This deck has worked wonderfully so far, and I was hoping for any advice to make it better.
My plan was to move Ajani to the sideboard (removing Trio) and add in 4 Mutavaults once the price went down, or I became convinced they would really help. I've been playing a weaker version of this deck on MTG Online, and it has done very well, including a victory today against a WU Kithkin deck, despite me being mana-screwed.
The question I want to ask, is would it be better to add in 4 Mutavault and call it done, or should I try and add some SHM/EVE cards in? The deck as it is now is fast and I like the flavor, and nothing in SHM jumps out at me, though I might consider adding something if it would really help.
Anyone who hears about a small change to small format within a children's card game and thinks "This is just like pearl harbor!" needs to really rethink their life choices.
This deck has performed pretty well, but I just wanted to post it and see if I can improve it. I tossed it together from some singles and the LOR/MOR theme decks. I'm willing to add more Mutavault, but only when the price comes down (if it ever does).
I only play casual and am more concerned with a deck being fun and fitting a theme than merely being able to win. I basically use the Harbinger to tutor for whichever card I feel I need. If I decide to go for Thoughtweft Trio, I champion Harbinger, and if the Trio dies I can re-tutor as she returns to play. Oblivion ring is the only card I have four of because it is so useful and I can't tutor for it. I had 3x Ajani Goldmane in the deck but I just didn't help as much as I would like.
Anyway, I'm welcome to any suggestions!
EDIT: Possible combo I am contemplating is -3 Kithkin Zephyrnaut +3 Kinsbaile Cavalier. If I draw the Cavalier, I would tutor for the Mirror Entity and use it as soon as possible, making all my creatures knights and thus gaining double strike. Just an idea!
The Shattered Realms are a long forgotten plane located in a remote corner of the multi-verse.
Long ago, a magical weapon was unleashed during a great war, and the power of the weapon shattered the face of the world. A few survivors fled north, to a small continent where the spell corruption did not spread. Alone in a dangerous world, the survivors formed tribes and began to rebuild their once great societies.
Humans: The humans fled far into the northern wastes, and formed the Windsong tribe. Following the cataclysm, humans swore an oath never to practice the arcane arts again. Any human who wishes to do so must leave the tribe, and remain forever banished. The Windsong tribe now practices a mystical form of clerical magic and ancestor worship. Windsong mystics are Soulbound to the frozen tundra, and may return as spirits to continue battle if slain.
Gnomes: The curious gnomes fled to the western islands, often called the shattered isles. These isles once held a great school of artifice, but was destroyed and sank during the great war. They have rebuilt the school and welcome students of any race as long as they show magic skill, proper curiosity, and the desire to learn. The magic of the school mainly focuses on the creation, maintenance and protection of artifact war machines. The school searches through the ruins of the ancient academy and tries to find a way to reverse the corruption that makes their old home uninhabitable. Necromancy is strictly forbidden and punishable by death.
Elves: The elves moved into the central forest and built their villages high in the trees. No longer the beautiful and peaceful elves of old, they have become fiercely wary of outsiders. The beasts of the forest are their only real allies, and they have perfected skills and magic that controls and enhances these powerful ceatures. The elves have grown primal, and their connection to the land is closer than ever.
Goblin: The Goblin leaders were lead to the eastern mountains of fire. There they built a great city around the active volcano, and from there they follow the will of their fiery overlords. They have been imbued with a heart of fire and rage, and gain great power when they attack their enemies.
Exiles: In the southern waste, nearest to the corruption, stands the lair of the exiled magicians. Outcast, their magic forbidden, these powerful mages seek to regain the power and influence they once had. They see all other tribes as enemies, but will use them if it will complete their goals.
(This is a set in progress)
This set is primarily tribal and based around survival and war in a shattered, broken world. This is my first set and I am looking forward to any and all suggestions to make it better.
Each tribe has a new class that makes it unique from the others. There are six new keywords, one for each tribe and one that is universal.
Humans:
Keyword: Soulbound X (When this creature is put into the graveyard from play, you may instead remove it from the game and put a X/X white Spirit creature token into play.) The humans are close to the land and their society is mystical in nature. They worship and are lead by Spirit Ancestors. Their bond with the land allows them to remain on the terrestrial world even after death, and to continue the fight.
Class: Mystic. The mystic uses magic to protect members of his or her clan and commune with the spirit world.
