mulldrifter, clones, siege-gang commander, cards who can search for other guys like fierce empath, deranged hermit. theres plenty if you just search.acidic slime, pod(really good), æthersnipe, avalanche riders, avenger of zendikar. use gatherer and you will find a lot of cards.
you can also cascade into spells or other permanents like solring, lightning bolt(not good, just examples)etc.
not 100% sure on the name and the ability but it goes something like this:
stealth n - ~ enters the battelfield with n stealth counters on it, at the beginnig of your upkeep remove a stealth counter from ~. as long as ~ has a stealth counter on it, it is unblockable.
(ps. only on creatures) not sure if i should ad shroud/hexproof to the effect, or if it should be an outside effect.
examples:
faranian thief UU
creature-human rogue
stealth 3
as long as ~ has a stealth counter on it, it has "whenever ~ deals combat damage to a opponent draw a card"
if ~ has no stealth counter on it, it has " whenever ~ deals damage to an opponent draw a card, then discard a card"
1/2
ideas, comments etc. is welcomme, if its ever my turn.
gatherer of graces or auratog.
do we play path or aura removal?
angelic detiny as a 1 of; daily regimen; genjus, other colours(propebly blue),holy strength,magemarks,keen sence, petrified plating, sigin of the nayan gods, curiosity etc.?
maybe you can make a slower version with ramp and echantresses?
Chandra Firebrand isn't very good. I think Koth may be better since he can ultimate in a couple turns or just give a mana boost the turn after you play him. You should move the Maguses to the SB. That way game 1, they won't think you're playing creatures and they'll side out removal (if they're using Bolts, well, bolt can't kill Magus anyway), then Magus can come in and hurt them. Tectonic Edge may be something you may want to drop since they won't likely get to 4 lands at all, and if you're playing Blood Moon (should be playing 4!) non-basics won't matter anyway. Lightning Helix is an option as well.
well chandra is good in some versions, like roiling terrain decks, and decks with other good spells (obliterate(in some versions).
Gozmit97
boom/bust you want most of the time to use boom.
boom and flakstone is pretty good, and the same with fetches.
in response to boom sac your fetch and get a land.
that way only your opponent loses a land(im pretty sure, sice its the same as arc trail)
also most decks (zoo etc.) who have large creatures (tarmogoyf etc.) don´t play many basics.
also: lavaball trap, incendiary command,(obliterate if you go with the artifact ramp way) avalance rider (omg it legal!), ice falll, plunder, roiling terrain(possible win con if lucky), stingmoggie, volcanic awakening,detrivore(also a win con if there is enough land removal), invader parasite. sowing salt(WTF-FTW)
so last but also least this http://magic.tcgplayer.com/db/article.asp?ID=9971
chosen stop saying vampires are bad. they are not ´´the best´´ but they are not terrible either.
on the other hand polish zombies are pretty good actually. you can pretty much play mono black or splash any color(white for path,dude in the boat cant remember name, and more),
but this is a vampire threat not a zombie threat, so chosen please, no offence, make another post for zombies if you want to.
what sideboard against meta (path, combust, mindbreak trap etc.)
mass land removal and boom/bust+flagstones of trokair?
magus of the moon or blood moon?
to much 1 land removal for 3?
some ramp cards?
less planeswalkers?
just questions to ask yourself
sorry for the terrible english since it´s not my first language.
cards i can think of you can use are:
1drop: path to exile, lightning bolt, shard volley, goblin guide, steppe lynx, figure of destiny, vexing devil, grim lavamancer
2drops: lightning helix, magma jet, searing blaze, zektar shrine expedition,
plated geopede, thalia, guardian of thraben, stormblood berserker, keldon marauders, Jötun Grunt
3 drops: volcanic fallout ,chandra's phoenix
4 drops: ranger of eos
you can also cascade into spells or other permanents like solring, lightning bolt(not good, just examples)etc.
browbeat?
stealth n - ~ enters the battelfield with n stealth counters on it, at the beginnig of your upkeep remove a stealth counter from ~. as long as ~ has a stealth counter on it, it is unblockable.
(ps. only on creatures) not sure if i should ad shroud/hexproof to the effect, or if it should be an outside effect.
examples:
faranian thief UU
creature-human rogue
stealth 3
as long as ~ has a stealth counter on it, it has "whenever ~ deals combat damage to a opponent draw a card"
if ~ has no stealth counter on it, it has " whenever ~ deals damage to an opponent draw a card, then discard a card"
1/2
ideas, comments etc. is welcomme, if its ever my turn.
do we play path or aura removal?
angelic detiny as a 1 of; daily regimen; genjus, other colours(propebly blue),holy strength,magemarks,keen sence, petrified plating, sigin of the nayan gods, curiosity etc.?
maybe you can make a slower version with ramp and echantresses?
well chandra is good in some versions, like roiling terrain decks, and decks with other good spells (obliterate(in some versions).
Gozmit97
boom and flakstone is pretty good, and the same with fetches.
in response to boom sac your fetch and get a land.
that way only your opponent loses a land(im pretty sure, sice its the same as arc trail)
also most decks (zoo etc.) who have large creatures (tarmogoyf etc.) don´t play many basics.
also: lavaball trap, incendiary command,(obliterate if you go with the artifact ramp way) avalance rider (omg it legal!), ice falll, plunder, roiling terrain(possible win con if lucky), stingmoggie, volcanic awakening,detrivore(also a win con if there is enough land removal), invader parasite. sowing salt(WTF-FTW)
so last but also least this http://magic.tcgplayer.com/db/article.asp?ID=9971
on the other hand polish zombies are pretty good actually. you can pretty much play mono black or splash any color(white for path,dude in the boat cant remember name, and more),
but this is a vampire threat not a zombie threat, so chosen please, no offence, make another post for zombies if you want to.
mass land removal and boom/bust+flagstones of trokair?
magus of the moon or blood moon?
to much 1 land removal for 3?
some ramp cards?
less planeswalkers?
just questions to ask yourself
good decks look there for more help