Truthfully, I'd like to add in a title (haven't decided on it yet), but I don't know how to add one in the deck tags. I've seen other people do it, so would somebody mind explaining to me how it works?
I see, thanks. I was wondering how it is that that worked. Now all I need to do is find a cool name for the deck. So, what did you think of my cuts? Good? Bad? Needs work? By the way, while I'm at it, I'll be wanting to buy the cards when the deck is finished, so does anybody know any reliable sites that sell cards for really cheap. I don't mind the card having been lightly or moderately played. Is tcgplayers.com a good site, or are there better ones where I can get cheaper cards?
That being said, what do you guys think of the deck so far?
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I see, thanks. I was wondering how it is that that worked. Now all I need to do is find a cool name for the deck. So, what did you think of my cuts? Good? Bad? Needs work? By the way, while I'm at it, I'll be wanting to buy the cards when the deck is finished, so does anybody know any reliable sites that sell cards for really cheap. I don't mind the card having been lightly or moderately played. Is tcgplayers.com a good site, or are there better ones where I can get cheaper cards?
That being said, what do you guys think of the deck so far?
The deck's come a long way and it gets better every time. I think there's still a lot of room to make things even better though. The biggest change I'd talk about right now is cutting Whispersilk Cloak and Distortion Strike. These are what we call, "Win More" cards. They make your winning more impressive, but they'll rarely prevent you from losing in the first place. You kind of have to already be about to win in order to make them good in this particular deck, so I think there's better options out there. +1 Ponder and +1 Preordain would be a good start, as those cards help you find your combos to win in the first place.
The deck's come a long way and it gets better every time. I think there's still a lot of room to make things even better though. The biggest change I'd talk about right now is cutting Whispersilk Cloak and Distortion Strike. These are what we call, "Win More" cards. They make your winning more impressive, but they'll rarely prevent you from losing in the first place. You kind of have to already be about to win in order to make them good in this particular deck, so I think there's better options out there. +1 Ponder and +1 Preordain would be a good start, as those cards help you find your combos to win in the first place.
I see what you mean. I suppose the only reason that I added distortion strike was to be able to finish more quickly. Still, one of the worries with this deck is that my opponent will be able to cast an instant or sorcery card that will kill my finishers, rendering my work cheating them out completely useless. That, or some ability will find a way to effect my finishers in ways I don't like, which is the whole reason that I added in whispersilk cloak, as it gives my creatures shroud. I suppose it's not really necessary like you mentioned, but it would still be nice to have. Another concern that I have is where to buy the cards. I looked up some sites, and apart from tcgplayers.com, all the other sites list the cards in this deck anywhere between 2-4 times more expensive, which puts me way over budget. Since I'm still learning where to and not to buy, would you mind helping me out? I like tcgplayers prices, but I would like to know if it's a reliable site. Oh, and don't worry, I haven't bought anything yet. I'm waiting until the deck is complete before I make any purchases, but it's always nice to know what my options are rather than freak out last minute about the prices and where to buy. Any other suggestions on how to make the deck better? I'm all ears.
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I see what you mean. I suppose the only reason that I added distortion strike was to be able to finish more quickly. Still, one of the worries with this deck is that my opponent will be able to cast an instant or sorcery card that will kill my finishers, rendering my work cheating them out completely useless. That, or some ability will find a way to effect my finishers in ways I don't like, which is the whole reason that I added in whispersilk cloak, as it gives my creatures shroud. I suppose it's not really necessary like you mentioned, but it would still be nice to have. Another concern that I have is where to buy the cards. I looked up some sites, and apart from tcgplayers.com, all the other sites list the cards in this deck anywhere between 2-4 times more expensive, which puts me way over budget. Since I'm still learning where to and not to buy, would you mind helping me out? I like tcgplayers prices, but I would like to know if it's a reliable site. Oh, and don't worry, I haven't bought anything yet. I'm waiting until the deck is complete before I make any purchases, but it's always nice to know what my options are rather than freak out last minute about the prices and where to buy. Any other suggestions on how to make the deck better? I'm all ears.
Worrying about your finishers dying to your opponents' removal is a normal concern to have, but with your finishers you should just win the turn you play them. You'll have to delay yourself a lot to play and equip a cloak in the first place, giving them plenty of time to kill it (especially if they have instant-speed removal). Instead, just play finishers that are very resilient to removal already. Cards like Symbiotic Wurm, Darksteel or Blightsteel, Sphinx of the Steel Wind, Inkwell Leviathan, all that jazz.
