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Said on Dead Cells...

#1

You have 2x Karn? Definitely use both Karn and Map :) He makes artifacts (constructs) and is card advantage, both can help here. The treasures Map can create are good with the constructs of Karn. I haven't suggested Karn because it's an expensive card and I thought this was a budget deck. By adding Karn it makes Board the Weatherlight much better. In fact consider adding more Board? Consider 3-4x Board? Board can find any piece of the combo as well as Sentry/Lantern since all the pieces of the combo are historic. Making it easier to assemble the combo seems good here.

It also lets you play less copies of the legendary cards (Rona, Teshar) while these cards are good for the combo, drawing a lot of copies of them can be problematic. Sai is the exception, in my opinion, he should be played as a 4 of. You want to play Sia before you start casting artifacts. Board can also find Sentry, Lantern or Karn only thing it can't find is a removal spell which is not that bad because my advice is to take out the combo/Board in aggro matchups. The combo is too slow against aggro instead rely on removal and Sai/Barrier/Sentry/Lantern/Karn to make Thopters/Constructs/loop Sentry.

Some sideboard tech to consider is 1x Weatherlight. In control matchups it could help to find pieces of the combo as well as being an artifact and a 4/5 flier.


November 18, 2018 9:42 a.m.

Said on Elves of Ravnica...

#2

Deruvid, thanks for the compliment and the upvote :)

Stazeeee, kysg, good suggestions. I've made some changes, added District Guide, cutting Glowspore Shaman, to better help (more reliable) with the land situation until we get Stomping Ground, Jan. 2019. I've already said that I'm not adding more red cards until we get Stomping. Until then the red will be limited to only Radha and the single sideboard Banefire. Once we get Stomping then Frenzy is top of the list of cards to playtest as well as other red cards can possibly be incorporated into the deck. I really like the concept of Jund Frenzy Elves. Combining ramp with Frenzy has big potential, but need Stomping first.


November 17, 2018 12:49 a.m.

Said on Dead Cells...

#3

Hey, you're welcome. I like the changes, might as well add the fourth copy of Lantern :) You basically want to draw it along with Sentry every game. Lantern or Sia looks like your best turn three plays.

Diligent Excavator is pretty risky to play in current Standard when both Golgari and Izzet (two of the best decks) are using the graveyard for card advantage. Find / Finality is in other fringe decks too because it's a powerful card, easy to splash for. Consider cutting Excavator for more artifacts for Sia? I suggest Treasure Map  Flip.


November 17, 2018 12:40 a.m.

Hey, it may not be the preferred way to use different versions of a card, but always browse the alters for the specific card you're looking for. Other people on this site may have already made an alter of the version.

http://tappedout.net/alter/search/?card=guttersnipe&set=&user=&submit=Search

The version you're looking for is in the alters, but I couldn't get the alter to show correctly (this seems to be a problem with some alter codes). I made a new alter of Guttersnipe for you; you can temporarily use this alter until the Open House version is officially added to the site.

Guttersnipe (M19) *A: 16372*

Guttersnipe


November 15, 2018 8:01 p.m.

Hey, I think you're right to stick with Clarion. If you've observed matchups in Standard you would see that Boros Aggro has a hard time dealing with Clarion. Vanguard and Bodyguard is the tech, but if aggro doesn't draw these creatures then Clarion will wreck. Even with these creatures Clarion will wreck just not everything aggro has. Playing a deck with Clarion currently is going to be a much better deck because of it. Giving Dinos lifelink can also be very good against aggro. Clarion is quite good with Ripjaw (drawing a card and lifelink).

If you like Dinos then my advice is continue to play Naya because of Temple Garden and Sacred Foundry. Include Llanowar, Migration, Commune, Brontodon, Ripjaw, Alpha, Tyrant, Ghalta, Clarion, Coil and Unsealing. Unsealing can be a win condition, but I wouldn't build around it because like you already said it's too slow. In my opinion Unsealing seems like a better card for control matchups then aggro matchups. It's ability to do damage when you cast a Dino gets through counterspells which are hard for Dinos to deal with and the damage can hit Teferi. Control matchups are slower matchups than aggro this gives you more time to set-up.