Gnome:
Keyword: Manashield Cardtype (Cardtypes you control can't be the target of spells or abilities your opponents control.) The countless centuries of magical learning that the world once possessed have been lost following the cataclysm, and as a result the wizards of the new world have to start over. They use their limited power to protect themselves and especially their salvaged artifact warriors from harm.
Class: Artificer. The gnomes continue their curious study of the machinery of the past. Artificers often summon and protect artifacts and artifact creatures.
Elves:
Keyword: Primal (T: Add G to your mana pool.) The elves now share a deep, primal bond with the forest, and are able to extract mana from it at will.
Class: Beastlord. Fiercly xenophobic, the elves have turned to the creatures of the forest to find their allies. Beastlords specialize in summoning and enhancing beast warriors.
Goblins:
Keyword: Bloodrage X (Whenever this creature attacks, it gets +X/+0 until end of of turn.) Goblins, fueled by the unending fire of their elemental lords, are able to enter a state of bloodrage that allows them to attack for more damage.
Class: Berserker. Goblin Berserkers love battle and use their bloodrage ability to do extra damage to enemies.
Exiles:
Keyword: Corruption X (When this creature deals combat damage to a player, that player gets X corruption counter(s). A player with ten or more corruption counters loses the game.) The exiles live far to the south, nearest to the magical corruption of the southern continent. Their foul magic allows them to spread their corruption to those that they attack. Works similiar to the "poisonous" mechanic.
Class; Necromancer. The necromancers of the southern wastes focus their power on summoning and controlling corrupt undead creatures.
Universal Keyword: Enhance Cardtype (Cardtype creatures you control gain +1/+1.)
I have attached some card examples, and while they are clearly a work in progress, I was hoping to get even a little constructed advice. If things go well I will post updates here!
EDIT: Here is a basic map of the realms to give you an idea.
Saw the art and felt inspired to make this card. It's supposed to help a burn deck be a little more adaptable, perhaps a sideboard card for play against heavy artifact decks?
Any suggestions, especially for flavor text would be appreciated!
Oh Kitsune, with fan in hand,
Are you a woman,
Or are you a man?
But there is one thing,
That I do know hoe,
Your stupid ability,
Breaks Takeno's Daisho!
I'm trying to strengthen my Kamigawa block Samurai deck against mass removal, and I just got a playset of Oathkeeper, Takeno's Daisho.
If I have this card equipped on Takeno, Samurai General and he gets smoked by Wrath of God, he will come back right? I would just have to re-attach the Daisho again?
Also, if Samurai of the Pale Curtain is out and your equipped Samurai dies, I know that Pale Curtain prevents the Daisho from returning the equipped Samurai (Equipped Samurai is removed from the game instead of going to the graveyard).
So, suppose you have a Samurai of the Pale Curtain in play, along with Samurai who is equipped with Oathkeeper, Takeno's Daisho, and the field gets Wrath'd, then does the Daisho still work because Pale Curtain is killed?
I think I understand this card but I just wanted to make sure.
Thanks for all the great suggestions. Here's where I am now.
Quick question, can Summoner's Pact be used to grab Sliver Legion? I would guess that it can't, since Summoner's Pact says "A green card" and it seems that Sliver Legion is a multi-color card. If this is true, I will probably move the Sliver Legion to the sideboard and use Glittering Wish to grab it. Of course, I could still grab him with Homing Sliver's ability I guess...
The mana spead seems pretty good and there's plenty of mana fixing, I can get the poison Sliver with Summoner's Pact and slow Wrath or Damnation with Delay.
Yea, it would at best be a sideboard card against control, and while Im thinking about it Negate would be better than Delay against mass removal since Delay doesnt stop the mass removal(or removal in general) forever, but Negate does.
I hope I helped:)
You did! The only problem with Negate is that it is not Time Spiral block, which is what I am going for. Otherwise, it would be better.
How about you kiss my ass?
Hehe owned.
Infraction for obvious reasons —Rax
4x Goldmeadow Stalwart
4x Wizened Cenn
4x Mirror Entity
4x Knight of Meadowgrain
4x Kinsbaile Borderguard
4x Ajani Goldmane
4x Oblivion Ring
4x Militia's Pride
16x Plains
4x Rustic Clachan
4x Thoughtweft Trio
4x Burrenton Forge-Tender
4x Wispmare
3x Plains
This deck has worked wonderfully so far, and I was hoping for any advice to make it better.
My plan was to move Ajani to the sideboard (removing Trio) and add in 4 Mutavaults once the price went down, or I became convinced they would really help. I've been playing a weaker version of this deck on MTG Online, and it has done very well, including a victory today against a WU Kithkin deck, despite me being mana-screwed.