So I took out distortion strike and whispersilk cloak, since it was pointed out to me that they're not very useful in this deck, and added in more draw. I still have one concern, and no, it's about my guys getting killed, it's that none of my finisher have haste, so I'll have to wait a turn after I've cheated them out before they can attack. Are there any low cmc cards out that can give my guys haste, or am I worrying for nothing? That being said, is there anything else that needs to be improved with this deck? If so, what?
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Don't worry about haste, your creatures are big enough that having to wait a turn to attack shouldn't matter much, and some of them have indestructible, shroud and protection, which will make them harder for your opponent's to deal with.
The deck's looking far better now, the only changes I definitely suggest are removing either two Aetherplasm or two Quicksilver Amulet, which will still give you eight cards to cheat creatures onto the battlfield with. I'm still not sure about It That Betrays, but in the right meta it could be really useful.
I did think about using platinum angel, it's just that I found it much easier to kill than emperion. To me, they're almost the same: with emperion, I can't lose life, which means that I can't lose the game, since I doubt I'll ever run out of cards with this deck, and with angel, I can lose life, but not the game. Call it the new guy's point of view if you think I'm completely wrong. I see what you're getting at, but because angel is so easy to kill, is she really worth it?
As for plasm and amulet, I think that it would be a good idea to keep amulet, since if my opponent ever prevents me from casting creatures or playing blue cards, I can still cheat out my finishers. As for plasm, the whole point of this deck is to cheat cards out, so why would I get rid of him? Would you mind explaining that one to me? Also, I'm slightly worried about getting ride of any more creature cards. Is that a pointless worry as well?
When it comes to it that betrays, I just thought that it would be fun to play him. I attack, my opponent kills two of his creatures, and then I'll control those creatures, using them to attack next turn. If it's really pointless, then what do you suggest?. Personnaly, I'd like to have finishers that cover just about everything for any type of situation. I suppose I also liked the annihilator concept. Would pathrazer of ulamog be a good choice?
Anything else that you would change? Why?
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The deck's starting to look better, but it's still weaker due to it being 63 cards. I agree that you only need 8 ways to cheat things out with all your deck manipulation spells. Additionally, Deep-Sea Kraken is very weak compared to the other options out there. I would recommend cutting it.
The deck's starting to look better, but it's still weaker due to it being 63 cards. I agree that you only need 8 ways to cheat things out with all your deck manipulation spells. Additionally, Deep-Sea Kraken is very weak compared to the other options out there. I would recommend cutting it.
That would drop you to 60 cards right away.
I know that deep-sea kraken is weak compared to my other cards and that he should probably be removed, but what will happen if I don't get the cards I need? I only kept him because he has suspend and can be played "early" to come in later. When you said other options out there, what did you have in mind? What if I cut out 1 plams and 1 shapeshifter? Would that be a good idea, or am I better off just taking out 2 aetherplasm? Any other ways to make it better?
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I know that deep-sea kraken is weak compared to my other cards and that he should probably be removed, but what will happen if I don't get the cards I need? I only kept him because he has suspend and can be played "early" to come in later. When you said other options out there, what did you have in mind? What if I cut out 1 plams and 1 shapeshifter? Would that be a good idea, or am I better off just taking out 2 aetherplasm? Any other ways to make it better?
1) Remember when I mentioned Distortion Strike being a win-more card? Deep-Sea Kraken is kind of a 'lose-less' card. A 6/6 unblockable with no self-protection probably won't win you the game on its own, and you have to suspend it as early as possible to get it into play at a decent rate (before you know if you'll find one of your combos or not). This makes it not function well.
2) Frankly, I'd just cut the Kraken, 1 plasm and 1 shapeshifter for now. Find out in testing which is better of those three then adjust accordingly to the optimal distribution.
3) Mana acceleration would be good to have in the deck, but that would require more re-working.
So if I add quicksand, would it be worth adding in other cards along those lines? Would Halimar depths be a good idea to add later in the game?
Also, for removing cards, would I be better off with
1) 2 plasm, 4 shifter and 2 amulet?
2) 3 plasm, 3 shifter and 2 amulet?
3) 2 plasm, 3 shifter and 3 amulet?
