The ultimate is pretty cringe worthy. Assuming that you play this turn 6, it won't be until turn 10 that you can actually use the ultimate (assuming both that your opponent hasn't dealt damage to him and you haven't done things to speed up counters). What is the average life total at turn 10? Even if you do get it off, your opponent can kill the creature you want to buff in response. How many PW ultimates can be countered by murder?
I really like the deck concept. Seems fun. I worry about the speed though. The first 3 turns you really can't do much. No 1 mana cards. Three 2 mana cards and they are all 1 health mana dorks. Turn 3, your enchantments have no immediate impact. Maybe if you are lucky, you can catch a player who is over extending with a radiant flames. But, just playing the odds here, your deck doesn't seem to start coming online until turn 5+ and you have very little in the way of interaction until then. Any halfway decent aggro deck should have you dead or close to it by then. Any decent control deck should have more answers than you have threats. I would still have fun running this on mtgo though. Thanks for sharing.
My main criticism would be that you have very few ways to interact with your opponent. You have 2 select for inspection, 3 aether meltdown, 1 confiscation coup, and an aethersquall ancient. That just isn't enough imho. I would strongly consider dropping the puzzleknots unless you take the deck in a different direction. Also, by my count you have 22 land cards. That is not enough with the power curve you have. Bump that up to 24 at least. Good luck with the deck.
I know it's almost mandatory to post about how each new set is the worst ever, but seriously, this set is great. I think we could skip this thread this time around.
I had a pretty good time. Pulled some good limited bombs to work with including 2 Hornet Queen, Soul of New Phyrexia, Master of Predicaments, and Chasm Skulker. As you might have already guessed, I went blue green. My surprise mvp was Tyrant's Machine! I didn't even include it in my original deck build. I sideboarded it in and it worked so well it stayed in the rest of the games. Bought me the time I needed to get bombs in place. I went 4-1 with the following deck:
I probably would have pulled the Jace's Ingenuity if I had it to do all over again. Just didn't have an impact in any game I played. Nissa's Expedition and Hunter's Ambush were both in my deck at one time or other. Hunter's Ambush in heavy green deck is amazing at certain times, but I would consider it more sideboard since if you opponent is playing green as well it can be less impressive.
Well it wasn't so much a surprise, but Shipbreaker Kraken was an absolute house! I won every game he hit the table. So hard to come back after he goes monstrous. But the card that actually surprised me was Shipwreck Singer. Sometimes she was just a 1/2 flyer for UB, but sometimes she just takes over. With mana open she makes very profitable trades and anything with 1 toughness just dies. Bestow in limited is amazing, but I think everyone figured that out. The deck I ran up against that impressed me the most was a w/g/r heroic deck. So many heroic cards with enablers. Very fast and scary.
I'm pretty sure the sorcery speed restriction on this is important for limited to limit the number of 2 for 1's you can get by removing an aura mid-combat. The exiling is nice because it gives you a way to 1 for 1 answer bestow creatures, and incidentally the gods.
I was kind of annoyed that it wasn't instant speed since it cost 3 power, but this is actually a pretty good point.
I'm completely disappointed with these lands at rare. Common/uncommon? Okay, whatever. But I expect more at rare. Would it have been broken if it was "Unless this is your first turn, ~ comes into play tapped"?
I agree about the 2 drops. Both Kalonian Tusker and Ash Zealot are great cards... in the right deck. This isn't that deck though. Madcap skills on a gladecover scout, followed by giant's growth and armed is very scary though.
I like the idea for this deck and was wondering if there was enough lifegain to add in Chalice of Life? Though it does seem win-more if you have gained enough life to make angels each turn, it can end a game in short order if you don't have the accord in play.
I like running it as a 1 of. More often than not I'll get it to flip and I like the extra reach against certain decks.
Okay, this is a casual fodder deck. But it sure feeds the inner Timmy in me. The goal is to drop a Feral Animist or Yew Spirit, pump em up with Rancor and/or Increasing Savagery then double down on damage. Here's what I'm working with so far:
I'm sorry, but this statement has been rattling around in my brain all day. You don't see a solid reason to put blue in a control deck? Really?
10 Forest
8 Island
Creatures:
3 Elvish Mystic
2 Runeclaw Bear
1 Research Assistant
1 Frost Lynx
1 Chasm Skulker
1 Paragon of Eternal Wilds
1 Master of Predicaments
1 Phytotitan
1 Soul of New Phyrexia
1 Siege Wurm
2 Hornet Queen
1 Tyrant's Machine
1 Peel from Reality
2 Dissipate
1 Encrust
1 Hunt the Weak
1 Jace's Ingenuity
I probably would have pulled the Jace's Ingenuity if I had it to do all over again. Just didn't have an impact in any game I played. Nissa's Expedition and Hunter's Ambush were both in my deck at one time or other. Hunter's Ambush in heavy green deck is amazing at certain times, but I would consider it more sideboard since if you opponent is playing green as well it can be less impressive.
I was kind of annoyed that it wasn't instant speed since it cost 3 power, but this is actually a pretty good point.
If I was going to go that route, I'd probably use Pyreheart Wolf instead. The deck is kind of creature light.
I like running it as a 1 of. More often than not I'll get it to flip and I like the extra reach against certain decks.
4 Dawntreader Elk
2 Falkenrath Exterminator
4 Feral Animist
2 Yew Spirit
3 Zhur-Taa Ancient
4 Abundant Growth
4 Rancor
2 Alpha Authority
Instant/Sorcery:
2 Armed // Dangerous
2 Ranger's Path
3 Increasing Savagery
1 Boundless Realms
3 Clan Defiance
4 Evolving Wilds
11 Forest
7 Mountain
2 Kessig Wolf Run