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Reach (This creature can block creatures with flying.)
Note* Remove these cards Golgari Guildmage , Selesnya Guildmage , Woolly Spider , Wurmskin Forger , Giant Spider , Might of Oaks , Beastmaster's Magemark , Hidden Spider , Moldervine Cloak , Retaliation , Treetop Bracers , Forgotten Ancient , Elvish Warrior , Everglove Courier , Glistener Elf , Norwood Ranger , Symbiotic Elf , Tel-Jilad Chosen , Trophy Hunter , and Wurmweaver Coil after obtaining Nature's Lore , Gilt-Leaf Archdruid , Heritage Druid , Quest for Renewal , Thornweald Archer , Elvish Harbinger , Seeker of Skybreak , Wolf-Skull Shaman , Bower Passage , Ezuri's Archers , Lys Alana Bowmaster , Lys Alana Huntmaster , Gravity Well , Thousand-Year Elixir , Timberwatch Elf , Helix Pinnacle , Elvish Archdruid , Boundless Realms , Elvish Lyrist , Elvish Promenade .
Oops! Giant Spider is legal! My bad. I wouldn't recommend playing it though.
Hey man welcome to magic! Awesome to see some new players on here being open and honest with their decks :) Anyway your point about having too many cards is absolutely right! Standard decks want to stay at 60 cards, and here is the reason why... consistency. Typically you want right around 40% of your deck to be lands, so in a 60 card deck, that comes at about 23-25 lands. If you are playing an 80 card deck, than the only way you'll be able to consistently cast anything, would be to 32-33 land! 60 cards in a deck also lets you play the most important cards you want more. In a standard deck you can only have 4 copies of any card, or it's English equivalent. Since I can only play at maximum 4 copies, I want to have a deck that will allow me to play it every game if possible. So for example in a Lifegain Green/White deck, I personally would want to play Unflinching Courage . I think it's an awesome card. So I would want 4 copies of it since it is good on any creature it gets played onto. That is just an example of some of the theory behind some of the way decks are built, it can be tricky to grasp at first, but after a while it is easier to see why certain things are done.
Here are a couple of right off the bat suggestions for your deck:
NUMBER 1: Cut down some cards! You just don't need that many cards.
NUMBER 3: Get some guildgates! Obviously I am going to assume that until you get the deck more sorted out you won't want to buy shock lands but go ahead and get the Selesnya Guildgate s. At my Local Game Store it is $1 for the entire playset, and it is most likely very cheap for wherever you are as well.
NUMBER 4: Find cards that actually focus on gaining life, or doing something when you do gain life. I use Gatherer.wizards.com whenever I start building new decks. There are some great cards in standard that focus on gaining life and that website can help you find what you might be looking for.
These are tips that any magic player would give you. Here are some personal suggestions of mine though.
After you cut some cards we can see where we are at! Good luck :)
Thanks, Findlesticks. I'll try your suggestions over the holiday, should be plenty of summoning going on around the xmas tree.
For creatures, I tried to have some good defenders (Giant Spider with reach, Sedge Scorpion with deathtouch, etc) to ward off any big nasties. Others are admittedly just added to stick with the snake theme. I also wanted to have the ability to put counters on creatures to take advantage of the Korozda Gorgon ability, though she might be better in an Undying deck.
And now, a reading from the book of Our Crow.
Let us revere the deep power of Our Lord Crow with the hymn on page 363
|Power / Toughness||2/4|
|Avg. draft pick||7.11|
|Avg. cube pick||8.87|
|Commander / EDH||Legal|
|2012 Core Set||Common|
|2011 Core Set||Common|
|2010 Core Set||Common|
|Classic Sixth Edition||Common|
|Limited Edition Beta||Common|
|Limited Edition Alpha||Common|