I have thought for some time that I am in need of card draw, however I don't know what to add (or remove). Most people seem to be running visions of beyond, but it seems quite slow. Am I underrating it, or is there a better alternative, relevant at all stages in the game that I could add?
You should be running visions. Maybe not as a 4-of, since drawing multiples in the early game before it's online hurts. I'd run 2-3, because it's often hard for your opponent to overcome that card advantage. There's a reason Ancestral Recall is one of the best cards of all time
Really? I would've thought an artifact that made creatures unblockable myself. And given that I've often used Venser solely for his -1, or used Odric and said "none of your guys block", I can tell you, such a card could be a wincon all on its own.
I'm going with this:
Trojan Horse 5
Artifact Creature - Horse Construct
When CARDNAME attacks and isn't blocked, you may sacrifice it. If you do, Put 10 1/1 white Soldier creature tokens onto the battlefield.
1/1
(the # of tokens produced and mana cost could be adjusted, my numbers were kind of arbitrary)
For real though, if this set is going to have rarity distribution similar to normal sets they're going to have to work to put some decent commons in. However, I think Chimney Imp and Storm Crow would be steps in the right direction.
A cool thing about these tokens is since every duel deck came with a set number of them (3, I believe?) they have traditional magic card backs instead of the advertisements found on most other tokens.
True. But the WU one is the most expensive, and by itself, can not race the other colors.
Yes, the Azorius promo has a CMC of 7, but it pretty much overpowers every other promo via detain. worst case basis you get hit with the Rakdos one ONCE.
I checked the page source and it looks like Bolas in going to be the only gold card in the set. At the very least, there's none before him alphabetically.
Did anyone else notice that the total number of cards in the block after the new set drops will be 666? Coincidence, or design? hmmmm.
I don't think that is any coincidence. They probably had it set at a different number at first and then realized that it was very close to 666 and then adjusted.
Kinda liking this ally/enemy/ally/enemy dual land process they got going on. First the fetchlands, now this. Pretty swell. Any other land variants we're missing that they could update with enemy colors?
Alara Tri-Lands (with wedge colors)
Scars Two-or-fewer-other-land lands
Time Spiral storage lands
Odyssey Filter-lands (why do this when we have Shadowmoor lands?)
Zendikar Refuges
Coldsnap Snow Duals
Kamigawa Doesn't-untap lands (please no)
I'm relatively new to EDH and am looking for ways to prune and improve my deck. I'll start by answering a few questions, and then giving a decklist.
1) Why Treva, the Renewer?
I want to play these three (Bant) colors. I experimented with other generals but I liked having a general that 1)kills in four turns 2)is a fatty with flying and 3)can gain life in a pinch (something my deck doesn't have too much of)
The fetch lands are helping in a very low percentage. I want that percentage on my side.
Especially in a deck with < 20 land, yes, they help thin the deck ever so slightly. However, is the life loss worth it? The few point of life add up against other aggro decks...
You should be running visions. Maybe not as a 4-of, since drawing multiples in the early game before it's online hurts. I'd run 2-3, because it's often hard for your opponent to overcome that card advantage. There's a reason Ancestral Recall is one of the best cards of all time
What does everyone think?
I'm going with this:
Trojan Horse 5
Artifact Creature - Horse Construct
When CARDNAME attacks and isn't blocked, you may sacrifice it. If you do, Put 10 1/1 white Soldier creature tokens onto the battlefield.
1/1
(the # of tokens produced and mana cost could be adjusted, my numbers were kind of arbitrary)
Chimney Imp doesn't die to Doom Blade.
For real though, if this set is going to have rarity distribution similar to normal sets they're going to have to work to put some decent commons in. However, I think Chimney Imp and Storm Crow would be steps in the right direction.
Hostility tokens exist already! Printed in jace vs. chandra.
http://magiccards.info/extra/token/duel-decks-jace-vs-chandra/elemental-shaman.html
A cool thing about these tokens is since every duel deck came with a set number of them (3, I believe?) they have traditional magic card backs instead of the advertisements found on most other tokens.
Yes, the Azorius promo has a CMC of 7, but it pretty much overpowers every other promo via detain. worst case basis you get hit with the Rakdos one ONCE.
Undermine the cycle, you say? I would love to see that card and/or Absorb back. Someone else mentioned this earlier as well.