Stairc, you mentioned that it might be worthwhile adding in some mana acceleration, but what exactly did you have in mind?
If platinum angel is worthwhile, maybe I'll just add one in the deck for now and decide later what it's worth is. Steel Hellkite could be an interesting choice since it's not too expensive. Anything else along those those lines?
I suppose I'll nix kraken since you guys make some good points about him.
Fun fact: I think that a progenitus would be fun in this deck.
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So if I add quicksand, would it be worth adding in other cards along those lines? Would Halimar depths be a good idea to add later in the game?
Also, for removing cards, would I be better off with
1) 2 plasm, 4 shifter and 2 amulet?
2) 3 plasm, 3 shifter and 2 amulet?
3) 2 plasm, 3 shifter and 3 amulet?
Stairc, you mentioned that it might be worthwhile adding in some mana acceleration, but what exactly did you have in mind?
If platinum angel is worthwhile, maybe I'll just add one in the deck for now and decide later what it's worth is. Steel Hellkite could be an interesting choice since it's not too expensive. Anything else along those those lines?
I suppose I'll nix kraken since you guys make some good points about him.
Fun fact: I think that a progenitus would be fun in this deck.
+4 Halimar Depths, -4 Island would give you even more combo-finding. Probably is worth it.
Progenitus or Emrakul would both be great cards for the deck. Not just fun, but very good. But there are budget concerns there.
As for mana acceleration, if you wanted to explore that angle - classics are the signets (like Azorius Signet or Izzet Signet) and Everflowing Chalice. Sol Ring is obscene of course, if you can get it and your playgroup doesn't think it's unfair.
Progenitus is a really cool card and could be fun to use in a deck like this; have you considered creating a sideboard? I think it could be quite cool to have a sideboard that consists of a toolbox of creatures that are good for different matchups.
Truthfully, I was debating on whether or not I should get rid of plasm, but I like his ability. Maybe I could include him in my sideboard if ever I change my mind.And no, I hadn't considered creating a sideboard, but maybe it could be fun. Any suggestions?
@Stairc
I know that there are budget concerns, but it would still be fun to play with one!
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Truthfully, I was debating on whether or not I should get rid of plasm, but I like his ability. Maybe I could include him in my sideboard if ever I change my mind.And no, I hadn't considered creating a sideboard, but maybe it could be fun. Any suggestions?
Don't worry about sideboarding until you've tested the deck a few times. As for Plasm, it's probably a weaker card - but try it anyway. One of my decks that got a lot of attention used Goblin Artillery almost as a joke, just to try it out, and it turned out to be one of the most important cards in the deck. The card might look terrible, but it was a decent blocker in a format where most things attacked for only 2, and with a basilisk collar on him he could tap to deal 2 damage to anything (instant-killing creatures and crippling planeswalkers) and gain me 2 life in the process. I almost never even tested that card, and he turned out far and beyond the best pinger in the deck, even better than Cunning Sparkmage.
In short, try the plasm. You might find that people are so afraid to attack into you, fearful of what you might have in your hand, that they'll leave their guys back when they shouldn't - and you might gain a lot of free advantage.
Okay, so I won't worry about the side board for now and I'll save it for a rainy day. That being said, let's assume that the plasms are removable since they haven't been tried out yet. I'll still keep posting them in the decklists though.
Out of the cards that you mentioned to me BlackVise, those that fit within budget and that I find interesting are Akroma, Angel of fury and silent arbiter (still not sure about this one though). Do you (or anybody else) know of any cards along the lines of steel hellkite, angel of fury, or just some other random big, cheap guy with really cool abilities?
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Okay, so I won't worry about the side board for now and I'll save it for a rainy day. That being said, let's assume that the plasms are removable since they haven't been tried out yet. I'll still keep posting them in the decklists though.
Out of the cards that you mentioned to me BlackVise, those that fit within budget and that I find interesting are Akroma, Angel of fury and silent arbiter (still not sure about this one though). Do you (or anybody else) know of any cards along the lines of steel hellkite, angel of fury, or just some other random big, cheap guy with really cool abilities?
Yes, there are lots of them, but I'd say try out what you've got so far. Download Cockatrice and try the deck out for free.
Since we're talking about the possibility of mana accel, what about if I added in lands like azorius chancery? I think that that would couple well with halimar depths, what do you guys think? I know that mana accel is optional and would require re-working, so how about I post two deck updates soon, one what I've got so far (with cuts and changes), and the other showing the possibility of mana accel? Sound good?
