Destroy target artifact you don't control.
Overload (You may cast this spell for its overload cost. If you do, change the text by replacing all instances of "target" with "each.")
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1 day ago
About the Electrolyze: I feel like I want to put the card in the deck but i don't know what to replace for it. I'm thinking of Rift Bolt since it doesn't work as good as I hoped it would be when I have put the card to the deck, if you find some more cards that could be replaced by Electrolyze I would be glad to hear them.
I'm putting Vapor Snag in the maybeboard and if I feel like playing it i might tech it in
Nivix Cyclops/Kiln Fiend/Wee Dragonauts I have played Nivix Cyclops and Mercurial Geists in the first version of the deck and it didn't do much in the games. And if I'll meet some deck that exiles my graveyard I'll think of them again.
Roast I haven't been playing againts big creature decks so often so Roast is a bit worse version of Magma Jet for me at this moment, but again if I happen to see these decks more often I'll definitely try to tech it in.
Echoing Truth still haven't tried this card but I think this card is massive againts token decks.
Thanks again for the suggestions.
1 day ago
Eldrazi Conscription can be used repeatably to remove any artifact/enchantment.
I guess I could add cards that can destroy multiple artifacts or multiple enchantments without hurting your own. Vandalblast, By Force, Shattering Spree, and more (Fiery Confluence!) are definitely solid cards, so I should find a way to add them.
Shape Anew only hits one artifact though, and it can't hit enchantments.
1 day ago
2 days ago
Sargeras Thanks for the help, I'm gonna going to add another Pyroclasm,2 copies of Firespout or Slagstorm, haven't decided on that one yet. So that would pretty much build the anti-aggro part and then I'm thinking that i put 4x Dispel and instead of AEtherling I'll put in 2x Magma Jet to the sideboard so I have some more burn againts slower decks. Other than that I'll keep the Vandalblast in the maybe board since I haven't played againts artifact deck yet. And I'll finish the sideboard with Echoing Truth.
Thanks for the help again, if you think of something more I would appriciate it.
2 days ago
If aggro is a huge problem, I'd say you best options are Pyroclasm, Anger of the Gods, Slagstorm, Kozilek's Return, and if you really want to be sneaky, you can play Firespout (because it won't kill your fliers) and it acts like a Slagstorm on an opponent's board! Since you'd likely be more of the control deck game 2 playing a lot fo these would probably give you enough time to cast a finisher and win.
You might want to play the card known as Izzet Staticaster, as it can deal with tokens and lots of small creatures.
I've seen many lists run Echoing Truth as a sort of "catch-all" spell, so that they can deal with things like artifacts or enchantments, as well as certain combos/cards. Ratchet Bomb is also good at doing this.
If you need anymore help, feel free to let me know!
2 days ago
In terms of ramp, most of the ramp you have are cards that push you only 1 mana ahead, which I think is too small of an effect unless it comes with another valuable effect. Because of this, I would drop Mina and Denn, Wildborn, Sakura-Tribe Elder, Rampant Growth, Animist's Awakening, and Gruul Signet for Worn Powerstone, Astral Cornucopia, Gyre Sage, Khalni Heart Expedition, and Overgrowth. That kind of upgrade to your ramp will ensure that you get huge creatures out very easily. If you want to see other cards that could also fit this role, check out MagicalHacker - List of All Ramp Cards, but I would say that this deck definitely needs cards that advance your manabase by two or more, so ignore the cards that only ramp you by one.
Secondly, I only see three cards in here for draw, so there's no wonder that this deck doesn't hold it's own! We have all been there at some point, so let me emphasize this point: Draw is the most important thing for 99% of decks. Draw will let you have options, draw will let you build board states quickly, and draw will make it harder for you to get mana screwed or mana flooded. All of these are very important. You have Harmonize, Lifeblood Hydra, and Citanul Flute, but let's try to get 7 more cards for draw in here. If you need to take some out after testing, that's fine, but I don't see that being a problem. Too much draw isn't usually a problem with 10 cards that draw in the deck, so I think you should add any 7 of the following 9 options: Abzan Beastmaster, Elemental Bond, Triumph of Ferocity, Drumhunter, Outpost Siege, Lifecrafter's Bestiary, Skullclamp, Wheel of Fortune, and Life's Legacy to your deck to be able to refill your hand quickly and often. Check out MagicalHacker - List of All Draw Cards (Steady) and MagicalHacker - List of All Draw Cards (Burst) if you want to see options I didn't mention or options that aren't quite so expensive. I do think that those 9 cards are probably the best draw cards for your deck though, so picking 7 will bring your draw up to a reasonable amount. (I'll get into what 7 cards to drop soon.)
