This is my first attempt at a superfriends build, I am having a hard time cutting the last 10 or so cards. If you have any advice on what to cut and why that would be greatly appreciated. Any suggestions on what else to add and why you'd add it are also welcome. Thanks!
It really helps if you separate the decklist by card type. At first glance, I can't even tell what ratio you have of planeswalkers to land to support cards.
After counting, it looks like 15 planeswalkers, which is a bit light but doable for dedicated superfriends. And I think I counted 40 lands (a bit high), but I was too busy counting to pay attention to what ones they were.
Kamahl's Druidic Vow feels like a bad Genesis Wave. Mox Amber can't be used until you already have a legend, and then it can only give mana of a color that you clearly already have.
I agree with FunkyDragon that it is difficult to review a decklist (especially one with too many cards) without it being organized in some fashion. Here is your list to help anyone trying to give you advice:
Thanks for doing that, WizardMN. Looks like I miscounted a couple things.
In my opinion, the weakest cards are:
- Oath of Ajani - a ramp spell nets the same advantage on planeswalker costs, and the +1/+1 is likely only to touch one or two creatures. Also, these two abilities really don't work together - do you play it ASAP to make walkers cheaper or wait to pump creatures?
- Call the Gatewatch - A three mana tutor that can only get one card type and requires that you still cast it or telegraph your next turn. Demonic Tutor is a far superior card, costing one less, and tutoring anything you need.
- Kamahl's Druidic Vow- Can't play it without a legend and doesn't get things like Doubling Season, Rings of Brighthearth, Mirari's Wake, Doubling Fish, etc. I'd run Genesis Wave or nothing in this slot.
- Mox Amber- Can't be used until you already have a legend, and then it can only give mana of a color that you clearly already have.
- Courser of Kruphix - Telegraphs your next turn, lifegain is minimal, dies to your own wraths, doesn't interact well with the rest of the deck.
- Sylvan Caryatid - Mana dorks tend to die quickly in superfriends (boardwipe or blocking). One potential mana if you don't keep it as a bloacker makes it a poor ramp spell - I'd rather just ramp a land.
- Counterspell and Disallow - They're not bad cards, but they require UU to stay open in a five color deck, and they only stop one spell if you have them and the mana at the right time. I'd probably run Swansong if you're worried, as it is only a single mana.
There's a few other cards I could recommend, but it looks like a fun superfriends build.
I agree with the suggestions above as those cards are the ones that stand out the most as being subpar or not as optimal as you want them to be.
I am a big proponent of land ramp in green decks over mana dorks or rocks. So, I might go even further and suggest cutting Thran Dynamo and Gilded Lotus in favor of more land ramp such as Skyshroud Claim or just good ol' Rampant Growth. The biggest reason is that they die to 2 (or 3) of your wraths and opponents can slow you down further as well with artifact board wipes.
I generally favor creature based ramp, but as you are not playing much for recursion, I don't think there is much of a difference. Maybe if you go with Genesis Wave adding in things like Sakura-Tribe Elder or Farhaven Elf might be worthwhile.
For the most part, the rest of your support spells seem fine. However, I might look at replacing the following planeswalkers:
Garruk, Apex Predator - It is 7 mana and just feels underwhelming. Ral Zarek - 4 mana (which isn't bad) but the first 2 abilities don't seem to do much. I always felt Ral was better in a combo or control type deck instead of a Superfriends deck.
One card that is really obvious that you don't have is Pir, Imaginative Rascal. He gives you an extra counter every time you use a + ability on a walker and works well with Doubling Season to then double those counters. Effectively, it allows a "+1" ability (with DS) to give you 4 counters instead of just 1. He makes it so much easier to get to your Walker's ultimates.
Good call on the Ruinous Blast, however I'm generally not a fan of Ajani, Mentor of Heroes; generally because it doesn't do alot in the deck and wastes an early turn walker slot. Garruk, Apex Predator is okay but has a pretty steep cost for a walker that, on occasion, can actually do work. The emblem doesn't really matter in a committed walker list, unless you overrun with tokens. On the flipside I think Freyalise, Llanowar's Fury has an underrated +2: giving you blockers and mana dorks is constant excel and value.
I also can't speak highly enough about Sorin, Lord of Innistrad over Grim Nemesis; the 1/1 lifelink blockers negate the shock/fetch damage and the emblem late game can be powerful. Also the ultimate ability lets you target your other walkers so you can get multi use out of the same walker in the same turn. It's also not as threatening to other players so it may fly under the radar, which is great for walkers in general.
