Side Note: Even in Green avoid mana dorks because they generally don't last as long as land (and don't thin your deck). Instead land tutoring/ramping creatures are significantly better. Grixis colors have access to Myr for mana; don't use them as they are just Wrath bait.
Well it depends on the deck oona doesn't have green but she only needs 3-4 lands to win with power artifact or rings of brighthearth and if you partial parse I don't see a point in 40 or more lands. You don't need to hit 8 land drops becuase games are over before turn 8 with this card pool
See, the only problem i have with running mana rocks is that lots of people in my meta (including myself) jam a lot of sweepers that also sweep artifacts into their decks.
Pretty much everybody's deck has an oblivion stone, and theres lots of akroma's vengeance, austere command, nev's disk running around.
I had to stop playing my mono blue memnarch deck completely since if someone wiped my mana rocks i was dead in the water.
Green generally is an aggro color. grixis is better (imo) as more of a control build. So sure, green player plays a ton of creatures and ramp, and you take a few hits, then drop damnation and cripple them with CA.
Playing slow has tons of advantages in a multiplayer format, especially if you've got powerful control pieces that can take care of multiple problems at once.
Green generally is an aggro color. grixis is better (imo) as more of a control build. So sure, green player plays a ton of creatures and ramp, and you take a few hits, then drop damnation and cripple them with CA.
Playing slow has tons of advantages in a multiplayer format, especially if you've got powerful control pieces that can take care of multiple problems at once.
No good Green deck ever lost because of one boardwipe. If you're "crippling" them with CA, at least they're destroying you with mana-advantage.
If you want to play Sedris and want a legitimate early game, take really careful consideration and lower your mana curve, incorporate early game tactics, and still maintain late-game power in your deck. It's a careful balance always. Being completely dependent on mana-rocks to keep up means that a well-placed sweeper can take you out of the game, while focusing too much on the early game leaves you without the late-game oomph to take control of the game.
In keeping with the theme of Sedris, a strong suite of reanimation enablers not only allows you to quickly filter through your deck (ie, give you early game while Green players ramp) but gives you a powerful early game strategy (reanimating fatties for the cheap).
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Sol Ring
Talisman of Dominance
Talisman of Indulgence
Dimir Signet
Izzet Signet
Rakdos Signet
Gilded Lotus
Darksteel Ignot
Coalition Relic
^ these are generally your best mana rocks for acceleration.
You can use the Lili3 to grab swamps (including 4 RB/UB dual lands)
Solemn Simulacrum is a card worth running. Expedition Map is another good card for any deck that contains black; then you can run Urborg, Tomb of Yawgmoth and Cabal Coffers more reliably.
Side Note: Even in Green avoid mana dorks because they generally don't last as long as land (and don't thin your deck). Instead land tutoring/ramping creatures are significantly better. Grixis colors have access to Myr for mana; don't use them as they are just Wrath bait.
Damia http://forums.mtgsalvation.com/showthread.php?t=410191
DDFT Legacyhttp://forums.mtgsalvation.com/showthread.php?t=505247
Domain Zoo http://forums.mtgsalvation.com/showthread.php?p=10212429#post10212429
Pretty much everybody's deck has an oblivion stone, and theres lots of akroma's vengeance, austere command, nev's disk running around.
I had to stop playing my mono blue memnarch deck completely since if someone wiped my mana rocks i was dead in the water.
Lots of cards listed, Interested in EDH and Your List!
Playing slow has tons of advantages in a multiplayer format, especially if you've got powerful control pieces that can take care of multiple problems at once.
EDH Primers
Phelddagrif - Zirilan
EDH
Thrasios+Bruse - Pang - Sasaya - Wydwen - Feather - Rona - Toshiro - Sylvia+Khorvath - Geth - QMarchesa - Firesong - Athreos - Arixmethes - Isperia - Etali - Silas+Sidar - Saskia - Virtus+Gorm - Kynaios - Naban - Aryel - Mizzix - Kazuul - Tymna+Kraum - Sidar+Tymna - Ayli - Gwendlyn - Phelddagrif 4 - Liliana - Kaervek - Phelddagrif 3 - Mairsil - Scarab - Child - Phenax - Shirei - Thada - Depala - Circu - Kytheon - GrenzoHR - Phelddagrif - Reyhan+Kraum - Toshiro - Varolz - Nin - Ojutai - Tasigur - Zedruu - Uril - Edric - Wort - Zurgo - Nahiri - Grenzo - Kozilek - Yisan - Ink-Treader - Yisan - Brago - Sidisi - Toshiro - Alexi - Sygg - Brimaz - Sek'Kuar - Marchesa - Vish Kal - Iroas - Phelddagrif - Ephara - Derevi - Glissa - Wanderer - Saffi - Melek - Xiahou Dun - Lazav - Lin Sivvi - Zirilan - Glissa
PDH - Drake - Graverobber - Izzet GM - Tallowisp - Symbiote Brawl - Feather - Ugin - Jace - Scarab - Angrath - Vraska - Kumena Oathbreaker - Wrenn&6
No good Green deck ever lost because of one boardwipe. If you're "crippling" them with CA, at least they're destroying you with mana-advantage.
If you want to play Sedris and want a legitimate early game, take really careful consideration and lower your mana curve, incorporate early game tactics, and still maintain late-game power in your deck. It's a careful balance always. Being completely dependent on mana-rocks to keep up means that a well-placed sweeper can take you out of the game, while focusing too much on the early game leaves you without the late-game oomph to take control of the game.
In keeping with the theme of Sedris, a strong suite of reanimation enablers not only allows you to quickly filter through your deck (ie, give you early game while Green players ramp) but gives you a powerful early game strategy (reanimating fatties for the cheap).