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Sorry about that, but I just had a feeling some people were going to complain about formatting before being helpful, so I went ahead and did that(also, it made things easier for me).
Okay, so the first thing to do is decide what style you want to play with this pile. It doesn't look like you can support a combo style, but you have plenty of control and aggro style cards.
After that, it's just a matter of building into the chosen style. You'll probably want to go for a 60-70 card deck.
If you go with the control-style, all of your counterspells become your best friends (counter spells harder to use successfully in multiplayer, tho. ).
First of all thanks!
I know this deck is kind of all over the place and I don't even use all of the cards I listed, I just wanted people to know that they were an option. Plus, I have a lot cards that I didn't list. However, I've been looking at some control deck set-ups for the past week and was thinking that my deck would work better if I got:
2-4x Grand Abolisher
2-4x Mirran Crusader
1x Phantasmal Bear
3x Ice Cage
3x Lord of the Unreal
4x Squadron Hawk
3x Day of Judgment
2x Phantasmal Image
4x Timely Reinforcements
Then I would take out a lot of my creatures that don't combo with this deck or that I don't like and I'd go straight control/counter for my instants with a few buffs as well.
Idk this was just a thought so let me know what you think and if you have any additional advice!
You're falling into the (bad) habit of building duel decks for multiplayer. I'm still not seeing much in the way of powerful cards that can handle a large number of opponents. In addition, you're talking about cards like Ice Cage, which are so bad that you can barely draft them. It's much worse than Pacifism, but Pacifism is a horrible card that should never be played. That makes Ice Cage... Hell I don't even know.
What you need are more cards that matter in multiplayer. If you want to play a Control deck, include a draw spell such as Mystic Remora (read the updated Oracle text), Rhystic Study or Mind's Eye. They can all draw you an insane amount of cards throughout the game. If you want to play Squadron Hawk, then add Mistveil Plains and Bonehoard to your deck. Hawks + M.Plains gives you unlimited beaters, and the Hoard can convert that body into an Ungodly flying behemoth as time goes on.
Other cards that I really like are Luminarch Ascension and Island Sanctuary. Between Day of Judgment and blockers, it's super easy to trigger LA. Once active, converting 2 mana into a 4/4 Angel as early as turn 3 is just insane. Island Sanctuary is a very cool defensive option, especially if you have an active Ascension or a Hawk with a +10/+10 Bonehoard equipped to it. Sure, you're not drawing new cards (or maybe you are if Rhystic Study is around), but who cares? You can make as many Angels as you want after all. Use your mana for that.
If you make the deck relatively creature-light, then that opens up the possibility of playing a Balance-based deck if you wanted. Include a decent number of artifact mana sources and from there you can really take control of the game. Play out your hand, nuke the field, and Balance it up. From there people should have next-to-nothing, but you should have some amount of artifact mana and an active Luminarch Ascension. It should be virtually impossible to lose at that point, especially if you've used Zuran Orb to nuke all of your lands (leaving yourself with a couple of artifact sources of mana to support your own spells obviously).
Land
20xIsland
18xPlain
3xEvolving Winds
4xTerramorphic Expanse
Creatures
1xKor Hookmaster
1xSphinx of Uthuun
1xGideon's Avenger
1xLord of the Unreal
2xAven Fleetwing
1xAzure Drake
1xLoxodon Partisan
1xAssault Griffin
1xPlated Seastrider
1xCloud Crusader
1xSuture Priest
2xSerra Angel
1xAugury Owl
1xAccorder Paladin
1xScrapdiver Serpent
2xNephalia Seakite
2xPhantasmal Dragon
3xPhantasmal Bear
1xSurrakar Banisher
1xPride Guardian
Spells/Instants
2xMana Leak
2xMind Control
1xPristine Talisman
1xPreordain
4xCancel
1xDefensive Stance
1xJace's Ingenuity
1xChant of the Skifsang
2xUnsummon
1xTurn the Tide
2xNegate
4xPacifism
1xIce Cage
1xLevitation
1xWar Report
1xInspired Charge
1xSafe Passage
Please help me i'm new to magic and I don't know what to do with this deck
In before the complainers...