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Since we're talking about the possibility of mana accel, what about if I added in lands like azorius chancery? I think that that would couple well with halimar depths, what do you guys think? I know that mana accel is optional and would require re-working, so how about I post two deck updates soon, one what I've got so far (with cuts and changes), and the other showing the possibility of mana accel? Sound good?
Actually, Azorious Chancery is more card advantage and mana-fixing than acceleration. It doesn't speed up your development at all. In fact, it slows your development down due to it entering the battlefield tapped. I wouldn't recommend running it here, as much as I like the Ravnica bounce lands.
Actually, Azorious Chancery is more card advantage and mana-fixing than acceleration. It doesn't speed up your development at all. In fact, it slows your development down due to it entering the battlefield tapped. I wouldn't recommend running it here, as much as I like the Ravnica bounce lands.
So you're telling me that if I mana accel, then cards like azorius chancery aren't good, which means that I would need to most likely use the signets. The signets that should be used are azorius, izzet, dimir and simic right? Are there other cards that I should consider, or are those the only ones that would fit with this deck? While I'm at it, would going control/combo/ramp really be a good idea?
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So you're telling me that if I mana accel, then cards like azorius chancery aren't good, which means that I would need to most likely use the signets. The signets that should be used are azorius, izzet, dimir and simic right? Are there other cards that I should consider, or are those the only ones that would fit with this deck? While I'm at it, would going control/combo/ramp really be a good idea?
Well, if you want to use acceleration - bounce-lands simply aren't acceleration. They slow you, they don't speed you. Signets are great, as is Everflowing Chalice. However, you're probably trying to take the deck in too many directions at once now. Aetherplasm wants to be in a control deck. If you just want to do a cool combo, you can make a Quicksilver Amulet deck or a Polymorph deck.
Well, if you want to use acceleration - bounce-lands simply aren't acceleration. They slow you, they don't speed you. Signets are great, as is Everflowing Chalice. However, you're probably trying to take the deck in too many directions at once now. Aetherplasm wants to be in a control deck. If you just want to do a cool combo, you can make a Quicksilver Amulet deck or a Polymorph deck.
Actually, those were the problems that I was trying to figure out until you made this post. You're right, I'm trying to take the deck in too many directions at once, so I think I'll just stick with a control deck. That being said, I'll post another update soon with cuts and modifications tha I've made.
@Blackvise
I didn't see your post as I was replying to the thread, but if I ever make a mana accel deck, the cards that you listed could be very useful.
Once more, are there any suggestions you guys have for the control/combo deck before I make the next update?
*EDIT*
Might as well just post the update in this post, so here it is!
You put =deckname in the first deck tag
[DECK=Awesome Name Here]
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I see, thanks. I was wondering how it is that that worked. Now all I need to do is find a cool name for the deck. So, what did you think of my cuts? Good? Bad? Needs work? By the way, while I'm at it, I'll be wanting to buy the cards when the deck is finished, so does anybody know any reliable sites that sell cards for really cheap. I don't mind the card having been lightly or moderately played. Is tcgplayers.com a good site, or are there better ones where I can get cheaper cards?
That being said, what do you guys think of the deck so far?
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The deck's come a long way and it gets better every time. I think there's still a lot of room to make things even better though. The biggest change I'd talk about right now is cutting Whispersilk Cloak and Distortion Strike. These are what we call, "Win More" cards. They make your winning more impressive, but they'll rarely prevent you from losing in the first place. You kind of have to already be about to win in order to make them good in this particular deck, so I think there's better options out there. +1 Ponder and +1 Preordain would be a good start, as those cards help you find your combos to win in the first place.
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I see what you mean. I suppose the only reason that I added distortion strike was to be able to finish more quickly. Still, one of the worries with this deck is that my opponent will be able to cast an instant or sorcery card that will kill my finishers, rendering my work cheating them out completely useless. That, or some ability will find a way to effect my finishers in ways I don't like, which is the whole reason that I added in whispersilk cloak, as it gives my creatures shroud. I suppose it's not really necessary like you mentioned, but it would still be nice to have. Another concern that I have is where to buy the cards. I looked up some sites, and apart from tcgplayers.com, all the other sites list the cards in this deck anywhere between 2-4 times more expensive, which puts me way over budget. Since I'm still learning where to and not to buy, would you mind helping me out? I like tcgplayers prices, but I would like to know if it's a reliable site. Oh, and don't worry, I haven't bought anything yet. I'm waiting until the deck is complete before I make any purchases, but it's always nice to know what my options are rather than freak out last minute about the prices and where to buy. Any other suggestions on how to make the deck better? I'm all ears.
