So, I got the cards in the mail today, but when I started to put the deck together, I realized I had way too many non land cards (my goal for this deck is 39 lands and 60 non lands). Any chance you can help me cut this down (70 cards as of now):
I'm excited for you and too be honest a little jealous
First of all you have a ton of mana sources (artifacts and land ramp) and this was previously to really support a 5 color design. But now that you are down to basically Sultai, the need for so much fixing isn't as much required.
39 lands is too much for how much fixing you have. You can easily go down to 37, and I personally would go to 35, but let's just say 37 to make you feel comfortable.
That will be 8 cards we need to cut. Pit Spawn - Worst of the fatties imo. Myojin of Seeing Winds - I do love this card, but you actually have to cast it to get the effect, otherwise it's just a 3/3. Better in a deck, that is able to consistently cast it. Ice Cave - Too durdly and a symetrical effect, so dangerous. Awakening - Even though it plays into the Tradewind Rider combo, you don't have enough instant speed game plan to warrant giving opponents the symetrical effect. So just be happy with Seedborn Muse. Mist of Stagnation - I wouldn't play this unless you have your own means of removing cards from opponents graveyards. You run the risk of opponents graveyard removal blowing you out in two different directions. Joiner Adept - Actual color fixing isn't that important anymore. Nature's Lore - With only being able to play basic lands with types, this can only get a basic Forest. So it doesn't fix your colors as you already would have G to cast it. That's why the other land ramp with actual "basic lands" are better. Reap and Sow - Bit slow.
So, I got the cards in the mail today, but when I started to put the deck together, I realized I had way too many non land cards (my goal for this deck is 39 lands and 60 non lands). Any chance you can help me cut this down (70 cards as of now):
I'm excited for you and too be honest a little jealous
First of all you have a ton of mana sources (artifacts and land ramp) and this was previously to really support a 5 color design. But now that you are down to basically Sultai, the need for so much fixing isn't as much required.
39 lands is too much for how much fixing you have. You can easily go down to 37, and I personally would go to 35, but let's just say 37 to make you feel comfortable.
That will be 8 cards we need to cut. Pit Spawn - Worst of the fatties imo. Myojin of Seeing Winds - I do love this card, but you actually have to cast it to get the effect, otherwise it's just a 3/3. Better in a deck, that is able to consistently cast it. Ice Cave - Too durdly and a symetrical effect, so dangerous. Awakening - Even though it plays into the Tradewind Rider combo, you don't have enough instant speed game plan to warrant giving opponents the symetrical effect. So just be happy with Seedborn Muse. Mist of Stagnation - I wouldn't play this unless you have your own means of removing cards from opponents graveyards. You run the risk of opponents graveyard removal blowing you out in two different directions. Joiner Adept - Actual color fixing isn't that important anymore. Nature's Lore - With only being able to play basic lands with types, this can only get a basic Forest. So it doesn't fix your colors as you already would have G to cast it. That's why the other land ramp with actual "basic lands" are better. Reap and Sow - Bit slow.
Thanks. One of my ideas was to combine Awakening and Ice Cave once I have a reasonable board state, which is why I combined those two (hey, rage quitting is a valid wincon).
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First of all you have a ton of mana sources (artifacts and land ramp) and this was previously to really support a 5 color design. But now that you are down to basically Sultai, the need for so much fixing isn't as much required.
39 lands is too much for how much fixing you have. You can easily go down to 37, and I personally would go to 35, but let's just say 37 to make you feel comfortable.
That will be 8 cards we need to cut.
Pit Spawn - Worst of the fatties imo.
Myojin of Seeing Winds - I do love this card, but you actually have to cast it to get the effect, otherwise it's just a 3/3. Better in a deck, that is able to consistently cast it.
Ice Cave - Too durdly and a symetrical effect, so dangerous.
Awakening - Even though it plays into the Tradewind Rider combo, you don't have enough instant speed game plan to warrant giving opponents the symetrical effect. So just be happy with Seedborn Muse.
Mist of Stagnation - I wouldn't play this unless you have your own means of removing cards from opponents graveyards. You run the risk of opponents graveyard removal blowing you out in two different directions.
Joiner Adept - Actual color fixing isn't that important anymore.
Nature's Lore - With only being able to play basic lands with types, this can only get a basic Forest. So it doesn't fix your colors as you already would have G to cast it. That's why the other land ramp with actual "basic lands" are better.
Reap and Sow - Bit slow.
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Thanks. One of my ideas was to combine Awakening and Ice Cave once I have a reasonable board state, which is why I combined those two (hey, rage quitting is a valid wincon).