Also, Heightened Awareness seems like a bad blue Honden (which we already play), am I missing something?
/edit: one thought came to my mind .... do we really want to play Mana Leak in this deck? There's no question that it's a great card, but I think this deck simply wants to tap out on its own turn very often, leaving mana open to counter something doesn't seem that great actually. Thoughts?
/edit2: I'd also like to remove my own card, Solitary Confinement. Energy Field/Wheel seems like it would be easier to achieve than Confinement/Honden, therefore I see no reason to keep Confinement in the deck.
However, I'd also like to reduce Energy Field down to 1 copy, we have that much tutoring in this deck that I think 2 would be 1 wasted slot.
/edit3:
Although FotD seems inferior to Elspeth in probably each aspect, I see your points though .... don't know if we should swap it back into the list just for style purposes. I leave it open to the others to vote if we should put it back into the list or not.
Lets ask ourselves what the purpose of wrath was. If it was a board sweeper, like a sweeper sweeper...wrath is better than starstorm, as everything goes...protection won't help, nothing. If we want a sweeper, wrath is it. But its not tutorable...but I'm sure there's a tutorable wrath effect out ther. However, if we're tutoring, we're tutoring for Moat or Humility, not a wrath, right?
We want this card for the weenie horde, before turn 5. Starstorm is a good sweeper-esque card, but we want this card basically for the first 4-5 rounds while we get our Wild Researc online, right? Would we ever want sweepage later in the game? If not, I wonder if Volcanic Fallout is better than Starstorm. Its cheaper to do two damage, still tutorable, can't be countered. However, if we wanted to do more than 2 damage, starstorm is more flexible, but considerably more expensive CC-wise to do that...but can also be cycled. By the time we have enough mana to make Starstorm do LOTS of damage, we're tutoring and don't need that sweep anymore...
Personally, I think Volcanic Fallout is the one we want, to ward off the initial rush.
I was looking through the list and I have to ask, what's the point of 1x Heightened Awareness? Compare it to: 1x Honden of Seeing Winds. The Hondon doesn't have a downside upon playing it and it gets better in later game. I'm just going to go ahead and vote to remove it...
I'll also vote to remove a copy of energy field. You're only really going to be tutoring for a card like that anyways.
For a tutor-able Wrath, maybe something like Planar Collapse. The four creature requirement is tough to meet at times though.
Oh, and I'll suggest land for today: 4x Arid Mesa.
And now for my votes:
Remove: Heightened Awareness. It's bad. We don't have a way to really take advantage of it. There are plenty of other cards that let you draw extra cards (Rystic Study, Thought Reflection to name a few). Plus, if we add in Future Sight, then that helps out a lot.
Keep: Solitary Confinement. Seems like it could be very useful if we find something that lets us avoid the "can't draw a card" part, but it still can have it's uses. We ARE a toolbox deck. Actually, now that I think about it, Future Sight takes care of that issue, to an extent. Doesn't get us more cards in hand, but makes it easier not having to draw a card.
Get back?: Form of the Dragon. Again, as a toolbox deck i'm sure there are plenty of times when we could slam this down and just win. Especially if someone ever offers Zur's Weirding or something.
Cut Down to 1: Energy Field. 2 seems unnecessary, especially since our whole engine will kill it. I almost want to say remove it period, but I can see where it might be useful (again, toolbox deck).
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EDH Decks: WUGTreva, the Enchantress WURZedruu the Donate-Hearted WUBRGSliver Queen 5color Fun RUGAnimar Fun-Times XXXKarn Artifact Fun RUBYour Lord & Master Nicol Bolas UR DRAGOOOOOOONS starring Niv Mizzet UGEdric, Stompy Master WRGisela, Dealer of Damage UWKangee Birdemic GRWort, the Spell Copierer
It's a new calander day for me, so my suggestion for today:
+4x Tundra: Fetchable, two colours, doesn't come into play tapped. Why aren't we playing this over Colonnade?
24 lands is probably good, we might be able to swing 23. However, I'd like to change up the numbers we have. I say we go with:
-4x Celestial Colonnade: I STRONGLY recommend this. Why? It's not fetchable, it comes into play tapped and, well, it just doesn't seem to shine here as much as it would elsewhere (in my opinion anyways). We have a tri-colour deck with wonky mana requirements, we just simply don't have the space for creature-lands as cute as they seem. Dropping these will bring the land count to 24.
