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|TCGPlayer.com Price||Cardhoarder (MTGO) Price|
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Boros Guildgate Discussion
5 days ago
This changes should make your deck faster.
1 week ago
I agree that your manabase is pretty lacking. There are so many things just missing, but luckily you have quite a bit of fluff that can quickly leave. Not trying to sound offensive at all, just my edits here:
Land:- Azorius Chancery- Azorius Guildgate- Boros Garrison- Boros Guildgate- Evolving Wilds- Izzet Boilerworks- Izzet Guildgate- Tranquil Cove- Swiftwater Cliffs- Wind-Scarred Crag+ Celestial Colonnade+ Scalding Tarn+ Arid Mesa+ Flooded Strand+ Hallowed Fountain+ Steam Vents+ Sacred Foundry+ Mystic Gate+ Free land. This could be a variety of things, from a Cathedral of War or a Rogue's Passage if you wish to be attacking more with solo creatures, a Mutavault or a Faerie Conclave for another manland, or you could even cut it and throw in another card slot elsewhere.
Value creatures:+ Young Pyromancer+ Guttersnipe+ Snapcaster Mage+ Archaeomancer (over Warden of the Eye) just because of the smoother mana. Even though it is seemingly not an issue, it is statistically better for mana consistency purposes. + Grim Lavamancer
Walkers: I honestly love Narset Transcendent in a control build like this one. The filtering is meh, but the rebound on value spells is just gorgeous. Also, if you pop her emblem out in a commander game, you're going to do some serious damage. While Sarkhan, the Dragonspeaker may be fun to durdle with, I would even consider Dack Fayden over him just because he isn't all that... fantastic. Elspeth, Sun's Champion is even better in here I think. The versatility you mentioned you are after with the variety and depth of win-conditions is aided by our fair lady as she can run away with a game.
Spells:Seeing Brainstorm, Ponder and a few of the other primo blue control rounders like Preordain, Serum Visions (especially with the sexy new FNM promo coming out for it) missing is a bit worrying, honestly. I think a misconception in deck building is, "I need a lot of different, good cards that all can win me the game." The better way to approach the subject is, "I need to have a thorough density of cards that can win me the game, with reliable ways to find/dig for them quickly." That isn't just my theory either, that's taken out of Pat Chapin's Next Level Magic/Deckbuilding.
If you toss in Isochron Scepter, you can definitely take advantage of those digging spells. I would also throw in Lightning Bolt unless you seriously play in a meta where nobody plays creatures because creatures are good. I agree with CastleSiege about Sensei's Divining Top and Jace, the Mind Sculptor for rounding those out. Also, Dig Through Time is just gorgeous.
If you found my comments helpful and not too salty - truly not intended to come off as such - I can go deeper into the enchantments and such as well. Overall, it looks fun :)
1 week ago
I think that Cathars' Crusade is a bit high for your curve. By the time it's doing stuff for you, the game should be done. So you don't want something that's going to slowly build up from there. I'd replace it with more burn.
This is a sweet deck.
1 week ago
Mystic Monastery, Halimar Depths, New Benalia, Sejiri Steppe, Smoldering Spires, Soaring Seacliff, Teetering Peaks, Azorius Guildgate, Boros Guildgate, Izzet Guildgate, Seachrome Coast, Kabira Crossroads, Sejiri Refuge, Swiftwater Cliffs, Tranquil Cove, Wind-Scarred Crag, Coastal Tower, Boreal Shelf, Skycloud Expanse, Buried Ruin, Mouth of Ronom, Barbarian Ring, Cephalid Coliseum, Calciform Pools, City of Shadows, Saprazzan Cove, Arcane Lighthouse, Desolate Lighthouse, Magosi, the Waterveil, Myriad Landscape, Mystifying Maze, Rogue's Passage Shinka, the Bloodsoaked Keep, Slayers' Stronghold, Sunhome, Fortress of the Legion, Tolaria West for ornithopter, City of Brass, Grand Coliseum, Mirrodin's Core, Tendo Ice Bridge, Thran Quarry Prahv, Spires of Order
1 week ago
Also, I know this is budget but are you seriously using Boros Guildgate?
1 month ago
Reckoner feels weak in this list unless you strictly play 1v1 (in which case, ignore this suggestion since Luminarch is only good in multiplayer). Luminarch turns on after 1 round around the board in a standard 4-player free for all, and then here comes the angel hurt.
Moonhold lets you screw a guy out of his land drop it's true, but Silence will give you an entire turn without people interrupting your million-and-one combat phases. Aurelia's Fury (which I know you have in your sideboard) does much the same, only it also clears the way of blockers.
Firemane Avenger feels fairly underwhelming in most scenarios. Thundermaw on the other hand clears the skies so Aurelia can bring the hurt. Plus, since Thundermaw has haste himself, he can join the fun.
Same price and Wind is strictly better.
1 month ago
When I put all these cards into TCGPlayer, I got a little bit more than a buck over $40, so these should be right within your budget. I assumed a more tokens-focused strategy; let's do lands first:
You may want to think about adding a couple more basics, too. Now, let's add some infinite combo pieces; the combo is Marath + +1/+1 counters increasing + mana source. First are the counters increasing things:
Now, the mana sources for the combo:
Hope that gets you off to a good start! Feel free to ask about any of my choices; in general, I got rid of the beast/power >= 5 sub-theme to focus on tokens more.
|Avg. draft pick||7.09|
|Avg. cube pick||13.25|
|Commander / EDH||Legal|
Printings View all
|Duel Decks: Heroes vs. Monsters||Common|