Disciple_of_Doran Deckling

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As cool as the idea of a good deck is, 5 color God's is difficult to pull off because they all rely on devotion to become creatures, but don't share colors too much. If you're dead set on the idea, I would definitely focus on permanents that greatly increase devotion or multi-color cards to up the odds of activating each good.

February 13, 2018 2:50 p.m.

I strongly suggest including Angelic Accord. Gets you a 4/4 flier and 4 life on your end step every turn just for playing your deck how it normally wants to play. Also counts on every turn, not just yours, so waiting to your opponent's turn to populate gets you extra tokens and life. The tokens are also big enough to trigger Accord again on their own if you don't have a better target.

Also, Elemental Bond is another great option making all of your good tokens also give you card draw.

February 10, 2018 9:57 a.m.

White is probably the single best color for sideboarding. While most decks sideboard to make bad matchups marginally better, your sideboard can be back-breaking for many deck types. Some of your better options are...

Rest in Peace: Completely stops all graveyard strategies for a measly 2 mana. This both removes all cards already in graveyards permanently, and stops any new ones from being put there as long as it is in play. Dredge and Reanimator despise this.

Stony Silence: Similar idea, this time stopping any activated artifacts cold. Single-handedly make Affinity and many Tron decks very, very sad.

Leyline of Sanctity: Getting hexproof is good. Getting it for free before turn 1 is even better. No more burn (not that we were too worried anyways) and badly hurts many combo decks like Storm as well.

Aven Mindcensor: Speaking of hating on combo, this guy lets you stop your opponent from searching at instant speed, meaning you can force them to waste a search by flashing him in in response. Again, combo decks will be upset.

Ghostly Prison: If you're having trouble with token strategies, look no further. You still gain life off of them making their tokens, and now they can barely even use them to attack.

Oblivion Ring: A lot of people say that this card isn't very good anymore, but I tend to disagree personally. Remove any permanent from the game, unless your opponent is willing to spend enchantment removal on this. Hits Artifacts, Enchantments, Planeswalkers, Creatures, you name it and it's gone.

February 6, 2018 4:19 p.m.

Said on No cards for ......

#4

I love this deck idea, but I see one major flaw. Maralen of the Mornsong lets your opponent search their library before you get to search yours. While this isn't as big an issue of you already have Aven Mindcensor or Leonin Arbiter in play, it means you have to play one of them first, or else your opponent just searches up their spot removal, or worse, their combo piece for the win. Aether Vial seems to help with this, but I would personally add some more insurance as well, probably some way of giving protection at instant speed, or maybe some sort of counterspell, to increase the chances of keeping Maralen alive until you can put your own combo together.

February 5, 2018 10:09 p.m.

Said on Roon casual edh...

#5

That's a tough call... I'd say Thragtusk, Sakura-Tribe Elder, Duplicant... Probably Swords to Plowshares and... maybe Qasali Pridemage? They all seem like cards that, while good, don't get the extra value from your commander to reuse them, except for Duplicant and Thragtusk, who just gets out valued.

February 5, 2018 1:21 p.m.

Said on Elf Bois will ......

#6

If Collected Company is out of your price range, I would still trade out Harmonize for either Lead the Stampede or Sylvan Messenger. Both let you look at more cards total, and you get to keep all the ones that are worth keeping.

Lead the Stampede gives you more cards to look at total, meaning you could potentially get more elves, and it costs 1 less mana so you can play it easier if your board gets wiped.

Sylvan Messenger costs more (still the same as Harmonize), but you also get a guaranteed elf body with it that already has trample, so it's better for pushing your advantage if you already have a few lords.

February 5, 2018 1:07 p.m.

Said on Elf Bois will ......

#7

First up, Wellwisher isn't Modern Legal, so... you'll have to drop that one.

Second, If I could suggest anything for this deck, it would be to drop Dwynen, Gilt-Leaf Daen, Nath of the Gilt-Leaf, and Fog. You're elves, you already have one of the best strategies against aggro decks - a ton of big creatures.

I'd replace them with Elvish Champion and Nylea's Presence, a combo that not only pumps your elves and can help ensure you get black mana, but when combined can make all your elves unblockable by enchanting an opponent's land. Maybe double down on your mana ramp and throw in some copies of Arbor Elf for the rest, or some Joraga Warcaller for something to spend all that mana on.

