Birds of Paradise are in an "ok" spot, pricewise, I'd say, but $50 for one card is just stupid. $50-100 is the price I'd pay for a whole deck, but not for single cards. Oh well, that's how MTG works
Also, to reiterate what I said before I don't think that Zurgo is very good and I would rather see 4x GDD and 2x Zurgo than the inverse. Bluntly put I would never actually put Zurgo in a multiplayer (or duel) deck period but it's up to you.
What would you change if there were no Zurgo in the deck?
as spells and when I feel the need to protect my creatures (if my friends start playing (more) removal), I will try Dense Foliage.
Speaking of Wild Growth, does the deck really need that much green mana? Wouldn't Abundant Growth be better? It's slower, but it gives a card and mana of any color.
I can't play Give/Take when Dense Foliage is on the battlefield and I don't think my friends play a lot of spot removal, so I guess I'm better off without it.
I just realized that the only spell I can play when Goblin Dark-Dwellers enter the battlefield is Crackling Doom, since Painful Truths and Radiant Flames use the converge mechanic. Does it matter much?
Also, do you think your decklists are a straight upgrade to my decks? Or more like a different approach on the topic?
Why is Painful Truths better than Read the Bones? RtB gives me Scry 2 and 2 cards, no matter what. PT doesn't give Scry and 1-3 cards. I don't see why I should use it :/
The same applies to Radiant Flames and Anger of the Gods. RF deals 1-3 damage, AotG 3 and creatures don't go into the graveyard. Or am I missing something here?
You're right about Radiant Fountain and the signet. The land didn't help me a lot and mana fixing is always great.
I will cut the cards you mentioned and add Grasp of Fate and/or Act of Authority. Both seem to be much better. Also, I think I will cut Gideon Jura and play without planeswalkers.
Thinking about adding more creatures, makes me want to convert the deck into some kind of warrior-theme. Maybe Blood-Chin Fanatic and Ogre Battledriver + Coat of Arms + Secure the Wastes + Rush of Battle? What do you think?
Second deck:
Mystic Remora looks good. What about Rhystic Studies?
Managorger Hydra and Forgotten Ancient are nice creatures. I was thinking about something like this, maybe Quirion Dryad, but I'd need a way to let her deal combat damage. Also, I need some way to support the Chasm Skulker. What about Protective Bubble or Whispersilk Cloak?
Also, Treasure Cruise is great, but I got 2x Dig Through Time. I think I use those.
Third deck:
I'm not sure about what to do with this deck, but I guess I will cut Farhaven Elf and Rampant Growth for Sakura-Tribe Elder and Cultivate. Also, I will replace the cards you mentioned + Tribal Flames (maybe the Fusion Elementals too) for something more useful, like more Allied Strategies or Worldly Counsel and some threats, like Dragonsoul Knight/Paragon of the Amesha or Etched Oracle/Etched Monstrosity.
I would like to rework my decks, but I have a hard time figuring out what to do. My decks became boring and my friends know what I will play in most situations, because my decks are somewhat linear and they know them pretty well by now.
That's why I came here. Hopefully you can help me.
Me and my friends play 1v1 and 2v2 most of the time, sometimes FFA. There is no ban list or restriction on deckbuilding, we just want to keep it fair and have some fun. Our powerlevel is not that high, most decks are worth $100-150.
I would like to invest like $50 per deck.
It would be great if you guys could give me some input
The deck does a good job against aggressive creature-based decks, but has a hard time when it comes to control decks. Zurgo Helmsmasher is, most of the times, my only win condition, but he gets taken out easily.
I would like to keep the core idea (control the board, play Zurgo, smash faces), but I need more options and better protection. Hand destruction doesn't work out well and I don't really like it. Also, creatures are not the only threats when playing against my friends, so I need some kind of other removal and not just creature destruction.
The idea is simple: Play Chasm Skulker, let him grow, attack.
The problem is: I can't get him on board consistently/fast enough and/or make him big enough.
I can protect him most of the times, but the idea behind the deck doesn't work out well. It feels like it's an all-in deck and I don't like that. Control decks are not really a problem, but I have a hard time against aggro/creature based decks. Once the skulker is down, the game is over.
This deck feels very slow/inconsistent. I can get all five basic lands in turn 4 on the board, but from then on it feels like I can do barely anything at all.
The idea was to enchant Farhaven Elf/Matca Rioters with Chromanticore and have a threat on board, alternatively support my partner when we're playing 2v2, but my stuff gets removed most of the time (except for Clearwater Goblet, so I/we usually have tons of life).
On the positive side is the explosive potential of this deck. Ordered Migration + Tromp the Domains or an enchanted creature + Gaea's Might can win the game quickly.
Well, those are my decks. Do you guys have any ideas on how to improve them? I'm happy for every kind of feedback.
We're playing casual. No powerplay, little aggro, most games take their time. It's all about sitting together, talking, having fun
I was considering Monastery Swiftspear, but it just won't fit my playstyle. I'm more of a control player than an aggro player.