-3x Mountain
-1x Plains
+4x Flooded Strand
Again, fetch-lands are VERY, VERY good with dual lands. We likely want between 6-8 of them. Again, considering the crazy mana requirements we need (ie. ideally we want access to 3 lands and 3 different colours on turn 3 to optimize what Wild Research can do) we can't afford to flood the deck with basic lands and creature-lands. Fetches get the job done, search for duals and, considering the heavy-W base in our deck, basic plains if need be.
Also, I agree with DRDrum that Starstorm might be too mana intensive, and Volcanic Fallout is definitely a viable alternative.
Okay, now for today's nomination, I think we need more win conditions so I am nominating Sphinx of Jwar Isle x 2. I know a lot of people may not like this because it is such a standard win condition but as of now we have so few win conditions that I feel it will help the deck.
And again, I feel bad doing it, but I'll vote against popping in the sphinx. It doesn't interact well with Wild Research which is con number 1. It costs 2 mana more than Elspeth con number 2. It costs double-U in a deck that's not heavily invested into U which is con number 3. It gets destroyed by Humility which is one of our lock cards and Sweepers like Wrath/Damnation/etc. Overall creatures just don't work in this deck in my opinion, they're really out of synch with what the deck tries to do.
Elsepth works, in my opinion (and I'll stand by it) because we have a deck that's heavily invested into W. She gets past Humility letting you swing with a 4/4 flyer every turn. She makes an army of tokens to defend you as early as turn 4 (and we're playing a slower deck already). She's MUCH harder to kill than creatures in a deck using lock/stall pieces like this one.
Hi I also vote against the Sphinx, instead, I would suggest to put in Squee, Goblin Nabob.
Because it is in colour, and it provides card-advantage when discarded at random.
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These are the decks that I have constructed, and are ready to play:
01. Ankh Sligh to be exact.
I'd like to vote to remove:
1. Three Mountains
2. One Plains
3. Four Celestial Colonnade
4. Solitary Confinement
5. Four Mana Leak: As someone said earlier this deck won't likely want to be leaving mana open, it will likely use all of its mana during its own turn so counters may be counterproductive in this deck.
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"STAY CLEAR OF WHITE POWDER"
311 "Who's Got the Herb"
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I'm with rchrhds and Matchbox on the lands, makes three votes -> cut.
I'm also against JwarJwar, mostly for the reasons stated by Matchbox, makes also three votes -> cut.
Solitary is imo a bit overkill in the griever section, so I'll add a third vote to that too -> cut.
I'll also place a vote on Starstorm. Wrath is simply better, and what the deck actualy needs - if a tutorable sweeper for weenies is wanted, Volcanic Fallout has been mentioned.
I'll add four of the already mentioned Flooded Strand, so we're back at 23 land. (Volcanic Island was only suggested as three off.)
I'd like to see one big X-dmg spell added to finish off the op - what is on my to do list for tomorrow, but for now, the land base's more important. Elspeth beats and Honden, are nice, but sometimes it's good to be able to just end a game right then & there.
@ rchrhds: Trinket Mage was removed on expected consense that he's useless when there only is SDT to grab. Voting against the cogs, was an implicit vote against Trinket Mage.
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Each reality is but the dream of another, and each sleeper a god unknowing.
We define the boundaries of reality; they don't define us.
@edit: removed banefire since i cant suggest more than one card, i still with urza rage, ty no3 to remember me that.
droped: BaneFire weaker points: sorcery speed, stronger points: easy splash, variable damage, at half time than urza rage get "cant be counter, cant be prevented".
We're already playing 2 Oblivion Ring, which do the same as Disenchant but can also handle other threats .... Disenchant seems way inferior to be honest.
Maybe you want to add another card instead before someone starts the whole "vote to remove" thing again?
Thanks for the offer but I think I'll leave the rest of this GMaD to you guys.
I'll add 2 Swords to Plowshares, to deal with the big critters, and place a vote on Future Sight (UUU in its cost in this deck, looks like it's going to spend more time in the hand than on the field). The list really looks solid, me personally, I'd add a Wrath & a FoF (cutting FS) and call it a day.
I think we do need StP, probably moreso than LitHelix, I'll nominate it tomorrow if it gets that far. I think perhaps 2, if you want StP (at 1cc, wth the exile) versus the more versatile ORing (3cc, and can be disenchanted/otherwise removed). There's only one other card on my mental list that I think still needs to be in this deck: 1x Standstill.
I gotta say this list looks pretty good and is 60 cards exactly... we have easily gone past the 75 cards with all the removals we have had.
