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I have a couple questions. Is your foil batterskull the promo version or from the set and you said "A sword of feast and famine" - would you be willing to trade the second copy you have? Here's my trade proposal:
Xiahou Dun, the One-Eyed P3K $125
Damnation Textless Promo $55
Ib Halfheart, Goblin Game and Skull of Ramos - $1.50
Avacyn, Angel of Hope $28.50
Stoneforge Mystic $21.50
Batterskull $20 Promo Version?
Karn Liberated $44
Sword of Light and Shadow $26.50
Let me know what changes you'd like to make or if you'd like something else from my binder.
WARNING: HUGE UNINTENDED WALL OF TEXT INCOMING
Not going to lie, Spark Trooper is pretty bad in this deck, so whether you listen to the rest of what I say you really should pitch that. But moving on, this deck looks pretty slow and easy to shut down. You have nothing to protect Mayael from your opponents and it looks like you generally won't be able to get her online until turn 5-6 most games. The early game is where Mayael shines, as she can put a ridiculous amount of pressure on your opponents if you build her fast enough.
And while you did a good job to make sure that you have enough 5+ power creatures to make her ability viable, you don't have very many game changing creatures that are going to make your opponents sweat. Adding more terrifying things like Gisela, Blade of Goldnight , Avacyn, Angel of Hope , Rampaging Baloths , Balefire Dragon , Woodfall Primus , Stalking Vengeance , Steel Hellkite and quite a few more give you instant board presence, rather than a 5/something and nothing else. Finding creatures that will give you an advantage just by having them out is what you should look for, rather than simply things that Mayael ability hits.
And no offense, but your deck is lacking in the speed department. My deck is usually able to get Mayael both out and using her ability on turn 4, which is may not seem like much but those extra two turns can be the difference between you spiraling out of control and your opponents easily stopping you. So in order to go faster I would add cards like Utopia Sprawl , Wild Growth , Explore , Exploration , Bloom Tender , Knotvine Mystic , Druid of the Anima , Birds of Paradise , Lotus Cobra and Nature's Lore . Basically, the cheaper the CMC the better for Mayael, as she doesn't really rely too much on powerful non-basic lands.
As for utility, you don't really have any answers to a board wipe at all, and in a format like EDH you basically have to be prepared for one at every turn. Cards like Boros Charm , Legion's Initiative , Faith's Reward , Asceticism , Rootborn Defenses and Ghostway are all viable options in this department. You certainly shouldn't include all of them, but some of them should be considered. And sitting at 2/3, Mayael is ridiculously squishy, so slapping on some protection for her, whether it is Lightning Greaves , Swiftfoot Boots or even Mother of Runes , you can never go wrong. As for pumping your creatures for lethal, Collective Blessing is nice but really slow, while Beastmaster Ascension is much better in my opinion. And fun fact, if you add Illusionist's Bracers , you'll get to drop 2 fatties instead.
You also lack the power to manipulate what is on top of your deck, which is a huge boon at any point of the game. Sensei's Divining Top lets you draw into your utility/land rather than big creatures and Scroll Rack allows you to throw big things you drew into back on top of your library. And even though I haven't had a chance to try it out, Lurking Predators lets you to continue to dumb your threats on the board even without Mayael. There are other cards that let you go even farther and place important pieces on top of your deck, such as Worldly Tutor , but one of my favorites is Congregation at Dawn since I can grab a fatty and a utility creature, one of which I'll draw and the other that I'll drop with Mayael.
I could most certainly go on, but I started out just wanting to give you an idea what a more fine-tuned Mayael deck looks like. You did a really good job making this deck, and if you feel like investing in some of these cards I mentioned I promise you won't regret it. Mayael is by far my favorite general to play since every game is a race against the clock and neither my opponents nor I are ever sure what I will topdeck into. If you actually read through all of this you seriously deserve a cookie.
Also to add on to my question, what would the best general be for Equipment-Based voltron? the ideas I had were Avacyn, Angel of Hope , Gisela, Blade of Goldnight , Tajic, Blade of the Legion , and Jor Kadeen, the Prevailer . What am I not thinking of?