Cantrips are a good idea. I guess my deck would run out of steam very fast, if I can't find (or utilize) a Jeskai Ascendancy.
I know, there are several "Jeskai Tempo" topics on this forum, but I don't want to spend a lot of money on this deck (around $100, which is me and my friends 'powerlevel') and I want to play monks only.
Right now I have some problems with my deck: First, I think it contains too many creatures and not enough spells/utility to a) find and play the core cards fast enough and b) utilize Jeskai Ascendancy well. Second, I have no idea about the mana base. I just don't know if it's ok or not. Third, the deck is too expensive right now. I would like to drop the price a little. Also, there are some cards I'm not sure about, e.g. Ojutai's Command or Narset Transcendent. I like to have options, because me and my friends play a variety of decks, but maybe there are better choices. In addition, we play 1v1, 2v2 and 3-4 FFA.
I would love to get some help from you guys. Anything from what I talked about in this post to other ideas or suggestions, that come to your minds. Whatever it is, I'm glad about feedback.
Edit:
What would you change if there were no Zurgo in the deck?
Wouldn't Utopia Sprawl be better than Wild Growth in my deck?
4x Rhystic Study
4x Brainstorm
4x Mana Leak
4x Give // Take
2x Treasure Cruise
as spells and when I feel the need to protect my creatures (if my friends start playing (more) removal), I will try Dense Foliage.
Speaking of Wild Growth, does the deck really need that much green mana? Wouldn't Abundant Growth be better? It's slower, but it gives a card and mana of any color.
Alright, I will order some cards and report back how the games went. Thanks for the help, I really appreciate it!
I just realized that the only spell I can play when Goblin Dark-Dwellers enter the battlefield is Crackling Doom, since Painful Truths and Radiant Flames use the converge mechanic. Does it matter much?
Also, do you think your decklists are a straight upgrade to my decks? Or more like a different approach on the topic?
First deck:
Why is Painful Truths better than Read the Bones? RtB gives me Scry 2 and 2 cards, no matter what. PT doesn't give Scry and 1-3 cards. I don't see why I should use it :/
The same applies to Radiant Flames and Anger of the Gods. RF deals 1-3 damage, AotG 3 and creatures don't go into the graveyard. Or am I missing something here?
You're right about Radiant Fountain and the signet. The land didn't help me a lot and mana fixing is always great.
I will cut the cards you mentioned and add Grasp of Fate and/or Act of Authority. Both seem to be much better. Also, I think I will cut Gideon Jura and play without planeswalkers.
Thinking about adding more creatures, makes me want to convert the deck into some kind of warrior-theme. Maybe Blood-Chin Fanatic and Ogre Battledriver + Coat of Arms + Secure the Wastes + Rush of Battle? What do you think?
Second deck:
Mystic Remora looks good. What about Rhystic Studies?
Managorger Hydra and Forgotten Ancient are nice creatures. I was thinking about something like this, maybe Quirion Dryad, but I'd need a way to let her deal combat damage. Also, I need some way to support the Chasm Skulker. What about Protective Bubble or Whispersilk Cloak?
Also, Treasure Cruise is great, but I got 2x Dig Through Time. I think I use those.
Third deck:
I'm not sure about what to do with this deck, but I guess I will cut Farhaven Elf and Rampant Growth for Sakura-Tribe Elder and Cultivate. Also, I will replace the cards you mentioned + Tribal Flames (maybe the Fusion Elementals too) for something more useful, like more Allied Strategies or Worldly Counsel and some threats, like Dragonsoul Knight/Paragon of the Amesha or Etched Oracle/Etched Monstrosity.
I would like to rework my decks, but I have a hard time figuring out what to do. My decks became boring and my friends know what I will play in most situations, because my decks are somewhat linear and they know them pretty well by now.
That's why I came here. Hopefully you can help me.
Me and my friends play 1v1 and 2v2 most of the time, sometimes FFA. There is no ban list or restriction on deckbuilding, we just want to keep it fair and have some fun. Our powerlevel is not that high, most decks are worth $100-150.
I would like to invest like $50 per deck.
It would be great if you guys could give me some input
That being said, this is my first deck:
4 Zurgo Helmsmasher
Planeswalkers (2):
2 Gideon Jura
Enchantment Artifacts (1):
1 Whip of Erebos
Artifacts (4):
4 Mardu Banner
Instants (12):
4 Crackling Doom
4 Mardu Charm
4 Murder
2 Anger of the Gods
4 Duress
4 Read the Bones
2 Wrath of God
Lands (25):
4 Nomad Outpost
4 Temple of Silence
4 Temple of Malice
4 Radiant Fountain
4 Evolving Wilds
2 Mountain
2 Plains
1 Swamp
I stole the deck idea from this page.
The deck does a good job against aggressive creature-based decks, but has a hard time when it comes to control decks. Zurgo Helmsmasher is, most of the times, my only win condition, but he gets taken out easily.
