Just looking at it and testing hand draws I can tell it's way too heavy, but not sure what cards to include for early game.
Thanks in advanced for any help.
I am rebuilding my arurelia deck (Today actually), hopefully before 4:30) so i know a few things you may need. Granted I suppose you are ona budget since you are using cards you aready own so i will keep the suggestons low. Adarkar Valkyrie and any free sac outlet (Like Ashnod's Altar or Goblin Bombardment) All of which are under $2.00 and in addition to Aurelia, infinite attack phases. of course these attack phases are meaningless without Master Warcraft (Also under $2.00) making sure you get through.
EDIT: You should also separate your spells by Sorcery, Instant, Enchantment, Artifact and Planeswalker.
Sword of Feast and Famine + Aggravated assault
I play those 2 in my Zurgo helmsmasher: protection from green and black (sometimes it makes unblockable), and it will allow you to untap all of your lands and pay for another 3RR to gain "infinite" attack phases.
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I can not win the game and my opponents can not lose the game.
Biggest thing I'm seeing is too much top end and very little card draw, the latter of which is the problem of the color combination generally speaking. I would drop the Kozilek for Open the Armory as a way to to tutor for that Skullclamp. Skullclamp is likely the easiest way to draw cards in these colors and that tutor should be a very easy to acquire way to make sure it comes up more often.
I think I would ditch Raid Bombardment and Launch the Fleet first as they are not very impactful and also require you to already have a lot of creatures.
If you can acquire Kher Keep, also grab an Expedition Map because the kobolds are great fuel for Skullclamp. I return to this because I've found most often the worst hands are ones that don't do much and have no way to improve themselves, making Skullclamp and fuel for it all the more important.
You could also consider including cheap looters like Rummaging Goblin and Key to the City, though that really depends on the rest of the deck. I've found looters work the best when you have built-in ways to get back the stuff you discarded, like Emeria and Sun Titan.
Thanks in advanced for any help.
1 Aurelia, the Warleader #!Commander
//Lands
1 Battlefield Forge
1 Hanweir Battlements
16 Mountain
17 Plains
1 Sacred Foundry
//Spells
1 Anointed Procession
1 Assemble the Legion
1 Aurelia's Fury
1 Boros Charm
1 Boros Signet
1 Breath of Fury
1 Cathars' Crusade
1 Chromatic Lantern
1 Crescendo of War
1 Day of Judgment
1 Deflecting Palm
1 Dusk // Dawn
1 Elspeth, Sun's Champion
1 Entreat the Angels
1 Fervor
1 Gideon, Ally of Zendikar
1 Gilded Lotus
1 Glory of Warfare
1 Hedron Archive
1 In the Web of War
1 Increasing Devotion
1 Launch the Fleet
1 Legion's Initiative
1 Lightning Greaves
1 Luminarch Ascension
1 Martial Coup
1 Mind Stone
1 Raid Bombardment
1 Savage Beating
1 Secure the Wastes
1 Skullclamp
1 Spear of Heliod
1 Swiftfoot Boots
1 True Conviction
1 Wear // Tear
1 White Sun's Zenith
1 Wild Ricochet
1 World at War
1 Adriana, Captain of the Guard
1 Angel of Invention
1 Archangel of Thune
1 Avacyn, Angel of Hope
1 Brimaz, King of Oreskos
1 Bruna, the Fading Light
1 Captain of the Watch
1 Combat Celebrant
1 Frontline Medic
1 Gisela, Blade of Goldnight
1 Gisela, the Broken Blade
1 Grenzo, Havoc Raiser
1 Hanweir Garrison
1 Heliod, God of the Sun
1 Iroas, God of Victory
1 Kozilek, the Great Distortion
1 Legion Loyalist
1 Odric, Lunarch Marshal
1 Odric, Master Tactician
1 Oketra the True
1 Purphoros, God of the Forge
1 Regal Caracal
1 Selfless Spirit
1 Tajic, Blade of the Legion
1 Urabrask the Hidden
Adarkar Valkyrie and any free sac outlet (Like Ashnod's Altar or Goblin Bombardment) All of which are under $2.00 and in addition to Aurelia, infinite attack phases. of course these attack phases are meaningless without Master Warcraft (Also under $2.00) making sure you get through.
EDIT: You should also separate your spells by Sorcery, Instant, Enchantment, Artifact and Planeswalker.
UB Vela the Night-Clad BUDecklist
WBG Ghave, Guru of Spores GBW
WUBRGThe Ur-DragonWUBRGDecklist
Sword of the Animist was already mentioned but I want to second it. I'm always happy with it.
I play those 2 in my Zurgo helmsmasher: protection from green and black (sometimes it makes unblockable), and it will allow you to untap all of your lands and pay for another 3RR to gain "infinite" attack phases.
I'd look for space to include a Seal of Cleansing, a Sun Titan, and a Mirror Entity as well.
I think I would ditch Raid Bombardment and Launch the Fleet first as they are not very impactful and also require you to already have a lot of creatures.
If you can acquire Kher Keep, also grab an Expedition Map because the kobolds are great fuel for Skullclamp. I return to this because I've found most often the worst hands are ones that don't do much and have no way to improve themselves, making Skullclamp and fuel for it all the more important.
You could also consider including cheap looters like Rummaging Goblin and Key to the City, though that really depends on the rest of the deck. I've found looters work the best when you have built-in ways to get back the stuff you discarded, like Emeria and Sun Titan.
Older Magic as a Board Game: Panglacial Wurm , Mill