I'd cut the Rakdos Guildgate s for 2 more Simic Guildgate , the Orzhov Guildgate Selesnya Guildgate s and likewise cut the Dimir and Golgari gates for ones without black. Cause you have no black spells. And then maybe cut some gates for some forests. and maybe find a way to survive the beginning of the game. I can only think of Fog effects, Terminus , Supreme Verdict , Defenders, or stuff.
March 31, 2013 4:29 a.m.
bhrusson0, but then how does he win with Maze's end without some of the gates?
March 31, 2013 4:47 a.m.
Id say instead of unexpected results put the maze's end in there, also a few more basics maybe, land destruction is too strong against this deck though, looks like you need a way of being in the game even if lands are destroyed etc. Strong cards like thragtusk and restoration angel for your vines also, that is unless this is a budget deck but that is what is needed in standard nowadays :D
March 31, 2013 10:07 a.m.
Oh man, I thought it was just 10 different gates period! Disregard me, I'm stupid. I guess it makes sense with the story and jazz that it's 10 different ones anyways.
March 31, 2013 7:56 p.m.
Dickified: the forests are the Maze's End. Tappedout doesn't have Maze's end in the system. and noone plays LD in standard, and even if they did, the only cost effective one is Ghost Quarter . That is, unless, Im forgetting something that doesn't cost 5 mana.
April 1, 2013 1:50 p.m.
Erm...these decks of mine work WELL in standard!
Oh so awkwardly the forests are what did well in the playtesting. Unless there is a way for gates to enter untapped this deck is simply behind. In this deck you can get a turn 2 abundant growth, then turn three gate creeper...it simply isn't fast enough for most of the meta out there. Is unexpected results in there to hit lands?
April 1, 2013 2:13 p.m.
Yeah, I have seen this too. I dont expect the deck to win, I made this for fun. So far the best plays ive had are turn one some kind of green gate. Turn two, second gate then Abundant Growth and draw a card. Turn three, play a third gate and a Greenside Watcher following up on turn four with playing Verdant Haven and untapping it with the watcher and playing a Gatecreeper Vine .
April 1, 2013 2:19 p.m.
Notice that is turn 3 though...turn three some of my decks hard cast Garruk, Primal Hunter Maybe make this a casual deck and simply put some older stronger cards in it?
April 1, 2013 2:29 p.m.
Like ive said, this deck is for fun and i dont expect to win.
April 1, 2013 2:33 p.m.
I think with the right creature removal and control cards, this deck could kill pretty well. It just needs to be sped up a little and maybe have some artifacts? I would try to add some cheap creatures like Chronomaton or something to hold back the opponent and handle the first few turns of the game. Maybe some one drops that are dual colored like Rakdos Cackler or something would help too. It needs to be more about making moves with the least amount of mana as possible, because you're going to have to work with having your lands come out tapped every turn unless you have Greenside Watcher out; of which is great for this deck. :P I really think you could win if you hastened the deck up. and I would also consider something like Elixir of Immortality for the mill decks. Maybe sideboard it or something. because if you get Mind Grind ed and two of the same gates are in your graveyard. it's automatic game over without some way to get them back into your deck or hand. Dimir is notorious for getting a huge chunk of your lands into the graveyard, so they're something to worry about. But i'm positive that Dragon's Maze will have some good cards to work with Maze's End, so there could potentially be something coming that will beasten up this deck even more! I like it though. It just needs to be a little quicker with some artifacts so that you're never mana screwed. :P
April 2, 2013 3:31 p.m.
I agree completely, but I'm going to wait till all of Dragon's Maze is finished being spoiled before I make any major changes.