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Since Flying Men is dealing damage to its own controller, I don't think this applies.
May 18, 2017 2:29 p.m.
I'll join you in Crap-Catching Camp godzilla080. Renegade Tactics is probably one of the better 'cantrips' in standard. The other is Expedite, and while useful, Probably wouldn't benefit this deck as much as some straight-up burn would. Shocks to take out early threats, and a copy or 2 of Fling to hurl that drake in for lethal?
May 12, 2017 12:13 p.m.
Cool build, darenking0.
One thing I have to say... 14 land makes me NERVOUS. Even in a mono colored deck, that seems like way to few... I'd at least go to 18... and maybe add more ways to make the mana you can't get to if you need it (fill out the playset of Rootbound Crag).
Just some ideas... what do you think?
May 12, 2017 11:35 a.m.
Interesting build, Vintague. I've always had an affinity for Tribal decks.
This is just my humble opinion, but your deck seems a tad crowded in the 3 CMC slot. I'd look for some 1 drops to help smooth out your curve and get you the board earlier. I highly suggest Kami of False Hope. Gives you some protection from combat damage coming in too fast while you build. Topplegeist is a decent early or late since it get's a body on the field early, and can tap down something late game if you need to come through for damage.
It seems like this deck would function without Teysa, Envoy of Ghosts. She doesn't close out the game, and it seems your spirits do just fine without her. Something like Devouring Greed seems like you could sac your line and seal the deal, or if you wanted to remove black (making your mana more consistent), you could add Phantom General giving you something for the 4CMC slot, and giving all those spirit tokens a nice buff.
May 10, 2017 1:17 p.m.
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