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Worrying about your finishers dying to your opponents' removal is a normal concern to have, but with your finishers you should just win the turn you play them. You'll have to delay yourself a lot to play and equip a cloak in the first place, giving them plenty of time to kill it (especially if they have instant-speed removal). Instead, just play finishers that are very resilient to removal already. Cards like Symbiotic Wurm, Darksteel or Blightsteel, Sphinx of the Steel Wind, Inkwell Leviathan, all that jazz.
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4 Aetherplasm
4 Riptide Shapeshifter
1 Deep-sea Kraken
1 Stormtide Leviathan
1 Inkwell Leviathan
1 Colossus
1 Platinum Emperion
1 Sphinx of the Steel Wind
1 It That Betrays
3 Propaganda
2 Quicksilver amulet
2 Control Magic
4 Ponder
4 Preordain
4 Rune Snag
2 Echoing Truth
3 Mana Leak
24 Island
So I took out distortion strike and whispersilk cloak, since it was pointed out to me that they're not very useful in this deck, and added in more draw. I still have one concern, and no, it's about my guys getting killed, it's that none of my finisher have haste, so I'll have to wait a turn after I've cheated them out before they can attack. Are there any low cmc cards out that can give my guys haste, or am I worrying for nothing? That being said, is there anything else that needs to be improved with this deck? If so, what?
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I did think about using platinum angel, it's just that I found it much easier to kill than emperion. To me, they're almost the same: with emperion, I can't lose life, which means that I can't lose the game, since I doubt I'll ever run out of cards with this deck, and with angel, I can lose life, but not the game. Call it the new guy's point of view if you think I'm completely wrong. I see what you're getting at, but because angel is so easy to kill, is she really worth it?
As for plasm and amulet, I think that it would be a good idea to keep amulet, since if my opponent ever prevents me from casting creatures or playing blue cards, I can still cheat out my finishers. As for plasm, the whole point of this deck is to cheat cards out, so why would I get rid of him? Would you mind explaining that one to me? Also, I'm slightly worried about getting ride of any more creature cards. Is that a pointless worry as well?
When it comes to it that betrays, I just thought that it would be fun to play him. I attack, my opponent kills two of his creatures, and then I'll control those creatures, using them to attack next turn. If it's really pointless, then what do you suggest?. Personnaly, I'd like to have finishers that cover just about everything for any type of situation. I suppose I also liked the annihilator concept. Would pathrazer of ulamog be a good choice?
Anything else that you would change? Why?
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That would drop you to 60 cards right away.
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I know that deep-sea kraken is weak compared to my other cards and that he should probably be removed, but what will happen if I don't get the cards I need? I only kept him because he has suspend and can be played "early" to come in later. When you said other options out there, what did you have in mind? What if I cut out 1 plams and 1 shapeshifter? Would that be a good idea, or am I better off just taking out 2 aetherplasm? Any other ways to make it better?
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1) Remember when I mentioned Distortion Strike being a win-more card? Deep-Sea Kraken is kind of a 'lose-less' card. A 6/6 unblockable with no self-protection probably won't win you the game on its own, and you have to suspend it as early as possible to get it into play at a decent rate (before you know if you'll find one of your combos or not). This makes it not function well.
2) Frankly, I'd just cut the Kraken, 1 plasm and 1 shapeshifter for now. Find out in testing which is better of those three then adjust accordingly to the optimal distribution.
3) Mana acceleration would be good to have in the deck, but that would require more re-working.
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I seek both.
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Also, for removing cards, would I be better off with
1) 2 plasm, 4 shifter and 2 amulet?
2) 3 plasm, 3 shifter and 2 amulet?
3) 2 plasm, 3 shifter and 3 amulet?
Stairc, you mentioned that it might be worthwhile adding in some mana acceleration, but what exactly did you have in mind?
If platinum angel is worthwhile, maybe I'll just add one in the deck for now and decide later what it's worth is. Steel Hellkite could be an interesting choice since it's not too expensive. Anything else along those those lines?