Deck, formatted:
20 Island
18 Plains
3 Evolving Wilds
4 Terramorphic Expanse
Creatures:
1 Kor Hookmaster
1 Sphinx of Uthuun
1 Gideon's Avenger
1 Lord of the Unreal
2 Aven Fleetwing
1 Azure Drake
1 Loxodon Partisan
1 Assualt Griffin
1 Plated Seastrider
1 Cloud Crusader
1 Suture Priest
2 Serra Angel
1 Augury Owl
1 Accorder Paladin
1 Scrapdiver Serpent
2 Nephalia Seaskite
2 Phantasmal Dragon
3 Phantasmal Bear
1 Surrakar Banisher
1 Pride Guardian
2 Mana Leak
2 Mind Control
1 Pristine Talisman
1 Preordain
4 Cancel
1 Defensive Stance
1 Jace's Ingenuity
1 Chant of the Skifsaang
2 Unsummon
1 Turn the Tide
2 Negate
4 Pacifism
1 Levitation
1 Ice Cage
1 Inspired Charge
1 Safe Passage
1 War Report
Deck Statistics:
45 Lands,
26 Creatures,
27 Spells,
98 total.
Sorry about that, but I just had a feeling some people were going to complain about formatting before being helpful, so I went ahead and did that(also, it made things easier for me).
Okay, so the first thing to do is decide what style you want to play with this pile. It doesn't look like you can support a combo style, but you have plenty of control and aggro style cards.
After that, it's just a matter of building into the chosen style. You'll probably want to go for a 60-70 card deck.
If you go the aggro-style route, you could build a basic shell with the Illusion critters (Lord of the Unreal, Phantasmal Dragon, Phantasmal Bear) Loxodon Partisan and Accorder Paladin can help out with the aggro route. Assualt Griffin and Serra Angel could help round out your beaters.
If you go with the control-style, all of your counterspells become your best friends (counter spells harder to use successfully in multiplayer, tho. ).
War Report and Defensive Stance are terrible, tho. Get ride of those.
I know this deck is kind of all over the place and I don't even use all of the cards I listed, I just wanted people to know that they were an option. Plus, I have a lot cards that I didn't list. However, I've been looking at some control deck set-ups for the past week and was thinking that my deck would work better if I got:
2-4x Grand Abolisher
2-4x Mirran Crusader
1x Phantasmal Bear
3x Ice Cage
3x Lord of the Unreal
4x Squadron Hawk
3x Day of Judgment
2x Phantasmal Image
4x Timely Reinforcements
Then I would take out a lot of my creatures that don't combo with this deck or that I don't like and I'd go straight control/counter for my instants with a few buffs as well.
Idk this was just a thought so let me know what you think and if you have any additional advice!
What you need are more cards that matter in multiplayer. If you want to play a Control deck, include a draw spell such as Mystic Remora (read the updated Oracle text), Rhystic Study or Mind's Eye. They can all draw you an insane amount of cards throughout the game. If you want to play Squadron Hawk, then add Mistveil Plains and Bonehoard to your deck. Hawks + M.Plains gives you unlimited beaters, and the Hoard can convert that body into an Ungodly flying behemoth as time goes on.
Other cards that I really like are Luminarch Ascension and Island Sanctuary. Between Day of Judgment and blockers, it's super easy to trigger LA. Once active, converting 2 mana into a 4/4 Angel as early as turn 3 is just insane. Island Sanctuary is a very cool defensive option, especially if you have an active Ascension or a Hawk with a +10/+10 Bonehoard equipped to it. Sure, you're not drawing new cards (or maybe you are if Rhystic Study is around), but who cares? You can make as many Angels as you want after all. Use your mana for that.
If you make the deck relatively creature-light, then that opens up the possibility of playing a Balance-based deck if you wanted. Include a decent number of artifact mana sources and from there you can really take control of the game. Play out your hand, nuke the field, and Balance it up. From there people should have next-to-nothing, but you should have some amount of artifact mana and an active Luminarch Ascension. It should be virtually impossible to lose at that point, especially if you've used Zuran Orb to nuke all of your lands (leaving yourself with a couple of artifact sources of mana to support your own spells obviously).
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