|Have (24)||Valentine35 , xlebec , KevinLS , Comicalflop , likeapolygraph , ewills5089 , Wicuber , juggalohome , JadfihfTheMerc , CelineT , JIV_IV , greyninja , lucyfarrell , jtaddeo , attak , Nines19 , brokendwarf , shadowhound14 , jwe94 , Braxlyon , agtbubblez74 , Duck_of_doom , twospires , hahmlet|
|Want (2)||saldagmac , maiden77|
You could use some card draw...
Does Stormtide Leviathan work with your deck? You don't have a whole lot of fliers, save the dragons, and hardly anything has islandwalk. I'd also take out Perplexing Chimera , Niv-Mizzet, Dracogenius , maybe Garruk's Packleader since you seem to have plenty of card draw already. Archetype of Imagination is really fragile, and Artisan of Kozilek seems a little redundant. Chandra Nalaar doesn't seem to be that good, but maybe she works for you idk. Also, does Caged Sun work well? Its power is reduced if you have more than one color in your deck.
Game 1: You didn't get any basic lands and your hand was empty by turn 4. You made some nice topdecks, but I had the removal and 2 Shrieking Affliction to keep you from winning.
Game 2: I kept a 1-land hand with five one-mana spells. I tore your hand apart, landing a second land third turn. But I couldn't keep those darned Rattleclaw Mystic s from taking me out. No Annex - land = Loss.
Game 3: You had to mulligan down to five (one five-land hand, then a no-lander, then a three-out-of-fiver). I was in control the whole time with an early The Rack , a Funeral Charm for your Mystic, a Norn's Annex , and a very painful Dismember for your Savage Knuckleblade .
So, it definitely has potential, but it's not quite there. What I would do to change it depends on if you want it to be a midrange strategy (creature-focused, with a good curve) or agro-control. Either way, I'd do this:
+4 Temur Charm : It does everything you want it to do. It's removal, unblockable, and can even be a Mana Leak . +1 Lightning Bolt , because it's awesome. Simic Charm has good potential here, too, especially if you want to go aggro-control.
More 5- and 6-drops are good for a midrange strategy, and mounstrous creatures help, too.
Finally, that manabase needs some help. You can trim lots of those refuges to add basics. You also need more lands (at least 23, probably 24), and I would add something like Rampant Growth to help dig for lands in the right color.
AEtherspouts for one sided board removal.
Surrak Dragonclaw so Elspeth can't chump you all day.
Temur Charm for the extreme flexibility it provides.
Stubborn Denial to stop your opponent playing Planeswalkers and boardwipes.
Alpine Grizzly sits in that 3-drop slot for the 4 power card draw and it doesn't get blown up when your opponent picks it up to read it.
Just so you know, you don't get Temur Ascendancy or Garruk's Packleader triggers when Nissa, Worldwaker +1's to make a land become a 4/4. The land was already on the battlefield before it becomes a 4/4, so it doesn't work.
Since she's so creature-centric, I'd probably also ditch the x-damage spells in favor of buffs like True Conviction .
And Garruk's Packleader would get you more draw.
Took out Wasteland Viper , Kalonian Behemoth , and a few others for some of the previously maybeboarded cards. Notably Garruk, Primal Hunter and Garruk's Packleader primarily for card draw and O-Naginata , Primal Rage , and Brawn as sources of trample for big guys without it.
|Power / Toughness||4/4|
|Avg. draft pick||3.64|
|Avg. cube pick||7.62|
|Commander / EDH||Legal|
|2011 Core Set||Uncommon|