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Orzhov Guildgate Discussion
2 weeks ago
Hello there! Here's a video (hopefully, I'm not sure if it just gives you the whole playlist...) from the Professor from Tolarian Community College on Treefolk Tribal. It should give you SOME ideas for cards to include, despite lacking the white cards.https://www.youtube.com/watch?v=ladIKHYtUBE&index=11&list=PLvqw7t0kbGX_tM4ESRbW20-cuBiRWDdGb
However, one of the major cards in the featured deck that I DEFINITELY suggest running is Assault Formation. Think of it as a Doran, that is immune to creature removal and costs less _
As the other guy said, I wouldn't run anything with multiples in a colour, since you're not running shocks or fetches (which, btw, I think if you can't afford them, you should at least run Evolving Wilds and Terramorphic Expanse for colour fixing and thinning)
Other slow duals that are pretty cheap (not to mention, also not crippling to your mana curve like Selesnya Sanctuary and Orhov Basilica) include:
The scry lands from Theros block-pick them up after October when the block cycles out from Standard to pick up as cheap as possible (Temple of Silence, Temple of Malady and Temple of Plenty). Even if you're impatient, they shouldn't break your bank considering they are each less than $5.
Don't forget about adding Sandsteppe Citadel!
2 weeks ago
Looks like a good start. It looks a little on the creature heavy side. The synergy is good, but I feel like there are some missed connections in the build so far. Stoneforge Mystic and Vampiric Tutor are both great cards, but they aren't cheap either. If cost isn't as much of a concern, then go with the Vampiric Tutor, but Stoneforge Mystic is a head scratcher. You only have two pieces of equipment, neither of which is high cost or vital to your win conditions. Skullclamp and Nim Deathmantle are great cards, but I don't know if those are worth running the Mystic for. As a replacement, think about Diabolic Intent or regular old Diabolic Tutor. Diabolic Revelationcan go get all the combo pieces you want for 7 mana. They will all provide a lot more lateral value, since they'll let you get anything in your 99, not just 2-ish% of the deck, like Mystic.
Beyond those initial thoughts, I have some other questions. I don't know what your intent was when you were roughing the list out, but Teysa really shines in a more combo oriented format, rather than the power synergy build you have going on here. Your creature count is very high, and while that is not always bad, I feel like you're making a big part of the deck do things that doesn't make it really win any faster or win more consistently. In the light of that, I would suggest cutting some of the vanilla creature token producers, like Marsh Flitter, Necrotic Sliver, Ogre Slumlord, Rotlung Reanimator, Sengir Autocrat, and Xathrid Necromancer. Pick one or two of those that you really like, and then cut the rest. They don't have a big enough board effect to really necessitate their inclusion. You'll just be the guy sitting there with 1/1 whatever tokens, until you sacrifice them in response to a board wipe. Necrotic Sliver is in there for vanilla permanent removal, but just go get Utter End's big brother, Vindicate and you'll be fine.
Speaking of board wipes, you're in the two best board control colors for creatures, and only running two board wipes. I would cut the Retribution of the Meek, because you're making so many creatures that it won't matter of some 1/1s die. They'll be back in no time. Put a Planar Cleansing and/or a Rout in there. Instant speed Wrath of God is not something to be fucked with. Dictate of Erebos is another version of Grave Pact that can be flashed in for fun stuff in response to a board wipe. Wrath of God and Day of Judgment are also good vanilla sweepers.
Looks like your land base has all the usual suspects. I noticed an original dual land in there, to boot. Scrubland is cheap, for a dual land, but I would suggest cutting it for two other lands that will give you a lot more bang for your buck than a $75, one turn faster Orzhov Guildgate. Boseiju, Who Shelters All and Cavern of Souls will make it a little simpler to get around control players, since you don't have a lot of countermagic to work with in . You'll also save money and up your land count. Flagstones of Trokair can be cut for something other than that land. I may have missed it, but I don't see a way to get maximum value our of it, and no one is gonna Strip Mine it just so you can go get a basic. Replace it with a Plains or a Marsh Flats if you really wanna thin the deck out or mana fix that badly.
