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(4), Tap, Discard your hand: Draw a card for each creature you control.
| Have (1) | ichiroftw |
| Want (1) | Comicalflop |
Santa's little helpers (HELP)
Looks good to me. I'd add Idyllic Tutor
to pick up glare of subdual prefereably, maybe instead of that fog effect. I'd seriously consider Slate of Ancestry
, because it can be used more than once. I also think you're a strong candidate for Genesis Wave
judging by your % permanents. Good luck.
Collective Unconscious or Slate of Ancestry or Soul's Majesty or Mind's Eye for multiplayer. +1
Rhys the Redeemed
Solid. Maybe Genesis Wave ... maybe Slate of Ancestry , Relic Crush , Armada Wurm . Good luck.
Tariel, the Graverobber
Are you by any chance new to EDH? This 3-color combination is very challenging because one lacks ramp (green) and card draw (blue).
You play some mana accel in the form of mana rocks (stuff like the signets), but it's not enough. Apart from Slate of Ancestry and Bloodgift Demon you have no card draw to speak of (i.e. most of the time you will be drawing only one card per turn). The CMC among your creatures is pretty high with no "cheat into play" artifacts like Quicksilver Amulet or Deathrender in sight. Plenty of your lands come into play tapped. Apart from the high CMC Rune-Scarred Demon , you make no use of tutors (black and white are excellent colors for that) like Diabolic Tutor .
You must make the deck leaner, quicker on its feet.
Suggestions: Solemn Simulacrum
, Land Tax
, Weathered Wayfarer
, Knight of the White Orchid
, Armillary Sphere
, Explorer's Scope
, Expedition Map
, Sanctum Gargoyle
, Gift of Estates
, Endless Horizons
, Sol Ring
, Thran Dynamo
, Sculpting Steel
, Chromatic Lantern
, Skullclamp
, Phyrexian Arena
, Quicksilver Amulet
, Deathrender
.
Kemba EDH
To steadily apply pressure on your opponents (and that is what this deck here appears to want), in my humble opinion, one would require somewhat more options for card draw. Or else you might be caught with your pants off by cards like Akroma's Vengeance or Austere Command and be in top-deck mode for the rest of the game. I will suggest the following cards for you to consider: Skullclamp , Slate of Ancestry , Serum Tank (pretty reliable with the sheer number of artifacts you run!), Mindstorm Crown and Moonring Mirror if you find yourself constantly running out of cards, the obvious Mind's Eye , the awesomely synergistic Mentor of the Meek , not-to-be-overlooked Tower of Fortunes , and last but not least, the versitale Oblation (removal, protection for permanents, or just a way to draw some gas while shuffling a cat token).You might also want some more recursion: Sun Titan , Auriok Survivors , Frantic Salvage , Marshal's Anthem and its ilk.Other cool white cards you don't run: Scout's Warning , Debt of Loyalty . They are not a must, but afford some nice effects white doesn't usually get.Cards that I would strongly recommend are Expedition Map to tutor for your Emeria, Enlightened Tutor , and Sensei's Divining Top or its smaller cousin Crystal Ball to soften our draws.Also, why not to run Thawing Glaciers and snow plains?
I'd like to start by saying that you'd need to add a little bit more lands. I've tried playing less than 37-40 lands in my decks, and I was mana-screwed majority of the time. Since your general also costs a ton [7 mana], the more lands that are available to you earlier on, the better. Now, you're going to need acceleration. Kodama's Reach
, Cultivate
, Explosive Vegetation
, Ranger's Path
, and Boundless Realms
will all help you early on, getting lands you need out and on time, and ensuring you'll be drawing goodies for the rest of the game. Artifacts also allow you to ramp, Darksteel Ingot
, Chromatic Lantern
, and Gilded Lotus
. Perilous Forays
is also a great ramp spell, since you'd be producing a lot of tokens. You don't want to run out of steam in the middle of the game, just start relying on the top of your deck to win. Since you're playing tokens and making lots of creatures, Skullclamp
will be a sure way to get some extra cards. Collective Unconscious
and Slate of Ancestry
will net you more cards, and Fecundity
will net you supreme card advantage after a boardwipe. Wait a minute, I've discussed all of those, but I still haven't discussed how you get tokens out?! Darien, King of Kjeldor
paired with a Soul Warden
or a Suture Priest
will obviously make your day and make it almost impossible to kill you. Conqueror's Pledge
will always net you Kor Soldiers, while Nomads' Assembly
might whiff second time around. Rhys the Redeemed
would be really cool, and you'd only need a few tokens to get started with. Parallel Evolution
is another Rhys effect, with flashback. Benalish Commander
is your Crusader of Odric
on super-soldier steroids, and Knight-Captain of Eos
is a fog-hat full of tricks. Mobilization
, Martial Coup
and Rise of the Hobgoblins
are all cool token generators too. Finally, some cool interactions. Pandemonium
and Warstorm Surge
can and will blow your opponents out, giving your soldiers pseudo-haste and already attacking. Giving them more haste like with Fervor
, In the Web of War
, and Fires of Yavimaya
will make your opponents scramble for ways to kill you before you get to your combat phase. Goblin Bombardment
and Vicious Shadows
turn your soldiers and sand warriors into walking bombs. Also notice that Hazezon Tamar
's ability says "At the beginning of your next upkeep..." This is a "delayed trigger", meaning if he enters the battlefield and dies before your next upkeep comes around, you get to keep your tokens forever since there weren't Sand Warriors to exile when he left the battlefield. This works the same way with Fiend Hunter
-ing a creature and then flickering it immediately, before the ETB effect resolves. I suggest adding sacrifice outlets so that you can kill Hazezon and profit Sand Warriors.Here's my Hazezon Tamar decklist: Al-Qaeda if you might need ideas or suggestions, or would like to give them.