I'm just getting back into MTG after a few years' of absence from the game and I was looking to build an EDH deck that would be fun but also solidly competitive. SO I decided to run Charms. Charms are the ultimate utility cards and when you have 30+ at your disposal, then there's a lot of utility. I'd a hankering to make a deck like this for a while, so I decided to pick up some of the pieces I already owned and then buy some of the others that I needed to complete the deck, so I haven't really invested that much in the deck atm.
I am looking for some advice on how to improve it. Obviously, I could update the lands to shocks/alpha duals, but I have more questions about what to do for the spells in the deck. All the charms are sorta-to-very useful and I have no real intention of cutting them exception for maybe a few of them. But I'm unsure about the utility spells I'm using and, from the few times I've played the deck, the win-conditions are kinda flimsy and inconsistent. How could I improve on those?
It's lots of fun to play since you have all these abilities at your disposal and can have a response to just about anything.
Child of Alara is a great card for the deck since I get a win condition that no one wants to kill, especially in the late-game, and, when it does get removed, I get to reset a board that I probably didn't have much of a presence on.
Cards like Maelstrom Nexus and Archangel don't seem that useful, but they seemed like lots of fun. They're probably on the chopping block.
I can pretty reliably get any of my charms if I need them or just use the ones in hand to help maintain the board in a way I'd want to, but the deck could use some more flexibility when it comes to fetching charms I need.
The win conditions in the deck are flimsy at best. CoA with a bestowed Chromanticore is pretty good, but it's unreliable since that makes me an immediate target. What are some better win cons for a 5 color deck like this one?
It's a lot of fun, but I'd like it to be a bit more competitive. Since I lack the encyclopedic knowledge I used to retain about MTG, I'm not really sure of what cards would be upgrades/help the deck run more effectively. Any advice?
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I am looking for some advice on how to improve it. Obviously, I could update the lands to shocks/alpha duals, but I have more questions about what to do for the spells in the deck. All the charms are sorta-to-very useful and I have no real intention of cutting them exception for maybe a few of them. But I'm unsure about the utility spells I'm using and, from the few times I've played the deck, the win-conditions are kinda flimsy and inconsistent. How could I improve on those?
1x Child of Alara
Lands:
1x Arcance Sunctum
1x Azorius Chancery
1x Battlefield Forge
1x Cave of Koilos
1x City of Brass
1x Command Tower
1x Crumbling Necropolis
1x Darkwater Catacombs
1x Dimir Aqueduct
1x Exotic Orchard
1x Forbidden Orchard
1x Golgari Rot Farm
1x Gruul Turf
1x Izzeet Boilerworks
1x Jungle Shrine
1x Llanowar Wastes
1x Mystc Monastery
1x Mossfire Valley
1x Nomad Outpost
1x Opulent Palace
1x Orzhov Basilica
1x Pillar of the Paruns
1x Rakdos Carnarium
1x Reflecting Pool
1x Sandsteppe Citadel
1x Savage Lands
1x Seaside Citadel
1x Selesnya Sanctuary
1x Simic Growth Chamber
1x Shadowblood Ridge
1x Shivan Reef
1x Skycloud Expanse
1x Sungrass Prairie
1x Volrath's Stronghold
1x Yavimaya Coast
1x Abzan Charm
1x Atarka's Command
1x Azorius Charm
1x Azorius Charm
1x Bant Charm
1x Boros Charm
1x Crosis's Charm
1x Darigaaz's Charm
1x Dawn Charm
1x Dimir Charm
1x Dromar's Charm
1x Dromoka's Command
1x Esper Charm
1x Fury Charm
1x Golgari Charm
1x Grixis Charm
1x Gruul Charm
1x Izzet Charm
1x Jeskai Charm
1x Jund Charm
1x Kolaghan's Command
1x Mardu Charm
1x Naya Charm
1x Ojutai's Command
1x Orzhov Charm
1x Rakdos Charm
1x RIth's Charm
1x Sappgire Charm
1x Selesnta Charm
1x Simulgar's Command
1x Simic Charm
1x Sultai Charm
1x Temur Charm
1x Treva's Charm
1x Birds of Paradise
1x Joiner Adept
1x Sylvan Caryatid
1x Amulet of Vigor
1x Chromatic Lantern
1x Chrome Mox
1x Coalition Relic
1x Darksteel Ingot
1x Prismatic Omen
1x Trace of Abundance
Utility:
1x Eladamri's Call
1x Firemind's Foresight
1x Wordly Tutor
1x Archaeomancer
1x Elite Arcanist
1x All Suns' Dawn
1x Conflux
1x Epic Experiment
1x Maelstrom Nexus
1x Sunforger
Sweepers:
1x Duneblast
1x Marciless Eviction
1x Supreme Verdict
Win Conditions:
1x Genju of the Realm
1x Chromanticore
1x Fusion Elemental
1x Maelstrom Archangel
1x Door to Nothingness
A bit of information about the deck: