I'd run -1 Nissa, -4 Warcaller for +3 Wolfbriar and +2 Garruk. Wolfbriar > Warcaller in all the matches I've played. The Garruk's give you additional overrun effects + versatility.
I would run Windstorms over Slingbow Traps. The Nissa plan should give you enough life gain against Red. I tried Pelakka Wurms but they were always too slow to mitigate the life-loss. Momentous Fall has been my MVP against burn.
As always, YMMV.
I do have Windstorms, but I think they depend too much on the mana given by the Archdruids. You need 6 mana to bring down a BSA, which is the main target for the card, and 5/9 for a Dragonlord. I rarely get to float more than 5 without Archdruids. Too bad they didn't reprint Hurricane, that would be the answer to nearly everything.
But you may be right on the Wolfbriars and Garruk. But Garruk is nearly outside my budget, much as I would want to play them, and Nissa has a higher priority in the deck. The only complaint is that she's so easily boltable. With the wolfbriars I'd need to cut in elves and go the generic-green-aggro path, but I would then need Vengevines. But it seems to be a good Monument engine.
I'll have a constructed tournament of sorts tomorrow at my local store, but I can't think of a good sideboard to accompany my deck. This is the deck I'm running:
I'm thinking whether or not maindecking the Stags, but the local meta is Jund-light. The main threats are Mythic Conscription, W/U Planeswalkers and
Devastating Red.
Also, any advice on improving the main deck are welcome.
PS: Yes, I'm gonna get creamed, just want to have a fun time
In Limited what I did was put them on guard duty. And heat rays for 10 and dawnglare invokers for 8. It's pretty much a race for who has more lands in play.
Deny the possibility in a cosmological kind of sense, as in "it's physically possible"? No. In a practical sense? Yes. There is no reason for Wizards to do that; Wizards has repeatedly and explicitly said that they don't do that; there is no evidence that suggests Wizards does that; and trying to do that would be expensive and impractical because of the physical process by which rares are cut and sorted. There is no practical possibility that Wizards deliberately manipulates rarity of cards within a certain rarity type.
Other than making you buy more of their product believing that they're printed in equal numbers and you're just having bad luck.
I had a 5-color deck that looked like a reject rare draft deck, with CCC spells, choke full of painlands and 4 cities of brass. It was a lot of fun to play, when you didn't die by your own lands, of course. It had cards ranging from Absorb to Penumbra Wurm and Lt. Kirtar or Desolation Angel (the kicker hurt me much more than anybody else). One only copy of each.
As of bad habits, I guess is not putting enough lands too. The most land-intensive deck I ever had was a landstill deck with only 23 lands. Today the decks I'm using range from 18 to 20. And I still have issues with mana flood :\
What I always liked of Magic (and is why I started playing this game) is that rarity didn't necessarily mean power level. Staple cards from UG Madness (format warping) were mostly commons and uncommons. You could build one for $30. Counterspell was common. Duress is common and was incredibly powerful before $10 rares came to take the throne. Force of Will was uncommon. Hell, even "recent" cards like Isochron scepter, standstill and Top were uncommon. Maybe the meta wasn't as "healthy" as now, but the market was definitely much healthier. The most expensive T2 card I saw before I dropped the game was Chrome Mox, and that was $20 tops.
As for Extended, after duals rotated out it turned into a ridiculously cheap (and varied) format.
But now any card that has some minimally decent power level is rare or mythic, and building budget powerful decks is literally impossible. Sure, you could beat a $1000 deck with your $30 aggro deck with a good hand, but don't count on it.
They decided to not print utility cards in Mythic, but that doesn't mean that they wouldn't print them in rares, and that's as punishable as Jace 2.0 in mythic. Utility cards are by definition cards that help you to build your strategy, a shockland or fetchland just shouldn't cost $10 each. Shocklands shouldn't even exist. That leads to power creep and we will eventually see lands as powerful as the old duals because WotC can't do anything else to keep the demand. I want to laugh every time R&D says that they keep the power creep on check. Yeah, as if cards like Ranger of Eos, Knight of the Reliquary or Leatherback Baloth are as acceptable today as in 2000.
For example, before Onslaught fetch lands, Mirage fetches were actually played. Who remembers them now? Now a terramorphic expanse is common and is considered a "meh" card. 8 years ago every deck would get 4 of them.
Magic is taking the path of YuGiOh and LOTR, and nobody wants that to happen.
ins't mill decks in this meta but if mill is your headache may be a single Ulamog, the Infinite Gyre is enough for the job plus a great removal for opposite iona(yeah the fear of every monocolored player)
But it costs 11 mana. It's already hard for me to cast Iona, and that's only 9.
The deck has enough speed to beat mill.
I always wondered if a "infinite" combo is really infinite or just a ridiculously large number, but finite nonetheless.
For example, if my opponent does some infinite life combo and then attacks with his Serra Avatar, and I Awe Strike it in response, theoretically I gain infinite life too. So what happens next turn when he attacks again with the Avatar? Do I lose (finite life, 100000000-100000000=0) or not (infinite - infinite =/= 0)?
I think it's much more efficient than de former version, and turn 2 chant on a stick is lethal in most cases. I decided to keep it mono-white for better mana base. Also reduced deck size from 64 to 60.
First of all, this is my first post here in this forum, but I've been a reader of MTGS many years ago, before retiring from this game.
I've been off these last 5 years, so I don't really have an understanding of the decks people play today, so I don't know if this deck already exists or it's "original" or effective or whatever. I've always been a blue control player, but seeing the rather questionable counters of the last few blocks, I decided building something new. So I fired up Gatherer and this is the result:
The deck is very simple. Just prevent everything until you can get an Angel or two in play. I tested this deck in MWS and while it's pretty good against creature-based decks, it can't do anything against mill. Any suggestions? Or it's hopeless? If it works, I'd like to get a paper version, and obviously the Baneslayers would have to be replaced.
I do have Windstorms, but I think they depend too much on the mana given by the Archdruids. You need 6 mana to bring down a BSA, which is the main target for the card, and 5/9 for a Dragonlord. I rarely get to float more than 5 without Archdruids. Too bad they didn't reprint Hurricane, that would be the answer to nearly everything.
But you may be right on the Wolfbriars and Garruk. But Garruk is nearly outside my budget, much as I would want to play them, and Nissa has a higher priority in the deck. The only complaint is that she's so easily boltable. With the wolfbriars I'd need to cut in elves and go the generic-green-aggro path, but I would then need Vengevines. But it seems to be a good Monument engine.
20 Forest
2 Oran-Rief, the Vastwood
Creatures
4 Elvish Visionary
4 Llanowar Elves
4 Arbor Elf
4 Elvish Archdruid
4 Leatherback Baloth
4 Joraga Warcaller
4 Nissa's Chosen
4 Nissa Revane
3 Overrun
3 Eldrazi Monument
3 Great Sable Stag
2 Pelakka Wurm
3 Naturalize
4 Vines of Vastwood
3 Slingbow Trap
I'm thinking whether or not maindecking the Stags, but the local meta is Jund-light. The main threats are Mythic Conscription, W/U Planeswalkers and
Devastating Red.
Also, any advice on improving the main deck are welcome.
PS: Yes, I'm gonna get creamed, just want to have a fun time
Other than making you buy more of their product believing that they're printed in equal numbers and you're just having bad luck.
But not, I don't believe it either, too paranoid.
Cons: If you perchance need a MR staple, you're screwed.
They could just have printed Counterspell in Mythic instead of Jace 2.0 to "fix" blue. That would've be fun.
As of bad habits, I guess is not putting enough lands too. The most land-intensive deck I ever had was a landstill deck with only 23 lands. Today the decks I'm using range from 18 to 20. And I still have issues with mana flood :\
22 Plains
2 Emeria, the Sky Ruin
Creatures
4 Baneslayer Angel
Spells
4 Wrath of God
2 Oblivion Ring
2 Path to Exile
4 Silence
3 Rebuff the Wicked
1 Ethereal Haze
4 Dawn Charm
4 Isochron Scepter
3 Luminarch Ascension
2 Martial Coup
3 Elspeth, Knight-Errant
2 Oblivion Ring
1 Rebuff the Wicked
4 Ivory Mask
2 Journey to Nowhere
3 Day of Judgment
2 Rule of Law
As for Extended, after duals rotated out it turned into a ridiculously cheap (and varied) format.
But now any card that has some minimally decent power level is rare or mythic, and building budget powerful decks is literally impossible. Sure, you could beat a $1000 deck with your $30 aggro deck with a good hand, but don't count on it.
They decided to not print utility cards in Mythic, but that doesn't mean that they wouldn't print them in rares, and that's as punishable as Jace 2.0 in mythic. Utility cards are by definition cards that help you to build your strategy, a shockland or fetchland just shouldn't cost $10 each. Shocklands shouldn't even exist. That leads to power creep and we will eventually see lands as powerful as the old duals because WotC can't do anything else to keep the demand. I want to laugh every time R&D says that they keep the power creep on check. Yeah, as if cards like Ranger of Eos, Knight of the Reliquary or Leatherback Baloth are as acceptable today as in 2000.
For example, before Onslaught fetch lands, Mirage fetches were actually played. Who remembers them now? Now a terramorphic expanse is common and is considered a "meh" card. 8 years ago every deck would get 4 of them.
Magic is taking the path of YuGiOh and LOTR, and nobody wants that to happen.
But it costs 11 mana. It's already hard for me to cast Iona, and that's only 9.
The deck has enough speed to beat mill.
For example, if my opponent does some infinite life combo and then attacks with his Serra Avatar, and I Awe Strike it in response, theoretically I gain infinite life too. So what happens next turn when he attacks again with the Avatar? Do I lose (finite life, 100000000-100000000=0) or not (infinite - infinite =/= 0)?
22 Plains
2 Emeria, the Sky Ruin
Creatures
1 Iona, Shield of Emeria
4 Baneslayer Angel
Spells
4 Wrath of God
2 Oblivion Ring
2 Path to Exile
4 Silence
1 Day of Judgment
3 Rebuff the Wicked
2 Ethereal Haze
4 Dawn Charm
4 Isochron Scepter
3 Luminarch Ascension
2 Martial Coup
I think it's much more efficient than de former version, and turn 2 chant on a stick is lethal in most cases. I decided to keep it mono-white for better mana base. Also reduced deck size from 64 to 60.
Any opinions appreciated
I've been off these last 5 years, so I don't really have an understanding of the decks people play today, so I don't know if this deck already exists or it's "original" or effective or whatever. I've always been a blue control player, but seeing the rather questionable counters of the last few blocks, I decided building something new. So I fired up Gatherer and this is the result:
22 Plains
2 Emeria, the Sky Ruin
Creatures
3 Serra Avenger
4 Baneslayer Angel
4 Ethereal Haze
4 Dawn Charm
2 Awe Strike
3 Wrath of God
4 Isochron Scepter
3 Silence
4 Path to Exile
2 Devouring Light
3 Rebuff the Wicked
4 Holy Day
The deck is very simple. Just prevent everything until you can get an Angel or two in play. I tested this deck in MWS and while it's pretty good against creature-based decks, it can't do anything against mill. Any suggestions? Or it's hopeless? If it works, I'd like to get a paper version, and obviously the Baneslayers would have to be replaced.
Thank you!