Ghalta in my opinion is a key card with both Dinos and Unsealing because of it's 12 power stats and cost reduction ability. Dinos can safely play three colors because of Temple Garden, Migration and Commune, even Drover can help, but I think Llanowar is the better mana dork because potential turn two Brontodon is very good against aggro and History of Benalia. Migration in my opinion is also a better card with Dinos than Drover, it's more reliable ramp especially when playing Clarion.

White doesn't only give you Clarion, but also sideboard Tocatli Honor Guard, Remorseful Cleric and Ixalan's Binding. Clarion for aggro, Guard for Golgari, Cleric for Izzet and Binding for Teferi.


November 15, 2018 8:51 a.m.

Said on What is Happening?...

#6

Hey, yep Standard is expensive right now. That's because of the playable manabases (Shock lands and Check lands) and the top decks are playing a lot of mythic rares including some decks are using 4x of a very expensive mythic rare. These cards are unfortunately what make the decks competitive :(

Out of all the competitive decks these are the least expensive:

  1. Mono-Blue Tempo with Curious Obsession ($100 or less)
  2. Mono-Red Aggro with Experimental Frenzy ($130)
  3. White Weenie with History of Benalia ($230 and going up)
  4. Izzet Drakes with Arclight Phoenix ($240)
  5. Mono-Red Aggro with Rekindling Phoenix ($240)
  6. Dimir Control with Doom Whisperer ($250)
  7. Boros Aggro with History of Benalia ($280 and going up)

There's still quite a few less than $300 decks to choose from that are competitive. At least this means you don't have to play overly expensive Golgari or Jeskai Control to be competitive as long as you prepare your sideboard to beat these decks. I would feel safe/secure taking any one of the above decks to FNM.


This is an expensive Standard, but it's thankfully a long ways from ridiculously expensive BFZ/OGW/ORI Standard with playable manabases of Fetch lands/Battle lands, Jace, Vryn's Prodigy  Flip was a $90 card and 4x in many of the competitive decks. I fear that upcoming GRN/RNA Standard will be close to BFZ/OGW/ORI Standard because of expensive manabases (having 20+ different expensive playable dual lands (Shocks and Checks) to choose from) and because of Teferi, Hero of Dominaria who's going to be more viable in many more decks and he's $50 now. GRN/RNA Standard is going to be fun because of all the options for decks to choose from thanks to the lands, but it's also going to be I think excessively expensive.


November 15, 2018 6:34 a.m.

Said on ::Izoni::...

#7

Hey, saw your forum post asking for budget card help.

With Izoni I suggest expanding on the strategies of creature sacrifice (enabler/win condition), self-mill (enabler) and reanimation (back-up plan). You have ramp already with one drop Elves, Tribe-Elder and the enchant lands, but you can even expand on ramp. Ramping into Izoni doesn't do much if you don't first have a lot of creatures in your graveyard. Out of all these strategies I think the primary one is creature sacrifice. With sacrifice you can get more value out of your creatures before they go to your graveyard. Izoni herself is a sac outlet which is good with the sacrifice/aristocrat theme, but I suggest expanding on this theme with other creatures who can be free (no mana cost) repeatable sac outlets. Free repeatable sac is nice to be able to more easily get value from creatures the turn you play them/create them as well as get them into the graveyard faster for no cost.

Secondary is self-mill as it's the faster way to get creatures (a lot of them) into your graveyard, but you get much less value from your cards when all you're doing is milling them into your graveyard. Reanimation can be a back-up plan if Izoni fails or be used with Izoni's Insects and reanimation is good when self-milling.

A goal to strive for is to be able to use the Insects the turn you play Izoni, by sacing each Insect for value or to make all your opponent's lose life. Since you can't attack with the Insects the turn they're created you want to be able to utilize them in other ways (sacing them). I would make creature cards the priority because Izoni doesn't do much without having a lot creatures in the deck. There are some exceptions, powerful budget noncreature cards like Skullclamp, Sol Ring, Dread Return, etc.

A Dread Return in your graveyard when you play Izoni can do a lot since you can flash it back by sacing three Insects. This can be powerful, reanimating a creature like Avenger of Zendikar, Protean Hulk or Krav, the Unredeemed, etc. or reanimating an aristocrat/sac outlet (Viscera Seer) to set-up the current turn or your next turn. Krav for instance his ability which you can use the same turn you play him, for one you can sac all Insects/Izoni draw lots of cards, gain lots of life and put a lot of counters on Krav. Being able to easily sac Izoni is helpful and good with ramp because this lets you then play her again from the Command Zone and create more Insects.


