Impact Tremors might be nice in place of Curse or Rise - but I really think you should cut some number of enchantments and/or walkers in favor of a few 1-drop spells (maybe hand disruption? Inquisition of Kozilek, etc.). Also, you should max out on Lightning Bolt, no question. And lastly, you're missing out by not running Lingering Souls. You get a way to deal with opposing flyers, tokens with evasion and reach, and a spell that dodges hand disruption, counterspells, and creature removal, i.e. everything.
December 25, 2015 3:56 p.m.
May I suggest more or less an overhaul?
You need 4 Lingering Souls. That's not optional; they make the deck work.
For the removal, you want 4 Bolt, 2-4 Helix, 2 Terminate, 3-4 Path, and 2 Kolaghan's Command. You also have to have around 6 hand disruption spells, I prefer 4 Inquisition of Kozilek and 2 Thoughtseize.
Neither Rise nor Curse are really worth it. They don't do much for you.
Vault of the Archangel is a great land.
Rabblemaster and Mentor are both kinda meh. Mentor is playable I guess, but I wouldn't play Rabblemaster.
December 25, 2015 4:17 p.m.
I second the suggestions ToolmasterOfBrainerd made. I would also cut the Young Pyromancers; I don't think 13 instants is enough for you to get value out of it. I also don't see what Soul Warden is doing in this deck, there are no cards that give you value from life gain and it's pretty pointless without it. You also need more cards that pump your whole team: Sorin, Solemn Visitor and Zealous Persecution are a few good ones.
December 25, 2015 9:07 p.m.
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|Date added||1 year|
|Last updated||1 year|
This deck is Modern legal.
|Tokens||1/1 Spirit, 1/1 Elemental, 1/1 Goblin, 2/2 Vampire, 1/1 Goblin Soldier, 2/2 Knight Ally, 1/1 Faerie Rogue, Gideon, 1/1 Monk|