I suppose I'll nix kraken since you guys make some good points about him.
Fun fact: I think that a progenitus would be fun in this deck.
I seek both.
+4 Halimar Depths, -4 Island would give you even more combo-finding. Probably is worth it.
Progenitus or Emrakul would both be great cards for the deck. Not just fun, but very good. But there are budget concerns there.
As for mana acceleration, if you wanted to explore that angle - classics are the signets (like Azorius Signet or Izzet Signet) and Everflowing Chalice. Sol Ring is obscene of course, if you can get it and your playgroup doesn't think it's unfair.
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Truthfully, I was debating on whether or not I should get rid of plasm, but I like his ability. Maybe I could include him in my sideboard if ever I change my mind.And no, I hadn't considered creating a sideboard, but maybe it could be fun. Any suggestions?
@Stairc
I know that there are budget concerns, but it would still be fun to play with one!
I seek both.
Don't worry about sideboarding until you've tested the deck a few times. As for Plasm, it's probably a weaker card - but try it anyway. One of my decks that got a lot of attention used Goblin Artillery almost as a joke, just to try it out, and it turned out to be one of the most important cards in the deck. The card might look terrible, but it was a decent blocker in a format where most things attacked for only 2, and with a basilisk collar on him he could tap to deal 2 damage to anything (instant-killing creatures and crippling planeswalkers) and gain me 2 life in the process. I almost never even tested that card, and he turned out far and beyond the best pinger in the deck, even better than Cunning Sparkmage.
In short, try the plasm. You might find that people are so afraid to attack into you, fearful of what you might have in your hand, that they'll leave their guys back when they shouldn't - and you might gain a lot of free advantage.
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Out of the cards that you mentioned to me BlackVise, those that fit within budget and that I find interesting are Akroma, Angel of fury and silent arbiter (still not sure about this one though). Do you (or anybody else) know of any cards along the lines of steel hellkite, angel of fury, or just some other random big, cheap guy with really cool abilities?
I seek both.
Yes, there are lots of them, but I'd say try out what you've got so far. Download Cockatrice and try the deck out for free.
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*EDIT*
Never mind, I found it online.
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I seek both.
Actually, Azorious Chancery is more card advantage and mana-fixing than acceleration. It doesn't speed up your development at all. In fact, it slows your development down due to it entering the battlefield tapped. I wouldn't recommend running it here, as much as I like the Ravnica bounce lands.
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Sig-Heroes of the Plane
So you're telling me that if I mana accel, then cards like azorius chancery aren't good, which means that I would need to most likely use the signets. The signets that should be used are azorius, izzet, dimir and simic right? Are there other cards that I should consider, or are those the only ones that would fit with this deck? While I'm at it, would going control/combo/ramp really be a good idea?
I seek both.
Well, if you want to use acceleration - bounce-lands simply aren't acceleration. They slow you, they don't speed you. Signets are great, as is Everflowing Chalice. However, you're probably trying to take the deck in too many directions at once now. Aetherplasm wants to be in a control deck. If you just want to do a cool combo, you can make a Quicksilver Amulet deck or a Polymorph deck.
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The Dungeon Master's Guide - A Podcast for those that love RPGs and Game Design
Sig-Heroes of the Plane
Actually, those were the problems that I was trying to figure out until you made this post. You're right, I'm trying to take the deck in too many directions at once, so I think I'll just stick with a control deck. That being said, I'll post another update soon with cuts and modifications tha I've made.
@Blackvise
I didn't see your post as I was replying to the thread, but if I ever make a mana accel deck, the cards that you listed could be very useful.
Once more, are there any suggestions you guys have for the control/combo deck before I make the next update?
*EDIT*
Might as well just post the update in this post, so here it is!
2 Aetherplasm
4 Riptide Shapeshifter
1 Stormtide Leviathan
1 Inkwell Leviathan
1 Darksteel Colossus
1 Platinum Emperion
1 Sphinx of the Steel Wind
1 Pathrazer of Ulamog
1 Steel Hellkite
3 Propaganda
3 Quicksilver amulet
2 Control Magic
4 Ponder
4 Preordain
4 Rune Snag
2 Echoing Truth
3 Mana Leak
4 Halimar depths
3 desert
17 Island
So now I'm landed at 62 cards, what do you guys think? Any ways to improve it?
I seek both.