Needs OG duals, fetches, and shocks. Playing CIPT lands will often put you at least a turn behind your opponent, and you can't have that if you want to be competitive. More color fixing would be ideal.
You might like Rite of Replication. Kicked its pretty much an auto win unless they counter it.
Why the Urza lands?
Why the artifact lands? They are just easier to blow up than basics.
Trying to win via Maze's End is a horrible idea for a competitive deck.
What is the point of the deck? I don't see any really strong synergy or combos. You can do a lot with five colors, pretty much any strategy with the right cards(personal fav is hermit druid combo. turn 4 wins are delicious).
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1x Reaper King
Creatures (20)
1x Clever Impersonator
1x Enigma Sphinx
1x Etherium-Horn Sorcerer
1x Gatecreeper Vine
1x Heroes' Bane
1x Indomitable Archangel
1x Karn, Silver Golem
1x Kiki-Jiki, Mirror Breaker
1x Laboratory Maniac
1x Myr Battlesphere
1x Omnath, Locus of Rage
1x Pestermite
1x Platinum Angel
1x Progenitor Mimic
1x Realm Seekers
1x Seedborn Muse
1x Sharuum the Hegemon
1x Shimmer Myr
1x Thopter Assembly
1x Voltaic Construct
Sorceries (12)
1x Behold the Beyond
1x Diabolic Revelation
1x Diabolic Tutor
1x Ghastly Conscription
1x In Garruk's Wake
1x Increasing Ambition
1x Rite of Replication
1x Sunbringer's Touch
1x Sylvan Scrying
1x Unexpected Results
1x Villainous Wealth
1x Warp World
1x Daretti, Scrap Savant
1x Kiora, the Crashing Wave
1x Tezzeret the Seeker
Artifacts (18)
1x Altar of the Brood
1x Basalt Monolith
1x Clock of Omens
1x Darksteel Forge
1x Door to Nothingness
1x Howling Mine
1x Mirrorworks
1x Mycosynth Lattice
1x Orbs of Warding
1x Otherworld Atlas
1x Planar Portal
1x Prototype Portal
1x Skyship Weatherlight
1x Sol Ring
1x Spellbook
1x Thought Vessel
1x Time Sieve
1x Venser's Journal
Enchantments (6)
1x Assemble the Legion
1x Conspiracy
1x Maelstrom Nexus
1x Thopter Spy Network
1x Wild Evocation
1x Zendikar Resurgent
Lands (40)
1x Ancient Den
1x Arcane Sanctum
1x Azorius Guildgate
1x Bojuka Bog
1x Boros Guildgate
1x Command Tower
1x Crumbling Necropolis
1x Darksteel Citadel
1x Dimir Guildgate
2x Forest
1x Golgari Guildgate
1x Great Furnace
1x Gruul Guildgate
2x Island
1x Izzet Guildgate
1x Jungle Shrine
1x Maze's End
2x Mountain
1x Opal Palace
1x Orzhov Guildgate
2x Plains
1x Rakdos Guildgate
1x Reliquary Tower
1x Rupture Spire
1x Savage Lands
1x Seaside Citadel
1x Seat of the Synod
1x Selesnya Guildgate
1x Simic Guildgate
1x Swamp
1x Transguild Promenade
1x Tree of Tales
1x Urza's Mine
1x Urza's Power Plant
1x Urza's Tower
1x Vault of Whispers
Lmk know your opinions.
You might like Rite of Replication. Kicked its pretty much an auto win unless they counter it.
Why the Urza lands?
Why the artifact lands? They are just easier to blow up than basics.
Trying to win via Maze's End is a horrible idea for a competitive deck.
What is the point of the deck? I don't see any really strong synergy or combos. You can do a lot with five colors, pretty much any strategy with the right cards(personal fav is hermit druid combo. turn 4 wins are delicious).