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@Spootyone: I think the main problem with Supreme Verdict was that it's been the only 4 mana board wipe for a year (since Mutilate cycled out), which is a problem because of its mana cost. Had it costed something like 1WWW or 2WW, I think we'd have seen a much healthier Standard. Because it costed 1WWU, it has a mana cost that forces you into two colors by playing it. I don't think it's because it makes things easy for control, rather, it can't be played by other archetypes.
If it had costed only one color or there had been another four mana Wrath of God , possibly with a drawback, other archetypes could play it. Instead, R&D made it 1WWU. Which meant you had to be playing Azorius. Which meant you had to be playing Control. Which means this one deck had exclusive access to a very board answer, warping the format around it.
And I for one am glad to see Sphinx's Revelation go. Card is just broken in Standard, considering Stroke of Genius and Braingeyser have both been either banned or restricted at other points in the game. I'm with you in that I want to see control find other ways to stabilize. I'm getting sick of R&D printing these "Does this resolve? Okay I win," cards. Aggro just doesn't come back after fighting Tooth and Nail to get the last point of damage in, being down to one or two cards, then the control player jumping back to 10 and drawing four or five cards.
I think what pisses me off the most about it is they made it a mythic rare. The price of Standard has rapidly increased and it really hurts new players the most.
I don't like Detention Sphere here and I'd prefer at least one Wrath of God to replace Supreme Verdict . Also I think green is too underused in this build to justify the weakened manabase of having to tap for 3 colours. Primal Command is too slow in my opinion and could be cut, as could perhaps 1 Bant Charm . Replacements include: Tarmogoyf , Scavenging Ooze , Courser of Kruphix , Noble Hierarch , Thrun, the Last Troll , Troll Ascetic , Sphinx's Revelation , Think Twice , Dryad Arbor , Krosan Grip , Sword of Fire and Ice , Beast Within , Geist of Saint Traft ... and that's all I can think of at the moment.
....I just CANT WAIT tell RtR block leaves us more/less 8P
sylvannos: I won't completely disagree with you there. But I think when you're facing down a T3 polukranos, you should be playing spot removal/bounce for him. Yes, having to have multiple answers for multiple decks is more of a challenge then jamming 4x Supreme Verdict into every control deck, but that's part of why the card was so backbreaking to the format -- it made things too "easy" for the control player.
Control is going to look very different post-rotation. And honestly I'm not even sure where it will be going. Without Sphinx's Revelation to come back from an aggressive start, it's hard to say how these new breed of control decks will stabilize -- regardless of their board wipes. Maybe it'll need another amazing lifelink creature like Archangel of Thune . Or maybe it will have to resort to different techniques for keeping up with aggro, such as walling them out with something like Nyx-Fleece Ram . I think that spot removal and counterspells are going to be a lot more important than they were before simply BECAUSE there will (probably) be no amazing 4-mana wipe.
Maybe control just won't get enough support, either. Now, I'm not saying that would be super healthy for the format. But maybe control will have to wait until Fate Reforged before it becomes a strong archetype again.
I'm also still looking for Sphinx's Revelation . I am willing to trade staples for it, of cource.
delver decks try to drop a delver turn 1-2 and then just win the game with that by protecting it. AEtherspouts costs a lot of mana, same with Cryptic Command and Sphinx's Revelation . being able to cut down to 19-20 lands will almost ensure your delver flips. delver-control decks are aggro decks that protect delver for long enough to win the game, not the normal control type decks you see in standard that are super super slow.
I feel I should clarify, I was talking about Mono-Red aggro. Although he seems pretty good in midrange (fills the same slot as Stormbreath, which sees play in Gruul and Jund Monsters)
And if Red/X control becomes a thing he's fine in that too as a beater and removal. His ult is probably less good in control if it's like UW where you wanna hold up things like Azorius Charm or Sphinx's Revelation
So I have to ask, how budget is this deck? I didn't really give to many suggestions at first because I don't know how much is to much to spend on specific cards, but I guess I will just suggest them now.
Let's start with lands. You have 2 of the 3 painlands. That is pretty good, but we can do better. I would get the W/B pain land to finish the cycle. Then I would add in the 3 shocks (Hallowed Fountain , Watery Grave , Godless Shrine ). After that I would finish your "buddy" land cycle (Isolated Chapel ). Now let's add in another good land Reflecting Pool . That gives you pretty decent mana base, and you should be able to hit your colors pretty well. I would remove the guild gates, Darkslick Shores , your bounce lands, Barren Moor , Jwar Isle Refuge , and Transguild Promenade . Now I would suggest adding in the other 2 vivid lands or remove the one you have.
If you want to just throw budget to the wind, I would suggest adding the ABUR duels (Tundra , Underground Sea , Scrubland ) and some true fetches (Polluted Delta , Marsh Flats , Etc). You don't have to run a large amount, but they will help you further fix your colors (and Khans will make the allied lands more available).
Now lets move on to regular cards: Sphinx's Revelation , Ob Nixilis, Unshackled , Pact of Negation , Slaughter Pact , Unmake , Austere Command , Merciless Eviction , Liliana Vess , Demonic Tutor , Duplicant , and Solemn Simulacrum are pretty good cards you may want to consider.
As for cards to take out, I would say move cards around to see how you like to fell of the deck as you move cards around. That way it will feel more like your own deck, and not like others on the site. I would definitely consider dropping your land count to 38 or 36 as 41 is on the high end, and if you have card draw and tutors you won't need the extra land. And if you are truly having trouble removing things, I will give you one thing I personally don't do. I don't like cards that instantly win me the game, or infinite loops that win me the game.
|Avg. draft pick||3.17|
|Avg. cube pick||5.37|
|Commander / EDH||Legal|
|Return to Ravnica||Mythic Rare|