|Have (100)||Swamy , guerillarage , Dandelo , EpicNinjaKing21 , pskinn01 , Slug2211 , admged , tj70 , cleviticus , blackdragonetm , MoJoMiXuP , Adameus2012 , Valentine35 , slemulv , miracleHat , Mcrichard1994 , Xunfor6iv3nX , gruvyslushytruk , meke , canterlotguardian , MASSACERINLLAMA , Fullmetalmage , greyninja , Putrefy , CommanderOfBolas , GoldGhost012 , Anthonydarkside , TitansFTW , Kornjunky , MTGSmith , EridanWwins , Chancesawtelle , clockworkcactus , Mutt5258 , BroncosFan18 , plebeianglenn , Sonserf369 , jermtube , APPLE01DOJ , AlmaPenzare , Represser , tow , Kingkevin102 , Jernyman , Dridane , Spinalripper , maiden77 , itheoryz , g0dcomplex , much-doge , JIV_IV , NikVendiers , UnbornValkyrie , maxon , GureiSeion , Rocknj06 , jwe94 , Waxmywand , slayerx1779 , RDorothy , Rasta_Viking29 , attak , JakeHarlow , forgottentalent7 , Darth_Pork , StarflashSoar , GamrMan11 , Nthnbnntt09 , Tlapanco5 , ducttapedeckbox , CampbellStev , x754 , FizzatzHaderach , failurechild88 , kanofudo , Duck_of_doom , FALLEN-X-ANGEL , DrLitebur , BadNewBears , tmloyd , MapleCat1337 , shadowhound14 , ATM97 , Shmu , eldritchkraken , Braxlyon , Blahfoot96651 , agtbubblez74 , osirisbray , twospires , SteveHiguita , Shoten , GraphicPlague , SniperElGato , RJ_Rozzman , Vox_ , mziter501 , tisueboxcandy , Goody , Orcrin12|
|Want (4)||rakdos24 , JMMC , Shotgunbunny , fuckin_martians|
I definitely think they are strong enough to add as a 2-2 split in the main for a good tempo advantage. The Squalls are solid in a situation where you need a hard counter, so keep those. what are you siding in the Glaring Spotlight against, and how often? Like bogles and Geist of Saint Traft ?
+1 for Monaco reference.
Molten Birth or Altar's Reap or Blood Bairn or Viscera Seer or Fling . also Slave of Bolas . it's possible to make goblins a subtheme, just get something like Dragon Fodder and Krenko's Command and some kind of lord.
there are other options for stealing creatures that might be better Traitorous Instinct etc.
Glaring Spotlight might be useful against hexproof.
I think Shroud might be appropriate here. I think Drana isn't quick enough to warrant the typical enchantment/artifact approach of voltron-ing like some of the other Voltron Generals. I think she plays more like a Black Omnath, Locus of Mana Voltron EDH deck. She wants mana to be used on her removal ability, not for her to be suited up like Rafiq of the Many. If your using mana to suit her up, then she's basically just a 4/4 flier as a general. She's not evasive, survivable, or fast enough to aggro Voltron like Uril, the Miststalker. She wants mana and she wants to be protected more than anything. If she has those she can effectively remove fliying blockers to her and Voltron with her ability at the same time. Lightning Greaves might be perfect for this deck because then you can run Glaring Spotlight and really eat all other Voltron decks as they are either based on Hexproof or Indestructible. I think you should restructure this as a more midrange deck, take out the cards that focus on buffing Drana superfluously, and concentrate on things that maximize the utility of her ability like Illusionist's Bracers .
Krenko, Mob Boss , Guttersnipe for goblins. idk if you thought about more towards artifacts in this deck? Galvanic Blast , Ornithopter , mainboard Tormod's Crypt , then Cranial Plating +Assault Strobe +Glaring Spotlight vicious win with a few burn spells to the life first few turns.
All right, I understand what you mean now. In that case, I'll just make things simple and give you a laundry list of things that I'd personally cut.
Abu Ja'far , Accorder Paladin , Alaborn Zealot , Devoted Caretaker , Dust Elemental , Gideon's Lawkeeper , Herald of Anafenza , Ivory Giant , Loyal Sentry , Martyr of Sands , Preacher , Soltari Monk , Soltari Priest , Tethered Griffin , Trade Caravan , Thraben Doomsayer , Viseling , Gideon, Champion of Justice , Arena of the Ancients , Ashnod's Altar , Black Vise , Clock of Omens , Darksteel Reactor , Energy Chamber , Glaring Spotlight , Howling Mine , Lux Cannon , Mishra's Helix , Scepter of Dominance , Unwinding Clock , Coalition Flag , Cowed by Wisdom , Defensive Formation , Greater Auramancy , Oppressive Rays , Pacifism , Pentarch Ward , Soul Snare , Spirit Loop , Heroes Remembered , Mine Excavation , Oust , Restore Balance , Ritual of Restoration , Dispatch , Erase , Excise , Reciprocate , Scout's Warning .
