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1 day ago
Lightning Strike and Shock might be better mainboard than Abrade and Magma Spray. I get they can remove things better, but in your deck damage to the opponents face might be better long term. This is like a mix of a control deck and midrange. I feel like you either need to go with more creatures to since you will likely win more with extra copies, or cut most creatures out and run more control spells. Opt Reduce / Rubble Disallow even like Unlicensed Disintegration Baral's Expertise and drop your creature count to 8 or so with 4 Enigma Drake. Just my thoughts, hope whatever you do it works well for you.
1 day ago
With the amount of basics you have I would say to either take out Farhaven Elf or Solemn Simulacrum (I say either because of the differing mana costs) I like the pick with the Ulvenwald Hydra with all the non basics. I like the doomsday thing you're trying to pull off with Laboratory Maniac, I would chuck it in my deck as well, but getting the combo reliably isn't consistent and if you draw a lab maniac during a regular game I guarantee you that he will sit in your hand forever and its the first thing you discard since it doesn't actively do something, I get that every piece serves a purpose but lab maniac doesn't serve much of a purpose except take up a valuable card slot to get to a game plan that won't happen often (good try though). My recommendation to you is that you get a Minion Reflector instead since it doubles ETB triggers with a hasty body for mana and it combos just as well as the infinite draw combo you wanted to fire off.
Add Jace's Mindseeker it synergizes well with your diluvian primordial. Instead of Goldnight Redeemer use Cloudblazer, its the card draw that sells this one and at that rate add Mulldrifter over blue sun's.
By themselves Myr Battlesphere, Avenger of Zendikar, can sure make tokens and operate as efficient threats by themselves but they need a bit more to be more relevant, Hornet Queen is in a worse position but in the same boat.Cathars' Crusade, Call for Unity and Meadowboon can shore up the fact that your value creatures and tokens are typically small while staying with your main game plan (while staying cheaper than Craterhoof Behemoth), even if that's fetching for a basic. Swap the angel of invention for the crusade. Instead of icefall reagent use Frost Titan if you want more value locking things down. You have in your deck, you want Leyline of Anticipation since if its in your opening hand its free over the orrery if you didn't have then run the orrery.
I'm under the assumption that you want to be a control variant, which is fine but you need to have more control aspects like counterspells, add Counterspell Disallow, Voidslime and Glen Elendra Archmage she also combos well the cathar's crusade. I want you to look at Ghostly Flicker and tell me how good it is after a board wipe, cards like that are not good cards, you have the right idea with adding other blinkers like restoration angel, and Eldrazi displacer, they are so much better in comparison since they are creatures and can do something versus sitting in your hand and doing nothing after a wipe. Vorinclex seems cool, but I find that stalling out my opponents does better when its my main game plan (he also doesn't have an ETB effect either), I don't see much use out of him otherwise.
A bunch of your cards are good cards but the deck needs more focus. Edric rewards aggressive decks, this deck has aspects but can't always cash in on that. This deck wants to control the board but has a big volume of unnecessary blink (cough* ghostly flicker cards exclusively) and creatures that don't control the board, unlike stonehorn dignitary and mystic snake. You can get a lot more reliable and repeatable card draw out of creatures versus instants and sorceries because you run a blink deck, so abuse that. I don't understand what you seek to copy with cards like progenitor mimic, if you want cool creatures go with a control classic like Gilded Drake.
Choose a style and go with it, if you take a look at my Roon deck you will see a lot of cards that don't seem to synergize, but they have a common and fun theme that's extremely powerful and oppressive since they have an underlying theme. I control the board then I go aggro for the win. Treat your Roon deck like an exclusively ETB/LTB midrange deck at first. There are a lot of cuts I would make if I were in your shoes, but i'm not so its really in your ball court to start capitalizing on Roon's potential. There are also a lot more things to say, but I'll let this comment sink in for now. Just ask if you need more help/suggestions, or check out my list for reference.
2 days ago
You're already playing what's basically a Delver deck. You only need to make a few changes to have a pretty solid list. I'd change the following:
We need to cut some lands to improve the speed of the deck and lower the curve. Temple of Epiphany always comes into play tapped, so it's the most obvious candidate.
These just cost too much mana in comparison to some more efficient cards you could be using.
These don't help you fast enough and get nuked by every removal spell in the format, not to mention their mana cost.
These are good cards, but not necessarily stuff you want in excess. Mana Leak falls off after turn 3 or 4. Magma Spray is useful for dealing with Kitchen Finks, but 2 maindeck gets clunky when facing off midrange and control. As a side note, you may want to swap out Magma Spray completely for Pillar of Flame. You lose the ability to play it as an instant, but it means you can shoot planeswalkers or just burn people to death.