I only have one issue.. we have two fetch lands that will grab an island/mountain or an island/plains. Now since we have 1 mountain and 3 plains that doesn't make a lick of sense to me. If we want to fetch lands why not use expedition map instead?
you can fetch duels with them? didn't know that. I thought it had to say "mountain" next to land for example.
What is the purpose of the duels such as Blood Crypt that specify "swamp/mountain" then? I always thought they put those there just for the fetch lands.
As for my nomination for today, after looking at the deck we have spot removal but we don't have any board sweepers. Thus I nominate Wrath of God x 2.
That makes the deck look like:
1 Kor Haven
Artifacts: 2
2 Sensei's Divining Top
Creatures: 3
3 Trinket Mage (-1)
Enchantments: 15
3 Wild Research
1 Form of the Dragon
1 Moat
1 Humility
1 Honden of Seeing Winds
1 Solitary Confinement
2 Oblivion Ring
1 Attunement
2 Wheel of Sun and Moon
2 Energy Field
4 Mana Leak
4 Lightning Helix
4 Lightning Bolt
4 Think Twice (-2)
2 Enlightened Tutor
Sorcerys: 2
2 Wrath of God
1 Land
40 Non Land
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"STAY CLEAR OF WHITE POWDER"
311 "Who's Got the Herb"
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I also think we don't need think twice. Make me no. 3. Also actually vote down 2x***.
Why?
Because I'm suggesting 2 x Starstorm. Instant Speed Board Sweep! Tutorable too!
1 Kor Haven
Artifacts: 2
2 Sensei's Divining Top
Creatures: 3
3 Trinket Mage (-1)
Enchantments: 15
3 Wild Research
1 Form of the Dragon
1 Moat
1 Humility
1 Honden of Seeing Winds
1 Solitary Confinement
2 Oblivion Ring
1 Attunement
2 Wheel of Sun and Moon
2 Energy Field
4 Mana Leak
4 Lightning Helix
4 Lightning Bolt
4 Think Twice (-3)
2 Enlightened Tutor
2 Starstorm
2 Wrath of God (-1)
Suggest we start moving to more mana fixing reccomendations.
Fattycakes Zombie of Clan Limited
Lets ask ourselves what the purpose of wrath was. If it was a board sweeper, like a sweeper sweeper...wrath is better than starstorm, as everything goes...protection won't help, nothing. If we want a sweeper, wrath is it. But its not tutorable...but I'm sure there's a tutorable wrath effect out ther. However, if we're tutoring, we're tutoring for Moat or Humility, not a wrath, right?
We want this card for the weenie horde, before turn 5. Starstorm is a good sweeper-esque card, but we want this card basically for the first 4-5 rounds while we get our Wild Researc online, right? Would we ever want sweepage later in the game? If not, I wonder if Volcanic Fallout is better than Starstorm. Its cheaper to do two damage, still tutorable, can't be countered. However, if we wanted to do more than 2 damage, starstorm is more flexible, but considerably more expensive CC-wise to do that...but can also be cycled. By the time we have enough mana to make Starstorm do LOTS of damage, we're tutoring and don't need that sweep anymore...
Personally, I think Volcanic Fallout is the one we want, to ward off the initial rush.
Today, I vote for Honden of the Cleansing Fire... That should be all three, right?
EDIT: Gotta' fly, sorry I can't update the decklist.
DRum
4x Mountain
4x Plateau
Enchantments: 17
3x Wild Research
1x Moat
1x Humility
1x Honden of Seeing Winds
1x Solitary Confinement (voted: 1)
2x Oblivion Ring
1x Attunement
2x Wheel of Sun and Moon
2x Energy Field (votes to remove 1 copy: 1)
1x Honden of Infinite Rage
1x Heightened Awareness
1x Honden of the Cleansing Fire
4x Mana Leak
4x Lightning Helix
2x Enlightened Tutor
4x Lightning Bolt
2x Starstorm
Planeswalkers: 2
2x Elspeth, Knight-Errant
Artifacts: 2
2x Sensei's Divining Top
Old school group, sometimes more beer than cards. Revised thru Tempest block (and a little of Urza), sorry if I don't know all the new cards
Ye' Olde Schoole Casual Decks: BUReanimate -- GRAggro -- BWPestilence -- G10-land Stompy -- GRElfball -- GWEnchantress -- RAnkh Sligh -- BDiscard -- MUC "Draw-go" -- BRSuicide -- UWSkies -- UHigh Tide Mill -- WWeenie -- UMutated Bombers -- URThe great land-toss -- UB Molasass
I'll also vote to remove a copy of energy field. You're only really going to be tutoring for a card like that anyways.