The question I want to ask, is would it be better to add in 4 Mutavault and call it done, or should I try and add some SHM/EVE cards in? The deck as it is now is fast and I like the flavor, and nothing in SHM jumps out at me, though I might consider adding something if it would really help.
Thanks!
1 Rustic Clachan
1 Mutavault
1 Brigid, Hero of Kinsbaile
3 Goldmeadow Harrier
3 Kithkin Harbinger
1 Mirror Entity
1 Preeminent Captain
1 Thoughtweft Trio
3 Wizened Cenn
3 Cenn's Tactician
3 Kinsbaile Borderguard
3 Knight of Meadowgrain
3 Kithkin Zephyrnaut
3 Goldmeadow Stalwart
3 Surge of Thoughtweft
3 Militia's Pride
I only play casual and am more concerned with a deck being fun and fitting a theme than merely being able to win. I basically use the Harbinger to tutor for whichever card I feel I need. If I decide to go for Thoughtweft Trio, I champion Harbinger, and if the Trio dies I can re-tutor as she returns to play. Oblivion ring is the only card I have four of because it is so useful and I can't tutor for it. I had 3x Ajani Goldmane in the deck but I just didn't help as much as I would like.
Anyway, I'm welcome to any suggestions!
EDIT: Possible combo I am contemplating is -3 Kithkin Zephyrnaut +3 Kinsbaile Cavalier. If I draw the Cavalier, I would tutor for the Mirror Entity and use it as soon as possible, making all my creatures knights and thus gaining double strike. Just an idea!
Thanks again!
(This is a set in progress)
This set is primarily tribal and based around survival and war in a shattered, broken world. This is my first set and I am looking forward to any and all suggestions to make it better.
Each tribe has a new class that makes it unique from the others. There are six new keywords, one for each tribe and one that is universal.
Humans: Gnome: Elves: Goblins: Exiles: Universal Keyword: Enhance Cardtype (Cardtype creatures you control gain +1/+1.)
I have attached some card examples, and while they are clearly a work in progress, I was hoping to get even a little constructed advice. If things go well I will post updates here!
EDIT: Here is a basic map of the realms to give you an idea.
Thanks!
Any suggestions, especially for flavor text would be appreciated!
Oh Kitsune, with fan in hand,
Are you a woman,
Or are you a man?
But there is one thing,
That I do know hoe,
Your stupid ability,
Breaks Takeno's Daisho!
Thanks for the quick reply!
Also, is the Kitsune on Samurai of the Pale Curtain a boy or a girl?!
I'm trying to strengthen my Kamigawa block Samurai deck against mass removal, and I just got a playset of Oathkeeper, Takeno's Daisho.
If I have this card equipped on Takeno, Samurai General and he gets smoked by Wrath of God, he will come back right? I would just have to re-attach the Daisho again?
Also, if Samurai of the Pale Curtain is out and your equipped Samurai dies, I know that Pale Curtain prevents the Daisho from returning the equipped Samurai (Equipped Samurai is removed from the game instead of going to the graveyard).
So, suppose you have a Samurai of the Pale Curtain in play, along with Samurai who is equipped with Oathkeeper, Takeno's Daisho, and the field gets Wrath'd, then does the Daisho still work because Pale Curtain is killed?
I think I understand this card but I just wanted to make sure.
4 Frenetic Sliver
4 Gemhide Sliver
4 Homing Sliver
4 Shadow Sliver
4 Dormant Sliver
4 Two-headed Sliver
4 Virulent Sliver
1 Sliver Legion
4 Summoner's Pact
5 Forest
5 Island
5 Mountain
4 Gemstone Mine
4 Terramorphic Expanse
4 Telekinetic Sliver
4 Harmonic Sliver
4 Screeching Sliver
3 ???
Quick question, can Summoner's Pact be used to grab Sliver Legion? I would guess that it can't, since Summoner's Pact says "A green card" and it seems that Sliver Legion is a multi-color card. If this is true, I will probably move the Sliver Legion to the sideboard and use Glittering Wish to grab it. Of course, I could still grab him with Homing Sliver's ability I guess...
The mana spead seems pretty good and there's plenty of mana fixing, I can get the poison Sliver with Summoner's Pact and slow Wrath or Damnation with Delay.
Thanks so much for the help!
You did! The only problem with Negate is that it is not Time Spiral block, which is what I am going for. Otherwise, it would be better.