July 15th

As ErnieSpratt and Purple_Mage did good suggestions and had correct thoughts on some topics, like lack of removal and low level of draw, I updated the deck. It now contains less control, more removal and lands. Looks sweet now. Thanks, guys.

ErnieSpratt says... #1

Hey. Here's a couple of things I'd like to point out:

  • It doesn't look like Metallic Mimic is actually doing anything for the deck. You have two of them and two Locust Gods - chances that you'd draw both out of four cards by turn 6 in a given game are about less than 20%, If I'm approximating correctly. That's not nearly consistent enough to justify mimic taking up place in your deck and contributing nothing to your control game plan.

  • Hazoret's Favor also looks like it does nothing most of the times you draw and cast it as well, here's why:

Your deck has 10 creatures. Do you want to use the Favor on your barals, your mimics or your Locust gods on the turn you cast them? absolutely not. Do you want to use it on your Enigma Drake knowing that it would die at the end of turn too? Not uless you have 18 instants/sorceries in yor graveyard. So Then you are left with barely two creatures that the Favor can interact with - two combat celebrants. And you actually have to draw both the celebrant and the Favor to begin with for the combo to even work. If you draw 20 cards in a game, then you would see two or more of those three cards in barely every fourth game you play.

Doesn't look like a sound plan to me.

  • On that point: The Combat Celebrants value is greatly diminished as well if all that you are ever going to be reliably attacking with is 2xEnigma Drake and 2xThe Locust God (+ it's insects) - that's, once again, two cards in your deck that in order to be any good require one or more of the four other specific cards in your deck to be already on the table.

Not going to work 80% of the time.


Ok, less obvious stuff now:

  • 4x Cancel AND 4x Disallow is an overkill. You definitely want to be running 4x Baral, Chief of Compliance if you intend to go this counterspell heavy.Problem with 8 cancels is that if you are playing against an aggressive deck (say, zombies, R/W humans, Mardu Vehicles, or even B/G energy - all well represented decks), then by the time you get to 3 lands, they'd already have cast two or more creatures, and all you have to respond with is a hadfull of 3-mana counterspells. Or better yet, they just cast two 2-drops on turn four. You can't deal with both of them for 3 mana.

  • Following up on that: your deck could use a couple of board wipes that can help you secure your position on the table if you fall behind to a faster deck. Baral's Expertise, Hour of Devastation or especially Sweltering Suns are very much worth considering, if not 4 of in the mainboard, then at least in the sideboard.

Also lastly, but most importantly : Run more lands if you want to cast expensive spells! 19 is not nearly enough. You'd be stuck on three lands the whole game while your opponents grind your counterspells out - It's sufficient for Aggro deck with lots of small creatures, but if nothing hits the table over by your side, then it doesn't matter how many things you counter - sooner or later your opponent will find a way to cast two spells per turn and work around your counterspells with his 24 lands.


Hope this little read was usefull. Good games and Cheers.

July 13, 2017 10:27 a.m.

Purple_Mage says... #2

Hey, I like the Locust God a lot and like any deck building around it.

My main main issue with your current build is the sheer amount of counters you're running which is 16-20. The last four being Supreme Will which atleast can be used as card selection. But still 16 counter spells is a lot.

I get what you're doing. You want to get a lot of looting from Baral to create more Locusts. However the big issue with this is that in the early game against quite a few different decks you won't be able to counter a creature or two. Then you'll just get beaten down by a creature or two with redundant counter magic in hand if your opponent doesn't play anything.

So I'd suggest less counters and more removal or draw spells. You've got quite a lot of choice here:

  • Harnessed Lightning (combined with Aether Hub)
  • Magma Spray
  • Hour of Devastation (I can't stress enough the importance of this card, it's a great sweeper, takes care of God's and Planeswalkers which historically UR decks have struggled against)
  • Hieroglyphic Illumination
  • Glimmer of Genius
  • Fevered Visions (a draw engine, but shall only be legal for a few more months, still a solid card).

Hopefully these ideas might help. Cheers :).

July 14, 2017 9:28 a.m.