Next, let's tackle boardwipes. You've got Savage Twister and Chandra's Ignition, which I think are fantastic, but you do need more. There are only a few board wipes that can kill flying creatures and nonflying creatures in red and green at a reasonable mana investment, and those are Nevinyrral's Disk, Chain Reaction, Heaven / Earth, Blasphemous Act, Rolling Earthquake, and Starstorm. I think you can pick any 3 of those to add to the deck and you will be set on board wipes. (This brings us up to 12 cards that need to be dropped.) If you want even more options, again, feel free to check out MagicalHacker - List of All Board Wipe Cards to see more cards that could work, but I think adding any three of the above options would be fine.
Now, let's move on to item removal. You have Decimate, Hull Breach, Vandalblast, Beast Within, and Steel Hellkite. These are all fantastic, but I'd like to see Chaos Warp as well to be able to deal with any permanent.
Lastly, let's take a look at what cards you have to be able to deal with creatures at instant speed. Most people assume that dealing with creatures at sorcery speed is just as strong as dealing with creatures at instant speed, but here is why that is not correct: your opponents' creatures are good cards for you when they are attacking other opponents, and they only become problems when they attack you. For that reason, it's important to remember to have lots of instant speed removal to be able to kill creatures during combat when they would deal lots of damage to you or to kill creatures that are about to allow an opponent to go infinite. That said, your only options for that are Chaos Warp and Beast Within, making Chaos Warp that much more important for this deck.
Now that we have gotten the enablers down, let's talk about the bulk of the deck. To really abuse Rosheen Meanderer, we want the rest of the deck to be about using that X restriction. That said, we do want to use cards that will use that restriction to do things of value. If we are going to make big creatures (which we do want to do), we want to make sure that those creatures can attack to deal damage to players by giving them evasion.
Lifeblood Hydra and Primordial Hydra are the only ones that have an evasion ability naturally, so then we are forced to include things to give evasion. Flying is a good start, so I think that Akroma's Memorial and Homura, Human Ascendant are a place to start. You were right to add some ways to give everything trample, but I would add Khenra Charioteer, Gruul War Plow, and Primal Rage. Those five in addition to your Nylea, God of the Hunt and Archetype of Aggression should be enough ways to make your big dudes go through.
I realize now though that I've lost track of how many cards to add, so instead I am going to make a decklist to show what I would suggest this deck should become. No worries, I will link it at the end.
I would actually add all the creatures that cost X but enter with X counters (excluding the ones that cost double X, since those are not as powerful). And after that, just some ways to double +1/+1 counters or use Rosheen's ability will round out the deck.
Personally, I believe that 37 lands including Sol Ring would be enough since you now have enough ramp, so I brought down the number of lands too.
Hope I was able to help you!
4 days ago
I would use a lot more counterspells for the early game because you lack the speed (I don't see any mana artifacts here except one random sol ring). You have to prevent the other players from going faster than you, which means countering and destroying the shit out of their acceleration so you can even get as far as profiting off your cost reduction stuff. I would strongly recommend for example Spell Pierce, Daze, Mental Misstep, Stifle (for fetchlands and important combo pieces), Muddle the Mixture, Isochron Scepter (for all these spells), Thwart and with a higher budget Mana Drain, Force of Will and Pact of Negation, maybe Flusterstorm.
6 days ago
@ nyoumans Gaddock Teeg might be good depending on the opponents. I don't own one to try out, but he would definitely conflict with some of the more powerful cards like Runes of the Deus and Angelic Destiny. I did run Armageddon at one point and I've been considering putting it back in for a while. I've just added Blind Obedience and Thalia, Guardian of Thraben to try and slow down some of the fast combo decks I see a lot. I would run Vandalblast instead of Creeping Corrosion as it's more versatile.