Been trying to build this deck up and keep running into issues.
The main problems I run into aren't the lack of energy counters.
It isn't specifically speed, or draws.
And even Mana Fixes are fairly easy to get. . .
However, I don't know what ELSE I need to do to this decklist of mine to make it work out just right.
That's the Decklist up above.
I was puzzling about how to make it work better.
Some thoughts/insights about the deck before people ask :
1) Drifter il-Dal For a 2/1 U drop he's not terrible to jab for more damage over time.
2) Dragon Egg Not even sure WHAT to swap that too; but it seems ok-ish for chumping into another Jabby monster.
3) Glint Hawk You run it to bounce back Woodweaver's Puzzleknot for easy Energy and Life. Also can bounce Prophetic Prism for a draw or two more. 2/2 isn't bad either.
4) Drift of Phantasms Exclusively for Transmuting into Consulate's Turret & blocking some random things.
Overall, I could really use some help / insight into what I should do to make this more viable.
Didn't build a sideboard yet because I want to make it somewhat efficient before I tackle that quandry.
The first thing I noticed about the account is that I can't figure out what certain cards are in here. For example, Drifter il-Dal. I get that its technically supposed to be Turret 5-8. I'm assuming that's the same reason for Glint Hawk. IMO, I don't think those are worth it. You would probably be better off running more copies of Aether Theorist. It gives you WAY more energy, exactly 1 Turret's activation worth AND it has the added benefit of helping to dig for answers or Turrets. I also think that Drift of Phantasms fits perfectly with the decks game plan. Its a way to tutor up Turrets but its also a way to stall out the game with defenders. I would cut the Hawks and Drifter to add in more of the things you want.
If you really need the bounce for the Puzzleknots (seems over kill considering each knot already gets 2 activations) you could run Dream Stalker which is also another great blocker. Sage of Shaila's Claim could also help the deck. Live Fast seems like a great addition if you want to stay in black. Reservoir Walker seems fine if you increase your land count. The deck definitely wants to go into the long game so running 24 lands doesn't seem like a bad idea and, 3 life, another Turret activation, and a chump blocker seems okay. You could probably just drop red altogether because Dragon egg isn't that great and Lightning Bolt alone probably isn't enough reason to stay in red. Maybe go Sultai (BUG).
This might be the deck I'd try. It could produce tons of energy over all, its easier on the mana base, I think it probably has the same longevity. It still has removal that could potentially hit some very large creatures. It might be right to drop the last two Prisms since there is so much color fixing and then replace those with Chainer's Edict.
For the sideboard I added more removal, something for lands, and something to get a little more aggressive with against decks with a better long game. The Swooper allows us to just dump out additional creatures.
The following link is an invitation to join Pucatrade (card trading service though similar to TCGPLayer). If you follow the link then it awards me with tokens to exchange for actual cards. Thanks! https://pucatrade.com/invite/gift/86097
Might be a neat trick to bounce while in combat so you get a block, more energy and potentially a reset of your turret to go to their face an extra time.
The first thing I noticed about the account is that I can't figure out what certain cards are in here. For example, Drifter il-Dal. I get that its technically supposed to be Turret 5-8. I'm assuming that's the same reason for Glint Hawk. IMO, I don't think those are worth it. You would probably be better off running more copies of Aether Theorist. It gives you WAY more energy, exactly 1 Turret's activation worth AND it has the added benefit of helping to dig for answers or Turrets. I also think that Drift of Phantasms fits perfectly with the decks game plan. Its a way to tutor up Turrets but its also a way to stall out the game with defenders. I would cut the Hawks and Drifter to add in more of the things you want.
If you really need the bounce for the Puzzleknots (seems over kill considering each knot already gets 2 activations) you could run Dream Stalker which is also another great blocker. Sage of Shaila's Claim could also help the deck. Live Fast seems like a great addition if you want to stay in black. Reservoir Walker seems fine if you increase your land count. The deck definitely wants to go into the long game so running 24 lands doesn't seem like a bad idea and, 3 life, another Turret activation, and a chump blocker seems okay. You could probably just drop red altogether because Dragon egg isn't that great and Lightning Bolt alone probably isn't enough reason to stay in red. Maybe go Sultai (BUG).
This might be the deck I'd try. It could produce tons of energy over all, its easier on the mana base, I think it probably has the same longevity. It still has removal that could potentially hit some very large creatures. It might be right to drop the last two Prisms since there is so much color fixing and then replace those with Chainer's Edict.
For the sideboard I added more removal, something for lands, and something to get a little more aggressive with against decks with a better long game. The Swooper allows us to just dump out additional creatures.
Ok so I tested out what you said to a lengthy degree.
I didn't mind the 24 land base but it seemed to just slow the draws, lots of Aggressive stuff in Pauper too.
ALSO, lots and lots and lots of tap lands which was. . annoying?
My turn 1 into turn 2 plays was really slowed by this.
Running less forests meant I had to swap 2 prism out of 4 to 2 Chromatic Star if I was to use that land base.
While Live Fast seems good and I liked the idea of running it (even before you suggested it) I found that it just puts me right in an awkward spot.
Reservoir Walker wasn't bad but I found that for a 5 drop he just. . didn't do as much? I don't know how to describe it.
By the time you put him out the extra land to run Walker has in most cases hurt your draw and 3/3 for his stats is meh. .
I bumped Theorist to 4 > then down to 3 > then 2
Poisoner was a pleasing card who can just force unfavorable trades so she went to 4 instead.
