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Took my deck for a test run @ FNM. Went 1-2,1-1-1,and 0-2.
Overall the deck shows a bit of promise.With a solid draw it can build some massive monsters in a hurry,and there are obstacles in place to keep a strong presence on the field.
That said, a slow start tends to be a problem, as a lot depends on building up before the opponent's mid-game can open up. I managed to recover from a poor start in one match against a green/red, but couldn't do the same in two subsequent matches. Beyond that, I noticed a lack of a means of removing threats from the board being a glaring hole. My 0-2 defeat was at the hands of a blue/white that was able to keep me from building a head of steam, either from exiles, board wipes, or sheer numbers.
As is, there are a few things to address:
Removing the Species Gorger s from my hand. In theory they would have given weaker creatures a solid font to evolve from, as well as provide a tank to defend with, but often times I found more effective options for switching counters, and the Gorger proved too expensive and inefficient in both duties.
Add some removal or cancel spells.While the few cancel spells in my hand were useful, I found myself using Bioshift when an opponent tried to remove my meatier creatures was a better option. That said, having a few more options for eliminating or outright preventing the opponent's nastier threats would be useful in giving my creatures a bit of defense and/or clearing a path.
Adjusting mana curve.It seems apparent that speed is the greatest asset for this deck, so adding a few lower cost cards would be ideal. Beyond that, possibly finding a means to generate mana faster would come in handy. Perhaps adding a Gyre Sage or two could do the trick, and allow me to add more blue mana for Vorel and Simic Fluxmage .
Long update done.Back to the labs.As usual,feel free to comment or leave input.Thanks all.
Again, I've changed some things and this is the deck I would like to play in standard. MUD was too boring imo, so I decided to season it with B as it gives access to a whole bunch of cool cards. Some cards, especially the duals, are still missing, but I will get them soon.
Dimir Charm is counterspell, removal and card selection in one or just set your opponent on a dead draw...wtf?
And finally Ashiok, Nightmare Weaver is already a verified win-condition.
Suggestions and +1s appreciated!
After a play though with my group. Ive deiced to remove most of blue from the deck with exception of Quicken . Which am finding difficult to replace.
What I switch out:
Have done a lot of tweaking with this deck.
Creatures - The deck seems to run out of steam late in the game so I have upped the creatures to 18; I may even need to add more at the expense of some of the instants/enchantments. This seems to be a recurring theme with R/W heroic decks, as the balance between creatures and instants/enchantments to boost them is hard to achieve. A lot of the enchantment creatures simply cost too much mana to make them viable against other Standard decks.
- Shout outs to Fabled Hero and Anax and Cymede . These are the two standout creatures in the deck. Phalanx Leader is good when there are several creatures in play, but Fabled Hero and Anax and Cymede are always strong on their own. Anax and Cymede is particularly important because of the trample, which often leads to Fabled Hero taking the kill shot.
- Akroan Conscriptor has been the big let down. He promised so much when Born of the Gods came out, but whenever I play him, he lets me down, costing at least one mana too many. I find that there's always another card or heroic combination I'd rather play when I have Akroan Conscriptor in my hand. I keep him in the side board purely because of what could be.
Priest works well in the deck already, and Orchard kind of works to give me a controlled use of Priest's second static ability while fixing.
The way the deck is set up, every piece works with each other to create a metaphorical series of moving parts inside one big machine. They synergize almost perfectly together to give me better results and value.
I moved the Seal of Removal to the sideboard, and replaced them with Elephant Grass . While Seal of Removal is perfect against Emrakul, the Aeons Torn , I think that Elephant Grass is perfect against fast creature decks like delver. Both serve their respective purposes equally well, but since Elephant Grass is a permanent that adds to devotion, I'd say it's probably my choice between the two to put in the main board.
I also found that as long as they don't break down the deck mechanics with discard and counterspells in the early game, you can buy yourself enough time with Elephant Grass to win. The best part is that if the deck is functioning properly, you build enough momentum that the cumulative upkeep no longer matters.
deck has been slightly edited and some thought has been put into possibilities looking for feedback relating to those and especially in cards you would consider cutting from the deck. as soon as a second courser is acquired its deffinitely going in but what to cut... is gyre sage a weak card? it has amazing flexibility with my mana pool but i can see why it could need to be cut. voyaging satyr? the 3rd polukranos? just putting thoughts there.
vastwood hydra is also a card i would like to acquire and curious what your thoughts are on how it would fit in with the deck?
Made all of the updates previously discussed except no lightning strikes as seen in the mainboard. Will be adding a sideboard in a few days.
I've only been able to play this against a G/W agro deck so far, but I like how the deck plays and I really enjoy the Firemane Avengers battalion ability.
Will possibly take it to a local standard night Tuesday and see how it plays.