Is a good bounce effect that also mills you. However, if you want to cut the colorless lands like I suggest running it in most black tribal decks, unless your meta is more than 40% to 50% tribal. Is around $20 nowadays, but it'll help you recover from a boardwipe real fast. I think it's probably pretty bad, but I figured I'd mention it. If you run a reanimation package, you can get cards like your However, I suspect you end up with a lot of guys on the field. Obviously, I don't know exactly how this deck will play - I've never played this list. (who, thank whatever G-d may be, is banned). Their hatebear-like static abilities are super relevant in EDH, and if you pair I think most UB decks benefit from running Out, it becomes slightly less fun however, with your These'll let you keep up with green decks, or at least have a chance of doing so. In my experience, two-mana rocks are a lot better than three mana rocks. , etc.) are unfortunately very expensive however, there're a lot of two-mana mana rocks that are very affordable, and you may already have lying around. The best way to improve this deck, I think, is to work on the mana-rocks. (which builds card-advantage) or a low-cost counter like I think you may be better off using that slot for something like three mana is a lot of pay for a counterspell is a lot, and milling an opponent is frequently good for them in EDH. Is good, but that one can be expensive too.Ĭoncerning your counter-board, there's room for (a little) improvement without breaking the bank. , etc.) are inaccessible (they often are), there're other fetch options. I think you need at least three fetches to justify running brainstorm, and probably want six plus, really. Is similar to the aforementioned, but you need shuffle effects to make it good - getting stuck with two dead cards on top of your deck blows chunks. There's a reason they're super-banned in Modern, and it's not 'cause no one likes them. These two one-mana cantrips don't look like much, but they'll let you run thirty-three lands rather easily and smooth out your draws. So for starters, I think you should definitely include Being one mana was a mistake, but it's here, so what the hell. Will still buy you time to develop your board and make land-drops while opponents try to outlast it. even if people know that it's better just to wait it out, In less-experienced metas, it is often an Making a 4/4 every time you cast an artifact or enchantment seems. You may be better off with just aĭepending on how often you get to five mana,Ĭould be a win-condition in itself in this deck. But I like it, so I figured I'd mention it.įrom triggering. I think you should at least playtestĭoes tend to be a high variance card, and it may end up being more of a preference-call than a meta-call. Your mana curve is pretty consistently low. Then you'll be able to do your damage within a turn-cycle or so, and the upkeep won't matter. The cumulative upkeep can be tough, but if you run something like Also, due to your colors, you may even consider Is a fun (if not cheap) card to pair withĪnd some reanimation targets, thought the precise pile may be tough to determine. In general, these duders will be tough to cast, and being able to cheat them into play will give you a competitive advantage.Īre the best ways to bin your targets (though there are others, like , I suggest you think about a reanimation package. Late-game, but more importantly it acts as a to-battlefield tutor for things like your Consider at least a few of the following: Unfortunately, a lot of the best ramp in EDH is very expensive:Ĭome to mind. I really like that all your rocks are two or less mana - three-mana mana-rocks are simply not good enough a lot of the time, especially with a four-mana commander. You have some good artifact ramp, but I think it can be improved. Three-mana: draw-three is a hard rate to beat, and I've been very impressed with it in my (Note that yourĭoes not stop opponents searching off YOUR spells.) As I see it, you may be better off just running another card-draw spell, which would dig you to more potent removal I suggest Ramping your opponent in a format with everyone trying to do busted things is rarely anything short of a bad idea, and is frequently dangerous. , though I think running two+ more fetches would be ideal you don't want to get locked with two dead cards on top of your deck. Being able to dig you to what you need and past what you don't for one blue mana is a REALLY powerful effect, even if the cards themselves may not look as powerful as they are. Hey! So I have some suggestions: feel free to ignore any/all of them.Īre banned in Modern, and it's because they're stupid-good cards.
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