For a tutor-able Wrath, maybe something like Planar Collapse. The four creature requirement is tough to meet at times though.
Oh, and I'll suggest land for today: 4x Arid Mesa.
4x Mountain
4x Plateau
4x Arid Mesa
Enchantments: 17
3x Wild Research
1x Moat
1x Humility
1x Honden of Seeing Winds
1x Solitary Confinement (voted: 1)
2x Oblivion Ring
1x Attunement
2x Wheel of Sun and Moon
2x Energy Field (votes to remove one copy: 2)
1x Honden of Infinite Rage
1x Heightened Awareness (Voted: 1 for being a REALLY BAD Honden)
1x Honden of the Cleansing Fire
4x Mana Leak
4x Lightning Helix
2x Enlightened Tutor
4x Lightning Bolt
2x Starstorm
Planeswalkers: 2
2x Elspeth, Knight-Errant
Artifacts: 2
2x Sensei's Divining Top
Legacy:
WGMaverickWG
UMerfolkU
WStaxW
XRaffinityX
BRGoblins RB
RBUTESRBU
UGW Countersliver UGW
UB Dredge UB
U W CounterThopter U W
"Casual:"
BVampiresB
WMWCW
GElfdraziG
WWhite WeenieW
BWClericsBW
UGMadnessUG
UBPsychatogUB
GWAstral SlideGW
4x Mountain
4x Plateau
4x Arid Mesa
Enchantments: 17
3x Wild Research
1x Moat
1x Humility
1x Honden of Seeing Winds
1x Solitary Confinement (voted: 1)
2x Oblivion Ring
1x Attunement
2x Wheel of Sun and Moon
2x Energy Field (votes to remove one copy: 2)
1x Honden of Infinite Rage
1x Heightened Awareness (Voted: 1 for being a REALLY BAD Honden)
1x Honden of the Cleansing Fire
1x Future Sight
4x Mana Leak
4x Lightning Helix
2x Enlightened Tutor
4x Lightning Bolt
2x Starstorm
Planeswalkers: 2
2x Elspeth, Knight-Errant
Artifacts: 2
2x Sensei's Divining Top
And now for my votes:
Remove: Heightened Awareness. It's bad. We don't have a way to really take advantage of it. There are plenty of other cards that let you draw extra cards (Rystic Study, Thought Reflection to name a few). Plus, if we add in Future Sight, then that helps out a lot.
Keep: Solitary Confinement. Seems like it could be very useful if we find something that lets us avoid the "can't draw a card" part, but it still can have it's uses. We ARE a toolbox deck. Actually, now that I think about it, Future Sight takes care of that issue, to an extent. Doesn't get us more cards in hand, but makes it easier not having to draw a card.
Get back?: Form of the Dragon. Again, as a toolbox deck i'm sure there are plenty of times when we could slam this down and just win. Especially if someone ever offers Zur's Weirding or something.
Cut Down to 1: Energy Field. 2 seems unnecessary, especially since our whole engine will kill it. I almost want to say remove it period, but I can see where it might be useful (again, toolbox deck).
WUGTreva, the Enchantress
WURZedruu the Donate-Hearted
WUBRGSliver Queen 5color Fun
RUGAnimar Fun-Times
XXXKarn Artifact Fun
RUBYour Lord & Master Nicol Bolas
UR DRAGOOOOOOONS starring Niv Mizzet
UGEdric, Stompy Master
WRGisela, Dealer of Damage
UWKangee Birdemic
GRWort, the Spell Copierer
4x Mountain
4x Plains
4x Plateau
4x Arid Mesa
Enchantments: 17
3x Wild Research
1x Moat
1x Humility
1x Honden of Seeing Winds
1x Solitary Confinement (voted: 1)
2x Oblivion Ring
1x Attunement
2x Wheel of Sun and Moon
2x Energy Field (votes to remove one copy: 2)
1x Honden of Infinite Rage
1x Heightened Awareness (Voted: 1 for being a REALLY BAD Honden)
1x Honden of the Cleansing Fire
1x Future Sight
4x Mana Leak
4x Lightning Helix
2x Enlightened Tutor
4x Lightning Bolt
2x Starstorm
Planeswalkers: 2
2x Elspeth, Knight-Errant
Artifacts: 2
2x Sensei's Divining Top
4 Plains. we need lands
http://forums.mtgsalvation.com/showthread.php?t=287019
4x Mountain
4x Plains
4x Plateau
4x Arid Mesa
4x Celestial Colonnade
Enchantments: 17
3x Wild Research
1x Moat
1x Humility
1x Honden of Seeing Winds
1x Solitary Confinement (voted: 1)
2x Oblivion Ring
1x Attunement
2x Wheel of Sun and Moon
2x Energy Field (votes to remove one copy: 2)
1x Honden of Infinite Rage
1x Heightened Awareness (Voted: 1 for being a REALLY BAD Honden)
1x Honden of the Cleansing Fire
1x Future Sight
4x Mana Leak
4x Lightning Helix
2x Enlightened Tutor
4x Lightning Bolt
2x Starstorm
Planeswalkers: 2
2x Elspeth, Knight-Errant
Artifacts: 2
2x Sensei's Divining Top
Added: 4x Celestial Colonnade . We have blue cards, but no blue mana producers. Also, manland beats are nice if we've got nothing else to do.
If you suggest a card to add to a deck, suggest one to take out as well.
WUGTreva, the Enchantress
WURZedruu the Donate-Hearted
WUBRGSliver Queen 5color Fun
RUGAnimar Fun-Times
XXXKarn Artifact Fun
RUBYour Lord & Master Nicol Bolas
UR DRAGOOOOOOONS starring Niv Mizzet
UGEdric, Stompy Master
WRGisela, Dealer of Damage
UWKangee Birdemic
GRWort, the Spell Copierer
Need the blue guys
Thanks to Darth Monkey and SGT_Chubbz at Damnation Studios for the sig and banner.
+4x Tundra: Fetchable, two colours, doesn't come into play tapped. Why aren't we playing this over Colonnade?
24 lands is probably good, we might be able to swing 23. However, I'd like to change up the numbers we have. I say we go with:
-4x Celestial Colonnade: I STRONGLY recommend this. Why? It's not fetchable, it comes into play tapped and, well, it just doesn't seem to shine here as much as it would elsewhere (in my opinion anyways). We have a tri-colour deck with wonky mana requirements, we just simply don't have the space for creature-lands as cute as they seem. Dropping these will bring the land count to 24.
-3x Mountain
-1x Plains
+4x Flooded Strand
Again, fetch-lands are VERY, VERY good with dual lands. We likely want between 6-8 of them. Again, considering the crazy mana requirements we need (ie. ideally we want access to 3 lands and 3 different colours on turn 3 to optimize what Wild Research can do) we can't afford to flood the deck with basic lands and creature-lands. Fetches get the job done, search for duals and, considering the heavy-W base in our deck, basic plains if need be.
Anyways, our current list:
4x Mountain (Voted to remove three: 1)
4x Plains (Voted to remove one: 1)
4x Plateau
4x Tundra
4x Arid Mesa
4x Celestial Colonnade (Voted: 1)
4x Volcanic Island
Enchantments: 17
3x Wild Research
1x Moat
1x Humility
1x Honden of Seeing Winds
1x Solitary Confinement (voted: 1)
2x Oblivion Ring
1x Attunement
2x Wheel of Sun and Moon
1x Energy Field
1x Honden of Infinite Rage
1x Honden of the Cleansing Fire
1x Future Sight
4x Mana Leak
4x Lightning Helix
2x Enlightened Tutor
4x Lightning Bolt
2x Starstorm
Planeswalkers: 2
2x Elspeth, Knight-Errant
Artifacts: 2
2x Sensei's Divining Top
I took out a copy of Energy Field and the Heightened Awareness as per votes.
Legacy:
WGMaverickWG
UMerfolkU
WStaxW
XRaffinityX
BRGoblins RB
RBUTESRBU
UGW Countersliver UGW
UB Dredge UB
U W CounterThopter U W
"Casual:"
BVampiresB
WMWCW
GElfdraziG
WWhite WeenieW
BWClericsBW
UGMadnessUG
UBPsychatogUB
GWAstral SlideGW
And the last few people left out Trinket Mage which should only have one vote against it so far.
Also the last few people left out Form of the Dragon
Also, I agree with DRDrum that Starstorm might be too mana intensive, and Volcanic Fallout is definitely a viable alternative.
Okay, now for today's nomination, I think we need more win conditions so I am nominating Sphinx of Jwar Isle x 2. I know a lot of people may not like this because it is such a standard win condition but as of now we have so few win conditions that I feel it will help the deck.