Also, if you chose to take the above route and have the cash, trading out Harmonize in favor of Collected Company gives you instant speed elves for free. It won't grab your new enchantment or more copies of itself, but other than that all cards worth finding it will.

February 5, 2018 12:04 p.m.

Ixalan's Binding isn't unplayable, per se, but it is really only good in a very specific type of heavy control deck, that plans to drag out the game incredibly long anyways (think decks like Free Win Red, but in white).

On the flip side, Path to Exile is good in most decks, since it is super cheap creature removal. It works on most creatures, and more importantly works for just 1 mana, meaning you can usually use it without interrupting your own game plan too severely.

At the end of the day, Path to Exile is almost always a because the math is much more complicated than "1 mana = 1 removed card". You have to account for how early you can use the card, how much using this card any given turn slows down your strategy, when during a turn you can cast the card, whether or not your opponent is even playing all 4 copies of the chosen target, if they will draw said other copies this game, if they will have a way to remove enchantments, if they will have basic lands to find, if those lands will be useful to them at this point in the game... the list goes on and on.

February 5, 2018 11:37 a.m.

Said on None...

#9

Which format are you looking to play in? Modern, Legacy, and Pauper all have pretty strong Dredge options, but what options will be best depend on the format you want to play.

February 5, 2018 11:17 a.m.

Just a heads up, you have this deck listed as a "Standard" format deck, but it definitely isn't (none of the cards except your basic lands are legal in Standard). This looks like "Legacy" or "Casual" format at the moment.

February 5, 2018 11 a.m.

Honestly, this deck looks like a more casual version of Soul Sisters, a competitive lifegain deck from the early days of the Modern format. The link I just gave gives a pretty comprehensive breakdown of that deck, but for the bits that would work in your deck without making major changes...

Soul's Attendant: Here, you seem to have dropped copies 5-8 of Soul Warden. This is technically better because you could choose not to gain life if that would be bad for some reason, but you really just wanted more. Better than Soulmender, and because you gaining life increases your damage output it's also almost always better than Suture Priest

Auriok Champion: Even more Soul Sisters! While this one costs double to play, the protection from black and red is extra good right now thanks to the prevalence of black aggro decks, and makes it very hard to remove unless your opponent is using Path to Exile.

Spectral Procession: 3 1/1 flying tokens for 3 mana. Triggers each soul sister in play 3 times, meaning a +3, +6, maybe even +9 for your Ajani's Pridemate and Archangel of Thune.

I could go on, but that seems like a good jumping off point that won't break the bank.

February 5, 2018 10:54 a.m.

Said on U/R Name WIP...

#12

Yeah, Delver of Secrets  Flip in foil will do that... so will Sulfur Falls... Shivan Reef will help with that.

February 5, 2018 10:37 a.m.

Said on U/R Name WIP...

#13

One last thing, you may want to move Spreading Seas into the sideboard, and put some Lightning Bolts in instead. Seas is awesome in certain matchups, but in others it is next to useless and it won't trigger Thing in the Ice  Flip, Delver of Secrets  Flip, or Young Pyromancer. Bolt on the other hand does trigger these cards, and is always useful as either creature removal or for closing out the game with burn damage. This will also help lower your mana curve even further, letting you maybe drop down another land from your total.

February 5, 2018 10:34 a.m.

Said on U/R Name WIP...

#14

Honestly, Wharf Infiltrator would be near the top of my drop list. Modern has lots of 1 power creatures, so if people care about stopping it they usually can do so easily, and at the same Mana cost I'd rather make more free creatures by controlling the game then very occasionally get to cycle cards and pay for bears.

February 5, 2018 10:05 a.m.

Said on Clone deck...

#15

It seems like giving first strike is a strong option, since it lets creatures block what they are cloning without dying. Might do you better to have an anthem effect to get all your creatures at once, but nothing comes to mind in these colors for me.

Also, heads up, Counterspell isn't modern legal. Maybe try Mana Leak or Negate

February 5, 2018 9:23 a.m.

Said on U/R Name WIP...

#16

As someone who is very budget focused myself, I agree that Snapcaster Mage is probably out of the question unless you really, REALLY want to make this deck super competitive.

I think Young Pyromancer is a better choice than Flameblade Adept for sure, probably Monastery Swiftspear as well. Making tokens that stay until they die is just better than temporarily buffing a hasty creature. The buffs wear off, the tokens stay, and are much more versatile. If you were playing burn the earlier damage and haste would be better, but where you're already playing the long game you'll just get more value from tokens.