Those are the high points, but if you ignore everything I have said up until this point, then only take this advice: Darkest Hour is the biggest hole in the deck by a huge margin. It and Blasting Station are the things that make the deck work, period. Those cards hitting the table and resolving means that you win the game, period, unless someone can interrupt the combo. When you add it, you already have Enlightened Tutor in there, be sure to add an Idyllic Tutor too. If you have Demonic Tutor, Diabolic Tutor, Diabolic Intent, Enlightened Tutor will bring your tutor count up to five, and I'd suggest adding Beseech the Queen, Insidious Dreams and maybe even Demonic Collusion, but that's just because tutors are really fucking good in a combo deck. Seven to eight tutors will make sure you have access to enough of what you have to have to win the game.
Since you're in , it wouldn't hurt to mention that you're only running one piece of card draw, a couple more if you include some of the artifacts. If you're gonna go super duper tutor heavy, I would say you could get away with five or six pieces, but try to stay as close to ten as possible. Cutting Buried Alive, Reanimate, Unearth, and Return to the Ranks for some more straight card draw would be good. Think about stuff like Necrologia, Skeletal Scrying, Underworld Connections or something that might work well with the synergy that you have, like Infernal Tribute. Staff of Nin, Jayemdae Tome and Tower of Fortunes will also be good options in the artifact card draw department. If you really want the reanimation effects, then keep your favorite one or two, and cut some more creature token producing creatures and add card draw.
General goodstuff.dec ideas would be spot removal like Oblation and Unexpectedly Absent, Path to Exile (best targeted removal in the game!), Swords to Plowshares, and as I mentioned above, Vindicate. Any of the wrath effects like Decree of Pain, Toxic Deluge, or utility spells like Sudden Spoiling. Land Tax is flat out amazing, but you don't really run enough basics to make it worth it. Hero's Downfall speaks for itself. Might think about some basic artifact ramp like Burnished Hart or Wayfarer's Bauble, maybe even Expedition Map if a nonbasic is really what you are looking for.
That's the best I can do without playtesting it, and it seemed like you had a lot of trouble getting some gas to get going. If you think I've missed the point or don't have a good handle on what you're trying to do with the deck, let me know, but that's the stuff I would do to make it run more smoothly.
1 month ago
You have some good cards, the main problem is that you have no clear win-conditions. Your creatures are far too weak for you to win by simply whacking away at the enemy, you'll get steamrolled by midrange & aggro decks, and seeing as Psychic Barrier is your only counter, and it can only be used against creatures, burn decks will mess you up as well.
Keeping in mind the artifact creature theme and your budget (not sure how tight your budget is though), I have a few suggestions.
You'd need some heavy hitters, I'd drop Esper Battlemage & Metallurgeon in favor of something like Darksteel Juggernaut & Broodstar in order to fill that role, and they'd get progressively stronger the more artifacts & artifact creatures you get into play. Alternatively, you could use the (slightly pricier) + combo alongside Phyrexian Soulgorger. Use the Thopters from the Thopter Foundry to pay Phyrexian Soulgorger's upkeep costs, and once it dies, you can bring it back with your Sanctum Gargoyles (You could also toss in a Sharuum the Hegemon to complement this).
I'd also recommend switching Psychic Barrier for either Stoic Rebuttal or Render Silent. Only being able to counter creatures can cause some problems if someone plays a deck that doesn't revolve around creatures.
You could also replace Thoughtcutter Agent with Telepathy (it's ongoing, and affects everyone other than you, and you can see what you should save your counter spells for). Replace Apostle's Blessing with Ethersworn Shieldmage (similar effect, though it effects ALL your artifact creatures rather than just one, and you get a creature out of it in the end).
Mindlock Orb is too situational, it only really works in pure control/lockdown decks, and Golem's Heart is rather meh. You'd be better off getting some draw ramp with something like Thoughtcast or Concentrate, alongside Elixir of Immortality for some decent life and to prevent you from milling yourself to death.
As for Lands, you might want an Arcane Sanctum or 2. As for dual lands, apart from the 2 you already have, you can also look into Dimir Guildgate, Orzhov Guildgate, Orzhov Basilica, Azorius Chancery, Dimir Aqueduct, Jwar Isle Refuge, Sejiri Refuge, Scoured Barrens, and Tranquil Cove if you want.