4 Mountain
4 Plains
4 Arid Mesa
4 Plateau
4 Tundra
3 Volcanic Island
1 Kor Haven
Artifacts: 2
2 Sensei's Divining Top
Creatures: 5
3 Trinket Mage
2 Sphinx of Jwar Isle
3 Wild Research
1 Form of the Dragon
1 Humility
1 Moat
1 Honden of Cleansing Fire
1 Honden of Infinite Rage
1 Honden of Seeing Winds
1 Solitary Confinement
2 Oblivion Ring
1 Attunement
2 Wheel of Sun and Moon
1 Energy Field
1 Future Sight
4 Mana Leak
4 Lightning Helix
4 Lightning Bolt
2 Starstorm
2 Enlightened Tutor
Planeswalkers: 2
2 Elspeth, Knight Errant
28 Lands
42 Non Lands
70 Total Cards
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"STAY CLEAR OF WHITE POWDER"
311 "Who's Got the Herb"
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All of those have been voted out in previous pages of the thread. With your addition the list looks like this:
4x Mountain (Voted to remove three: 1)
4x Plains (Voted to remove one: 1)
4x Plateau
4x Tundra
4x Arid Mesa
4x Celestial Colonnade (Voted: 1)
4x Volcanic Island
Creatures:
2x Sphinx of Jwar Isle (Voted: 1)
Enchantments: 17
3x Wild Research
1x Moat
1x Humility
1x Honden of Seeing Winds
1x Solitary Confinement (voted: 1)
2x Oblivion Ring
1x Attunement
2x Wheel of Sun and Moon
1x Energy Field
1x Honden of Infinite Rage
1x Honden of the Cleansing Fire
1x Future Sight
4x Mana Leak
4x Lightning Helix
2x Enlightened Tutor
4x Lightning Bolt
2x Starstorm
Planeswalkers: 2
2x Elspeth, Knight-Errant
Artifacts: 2
2x Sensei's Divining Top
And again, I feel bad doing it, but I'll vote against popping in the sphinx. It doesn't interact well with Wild Research which is con number 1. It costs 2 mana more than Elspeth con number 2. It costs double-U in a deck that's not heavily invested into U which is con number 3. It gets destroyed by Humility which is one of our lock cards and Sweepers like Wrath/Damnation/etc. Overall creatures just don't work in this deck in my opinion, they're really out of synch with what the deck tries to do.
Elsepth works, in my opinion (and I'll stand by it) because we have a deck that's heavily invested into W. She gets past Humility letting you swing with a 4/4 flyer every turn. She makes an army of tokens to defend you as early as turn 4 (and we're playing a slower deck already). She's MUCH harder to kill than creatures in a deck using lock/stall pieces like this one.
Legacy:
WGMaverickWG
UMerfolkU
WStaxW
XRaffinityX
BRGoblins RB
RBUTESRBU
UGW Countersliver UGW
UB Dredge UB
U W CounterThopter U W
"Casual:"
BVampiresB
WMWCW
GElfdraziG
WWhite WeenieW
BWClericsBW
UGMadnessUG
UBPsychatogUB
GWAstral SlideGW
4x Mountain (Voted to remove three: 1)
4x Plains (Voted to remove one: 1)
4x Plateau
4x Tundra
4x Arid Mesa
4x Celestial Colonnade (Voted: 1)
4x Volcanic Island
Creatures:
2x Sphinx of Jwar Isle (Voted: -2)
Enchantments: 17
3x Wild Research
1x Moat
1x Humility
1x Honden of Seeing Winds
1x Solitary Confinement (voted: 1)
2x Oblivion Ring
1x Attunement
2x Wheel of Sun and Moon
1x Energy Field
1x Honden of Infinite Rage
1x Honden of the Cleansing Fire
1x Future Sight
4x Mana Leak
4x Lightning Helix
2x Enlightened Tutor
4x Lightning Bolt
2x Starstorm
Planeswalkers: 2
2x Elspeth, Knight-Errant
Artifacts: 2
2x Sensei's Divining Top
Hi I also vote against the Sphinx, instead, I would suggest to put in Squee, Goblin Nabob.
Because it is in colour, and it provides card-advantage when discarded at random.
These are the decks that I have constructed, and are ready to play:
01. Ankh Sligh to be exact.
1. Three Mountains
2. One Plains
3. Four Celestial Colonnade
4. Solitary Confinement
5. Four Mana Leak: As someone said earlier this deck won't likely want to be leaving mana open, it will likely use all of its mana during its own turn so counters may be counterproductive in this deck.
--------------------------------------
"STAY CLEAR OF WHITE POWDER"
311 "Who's Got the Herb"
--------------------------------------
I'm also against JwarJwar, mostly for the reasons stated by Matchbox, makes also three votes -> cut.
