Price & Acquistion Set Price Alerts
|TCGPlayer.com Price||Cardhoarder (MTGO) Price|
|$0.03||$0.1||$0.27||$0.74||0.01 TIX||0.02 TIX|
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5 hours ago
I would add 4 Den Protectors and bring Deathmist Raptor to 4. They create a loop that makes it hard to lose. Not entirely necessary since all your creatures are morphs but it's something to consider. I would also work on the mana base. You want at least 17 lands that produce green mana, at least 14 lands that produce blue mana, 14 lands that produce white mana, at least 1 plains, at least 1 forest, at least 1 island, no more than 4 lands that come in tapped, and at least 23 lands. After I crunched the numbers this is what I came up with.
1 day ago
Some basics? I'd recommend 2 Island and 1 Plains, so if you're in a pinch, theoretically you could still cast Sphinx's Revelation. With 3 Expedition Map and 1 Tolaria West, should Blood Moon come up, you might be able to get your basics out and capitalize.
1 day ago
If you want, you can check out the highest rated UWR control deck on tapped out for inspiration. If you want to ask questions, please do.
1 day ago
As a habit I always fetch for at least 1 Plains whenever I face a deck that has red in its colors.
2 days ago
I've been playing for a few years now (though casually and never in tournament), and I used this model as a basis a deck I built recently. I did make a few changes, however, since I'm cheap and didn't want to dish out over $80 for Magic cards. Here's what I did:
Removed: 1 Avacyn, Angel of Hope, 2 Obzedat, Ghost Council, 3 Sin Collector, 2 Tithe Drinker, 2 Vampire Nighthawk, 4 Sign in Blood, 1 Elbrus, the Binding Blade Flip, 3 Elixir of Immortality, 2 Sorin, Lord of Innistrad, 1 Murder, 2 Plains, 2 Swamp, 2 Dying Wish
I took these out to either help reduce cost, or to focus the deck a little more. I'm still considering putting Sorin, Lord of Innistrad in it, at least one, but I haven't yet. If you kept the Elixir of Immortality, it'd probably still be a good help. In fact, most of the cards I took out would still be helpful, I just swapped them for my own tastes. I think you'd be best off leaving out the Sign in Blood though. It doesn't seem like it would really be that useful.
Added: 1 Exquisite Blood, 1 Sanguine Bond, 2 Wall of Limbs, 2 Noble Purpose, 2 Path of Bravery, 1 Chalice of Life Flip, 4 Orzhov Basilica, 2 Knight of the Holy Nimbus, 2 Nantuko Shade, 4 Ajani's Pridemate, 2 Suture Priest, 2 Gift of Orzhova, 2 Angelic Skirmisher
These changes have been working out pretty well for me so far. Ajani's Pridemate is a relatively cheap card that is extremely powerful in any life gain deck. I threw in Wall of Limbs because I like defenders and their sacrifice ability can make a good endgame if you're struggling. Most of these other ones just give more life gain and lifelink to everything. Knight of the Holy Nimbus and Nantuko Shade were thrown in as good side creatures. Those wouldn't necessarily need to be there.
You made a good deck here. I hope my own thoughts and adjustments help out.
2 days ago
I'll personally cut Harmonic Sliver because Reclamation Sage is better and you have Aura Shards already, Sun Titan I played and came to the conclusion it doesnt come into your game plan, and youll always prefer to fetch Primeval Titan with pod, Yisan, the Wanderer Bard is simply not fast enough and dies on everything so it slows you down, Brushland Karplusan Forest Temple of the False God Ill cut, Basilisk Collar is just useless if you dont have marath on the field, but thats the one Ill cut the less if you wanna keep it, Sensei's Divining Top isnt good in the deck, you already have library manipulation with Sylvan Library and Domri Rade, Umezawa's Jitte basically does the same thing than Marath, so its not really that useful, and finally Fierce Empath just isnt good in your deck.