Lastly, I know these next few cards are a little more expensive, but since it's an artifact-themed deck, I feel obligated to mention Darksteel Forge & Unwinding Clock. If you choose to use Darksteel Juggernaut & Broodstar, some artifact lands like Seat of the Synod, Ancient Den, Vault of Whispers and Darksteel Citadel could also be worth looking into for free power/toughness increase.
1 month ago
AlexoBn: You can make a budget tri coloured deck work - you just need to be a bit more creative.
Blossoming Sands, Graypelt Refuge,Selesnya Guildgate , Sunpetal Grove, Scoured Barrens, Orzhov Guildgate, Isolated Chapel, Jungle Hollow, Golgari Guildgate, Woodland Cemetery, Sandsteppe Citadel, Rupture Spire, Transguild Promenade, Terramorphic Expanse, Evolving Wilds, Bant Panorama, Esper Panorama, Naya Panorama, Jund Panorama and if you have a handful of basics, then things like Kodama's Reach, Cultivate, Explosive Vegetation, Rampant Growth, Sakura-Tribe Elder, Far Wanderings - especially good with a big graveyard, Nissa's Expedition are all really good ramp cards for you. The deck will play a bit slower since a lot of the lands enter tapped, however I think your fixing should be more than fine.
1 month ago
I really don't think you have enough mana. Consider adding at least two Orzhov Guildgate ,or something similar that doesn't enter tapped, so you can add in any white spells you think would function well. I think taking out Mistvein Borderpost and Index would be excellent choices. Just my opinion.
1 month ago
Golgari Rot Farm, Graypelt Refuge, Orzhov Guildgate are lands that I would replace. I am also not a fan of storage lands, but understand that they have synergy with the deck. I just think even with that they are slow.
Vampiric Tutor is great.
I really feel that you need more ramp. Skyshroud Claim is an alstar. Grab your 2 green shocks, and put them in play, then you can put them in untapped for 4 life. So good at mana fixing. Nature's Lore is also worth it. Kodama's Reach is another cultivate.
Ghave is awesome. I wish I had the lands to build him.
1 month ago
Is it Modern or Standard? Those are two wildly different formats, so it's important you clarify which one you're building for before you ask for feedback. That said, your list is obviously a Modern one, so here are some thoughts:
The golden rule in Modern is don't play anything with a CMC higher than 3 unless a) it wins you the game right away, like Scapeshift or Splinter Twin, b) it's just too damn good not to play, like Siege Rhino, or c) you're playing control and have already stabilized (usually around turn 5 or 6), so you can play your 4-drop and STILL have open mana/counterspells to protect it. Cards like Liliana Vess, Moan of the Unhallowed, Palace Siege and Zombie Apocalypse fit none of these criteria - in other words, they're just not good enough for Modern, and you should get rid of them in favor of cheaper, faster, more efficient spells. For starters, you want Geralf's Messenger in the main board, not the side. Hand disruption such as Inquisition of Kozilek and Thoughtseize is needed to get rid of early threats. Diregraf Ghoul is a good turn 1 play as well.
Your mana base is good except for Orzhov Guildgate - never play lands that ETB tapped in Modern, EVER - and Orzhov Basilica - it's fine as a 1-of, but 3 is way too many! What if your opening hand has only Basilicas for land?
Endless Ranks of the Dead sounds great on paper, but it takes too long to start paying off. You need 4 zombies in the battlefield to get 2 tokens on your next turn - and trust me, with Modern being as removal-heavy as it is, you'll rarely ever get even more than 3 zombies in there, let alone 4.
Play less zombie lords! They're good cards and synergize well with one another, but they're all 3 and 4 drops. You need more 1 and 2-mana creatures to apply early pressure. Start by playing the full 4x Gravecrawler, and maybe getting some Diregraf Ghouls. Oh, and speaking of lords, your list is missing my favorite, Cemetery Reaper, who's strictly better than Death Baron. His ability is great, especially in a mirror match.
Splashing blue isn't worth it. Grimgrin is too clunky, Lich Lord of Unx is terrible, and you don't have anything else with in its mana cost. Stick to B/W only, and replace those SB cards with actual sideboard stuff, i.e. cards that give you an edge against threats you were not initially prepared to deal with. Enchantment hate (Paraselene, Disenchant, Wear, Erase, Patrician's Scorn are the ones that first come to mind), artifact hate (Suppression Field, Stony Silence), burn/discard hate (Leyline of Sanctity) and so on.