Cards to consider adding:

Sacrifice

Self-mill/discard

Reanimation

Ramp

Other

Budget Lands


Cards to consider cutting:

  • Demonlord Belzenlok
  • Gray Merchant of Asphodel
  • Hydra Omnivore
  • Loyal Guardian
  • Thrashing Brontodon
  • Torgaar, Famine Incarnate
  • Wild Beastmaster
  • Farseek
  • Bear Umbra
  • Dawn's Reflection
  • Growing Rites of Itlimoc
  • Myth Unbound
  • Lignify
  • Song of Freyalise
  • The Mending of Dominaria
  • Kamahl's Druidic Vow
  • Dark Petition
  • Necrotic Wound
  • Sign in Blood
  • Illusionist's Bracers
  • Panharmonicon
  • Swiftfoot Boots

Good luck with your deck.


November 15, 2018 5:24 a.m.

Hey, how you're formatting each category looks correct. The problem is each card needs to be on it's own line.

1x Ob Nixilis, Unshackled #A_Secret_General 
1x Pir's Whim #Search_Engine

There's a box at the end of the edit page called Default Category. It that lets you choose which category the deck list is displayed as when you first load the deck page. The default way deck lists are displayed is by type of card. You can change this default by clicking on type and then selecting at the bottom of the options custom. This will reorder the deck list using your custom categories and display them.


November 14, 2018 5:32 a.m.

Hey, there's three cards in the maybeboard that you should consider playing main deck and sideboard.

Main deck Syncopate, sideboard both Legion Warboss and Star of Extinction. Consider 3x Syncopate main deck? This counterspell is really good right now because of Golgari since it exiles. Izzet Drakes sometimes cast Arclight and when they do you can potentially exile it. It can also be a main deck two drop counter for History of Benalia. Your opponent just knowing you might have Syncopate needs to play around it and that gives you an advantage. As far as the counterspell package for the main deck this is what I suggest: 4x Sabotage, 3x Syncopate, 2x Scatter, 1x Negate. More Negate and Stroke in the sideboard.

Consider 3x Warboss sideboard? This is the card you can board in when you take out Clarion in control matchups. Consider this control matchup sideboard package: 3x Warboss, 2x Negate, 1x Stroke, 1x more Niv-Mizzet? Extinction can wreck Golgari which is counting on getting an advantage with Planeswalkers and Carnage Tyrant. Consider 1x Extinction for the sideboard?

Consider this sideboard example:

  • 3x Warboss
  • 2x Negate
  • 1x Stroke
  • 1x Niv-Mizzet
  • 1x Invoke
  • 2x Seal
  • 1x Justice Strike
  • 1x Lyra
  • 1x Settle
  • 1x Nova
  • 1x Extinction

Consider main deck 4x Revitalize and 3x Insight? Insight is the better overall control card, but Revitalize is better against aggro since it gains you life and helps you to draw into life saver turn three Clarion. Turn four Insight is actually pretty slow against aggro. Having 8x (4x Opt, 4x Revitalize) early game plays that can help you to draw into Clarion or Seal is good. Revitalize is not a dead card against control because it does draw.

Good luck with your deck.


November 13, 2018 5:33 a.m.

Said on Dead Cells...

#10

Hey, consider Chromatic Lantern? It's another historic spell and it has great interaction with Sentry being able to put more counters on it easier with any lands and to use it's ability to recur itself with any five lands. Lantern is another artifact for Sia. Currently both Sia's abilities are kind of wasted and making Sia better will make the overall deck better because it's a strong card. Lantern is ramp and the combo here wants a lot of mana requiring four drop Teshar.

Good luck with your deck.


November 13, 2018 12:09 a.m.

Hey, the 13 cards you can cut to make 60 cards are:

  • 1x Bounty of Might
  • 1x Join Shields
  • 2x Circuitous Route
  • 1x Citywide Bust
  • 1x Camaraderie
  • 3x Flight of Equenauts
  • 2x Arboretum Elemental
  • 1x Worldsoul Colossus
  • 1x Conclave Guildmage

Other changes to consider (semi-budget additions):

  1. Add 2x more Conclave Tribunal: one the best sources of convoke especially with Emmara.
  2. Add 2x more Emmara, Soul of the Accord: she's the two drop you want to play consistently turn two.
  3. Add 4x Saproling Migration: when playing convoke being able to make two creatures for two mana is good especially with Loxodon.
  4. Add 3x Song of Freyalise: can allow you to tap Emmara to make a token as well as mana. Being able to make mana with your creatures to ramp into Trostani is good. Can be a win condition with EOT March of the Multitudes.
  5. Add 1x more Venerated Loxodon: Other than Tribunal the second best source of convoke.

