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Man. He was really honest. I guess you could copy his shit. Or just keep building your own.
Couldn't help myself.
September 19, 2018 10:27 p.m.
New G/W land fetch spell is gonna be great for you.
September 18, 2018 6:23 p.m.
Well I might put more creatures in my main board with more removal and recursion in my side board. Probably gonna get pricy on the removal side.
I figured it wasn't the final version. Its hard to put sarcasm in text without saying its sarcastic. And then if you say its sarcastic... What's the point?
September 17, 2018 11:16 a.m.
1 of each creature is going to be pretty inconsistent. It'd be good to play some turn 1 ramp like Llanowar Elves and you'll wanna see it a lot so I'd use 4 of them. Then you can focus on combo and such. So 4 Slimefoot, the Stowaway and I would think 4 Sporecrown Thallid. Then you just need token generators. You have Fungal Infection and Yavimaya Sapherd which are good. I really like 4 of Spore Swarm too. Then fill in with your finishers. Ghalta, Primal Hunger and Demon of Catastrophes are strong. Play some removal like Cast Down and hand hate like Duress. Maybe a couple cards that can help return your big finishers from the graveyard or a way to help ramp into them, Song of Freyalise is my choice in my saprolings. Does wonders with 4 creatures on the board already.
In the end, you only need 4 Tendershoot Dryad to make saprolings really work.
September 17, 2018 10:47 a.m.
I would drop 1 Niv-Mizzet, Parun because of his high end mana cost, especially with 6 cmc because two triples colors. You dont really wanna see more than 1 of him at a time anyway I dont think.
I chose mostly hard to cast spells. Cards with double or more Devoted cmc. Electromancer doesnt really help with those anyway.
If you decide against Electromancer then there is still good old Guttersnipe. Because lightning strike for 3 is worse than lightning strike for 3+2. And it's always fun to look at an opponent and ask how much life they have left. :)
September 17, 2018 10:34 a.m.
I think you'll struggle in most games with the super low creature base. Maybe try out Goblin Electromancer since he works so well for you anyway. And the new Drake is awesome as well.
Good luck. Keep brewing. The deck looks solid over all.
September 15, 2018 11:20 p.m.
rudderdudder it literally only depends on your preference. But I'll let you know now, Goblin Electromancer will be very heavily played. He's so good with Adeliz, the Cinder Wind that its stupid. You cast cheaper spells and he gets bigger for it. Its beautiful synergy in your wizards. I promise its a good idea. Lightning Strike costs 1R. Well now its just R. Ionize now costs UR instead of 1UR. And he still activates the special casting cost of the Wizard instants from Dominaria. Its a great creature for speeding up a deck. There's a new Deal X and Draw X spell. That's another late game finisher potentially though its really just an EDH draw spell. Point is, get 2 or 3 Electromancer on board and its a playable spell. The creature just opens up more potential than he takes away from.
September 14, 2018 10:37 a.m.
Hey. Welcome to magic. I hope you continue to enjoy the game.
Gaining life does not win you the game, it only puts you further from losing. You win when your opponent loses life. First lesson in life swap decks.
It is good to gain additional life, however, when there are other effects that happen. Like whenever you gain life your opponent loses life. Or when creatures with lifelink deal damage to an opponent. Playing spells that will only gain life tend to fall short without better effects already in place.
I don't practice with graveyard decks much so I can't help a lot with that end. But its always good to hurt your opponent when your creatures die. Or to help yourself. There's a new card from the Guilds Of Ravnica set that is good for this. Midnight Reaper lets you draw an additional card for each nontoken creature you control that dies at the cost of 1 life, creatures that you cast from your hand are nontoken. Card advantage, having more cards in your hand to play with than your opponent, is the best chance you have at winning the game in most situations. The more of your deck you can see in a game, the more likely you are to see combo pieces or key cards.
I assume that works the same way with graveyard decks. When you have a lot of cards in your graveyard then you have a lot of targets for the spells in your hand. Its like an extra hand that has no limits. Seems good.
I would find some individually strong cards available in standard. Things like Leonin Warleader. Its a decent creature if you add in other cards that can help protect it. Make it stronger or unblockable or something. Then punish your opponent for you gaining creatures and life.
The new Ajani planeswalker works well with cat creatures if you want to try tribal. There are a lot of good vampires as well from recent sets. Angels are strong for white. Just good creature archetypes to look into. In the magic set coming out next spring there will be a black and white guild theme so you'll have a lot of new cards.
There's more to it but that's all I've got for you right now. Good luck!
September 13, 2018 9:52 p.m.
Hey. Good idea over all but it does need some refining.
First a couple tips: 1- It's always important to focus on your late game plan even when you have an early game deck. Other wise you will build a glass cannon that won't perform without perfect conditions. A strong late game finisher is already in your Sideboard. Banefire is one of the best sorcery speed spells in standard because it allows you to finish a player that you can no longer attack or damage otherwise. You can push it out at 5 damage and there is nothing your opponent can do to stop it. Perfect.
2- Try to recognize what would create a situation where you have either no cards or unplayable cards in hand. 4 copies of Adeliz, the Cinder Wind is okay because you need her for your synergies and for her potential board presence over all. But. 4 copies of Naru Meha, Master Wizard will most likely just over fill your hand with a legendary creature that is very expensive to cast on top of another instant or sorcery. I know the appeal of her capability is enticing but truly she is only worth 2 of in a deck because in a standard game, unless its between two control players, won't allow enough time to capitalize on such a high Converted Mana Cost (cmc for short) creature multiple times unless you're playing it as a win condition like Torrential Gearhulk. The gearhulks only worked so well because you could focus on playing strictly on your opponents turn to recast spells from your graveyard freely. Naru Meha is more tricky because it requires 2 cards in hand that can be cast at instant speed to become effective. This is somewhat true with most creatures. Ideally a creature played from your hand will gain you more than just a body on the field. It will draw a card or counter an ability or force your opponent to act differently from how they had planned.
All of these things give you the advantage. When a creature or another permanent enter the battlefield and they are doing.... Nothing? You will lose. A body is terrific. A body with abilities is better. Same with spells. Functional spells are cool. Counter, burn, draw, what have you. But utility spells are better. Anything that will allow multiple options or will have multiple effects is so much better for keeping your game moving how you want.
3- Magic is always changing and that means so are we as Magic players. We constantly adapt our decks to our local Meta, which will tend to flow with the competitive level of magic such as Protour or Grand Prixs. Find new and interesting changes to try in your free time. If you've always been a turn behind in recent matches then either find a way to play more quickly, sacrificing power usually, or put in a strong tempo piece that will reset the board in your favor.
I love tribal and I love synergy. You are so close to having the right set up in your deck. But how it is now, you most likely won't win anything competitive. The reason? You're playing sub par spells. There are better options for your creatures and much wider variety for your other spells. Find the cards that will most actively affect the field for an aggro base and find the cards that will most reactively protect the field for control.
I'm done with criticism. Now for suggestions.
Drop 4x Naru Meha and 4x fanatical firebrand and replace them with 4x Goblin Electromancer and 2-4x Guttersnipe and 0-2 copies of a spell that either helps balance the field or draws more than just 1 card. Opt is great but you might do better with additional cards in late game scenarios.
I would suggest the new enchantment Firemind's Research but it is very very hand dependent. You could run 4 of them with 4 Goblin Electromancer and I really think you'd go off with several explosive turns. But you also have to live long enough to see them. Meaning way more removal and less wizards. So.
Lavarunner is fine. But he caps out as a hasty 2/2 with no additional strength to add. So maybe slide out 2 of them for the other 2 Guttersnipes. Its equal in strengths but with a much more impactful long term presence.
I like the idea of Siren Stormtamer but I think he is side board material for anti control or removal match ups. That does mean your turn 1 slot just got crushed though and I don't really have an alternate yet beyond Runaway Steam-Kin and that's still a turn 2 play. With Electromancer and guttersnipe fighting over your turn 2 spot I dont think its viable. It is however fun. Just imagine 3 of these as 4/4 and then just dump all of those counters into a Banefire for the win. Oh man.... Well now I'm gonna do it. Sorry. Called it. Haha.
My wife wants me to talk to her instead of you now though. So I'm all wrapped up.
Good luck! And never stop Brewing your own decks. Its so rewarding.
September 13, 2018 7:58 p.m.
Hey. Green stompy isn't my thing. I'll give you a control mind set for creature decks.
You need to draw more cards.
This new card Beast Whisperer is perfect for the big creature player. Play your mana dork and draw from it. It means you aren't wasting a 1 mana 1/1 late game. It becomes an effective play by refilling your hand. Beast Whisperer isn't legendary so you can have multiples of them. I think its an excellent enabler. To the point that I might run 4 in a deck.
Having mostly creatures is fun and if you do run mostly creatures and want to find early board presence then the new mythic Nullhide Ferox is perfect. It will still allow a few cheaper spells midgame and 1 or 2 big spells late game. I always want something like Naturalize at least in my sideboard.
I think there will be another decent fight card soon. Look for that. And other removals. Anti flying in your sideboard and extra hexproof creatures for control or burn.
Honestly the best addition would be an Aggressive Mammoth. Take out 2 Ghalta since it relies on field presence and replace them with this guy so that you can push your Gigantosaurus over the top of basically everything. The Mammoth comes in the free green decks for new players. Shouldnt be hard to come by.
That's about it. Maybe some instant protection or if you wanna run Scapeshift as a 2 off so you can thin your deck out and have pure gas with your new creature draw engine. Who knows.
I really do believe that the more cards you see than your opponent in Magic, the better your odds of winning become. It will allow you to play more of your strengths and more quickly. Add in 2-4 more mana dorks and lose a little power. Getting that power as quickly as possible is your best shot. All of my tips are your back up plan.
September 12, 2018 11:13 p.m.
Lol yeah I make one every time they let me in standard. Last time I really could was around Origins. Its always the cheapest and fastest tribe that goes wide. I get some fun games.
Thanks for the help. I agree I like the single color for simplicity. And it lets me play with more utility lands too. Gotta look into those still.
September 12, 2018 8:35 p.m.
My real issue is deciding how I want to adapt to make the deck perform better. I want to add green for simple ramp and late game beats using big dumb stompy creatures like Ghalta, Primal Hunger.
I really think I need to add black for better deck manipulation, removal, draw power, and maybe recursion. I could also throw in some crazy 1 offs like Torgaar, Famine Incarnate or even a Dire Fleet Ravager, just to put my opponent into range of Banefire.
September 12, 2018 6:51 p.m.
Oh for sure I didnt mean it as a suggestion just as a card archetype to look for in the future. Multiple uses and a good cmc with your creature base that will allow deck manipulation.
September 12, 2018 6:36 p.m.
Best advice I have for you right now is to restructure your deck for standard rotation. We are losing all sets from Kaladesh to Hour of Devastation.
For a more positive note, I play landfall for brawl. Its fun. But your colors aren't optimal over all. It would be better to drop white and red and play with black and blue, if you want tricolor, or just Black, for bicolor.
Black and Green will be a big powerhouse with the Golgari guild in the newer sets based on Ravnica. Golgari enjoys all the fun from black, removal and recursion, with the stability of green, timely ramp and strong creatures. There will be several new cards that focus on graveyard play in the BG colors so it would be amazing to really capitalize on those effects by pairing them with the Explore mechanic of Ixalan. Cards like Jadelight Ranger or Merfolk Branchwalker will allow 1 of 2 things. Either you see more land in the hand or you can see more power in your Graveyard.
The other option is Blue Green which is similar but less powerful in my opinion. There is the extra draw and control power of Blue but you lose most of your recursion effects and abilities and there is almost no true removal. So in my mind its not the maximum effect.
I suggest looking into cards like Scapeshift ,Crucible of Worlds, and World Shaper to truly maximize land capacity and to help filter your deck out. Those are the best cards at what they do in standard. They can make or break you though if you time them wrong so limit the deck to maybe 2 offs instead of play sets.
The next, and probably last, suggestion would be to find better finishers. You have Multani, perfect for what you are trying to do, but he is not enough alone. I might add in 2 or 3x Ghalta, Primal Hunger and maybe something that helps me find my lands or key deck components like Commune with Dinosaurs.
Good luck and keep brewing!
September 12, 2018 6:33 p.m.
Hey. Decent set up. Have you seen the new Izzet split spell? Its CMC is high but the late game half is XUURR and deals X damage while you draw X cards. Seems fun.
I would lose the 2 extra gutter sniped in main and find them again in my sideboard so I could run 2x Banefire as my oh shit win con. I used Torment of Hailfire specifically for that situation and it was a lot of fun to look at my opponents face while they counted up all the damage.
I hope you consider another draw spell or 2 as well. Opt is amazing and simple but sometimes a draw 2 for 3 or 4 can find answers that a draw 1 for 1 cant. Supreme Will became a staple control spell for me because of its deck manipulation capability even though I could play many other cards that would allow the same general interactions. I hope there is a new card similar in effect for your deck. Good luck. Keep brewing.
September 12, 2018 6:04 p.m.
If you do play erebos, you would likely have to build protection for him as well. Mother of Runes is a decent all around 1 time protection spell
September 11, 2018 8:42 a.m.
Thanks a lot! I can't use Pact because of the price of the card. If I wanted to go full competitive on budget then yes. But I'm trying to go cheap... Sadly.
As for the artifact tutors, I completely agree I need a way to find the right pieces when I need them. I really appreciate it. I'll add Whir in now and figure out the other tutor I need from the mages. Probably trinket lol
September 2, 2018 9:09 a.m.
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