Solitary is imo a bit overkill in the griever section, so I'll add a third vote to that too -> cut.
I'll also place a vote on Starstorm. Wrath is simply better, and what the deck actualy needs - if a tutorable sweeper for weenies is wanted, Volcanic Fallout has been mentioned.
I'll add four of the already mentioned Flooded Strand, so we're back at 23 land. (Volcanic Island was only suggested as three off.)
1x Mountain
3x Plains
4x Plateau
4x Tundra
3x Volcanic Island
4x Arid Mesa
4x Flooded Strand
Enchantments: 16
3x Wild Research
1x Moat
1x Humility
1x Honden of Seeing Winds
2x Oblivion Ring
1x Attunement
2x Wheel of Sun and Moon
1x Energy Field
1x Honden of Infinite Rage
1x Honden of the Cleansing Fire
1x Future Sight
4x Mana Leak [vote: 1]
4x Lightning Helix
2x Enlightened Tutor
4x Lightning Bolt
2x Starstorm [vote: 1]
Planeswalkers: 2
2x Elspeth, Knight-Errant
Artifacts: 2
2x Sensei's Divining Top
non-land: 36
land: 23
I'd like to see one big X-dmg spell added to finish off the op - what is on my to do list for tomorrow, but for now, the land base's more important. Elspeth beats and Honden, are nice, but sometimes it's good to be able to just end a game right then & there.
@ rchrhds: Trinket Mage was removed on expected consense that he's useless when there only is SDT to grab. Voting against the cogs, was an implicit vote against Trinket Mage.
+1 Urza's Rage weaker points: fixed mana spend, stronger points: instant speed, cant be counter, cant be prevented at full power
1x Mountain
3x Plains
4x Plateau
4x Tundra
3x Volcanic Island
4x Arid Mesa
4x Flooded Strand
Enchantments: 16
3x Wild Research
1x Moat
1x Humility
1x Honden of Seeing Winds
2x Oblivion Ring
1x Attunement
2x Wheel of Sun and Moon
1x Energy Field
1x Honden of Infinite Rage
1x Honden of the Cleansing Fire
1x Future Sight
1x Urza's Rage
4x Mana Leak [vote: 2]
4x Lightning Helix
2x Enlightened Tutor
4x Lightning Bolt
2x Starstorm [vote: 1]
Planeswalkers: 2
2x Elspeth, Knight-Errant
Artifacts: 2
2x Sensei's Divining Top
non-land: 37
land: 23
ops sorry
@edit: removed banefire since i cant suggest more than one card, i still with urza rage, ty no3 to remember me that.
droped: BaneFire weaker points: sorcery speed, stronger points: easy splash, variable damage, at half time than urza rage get "cant be counter, cant be prevented".
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I still do think we need a sweeper, and since last time when I nominated Wrath of God it was quickly removed I am going to add Volcanic Fallout x 2.
Also, I can't believe no one hasn't nominated Swords to Plowshares or Path to Exile, which I would say both are strictly better than Lightning Helix. I'd like to see one of these cards added in place of Mana Leak or Lightning Helix.
Okay, so the new deck looks like this:
4 Arid Mesa
4 Flooded Strand
4 Plateau
4 Tundra
3 Volcanic Island
3 Plains
1 Mountain
Enchantments: 15
3 Wild Research
1 Moat
1 Humility
1 Honden of Seeing Winds
1 Honden of Infinite Rage
1 Honden of Cleansing Fire
1 Future Sight
1 Energy Field
1 Attunement
2 Wheel of Sun and Moon
2 Oblivion Ring
4 Mana Leak (2 Votes; 1 vote to remove two)
4 Lightning Helix
4 Lightning Bolt
2 Enlightened Tutor
1 Urza's Rage (1 Vote)
1 Comet Storm
2 Volcanic Fallout
Planeswalkers: 2
2 Elspeth, Knight Errant
Artifacts: 2
2 Sensei's Divining Top
23 Lands
37 Non Lands
60 Total Cards
--------------------------------------
"STAY CLEAR OF WHITE POWDER"
311 "Who's Got the Herb"
--------------------------------------
The Mimeoplasm
Maga, Traitor to Mortals
Rhys the Redeemed
Merieke Ri Berit
Nekusar, the Mindrazer
Cromat Wurm Tribal
Gisela, Blade of Goldnight
Looking for Green friendly EDH players/groups in the Toronto area. PM me if this is you.
I'll propose 1x Disenchant
Thanks for the offer but I think I'll leave the rest of this GMaD to you guys.