Good luck with your deck.


November 12, 2018 7:50 p.m.

Said on Dimir NSA...

#12

Hey, what's the payoff for doing all the surveiling? Spybug alone is a not enough of a payoff because it will have a huge target on it and it's fragile. Because of this I think Spybug is kind of a trap. Consider Disinformation Campaign? With surveil it can be potent disruption as well as card advantage. Consider Blood Operative? Another payoff for doing surveil. Operative is deceptively powerful especially his ETB ability which lets you exile a card from your opponent's graveyard which is helpful in current Standard. The life gain he can provide while blocking/attacking is beneficial to be able to recur him when you surveil. Operative is a fine card to discard to surveil because you can potentially recur him.

Consider more of a tapout control direction with Ritual of Soot and The Eldest Reborn? These are powerful cards with the hand disruption theme of Erasure/Campaign. I see Doom Whisperer in the sideboard? If you have this card consider main decking it? Whisperer is a huge reason to want to play surveil and his 6/6 flying/trample body is above the curve stats for a five drop.

After all my suggestions consider this different example:

  • 4x Operative
  • 2x Whisperer
  • 2x Eater

Other Spells

  • 4x Campaign
  • 1x Surveillance
  • 3x Craving
  • 2x Price of Fame (more in sideboard)
  • 4x Erasure
  • 3x Discovery
  • 4x Sabotage
  • 1x Briefing
  • 3x Soot
  • 2x Reborn

  • 25x Lands (4x Grave, 4x Catacomb, 3-4x Dimir Guildgate)

This example has two payoffs for surveil (Campaign and Operative). Less creatures more control to take advantage of Soot, both Whisperer and Eater survive it and doesn't matter if Operative dies to it because you can recur him. Following Soot with either Whisperer, Reborn or Eater is good for you, terrible for your opponent. In matchups (control) where you don't need Soot then Thief of Sanity is a fantastic sideboard card to replace it.

Good luck with your deck.


November 9, 2018 10:35 p.m.

Teferi is currently very much limited in the number of decks that can play him due playable lands for manabases. Jan. 2019 however he could become a huge problem. When all ten Shock lands and all ten Check lands will be in Standard at the same time it could be totally different because then there's no restriction of playable lands for manabases; that's what is currently keeping Teferi back.

Esper for instance becomes a ridiculously powerful shard for Teferi when have access to Hallowed Fountain and Godless Shrine. Teferi could become the next $90 card in Standard due to it being such a powerful card and Planeswalker. It's $50 right now and it's only consisently played in one deck. He could do roughly the same thing that Jace, Vryn's Prodigy  Flip did when Battle lands and Fetch lands were in BFZ/OGW Standard together which resulted in crazy four colored $700+ competitive decks that all played Jace, shooting Jace's price up to $93 for a time.

The biggest problem and in my opinion a reason to ban Teferi is he has a monopoly on Control which will most likely get worse in Jan. 2019 (if you're playing current competitive Control, most likely Jeskai, you're playing Teferi). In Standard that would be fine if Teferi wasn't a $50 card, but he is and that's a huge problem. You also want 3-4x of him, most likely 4x, in your deck which is another problem. Wizards is not going to ban a $50 card in Standard, that will never happen with their current greed above everything else company strategy :(

I don't think a ban is necessary now, however I think another errata is. Teferi should not be able to tuck itself into your own library. His -3 loyalty text needs to say "put another target nonland permanent". Another target nonland permanent allows you to still tuck a nonland permanent you control just not Teferi.


November 9, 2018 10:03 a.m.

Said on New to MTG...

#14

Hey, no one has suggested yet for you to make your deck on the site? The reason to be on the site, yes? Please make your deck on the site and then post a link to it here either by posting a new comment with a link or editing the original topic by including a link or both.

It can be much easier to help you to build your deck from the deck page of the actual deck so everyone can see the deck and what cards are already being played and cards that aren't. Viewers (users) can then give you card suggestions via comments making it easier for you update/improve your deck. This is a good process to get used to being a new player/user if you're wanting help with decks from other people on this site. Help us out by making it easier to help you.