I would like to keep the core idea (control the board, play Zurgo, smash faces), but I need more options and better protection. Hand destruction doesn't work out well and I don't really like it. Also, creatures are not the only threats when playing against my friends, so I need some kind of other removal and not just creature destruction.
The second deck:
4 Chasm Skulker
4 Horizon Chimera
2 Vorel of the Hull Clade
2 Zameck Guildmage
Enchantments (2):
2 Hatching Plans
Enchantment - Auras (4):
4 Rancor
4 Brainstorm
4 Counterspell
2 Perilous Research
4 Simic Charm
Sorceries (6):
4 Give/Take
2 Ponder
4 Yavimaya Coast
4 Temple of Mystery
3 Cephalid Coliseum
2 Novijen, Heart of Progress
5 Island
4 Forest
The idea is simple: Play Chasm Skulker, let him grow, attack.
The problem is: I can't get him on board consistently/fast enough and/or make him big enough.
I can protect him most of the times, but the idea behind the deck doesn't work out well. It feels like it's an all-in deck and I don't like that. Control decks are not really a problem, but I have a hard time against aggro/creature based decks. Once the skulker is down, the game is over.
The third deck was meant to be a support deck:
4 Farhaven Elf
2 Fusion Elemental
4 Matca Rioters
Enchantment Creatures (4):
4 Chromanticore
Enchantments - Auras (2):
2 Exotic Curse
Artifacts (2):
2 Clearwater Goblet
3 Gaea's Might
Sorceries (15):
2 Allied Strategies
2 Ordered Migration
4 Rampant Growth
3 Tribal Flames
2 Tromp the Domains
2 Wandering Stream
4 Evolving Wilds
4 Terramorphic Expanse
8 Forest
2 Island
2 Mountain
2 Plains
2 Swamp
This deck feels very slow/inconsistent. I can get all five basic lands in turn 4 on the board, but from then on it feels like I can do barely anything at all.
The idea was to enchant Farhaven Elf/Matca Rioters with Chromanticore and have a threat on board, alternatively support my partner when we're playing 2v2, but my stuff gets removed most of the time (except for Clearwater Goblet, so I/we usually have tons of life).
On the positive side is the explosive potential of this deck. Ordered Migration + Tromp the Domains or an enchanted creature + Gaea's Might can win the game quickly.
Well, those are my decks. Do you guys have any ideas on how to improve them? I'm happy for every kind of feedback.
Thank you for reading
2 Soulfire Grand Master
2 Jeskai Elder
2 Elusive Spellfist
2 Shu Yun, the Silent Tempest
4 Mantis Rider
Instants (20):
2 Gods Willing
2 Titan's Strength
2 Wear // Tear
4 Lightning Helix
4 Boros Charm
4 Jeskai Charm
2 Dig Through Time
2 Ponder
Enchantments (4):
4 Jeskai Ascendancy
Lands (22):
2 Adarkar Wastes
2 Battlefield Forge
2 Shivan Reef
2 Temple of Enlightenment
2 Temple of Epiphany
2 Temple of Triumph
4 Mystic Monastery
2 Island
2 Mountain
1 Mistveil Plains
1 Rogue's Passage
I was considering Monastery Swiftspear, but it just won't fit my playstyle. I'm more of a control player than an aggro player.
Cantrips are a good idea. I guess my deck would run out of steam very fast, if I can't find (or utilize) a Jeskai Ascendancy.
I want to build a deck with a monk theme and I was thinking about building it around Jeskai Ascendancy and Mantis Rider.
This is what I came up with so far:
3 Pride Guardian
2 Serene Master
2 Soulfire Grand Master
2 Shu Yun, the Silent Tempest
4 Mantis Rider
2 Ojutai Exemplars
Instants (17)
4 Lightning Helix
3 Boros Charm
2 Azorius Charm
2 Jeskai Charm
2 Ojutai's Command
2 Dig Through Time
2 Wear // Tear
4 Jeskai Ascendancy
Planeswalkers (2)
2 Narset Transcendent
Lands (22)
4 Battlefield Forge
2 Adarkar Wastes
4 Temple of Epiphany
4 Mystic Monastery
2 Rogue's Passage
4 Plains
1 Island
1 Mountain
I know, there are several "Jeskai Tempo" topics on this forum, but I don't want to spend a lot of money on this deck (around $100, which is me and my friends 'powerlevel') and I want to play monks only.
Right now I have some problems with my deck: First, I think it contains too many creatures and not enough spells/utility to a) find and play the core cards fast enough and b) utilize Jeskai Ascendancy well. Second, I have no idea about the mana base. I just don't know if it's ok or not. Third, the deck is too expensive right now. I would like to drop the price a little. Also, there are some cards I'm not sure about, e.g. Ojutai's Command or Narset Transcendent. I like to have options, because me and my friends play a variety of decks, but maybe there are better choices. In addition, we play 1v1, 2v2 and 3-4 FFA.
I would love to get some help from you guys. Anything from what I talked about in this post to other ideas or suggestions, that come to your minds. Whatever it is, I'm glad about feedback.
Thank you.