4 Arid Mesa
4 Flooded Strand
4 Plateau
4 Tundra
3 Volcanic Island
3 Plains
1 Mountain
Enchantments: 15
3 Wild Research
1 Moat
1 Humility
1 Honden of Seeing Winds
1 Honden of Infinite Rage
1 Honden of Cleansing Fire
1 Future Sight
1 Energy Field
1 Attunement
2 Wheel of Sun and Moon
2 Oblivion Ring
1 Brainstorm
4 Lightning Helix
4 Lightning Bolt
2 Swords to Plowshares
1 Disenchant
2 Enlightened Tutor
1 Comet Storm
2 Volcanic Fallout
Planeswalkers: 2
2 Elspeth, Knight Errant
2 Sensei's Divining Top
[deck]Lands:23 4 Arid Mesa 4 Flooded Strand 4 Plateau 4 Tundra 3 Volcanic Island 3 Plains 1 Mountain Enchantments: 15 3 Wild Research 1 Moat 1 Humility 1 Honden of Seeing Winds 1 Honden of Infinite Rage 1 Honden of Cleansing Fire 1 Future Sight 1 Energy Field 1 Attunement 2 Wheel of Sun and Moon 2 Oblivion Ring Instants: 14 1 Brainstorm 4 Lightning Helix 4 Lightning Bolt 2 Swords to Plowshares 1 Disenchant 2 Enlightened Tutor 1 Comet Storm 2 Volcanic Fallout Planeswalkers: 2 2 Elspeth, Knight Errant Artifacts: 2 2 Sensei's Divining Top[/deck]
4 Arid Mesa
4 Flooded Strand
4 Plateau
4 Tundra
3 Volcanic Island
3 Plains
1 Mountain
Enchantments: 16
3 Wild Research
1 Moat
1 Humility
1 Honden of Seeing Winds
1 Honden of Infinite Rage
1 Honden of Cleansing Fire
1 Future Sight
1 Energy Field
1 Attunement
2 Wheel of Sun and Moon
2 Oblivion Ring
1 Standstill
1 Brainstorm
4 Lightning Helix
4 Lightning Bolt
2 Swords to Plowshares
1 Disenchant
2 Enlightened Tutor
1 Comet Storm
2 Volcanic Fallout
Planeswalkers: 2
2 Elspeth, Knight Errant
2 Sensei's Divining Top
I think we do need StP, probably moreso than LitHelix, I'll nominate it tomorrow if it gets that far. I think perhaps 2, if you want StP (at 1cc, wth the exile) versus the more versatile ORing (3cc, and can be disenchanted/otherwise removed). There's only one other card on my mental list that I think still needs to be in this deck: 1x Standstill.
DRum
Old school group, sometimes more beer than cards. Revised thru Tempest block (and a little of Urza), sorry if I don't know all the new cards
Ye' Olde Schoole Casual Decks: BUReanimate -- GRAggro -- BWPestilence -- G10-land Stompy -- GRElfball -- GWEnchantress -- RAnkh Sligh -- BDiscard -- MUC "Draw-go" -- BRSuicide -- UWSkies -- UHigh Tide Mill -- WWeenie -- UMutated Bombers -- URThe great land-toss -- UB Molasass
I only have one issue.. we have two fetch lands that will grab an island/mountain or an island/plains. Now since we have 1 mountain and 3 plains that doesn't make a lick of sense to me. If we want to fetch lands why not use expedition map instead?
IMO we should drop the Flooded Strand and Arid Mesa or change the mana base
The Mimeoplasm
Maga, Traitor to Mortals
Rhys the Redeemed
Merieke Ri Berit
Nekusar, the Mindrazer
Cromat Wurm Tribal
Gisela, Blade of Goldnight
Looking for Green friendly EDH players/groups in the Toronto area. PM me if this is you.
Deck Building Primer - Casual
Sliver Primer - Casual Share your tips with us !!
Want To Buy List Please Check !!
Now Playing:
Excaliboros R(R/W)W / Maverick G(G/W)W
Bant Pro Excalibur (G/U)W(G/U) / Merfolk (W/U)U(U/B)
What is the purpose of the duels such as Blood Crypt that specify "swamp/mountain" then? I always thought they put those there just for the fetch lands.
The Mimeoplasm
Maga, Traitor to Mortals
Rhys the Redeemed
Merieke Ri Berit
Nekusar, the Mindrazer
Cromat Wurm Tribal
Gisela, Blade of Goldnight
Looking for Green friendly EDH players/groups in the Toronto area. PM me if this is you.