November 9, 2018 8:20 a.m.

Said on Elves of Ravnica...

#15

Well, Naya will have the exact same problems as Selesnya does... Not enough resiliency, too difficult to recover.

There's too much efficient creature removal in Standard right now. Deafening Clarion/Ritual of Soot are too good at stopping Elves who aren't prepared to be able to recover quickly. Settle the Wreckage is nonexistent in current Standard even in Jeskai Control it's not the go to board wipe which is a big help for Elves. This allows for more options and I don't feel like I have to play Shalai.

Beast Whisperer is an option for resiliency (he's currently in the sideboard), but he's too fragile to count on him living. Find / Finality is the reason I'm now playing black and either card side is a mana sink for Grand Warlord Radha's ability to make mana. Find is also good with Whisperer as a way to recur it and another Elf. Ajani, Adversary of Tyrants just wasn't cutting it for recovery and his mana cost was actually too difficult to consistently make while also wanting to play Steel Leaf Champion. Flower did help, but relying on it is very problematic. Find can recur Champion this makes it pretty powerful with Elves.


Radha is the reason I'm now playing red again, but without having Stomping Ground limits the use of nonElf red spells I can play. Only Radha works thanks to Unclaimed Territory and Rootbound Crag. Adventurous Impulse and Glowspore Shaman also help to find Territory, but only 9 sources including Territory of red for Radha is pretty low--Stomping will for sure help. Radha's ramp is good with Vivien Reid and Vivien is excellent right now in Standard. Banefire (currently in the sideboard) is good with Radha as a mana sink, but I don't feel comfortable playing more Banefire when I'm realistically counting on Radha's ability to make red mana to cast it. More Banefire and Lava Coil/Fight with Fire are possible when we can play Stomping.

I played Radha with Elves for quite a while in Dominaria/M19 Standard and a big reason to continue to play her is the wonderful potential aggressive curve of Collector, Thorn, Champion, Radha. I have returned to playing this curve because turns out it's one of the best with current Elves; a turn one Collector can add a lot of power to this curve. The curve however needs something and I believe Find is what is needed. This curve can be disrupted, but it's difficult to completely stop everything.

Find is efficient recovery, get back two Elves that were killed and Radha's mana ability makes a potentially fast recovery. Thorn and Clancaller are excellent with Radha because they are Elves who can also be mana sinks. Territory is also a pretty powerful land with Elves; I want to take advantage of it since it alone lets me play other colored Elves and not have to worry as much about hurting the consistency of turn one Llanowar or casting Champion. Radha's four toughness survives Clarion and Soot doesn't kill Radha. This combined with her ability to make mana is very good with Elves right now.


November 9, 2018 3:55 a.m.

Said on Elves of Ravnica...

#16

Hey kbaylife, thanks for your interest. I changed this deck last weekend. Selesnya was not good enough. In my opinion Elves need more resiliency. Here's the old version, Elves of Conclave.


November 8, 2018 8:08 p.m.

Said on U/R Izzet Drakes...

#17

Hey, very nice budget Izzet deck.

Everything looks good except I think the numbers are off on a few cards. Gravitic Punch is an interesting addition, but it doesn't do much unless you have a Drake in play with lots of power and for four mana that's kinda bad. 1x Punch seems fine since it has jump-start being able to cast it from your graveyard when you have an established Drake in your control.

Consider Dive Down? This deck is completely relying on having a Drake in play to win, but creature removal is very good in Standard at the moment. Counting on having a Drake in play for longer than a turn is not realistic. Dive can help to protect a Drake which can be a blowout in some situations even winning the game. Giving a Drake a +3 toughness pump is also very helpful since the 4 toughness of Drakes can sometimes be too low to safely attack your opponent.

Consider Tormenting Voice? Opt, Chart, Discovery and Voice gives you a lot of mana efficient draw and ways to fill your graveyard up fast. Lots of mana efficient draw is important to draw a Drake as well as helping to be able to play more than one Drake because the first Drake is going to die.