Yet Theorist was with lots of high points; Poisoner was far superior.
2 Drifts works pretty good so far; I'm ok with it tbh.
Die Young just felt like misplaced removal; It was eating the same resources turrets wanted.
Bad card, no. Just didn't work out here.
Dragon's Egg; it turned up more times than I thought I would see it.
It was a nice chump blocker I found; I like it at 2 or 3.
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The main problems I run into aren't the lack of energy counters.
It isn't specifically speed, or draws.
And even Mana Fixes are fairly easy to get. . .
However, I don't know what ELSE I need to do to this decklist of mine to make it work out just right.
http://tappedout.net/mtg-decks/turrettime/
That's the Decklist up above.
I was puzzling about how to make it work better.
Some thoughts/insights about the deck before people ask :
1) Drifter il-Dal For a 2/1 U drop he's not terrible to jab for more damage over time.
2) Dragon Egg Not even sure WHAT to swap that too; but it seems ok-ish for chumping into another Jabby monster.
3) Glint Hawk You run it to bounce back Woodweaver's Puzzleknot for easy Energy and Life. Also can bounce Prophetic Prism for a draw or two more. 2/2 isn't bad either.
4) Drift of Phantasms Exclusively for Transmuting into Consulate's Turret & blocking some random things.
Overall, I could really use some help / insight into what I should do to make this more viable.
Didn't build a sideboard yet because I want to make it somewhat efficient before I tackle that quandry.
4x Glint Hawk
4x Drifter il-Dal
1x Aether Theorist
2x Aether Poisoner
1x Drift of Phantasms
3x Dragon Egg
4x Attune with Aether
4x Abundant Growth
3x Fog
3x Lightning Bolt
4x Prophetic Prism
4x Woodweaver's Puzzleknot
4x Consulate Turret
11x Forest
5x Island
1x Mountain
1x Plains
1x Swamp
The first thing I noticed about the account is that I can't figure out what certain cards are in here. For example, Drifter il-Dal. I get that its technically supposed to be Turret 5-8. I'm assuming that's the same reason for Glint Hawk. IMO, I don't think those are worth it. You would probably be better off running more copies of Aether Theorist. It gives you WAY more energy, exactly 1 Turret's activation worth AND it has the added benefit of helping to dig for answers or Turrets. I also think that Drift of Phantasms fits perfectly with the decks game plan. Its a way to tutor up Turrets but its also a way to stall out the game with defenders. I would cut the Hawks and Drifter to add in more of the things you want.
If you really need the bounce for the Puzzleknots (seems over kill considering each knot already gets 2 activations) you could run Dream Stalker which is also another great blocker. Sage of Shaila's Claim could also help the deck. Live Fast seems like a great addition if you want to stay in black. Reservoir Walker seems fine if you increase your land count. The deck definitely wants to go into the long game so running 24 lands doesn't seem like a bad idea and, 3 life, another Turret activation, and a chump blocker seems okay. You could probably just drop red altogether because Dragon egg isn't that great and Lightning Bolt alone probably isn't enough reason to stay in red. Maybe go Sultai (BUG).
This might be the deck I'd try. It could produce tons of energy over all, its easier on the mana base, I think it probably has the same longevity. It still has removal that could potentially hit some very large creatures. It might be right to drop the last two Prisms since there is so much color fixing and then replace those with Chainer's Edict.
4x Aether Theorist
3x Aether Poisoner
4x Drift of Phantasms
3x Reservoir Walker
SPELLS (22)
4x Attune with Aether
4x Die Young
4x Live Fast
2x Prophetic Prism
4x Woodweaver's Puzzleknot
4x Consulate Turret
4x Evolving Wilds
4x Jungle Hollow
2x Dismal Backwater
2x Thornwood Falls
4x Island
4x Swamp
4x Forest
2x Chainer's Edict
3x Choking Sands
4x Aether Swooper
For the sideboard I added more removal, something for lands, and something to get a little more aggressive with against decks with a better long game. The Swooper allows us to just dump out additional creatures.
https://pucatrade.com/invite/gift/86097
Might be a neat trick to bounce while in combat so you get a block, more energy and potentially a reset of your turret to go to their face an extra time.
Ok so I tested out what you said to a lengthy degree.
I didn't mind the 24 land base but it seemed to just slow the draws, lots of Aggressive stuff in Pauper too.
ALSO, lots and lots and lots of tap lands which was. . annoying?
My turn 1 into turn 2 plays was really slowed by this.
Running less forests meant I had to swap 2 prism out of 4 to 2 Chromatic Star if I was to use that land base.
While Live Fast seems good and I liked the idea of running it (even before you suggested it) I found that it just puts me right in an awkward spot.
Reservoir Walker wasn't bad but I found that for a 5 drop he just. . didn't do as much? I don't know how to describe it.
By the time you put him out the extra land to run Walker has in most cases hurt your draw and 3/3 for his stats is meh. .
I bumped Theorist to 4 > then down to 3 > then 2
Poisoner was a pleasing card who can just force unfavorable trades so she went to 4 instead.
Yet Theorist was with lots of high points; Poisoner was far superior.
2 Drifts works pretty good so far; I'm ok with it tbh.
Die Young just felt like misplaced removal; It was eating the same resources turrets wanted.
Bad card, no. Just didn't work out here.
Dragon's Egg; it turned up more times than I thought I would see it.
It was a nice chump blocker I found; I like it at 2 or 3.