
you should run angelic chorus
you're thinking of sinew sliver. and yes that would be good, but this deck operates well on its own. it's a sliver aggro deck. seriously: throw any number of half-decent slivers into a deck, and some land, and you got an almost unstoppable force. you don't even need mana accel or utopia sprawl.
since when did elves run discard in standard?
I have not. but thanks for the suggestion. will do.
but seriously I would add mold shamblers. they are great for destroying that one staple enchantment or that one land or something. also is a great chump blocker.
What I hate nowadays is that there is no such thing as too much removal. get rid of the fetchlands, and switch in some basic lands.
they're slivers. you should be fine.
more land, 100 cards, and a 5 color legendary and you have EDH
no. the guy who plays the spell gets it. and every other spell that was cast while the eye was out. with hive mind we all get each spell played like this. with psychic battle and the way my deck is set up, I get everything as long as it has a target. so in a two player game, if I have everything set up, and someone plays a spell, I get two copies of each spell removed by the eye. the more players/hive minds, the more spells I get.
you have nice board control. however, you have too much draw power. replace all your creatures, ancestral vision, and the quest with low cost creatures to help get some defense running. also, you shouldn't use self bouncing without doing anything to take advantage of it. Allies love self bouncing. use every blue ally out there to take advantage of one of your key abilities. I see this being quite weak against burn spells. Try adding some counters to take out there larger spells
and yes, having counterspells is a good idea. use negate or spell pierce instead of cancel. you won't need to worry about creatures, only mass removal.
I would add omnath and quest for renewal to stack up mana for comet storm. that's the principle behind my Fueled Flames deck.
imagine this actually happening
my win strategy is burn. straight and true. one way or another. also my backup for the trader is more traders. that's the best I got.
pulse tracker for damage.
or stuffy doll for damage
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