Consider this example:

  • 4x Electromancer
  • 4x Enigma
  • 4x Crackling

Other Spells

  • 4x Opt
  • 4x Chart
  • 3x Voice
  • 3x Discovery
  • 4x Shock
  • 2x Coil (more in the sideboard)
  • 1x Dive (more in the sideboard)
  • 2x Idea
  • 2x Velocity
  • 1x Punch
  • 1x Beacon (more in sideboard)

  • 20-21x Lands

By adding Voice (two drop, draw) and reducing the amount of Punch (four drop) in this example you can reduce the amount of lands.

Good luck with your deck.


November 8, 2018 7:01 p.m.

Said on Basic Land Set ......

#18

Hey, those basic lands are from the Ixalan Standard Showdown. PSS2 is the set code and it's not a valid set code on this site therefore you can't add a variation of the lands. I searched the alters for each one and found them.

Alters (Plains and Swamp don't show up, but these are the correct alter codes. Ask someone that works at this site about this problem):

Forest *A: 16210* *F*
Island *A: 16207* *F*
Mountain *A: 16209* *F*
Plains *A: 15427* *F*
Swamp *A: 16208* *F*

The same basics lands were used in Commander 2016:

Forest (C16) *F*
Island (C16) *A: 8011* *F*
Mountain (C16) *F*
Plains (C16) *F*
Swamp (C16) *F*

If you would like to make your own alters of each land you can find high quality images of the PSS2 lands here


November 8, 2018 6 a.m.

Said on For Science!...

#19

Hey, for competitive Izzet which you've hubbed this deck as consider Arclight Phoenix and Crackling Drake?

These two cards especially Arclight are good for a competitive strategy with lots of instants and sorceries. Dragonauts and Field are too low impact to be competitive. Arclight and Crackling interact very well with Chart a Course, Tormenting Voice and Discovery / Dispersal. All these cards can put other instants and sorceries into your graveyard while at the same time drawing. Putting instants and sorceries into your graveyard is good with low mana cost jump-start (Radical Idea, Risk Factor, Maximize Velocity, Beacon Bolt). Velocity is pretty powerful with Crackling because giving it haste can just win the game depending on how many instants and sorceries you have in your graveyard and/or in exile. Jump-starting Velocity also doesn't reduce Crackling's power because a card that's jump-started is then exiled. Jump-starting cards is also good with Arclight because these spells you can cast twice or you can discard them along with Arclight and then cast them later on to them help to reanimate Arclight.

If 4x Arclight is not of your budget range then consider Enigma Drake and Crackling. This Drake pair is fine, less competitive, but still powerful.

Good luck with your deck.


November 8, 2018 1:59 a.m.

Said on GRN Life Gain...

#20

Hey, you should consider trading your Karns for more Lyras and Resplendent Angels. When talking about life gain Lyra is in the conversation as one of the best sources in Standard. The combination of Lyra and Resplendent is a game winning interaction that also can gain you a ton of life. In my opinion these two Angels do more for the deck's strategy than Karn.

Consider Moment of Craving and Revitalize? Low mana cost instant ways to gain life. These spells seem good with Dawn for four mana gain 3 life and draw two cards or do -2/-2 to a creature, gain 2 life and draw a card.

Good luck with your deck.


November 8, 2018 12:32 a.m.

Decks

Elves of Ravnica

Standard multimedia

SCORE: 783 | 642 COMMENTS | 183961 VIEWS | IN 420 FOLDERS

Budget Cards For Commander ($6 or less)

Commander / EDH* multimedia

SCORE: 3 | 1 COMMENT | 464 VIEWS | IN 3 FOLDERS

Eminence Necromancers (Budget)

Commander / EDH multimedia

SCORE: 30 | 30 COMMENTS | 5111 VIEWS | IN 24 FOLDERS

Ezuri's Fury (Budget)

Commander / EDH multimedia

SCORE: 25 | 7 COMMENTS | 3148 VIEWS | IN 14 FOLDERS

Goddess of Etherium (Budget)

Commander / EDH multimedia

SCORE: 159 | 119 COMMENTS | 24516 VIEWS | IN 109 FOLDERS

Cubes

cube chart

Tribal Clash Cube

multimedia — 2 years ago

SCORE 6 | COMMENTS 0 | VIEWS 787

Finished Decks 34
Prototype Decks 23
Drafts 0
Playing since Revised Edition
Points 3593
Avg. deck rating 112.56
T/O Rank 11
Helper Rank 2
Favorite formats Standard, Commander / EDH
Good Card Suggestions 789
Cards Added/Fixed 133
Last activity 4 minutes
Joined 4 years