As for lands... Shivan Reef is by far the best budget option (a point or two of damage for color fixing until you draw into the appropriate basics is no big deal compared to failing to find mana you need for a counter), with Swiftwater Cliffs being even cheaper. If you were slightly less budget Spirebluff Canal or Sulfur Falls may work as well. Possibly even Temple of Epiphany for the added scry, though lands that always play tapped are usually a bad idea in my experience.

February 5, 2018 9:17 a.m.

Said on Clone deck...

#17

Hmm... while I wouldn't personally take that line of play (playing the same cards my opponent is just after they play them seems like just spending the game behind on everything), if you wanted to do it for a casual style deck I'd think about removing...

Stolen Identity: The idea of getting multiple copies of a card is good, but the fact that you have to be able to hit your opponent to get that benefit after the first time is rough for this deck, since you only get flying if they have flying and so on. Anything short of landwalk or plain old unblockable just won't cut it, and those aren't super common.

Echo Mage: While the idea of copying instants is cool, you have to spend a total of 9 mana to copy even one spell (3 to cast, 2 to level up, 2 to level up again, and 2 to use ability). Anyone using creature removal is just going to pop him before he comes online, and what else would you really want to copy just once a turn anyways?

Duplicant: Duplicant wouldn't be bad if it didn't cost 6 mana to cast As it stands though it is one time creature removal that copies base power and toughness and creature type. You don't even get the creature's buffs or abilities.

Shapeshifter's Marrow: Getting to peek at your opponent's cards isn't bad, but you must copy the first creature it hits, meaning you might get something cool, or you might have just paid 4 mana for an Elvish Mystic, and in Modern the latter is much more likely.

February 5, 2018 8:57 a.m.

Said on U/R Name WIP...

#18

Interesting deck, reminds me a lot of the competitive Delver deck. On that note, if you want to stay in blue, some options might be...

Delver of Secrets  Flip: The ability to put down a creature turn 1 that has a strong chance of being a 3/2 with flying when it attacks on turn 2 is very scary. There is some random chance in it, but it starts your clock ticking down early and fast when it works. Even late game this isn't a bad card, and is almost definitely a stronger choice than Cryptic Serpent since you can play it much, much earlier.

Sleight of Hand: This may be a better version of Telling Timein this deck. It looks at 1 less card, and isn't an instant, but the lower mana cost means being able to use more spells in the same turn for Chasm Skulker, and more mana open for counterspells

Snapcaster Mage: If you're willing to spend an arm and a leg, there is no better card for instant heavy decks in blue. Re-using counters from your graveyard for a couple extra mana would be good anyways, but you also get a body with decent power out of it. Better than just packing in more instants, since you get to use your graveyard as a toolbox to pick just the right control for the moment.

All that said, this deck also seems like it could be improved by adding red for cards like Lightning Bolt, Young Pyromancer, and Blood Moon for more control options and passive benefits from your control gameplan. Alternatively, you might try adding white for other control options like Path to Exile, Nevermore, or Ghostly Prison.

February 5, 2018 8:38 a.m.

Said on Clone deck...

#19

thinning out the deck is going to depend on what your overall strategy is. Are you trying to win with Biovisionary? If so, you'll want to bring him up to 4 copies and stick with more of the cards like Cryptoplasm and Renegade Doppelganger that can copy it after already being in play, while removing stuff like Duplicant or Dark Impostor that exiles the original copy.

February 5, 2018 8:08 a.m.

Said on Rando deck...

#20

Since you're just starting out, I'll just offer some general advice instead of specific cards choices.

Whenever you make a deck, one of the big things that will determine how good or bad it is is consistency. You want your deck to be reliable in what it does to get the best results, and to that end you usually want to minimize how many cards in your deck have only a single copy. Multiple copies make you more likely to start the game with a specific card, making for smoother starts.

Along the same lines, you usually want the most common cards in your deck to be the ones that cost the least to cast. Having 14 cards in your deck that cost 5 or more mana means that you're almost always going to start the game with access to them, but they'll just be piling up in your hand taking up space until at least turn 5, probably even later. While they aren't as flashy or fun, focus on good, low-cost cards mostly, and use only a few high-cost cards to finish off the game at the end.

Hope this is helpful!

February 5, 2018 7:54 a.m.

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