And unlike Elixir, bow can be used over and over. It gives you the same life triggers, but also leans into the theme of the deck much more. Replacing Orrery with something like Eladamri's Call will add much more value to the deck, as you can get Teferi if you want flash but can get you a beater if you want something else.Ĭards like Bow of Nylea will also do more work here than Elixir of Immortality. Teferi is basically a better Vedalken Orrery as he has flash himself. No, it's not as much mana but it's not colourless mana and again, it's ramp that's not competing with beaters for the same CMC. Cards like Thran Dynamo here are a trap - you have a lot of very hard costed cards and honestly this would do much more work as either something like Cultivate or Nature's Lore / Farseek. Additionally, cards like Rishkar, Peema Renegade will synergise nicely with both untap effects and +1/+1 counter effects. Or you sit on it until you draw an additional creature which undermines its function.Īdding cards like Birds of Paradise, Avacyn's Pilgrim, Llanowar Elves and Noble Hierarch will help provide you with turn 1 plays which will in turn give you access to bigger creatures faster, meaning less reliance on playing stall cards while you establish a foothold. With only 25 creatures in your deck (which is not a high number), aura shards wil ldo less work overall than something like Return to Nature as Shards has more chance of being blown up before you even get to use it. On top of that, you're using cards like Aura Shards which heavily rely on having lots of creatures to play. Combine this with the fact that you're running 38 lands, you could cut some of the more 'bait cards' from your deck as well as one or two lands (36 will be enough if you can pull your mana curve down) and add a few additional dorks. Then on top of that, you're running enough anthem effects (as well effects that put +1/+1 counters on creatures), meaning that lat game you can actually turn things like mana dorks into quite substantially threatening creatures. Additionally, you have cards like Seedborn Muse and Murkfiend Liege which both thrive on playing as many sources that you can tap for mana as possible. Not to mention you're running a bunch of counterspells which in turn slows down your plays. This means that the deck doesn't really have much to do in the first few turns of the game which then means it's slower when you're trying to play bigger threats late game. But on top of that, if you look at hte shaper of the curve, you'll see that the deck is very light on before 3 CMC. Looking at your list, your average CMC is (at the time of writing this) 3.85, which is rather high. So as a bit of a follow up from your forum post about tapped lands, I thought I would leave a comment here which will hopefuilly give you some insights into what I was talking about. In addition to Revoke Existence or Disenchant, Infernal Reckoning, Tainted Remedy, Extirpate, Everlasting Torment, Ratchet Bomb, and Elixir of Immortality might be good options. Work on a sideboard that can help you against your worst matchups. Overwhelming Splendor is an awesome spell, but even with one copy, the prospects of hardcasting it from a draw seem slim. Since you're playing a long game, Dark Petition might be a possible option. I think 4x Night's Whisper or some other draw spell would be good, though only if it's drawing at least 2 cards for MV 3 or less. I think you'd want to maintain the MVs of the cut spells, keeping everything to 2MV or less. If you cut all the creatures and discard spells, you'd have 11 slots to give you an edge. There are better ways to gain life and draw cards and they're not blocking for much. They're not likely to help much with so few numbers. I think I'd either use the slots freed up by cutting discard spells to increase the number of creatures, or I'd cut the 3 defenders entirely. ![]() That said, at 3MV, if half or even all the discard spells were cut, Revoke Existence or Disenchant would be good additions in the sideboard. Vindicate also seems like a great spell here, providing a broad range of removal making it always useful. ![]() On top of that, you have 8 removal spells, 4 of which double as a boardwipe, and also Torment of Hailfire, so you have effective means of shutting opponents down.ĭamn seems like a fantastic fit here, providing a useful boardwipe as well as early spot removal. By that time, there are fewer, if any viable targets for Duress, let alone Inquisition of Kozilek. Having 8 discard spells favors early game play but I think it puts you at a disadvantage later in the game.The enchantment curses are geared toward a slow game, eeking out a win around T10. I'd cut at least all 4x Duress, if not all 4x Inquisition of Kozilek, too. I'd def include 1-2 Hall of Heliod's Generosity. I playtested it a few times and have some notes: I love the idea of playing curses and I think you've got a lot of good cards.
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