Ill add Domri Rade for library manipulation, Lightning Bolt to handle menace on the board or finish the opponent, Titania, Protector of Argoth I am testing and its really awesome: comes into play, gives you back a fetch/wasteland and gives you a 5/3 token nothing better, Forest Plains Mountain to have more fetchable targets and be able to resist Wasteland or Ruination for example, and if you add more basic lands, add Solemn Simulacrum to fetch some, Chord of Calling because with all of Maraths tokens you can fetch something big really fast, or fetch a response at instant speed etc, Nature's Claim wich will never be a dead card because youll always have a enchant/artifact to handle, even against control and finally Arcane Lighthouse to be able to handle difficult creatures like Sigarda, Host of Herons, Thrun, the Last Troll, Narset, Enlightened Master or Geist of Saint Traft
2 days ago
Mainly to not make enemies Path to Exile become free removals. I was playtesting your deck against my own (have to admit your deck would've won most rounds :P) but when realizing my paths didnt come with any drawback It became easier to throw them at anything like Nacatls or a pumped swiftspear. I wouldnt want to give my real opponents that. 2 basics would make you at least get a nice land in return for losing a basher.
Anyway go Naya! :D
2 days ago
I have a few suggestions, but first, I really like where you're going with this deck. Also, remember that this is your deck, and I don't want you to feel like you're obligated to take some (or all) of my suggestions. You can take them or leave them as you see fit. Now, for my suggestions:
First, I would replace Wild Slash with Chained to the Rocks. Chained to the Rocks is a one mana answer to any creature, weather it's Deathmist Raptor, Siege Rhino, or Dragonlord Silumgar. It's an extremely efficient answer to just about anything.
I would also replace the two Elspeth, Sun's Champions with two more Secure the Wastes. While Elspeth is very powerful, she also costs at least two more mana than every other card in the deck, and removing her would allow you to remove a couple of lands.
If you remove the Elspeth's, I also would remove 2 Plains. Elspeth is the only card in the deck that costs more than 4 mana. I'm suggesting removing two Plains (rather than a Plains and a Mountain) because you've got six more red cards than white cards. You also don't have any double white spells if you remove Elspeth.
I would replace the Plains with a pair of Outpost Sieges. Outpost Siege is very powerful in a deck that only benefits from the Khans mode, and in this deck you'll come across situations where the Dragons mode is just game over, even if the default mode is Khans.
The last change I would make is more personal preference then anything else, because I don't care for Impact Tremors myself. I would replace them with two more Outpost Sieges and two Lightning Strikes. The reason I don't like Impact Tremors is because it doesn't do anything on its own, so if you're not drawing creatures and/or your creatures are being countered you won't get any benefit from it (whereas something like Outpost Siege will still be drawing you an extra card every turn).
|Avg. cube pick||11.22|
|Commander / EDH||Legal|
|Quest Magic RPG||Legal|
- Plains + Swamp
- Plains + Changeling Hero
- Island + Plains
- Emeria, The Sky Ruin + Plains
- Forest + Plains
- Plains + Soldier of the Pantheon
- Cavalry Pegasus + Plains
- Plains + Terra Stomper
- High Ground + Plains
- Mountain + Plains
- Halimar Excavator + Plains + Undead Alchemist
- Favored Hoplite + Plains
- Phalanx Leader + Plains
- Abzan Falconer + Plains
- Plains + Serra Angel
- Gauntlet of Power + Plains
- Gisela, Blade of Goldnight + Plains + Quicksilver Amulet
- Mind Grind + Plains
- Mountain + Plains + Swamp
- Herald of Anafenza + Plains
- Plains + Raise the Alarm
- Paragon of New Dawns + Plains
- Inspired Charge + Plains
- Ajani's Pridemate + Plains
- Plains + Sungrace Pegasus
- Eternity Vessel + Plains + Ruin Ghost
- Battlefield Forge + Mountain + Plains
- Knight of the Reliquary + Plains + Windswept Heath
- Island + Plains + Swamp
- Abolish + Plains
- Lagonna-Band Trailblazer + Plains
- Plains + Shaman of Forgotten Ways
- Master Biomancer + Plains