YES! Room for Vindicate!!!
okay, maybe not.
This would be awesome! I like where this is going, especially with the speculation of a "life total matters" theme for AVR
I don't think that is any coincidence. They probably had it set at a different number at first and then realized that it was very close to 666 and then adjusted.
Alara Tri-Lands (with wedge colors)
Scars Two-or-fewer-other-land lands
Time Spiral storage lands
Odyssey Filter-lands (why do this when we have Shadowmoor lands?)
Zendikar Refuges
Coldsnap Snow Duals
Kamigawa Doesn't-untap lands (please no)
"Fight" seems okay, but there are so many cards that pseudo-fight without actually fighting (Cyclops Gladiator, Living Inferno, Predatory Urge) that I don't see the point.
Also, they'd better be printing a TON of checklists.
1) Why Treva, the Renewer?
I want to play these three (Bant) colors. I experimented with other generals but I liked having a general that 1)kills in four turns 2)is a fatty with flying and 3)can gain life in a pinch (something my deck doesn't have too much of)
2) How does the deck win?
My win conditions are:
1) Reveillark + Body Double + Mirror Entity combo (add Venser, Shaper Savant or Mulldrifter, or Acidic Slime for infinite bounce, art/ench/land destruction
2) Time Stretch + Eternal Witness OR Mnemonic Wall + Venser, the Sojourner OR Mistmeadow Witch combo for infinite turns
3)Attacking with Treva and other creatures
My game plan is basically to mana ramp and wipe the board when necessary and then combo out after assembling all the pieces.
The cards in the decklist are sorted by function:
4 Forest
4 Island
3 Plains
1 Horizon Canopy
1 Tectonic Edge
1 Seaside Citadel
1 Mosswort Bridge
1 Selesnya Sanctuary
1 Misty Rainforest
1 Wooded Bastion
1 Glacial Fortress
1 Mystic Gate
1 Vivid Grove
1 Stirring Wildwood
1 Sejiri Steppe
1 Terramorphic Expanse
1 Celestial Colonnade
1 Halimar Depths
1 Dread Statuary
1 Seachrome Coast
1 Boseiju, Who Shelters All
1 Simic Growth Chamber
1 Tree of Tales
1 Terrain Generator
1 Command Tower
1 Vivid Meadow
1 Evolving Wilds
1 Darksteel Citadel
1 Azorius Chancery
1 Flooded Grove
1 Nantuko Monastery
1 Yavimaya Elder
1 Farhaven Elf
1 Azusa, Lost but Seeking
1 Darksteel Ingot
1 Azorius Signet
1 Selesnya Signet
1 Simic Signet
1 Cultivate
1 Kodama's Reach
1 Sol Ring
Combo Pieces
1 Reveillark
1 Mirror Entity
1 Body Double
1 Mistmeadow Witch
1 Time Stretch
Reanimation/Recursion
1 Artisan of Kozilek
1 Sun Titan
1 Breath of Life
1 Regrowth
1 Nature's Spiral
1 Recollect
1 Praetor's Counsel
1 Saffi Eriksdotter
1 Marshal's Anthem
1 Eternal Witness
1 Mnemonic Wall
Card Draw/Manipulation
1 Mulldrifter
1 Future Sight
1 Sensei's Divining Top
Tutors
1 Fauna Shaman
1 Knight of the Reliquary
1 Trinket Mage
1 Chord of Calling
1 Primal Command
1 Wargate
1 Summoning Trap
1 Kederekt Leviathan
1 Fracturing Gust
1 Evacuation
1 Planar Cleansing
1 Hallowed Burial
1 Austere Command
1 Martial Coup
1 Day of Judgment
1 Akroma's Vengeance
1 Mass Calcify
1 Wrath of God
Spot Removal
1 Acidic Slime
1 Harmonic Sliver
1 Aura of Silence
1 Bant Charm
1 Path to Exile
1 Condemn
1 Venser, Shaper Savant
Other
1 Clone
1 Rite of Replication
1 Lightning Greaves
1 Garruk Wildspeaker
1 Venser, the Sojourner
1 Genesis Wave
The sort of already did; Karoo and friends.
Especially in a deck with < 20 land, yes, they help thin the deck ever so slightly. However, is the life loss worth it? The few point of life add up against other aggro decks...