Yes, that is 49 potential cuts (The rest should honestly just be lands- Maybe you could have a few slots for some nonland cards, but 30 lands just isn't enough). Now, if you're looking to actually improve the deck... That's a different matter. Me personally, however, I'd start here.
I built a deck very similar to this based on Reid Duke's deck from the world championships Hexproof deck
I very much like this deck, green white has always been one of my favorites. Since you have a creature with hexproof AND totem armor, its usually best to throw as many eggs on that basket as possible. I would drop a few creatures or change them out for things like Mesa Enchantress or Kor Spiritdancer or Argothian Enchantress thus giving you rapid card advantage.
Overrun is great, but since you dont really have a huge horde of creatures to boost, I would trade it out for something else.
Some great enchantments
Armadillo Cloak gives stacking lifelink effect (look it up its ridiculous.
Daybreak Coronet so expensive but so darn effective
Ancestral Mask crazy in table games or two headed giant when your friend uses enchants as well.
I love Bear Umbra , but usually by the time you can play this you have either won or lost.
With this deck concept its usually better to plow right through an opponent than to try and go around or over. Dual lands only help this deck as well.
I play against decks where you need to have counters or the game is over. Combos, and all sorts of stuff. I would say the meta is not quite, but almost highly competitive. Not that many people go off on turn 3 or 4 for the game. That is why mine is so control heavy.
What kind of decks do you normally play against? Glaring Spotlight
could help a little. Shroud has some threats, but hexproof is more prevalent.
Not playing spot land removal is something I have not heard of. I have had people say they dislike mass LD, but spot LD is very useful. Hit the Gaea's Cradle, Hall of the bandit lord, Cavern of souls, Boseju. There are so many extremely powerful lands out there. If your group feels that way though, you are probably making out on it. Minamo is one of the strongest utility lands around.
Hi, first I want to say that all of these comments assume you're not limited by card pool. This is "best deck", not "best deck with my cards".
Your deck will be most effective if you play only 60 cards (plus 15 in the sideboard). The simple reason is that you want to draw your best spells more often. This is a very tough pill to swallow for many deckbuilders who just want to jam all the cool stuff they can into a deck. This deck is currently 85 cards + 15-card sideboard.
You should be playing more of your best spells and fewer of your least effective spells. For instance, Lightning Bolt is strictly better than both Lightning Strike (because it's cheaper for the same effect) and Shock (because it does more for the same cost), so playing fewer than 4 Bolts with any number of Shock or Strike is just bad.
Your most obviously ineffective spell is Counterbalance . Counterbalance isn't going to hit very often without ways to manipulate what the top card of your library is (like Sensei's Divining Top or Brainstorm ).
Glaring Spotlight doesn't really synergize with the rest of the deck. Why do you care about giving your creatures hexproof? I suppose you might care about taking hexproof away from your opponents' creatures, except the entire rest of your sideboard can deal with hexproof creatures too!
Returning to what I said earlier about how you should be focusing on your best spells--here's a guide for how many to include of a particular spell (assuming a 60-card deck):
4-of: the bread and butter of your deck. You want one of these in your opening hand and you're happy if you draw more of them. You'll see multiples in many/most games (depending on how long your games go). Green decks in standard right now, for instance, usually run 4 Sylvan Caryatid . It's the deck's best turn-2 play and they want all the mana in the first few turns that they can get.
3-of: Reasons to play something as a 3-of might include: it's an important card in your deck, but it's a legendary permanent that you don't really want to draw in multiples too often (Polukranos, World Eater ; Ashiok, Nightmare Weaver ); maybe it's higher on the mana curve and you don't want to draw it early too often; maybe it's a situational card (Bile Blight ) that's pretty good in most situations but not something you want in multiples every game; maybe you just don't have room in your deck to play it as a 4-of.
2-of: High-mana-cost win conditions; cards that are significantly worse in multiples (Thassa's Ire ) but you want to draw in more games than a 1-of; situational cards.
1-of: you can include 1 copy of a card for several reasons. You could be a control deck that only wants to play one copy of your win condition (for instance, a 1-of AEtherling in a UW control deck featuring Sphinx's Revelation ). The card could be significantly worse in multiples (Urborg, Tomb of Yawgmoth and Keranos, God of Storms are legendary permanents that are difficult to remove) and/or not crucial to your gameplan. Maybe it's a card that you're just testing out, and you don't want to disrupt your deck's main gameplan too much. Maybe it's a situational card (like Reclamation Sage ) that you can search for with a card like Chord of Calling or Liliana Vess . Or maybe it's a "fifth copy" of a card (i.e. playing 4 Lightning Strike and 1 Searing Spear , or less literally 4 Lightning Bolt and a Lightning Strike ). Or it could just be an expensive card that you don't want to wreck your mana curve.
|0.05 TIX||0.25 TIX|
|Avg. draft pick||1.82|
|Avg. cube pick||3.71|
|Commander / EDH||Legal|