Please login to comment
He is probably referring to like mardu vehichles, golgari delirium or dimir zombies. They tend to hit very hard very quickly. Your deck can handle them somewhat as is but tossing in some Shock, Galvanic Bombardment, Select for Inspection and other low cost spells would be enough to buy time to get rolling. The best way to make sure your deck is top notch is to search for mtg top 8 standard on google and check out the deck lists. I also recommend looking up the most commonly played cards in standard. These 2 resources will help you smooth your deck out and help you be sure you can answer most things you come across. I do it for standard and modern and it helps a ton if you homebrew your deck. Back to the point, a pretty common standard deck at my lgs is the golgari delirium most versions drop a Scrapheap Scrounger or Grim Flayer turn 2. This is commonly followed by a Rishkar, Peema Renegade or Tireless Tracker turn 3 and a Mindwrack Demon turn 4. Given your lack of early game defense turn 3 you would take at least 3, turn 4 another 6 damage and turn 5 another 10. Granted you might fog some of that damage away but you might not get it in time. Some of the versions of it can hit very hard turns 2,3,4 and wont need much to finish you off after. The mardu decks can hit for 3 turn 2, and then 10 turn 3 if they are using the enchantment that pumps the vehichles and that 7/11 vehichle. Not to mention they could have hit the nerd ape and made it 12 turn 3. I imagine the one drops I listed should be enough to get you through until you can start to combo off some. Look up the brain in a jar decks too. They might provide an idea in which direction to take your deck moving forward.
June 21, 2017 10:33 a.m.
June 21, 2017 12:01 a.m.
You need to fit some more lands in I think. I run 33 in my edh decks but they have lots of mana rocks and cost reducing stuff in them. I think the precons come with 40 and a bunch of mana rocks. I think you need to examine your creature base and decide what needs to come out based on how likely it is the creature will win you the game. Zhur-Taa Druid and Vorel of the Hull Clade are both good creatures but do not make tokens for your deck and dont seem capable of being impactful enough to win you the game so why include them? I think if you trimmed the deck down to 3 colors like esper or jeskai and focused on artifact tokens, or focused on naya or mardu tokens the deck would play far better.
June 20, 2017 9 a.m.
Mercurial Geists will work better for you than Curator of Mysteries drop Cryptic Serpent for 2 Sphinx of the Final Word toss in some counterspells for the sideboard like Negate and Remove Soul. Glimmer of Genius is much stronger for your deck than Hieroglyphic Illumination but since you are running Fevered Visions you may want to cut down on the draw and put in 2 more copies and run more bounce effects like Baral's Expertise and Select for Inspection. Your deck is far from bad, but it looks like you are trying to go 2 different directions. If you want to win with creatures, run more prowess and pump spells. If you want to control the board run the 4 Fevered Visions with some burn and bounce effects. In either case a few Turn Aside will protect your stuff from removal and be worthy of main deck inclusion. Dont forget Rise from the Tides either. It is a game ender and if you wait long enough to cast you can keep up mana for a counter to protect your army. Summary Dismissal and Unsubstantiate are both very useful as well since they don't counter. Good luck
June 18, 2017 8:10 a.m.
No rush but it does work pretty well. I do it in modern with infect, my deck is temur basically the simic with red splashed for double strike. It usually kills the second or third turn but games 2 and 3 are much more difficult because they know the plan. I learned to switch out my infect creatures for stuff like Kiln Fiend and Wee Dragonauts so my opponents arent sure what is happening. The deck still wins through boosted creatures they just dont have infect so sideboarding in infect answers does nothing. I have been running esper control in standard for awhile now and if I played your deck my first sideboard card would be Lost Legacy to take out your win condition cards and probably Blessed Alliance to deal with the manlands. If you switched to eldrazi it would make my lost legacy useless since I wouldnt be able to name them, and if you ran Void Winnower about half of my removal and counter base is not able to be cast. For sure post your findings after your exams, I am excited to see what you come up with.
June 18, 2017 4:47 a.m.
Sorry I meant Void Winnower but still
June 17, 2017 9:52 p.m.
June 17, 2017 9:51 p.m.
Finding a slot or 2 for Rise from the Tides could be rather unpleasant for your opponent.
June 16, 2017 7:47 a.m.
Since you are running some blue why not test out some Pongify or Diminish in the side to deal with some harder to remove threats? Your elves should be bigger and a Turn to Frog makes most creatures worthless. I only think they would be sideboard cards but they could swing the game in your favor.
June 15, 2017 6:44 a.m.
Sphinx's Tutelage and Jace's Erasure get silly with wheel effects. I have a similar deck I will post when I have a chance but the idea is pretty similar. The big difference seems to be the way I go about dealing damage. I run all the same outlets and a few extra like Megrim and Niv-Mizzet, the Firemind as well as lots of ways to mill a library out. A few wheel effects and then a Psychic Spiral can remove an opponent that has drawn too many cards on their own.
June 14, 2017 10:16 a.m.
It would be much more effective if it was rakdos or gruul simply for some more unconditional removal or ramp to get delirium online quickly for gibbering fiend. That being said I think you have a cool concept and could use a little tweaking. Shreds of Sanity is a great way to get cards back into your hand and pairs well with Fiery Temper. Fling might as well be 6 damage if you cast it the same turn as Impetuous Devils. The new rules regarding aftermath cards make Sin Prodder a nightmare. The total cost of both sides is what they have take damage wise if they dont want it in your hand and even then aftermath will get them. If possible a pair of Devils' Playground can be hard to deal with if they resolve since it is 4 Goblin Arsonist
June 14, 2017 8:06 a.m.
I understand, I use it myself. I was more trying to serve as a reminder for the ability not counting towards draw based effects is all.
June 4, 2017 3:17 p.m.
SCORE: 7 | 3 COMMENTS | 1373 VIEWS | IN 2 FOLDERS
SCORE: 8 | 9 COMMENTS | 722 VIEWS | IN 1 FOLDER
|Avg. deck rating||4.12|
|Helper Rank||None yet|
|Good Card Suggestions||22|
|Last activity||21 hours|