I think Avacyn, Angel of Hope is the better commander here. If she hits the board, chances are you win. With your current commander, it's a 4/6 that dies easy and doesn't trigger until next turn. Plus, your opponent knows it's coming and will probably hang on to some kind of removal. Once it's gone, you'll never cast it again, it's too expensive! Keep it in the deck, but maybe not the commander.
I'm a little worried about your high curve in white which generally has trouble getting up there (it doesn't have mana dorks like green). Here are a few artifacts to consider.
Quicksilver Amulet - Angels at instant speed for half the cost? Yes please.Solemn Simulacrum - A staple for ramping into big things. Probably one of the most useful cards ever.Mana Vault Insanely good off color ramp. Really affordable these days! Not sure why.Sol Ring See Mana Vault.Gauntlet of Power - Oh! Pick white! Extraplanar Lens - Oh! a plains!Marble Diamond You get the idea.
OtherCrusade 'cause white!Shared Triumph A crusade just for angels!Exalted Angel Mighty Morphin' faster angel.Swords to Plowshares Path to Exile - Early answers so you have time to ramp.Banishing Light Oblivion Ring - Answers a lot. Enchantment removal isn't as common in EDH.Heliod, God of the Sun Angels with Vigilance. Sounds sweet.Wrath of God Good in every game. Crucial in every group game.
I feel what your missing is some way to hinder your opponent yourself. The only big boardwipe I saw was Cyclonic Rift
and that doesn't permanently solve the problems at hand. My advice is to follow and do what dimir does best: mill. A lot of creatures in dimir colors have a huge gain from combat damage. Vela the Night-Clad
, Blizzard Specter
, Mirko Vosk, Mind Drinker
, Ghastlord of Fugue
, Mindleech Mass
and Nemesis of Reason
are all great cards that work with attacking. Add in massive removal like Merciless Eviction
and Plague Wind
and you can keep the field pretty open. With the added white, anthems and protection would help as well, so Avacyn, Angel of Hope
and True Conviction
mixed with combat trick cards like Dolmen Gate
to protect your guys. If your guys are being picked off easily, anthem cards like Glen Elendra Liege
would help in keeping them alive. Then just some recursion cards to benefit from your opponents libraries like Lazav, Dimir Mastermind
and i'd say you have a pretty strong base to start.
LD as removal is fine (Strip Mine your Cabal Coffers , etc.), but otherwise it needs to do something to make you win. I like erabel's example of Armageddon to kill everyone with Avacyn, Angel of Hope and friends in a couple turns. I don't like the example of a game I played last week, where a guy Armageddon -ed into Faith's Reward during a 5-person game and then took literally 10 more turns to finally kill the one opponent who didn't just quit. That was freaking awful.
Land destruction comes in two varieties, and both have a reason to be seen in EDH, but there's some meta consideration that needs to happen first.
Mass land destruction should be avoided most of the time, but I see it having a use for one thing: Finishing the game in an aggressive deck. Got Avacyn, Angel of Hope in play with a verifiable army? Go ahead and play Armageddon . Zurgo Helmsmasher swinging in for mad beats? Cycle Decree of Annihilation , buddy. Mass land destruction, oftentimes, is used to prolong a game for a player who's behind rather than to finish the game with a player that's ahead. That should not be the case.
Spot land-D is fine. You need an out for cards like Glacial Chasm and Maze of Ith , even Serra's Sanctum and Cabal Coffers can get out of control to the point that they warrant an answer. This is something that can be reasonably addressed/used in almost any meta.
Now, if you're playing a casual game with a bunch of guys playing ramp decks with big spells and you roll out mass land-D with control a-la + or Land Equilibrium w/ artifact mana then you're kind of a dick. Throwing out Jokulhaups with an Avacyn, Angel of Hope that you cheated out with Kaalia of the Vast is basically telling everyone at the board "don't play with me anymore." Having that deck in your group warps everyone else's deck, forcing them to play around you to even be competitive, which isn't a meta a lot of people enjoy playing in casually.
|Power / Toughness||8/8|
|Avg. draft pick||2.20|
|Avg. cube pick||7.43|
|Commander / EDH||Legal|
|Avacyn Restored||Mythic Rare|