So what do we add?
You'll want multiple copies of each of these every game, so we should bump the number of each to 4.
+3x Young Pyromancer
This helps with the game plan of building up incremental value vs. your opponent's spells. Counter something? Get a 1/1. Draw a card? Get a 1/1. Unfortunately, Gitaxian Probe got banned, so this isn't a 4-of anymore like it was. Still, a really solid card.
This is probably stronger than Delver of Secrets as far as turn 1 plays go.
+4x Vapor Snag
Gets rid of big threats so you can counter them back on the way down. Alternatively, can be used to save one of your creatures from getting bamboozeled.
Really powerful to have in the main, whether it's protecting your creatures or stopping your opponent from killing you via Lightning Bolt. We don't want too many, however, because some decks it can be really clunky against.
As for your sideboard, I'd switch it around to look more like:
Hope this helps!
3 days ago
3 days ago
@Lowenstein I own this deck in paper and MOST decks in my meta are creature-heavy aggro based decks. Wall of Omens does a great job slowing them down in the early game and Stonehorn Dignitary + Venser, the Sojourner shuts them down from attacking altogether. With help from Coiling Oracle this combo goes online as early as T4.
To protect this combo I use Eerie Interlude to "counter target/mass creature removal." Wishing for Privileged Position/Sigarda, Heron's Grace/Dovescape is the long term plan for noncreature protection. thats why mainboarding Disallow isnt ideal for me because im more interested in the situational aspect of countering an activated/triggered ability than a counterspell in general... Glittering Wish/whishboard is more about Game 2 to tutor for an answer/tool to shut down the opponents Win condition and or shut down their answer to disrupting my combo. so thats why i opted for Voidslime.
Path to Exile is a great card but i have a hard time justifying it in here due to this decks effectiveness/consistency of shutting down the creature game. the opponent can theoretically use Through the Breach to cheat in Emrakul, the Aeons Torn and it straight up doesnt matter with a turn 3 or 4 Stonehorn Dignitary play. I use Detention Sphere as my hasty removal or even better Venser, the Sojourner + Reality Acid to have the opponent sac targetable permanents for every blink activation.... if need be wishing for Supreme Verdict is an option.
3 days ago
Lands... you have too many lands, I think. And Boza is right in saying you should pick the strategy you would like to play, and make the whole deck around it, rather than this unfortunate hybrid, that can't really control, and can't really tempo-aggro, and which maybe also should storm, but doesn't really anyway.
No matter which, Guttersnipe is a really bad card. It's a 2/2 creature for 3 mana, and it doesn't target everything - only opponent (and not opponents creatures). It also doesn't do anything on the turn where you play it. For a deck, that tries to win early (it looks like that's what your wincons want to do), not really doing anything on turn 3 is bad.
Remand is a decent card, but not as strong as you'd think. And for a control deck, certainly not. You could exchange 2 of them for something else (personally, I'm a big fan of Squelch - it hits so many things, like fetchlands, Oblivion Stone, planeswalker activations).
If you want to go control, you could keep the 2 Thing in the Ice Flips, scrap the rest of your creatures, get some Anger of the Gods, and write Snapcaster Mage and Torrential Gearhulk in your letter for santa. You will need them. There's also a UR man-land, pretty good stuff when you try and kill everything on the table all the time. Oh, and then your land count is just fine.
Tempo. hmmm... still need 2 Lightning Bolt. and one more Delver of Secrets. and some faster creatures - Monastery Swiftspear, for example. Maybe a handfull of Vapor Snags. And something like 5 lands less. Exchange Disallow for Spell Pierce. Drop Goblin Electromancer, since an important point is to play very low-cost cards anyway.
4 days ago
I'm curious to the testing you've done with this so far? How does it fair against other creature-heavy decks? I think a few Path to Exile would be smart.
5 days ago
Hey Xmasspecial. I'll go through each one:
Disallow is fine but a bit mana intensive. We may have trouble keeping mana up for it if we're trying to tempo out with our wizards. It's good for stopping others from winning, though, and definitely has its merits. Void Shatter is in a similar boat.
Remand is decent for stopping our opponents' own counters / removal when we're trying to combo out or when our opponents play huge spells that cost all of their mana. You can probably replace Counterspell for it if you feel like it would work well.
Voidmage Husher is an interesting meta-dependent tech, I think. You can probably pitch any non-combo wizard or a cantrip in favor of it.
Opt is a cute cantrip, but I'm not sure if it's better than any of the ones that we currently run.
Dire Fleet Ravager is really interesting and I was thinking about putting it in at one point. I don't think it's great but if you're trying to do a more combat-oriented route it could be good.