1 Ajani Unyielding
1 Ajani, Mentor of Heroes
1 Atraxa, Praetors' Voice
1 Blood Crypt
1 Bloodstained Mire
1 Breeding Pool
1 Call the Gatewatch
1 Canopy Vista
1 Chromatic Lantern
1 Cinder Glade
1 Command Tower
1 Commander's Sphere
1 Contagion Engine
1 Counterspell
1 Courser of Kruphix
1 Cultivate
1 Cyclonic Rift
1 Darksteel Ingot
1 Deepglow Skate
1 Deploy the Gatewatch
1 Disallow
1 Djeru, With Eyes Open
1 Doubling Season
1 Elspeth, Sun's Champion
1 Enlightened Tutor
1 Eternal Witness
1 Exotic Orchard
1 Farseek
1 Flooded Strand
2 Forest
1 Garruk, Apex Predator
1 Gilded Lotus
1 Godless Shrine
1 Hallowed Fountain
1 In Garruk's Wake
3 Island
1 Jace, Unraveler of Secrets
1 Jhoira, Weatherlight Captain
1 Kamahl's Druidic Vow
1 Kiora, the Crashing Wave
1 Kodama's Reach
1 Liliana Vess
1 Merciless Eviction
1 Mirari's Wake
1 Misty Rainforest
1 Mox Amber
1 Muldrotha, the Gravetide
1 Nature's Lore
1 Nicol Bolas, God-Pharaoh
1 Nicol Bolas, Planeswalker
1 Oath of Ajani
1 Oath of Gideon
1 Oath of Liliana
1 Oath of Teferi
1 Ob Nixilis Reignited
1 Overgrown Tomb
1 Path to Exile
7 Plains
1 Polluted Delta
1 Primevals' Glorious Rebirth
1 Raff Capashen, Ship's Mage
1 Ral Zarek
1 Reflecting Pool
1 Reliquary Tower
1 Rings of Brighthearth
1 Sacred Foundry
1 Settle the Score
1 Shalai, Voice of Plenty
1 Smoldering Marsh
1 Sol Ring
1 Sorin, Grim Nemesis
1 Steam Vents
1 Stomping Ground
1 Sulfur Falls
1 Sunken Hollow
1 Supreme Verdict
1 Swamp
1 Swords to Plowshares
1 Sylvan Caryatid
1 Tamiyo, Field Researcher
1 Tamiyo, the Moon Sage
1 Teferi's Protection
1 Teferi, Hero of Dominaria
1 Teferi, Temporal Archmage
1 Temple Garden
1 Temple of the False God
1 Tezzeret's Gambit
1 The Chain Veil
1 Thran Dynamo
1 Thran Temporal Gateway
1 Ugin, the Spirit Dragon
1 Urza's Ruinous Blast
1 Venser, the Sojourner
1 Vraska the Unseen
1 Watery Grave
1 Windswept Heath
1 Wooded Foothills
1 Woodland Cemetery
1 Wrath of God
1 Yawgmoth's Vile Offering
1 Jodah, Archmage Eternal
After counting, it looks like 15 planeswalkers, which is a bit light but doable for dedicated superfriends. And I think I counted 40 lands (a bit high), but I was too busy counting to pay attention to what ones they were.
Kamahl's Druidic Vow feels like a bad Genesis Wave.
Mox Amber can't be used until you already have a legend, and then it can only give mana of a color that you clearly already have.
Try sorting it, and I might take another look.
2023 Average Peasant Cube|and Discussion
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1 Jodah, Archmage Eternal
Lands
1 Blood Crypt
1 Bloodstained Mire
1 Breeding Pool
1 Canopy Vista
1 Cinder Glade
1 Command Tower
1 Exotic Orchard
1 Flooded Strand
2 Forest
1 Godless Shrine
1 Hallowed Fountain
3 Island
1 Misty Rainforest
1 Overgrown Tomb
7 Plains
1 Polluted Delta
1 Reflecting Pool
1 Reliquary Tower
1 Sacred Foundry
1 Smoldering Marsh
1 Steam Vents
1 Stomping Ground
1 Sulfur Falls
1 Sunken Hollow
1 Swamp
1 Temple Garden
1 Temple of the False God
1 Watery Grave
1 Windswept Heath
1 Wooded Foothills
1 Woodland Cemetery
Enchantments
1 Doubling Season
1 Mirari's Wake
1 Oath of Ajani
1 Oath of Gideon
1 Oath of Liliana
1 Oath of Teferi
1 Ajani Unyielding
1 Ajani, Mentor of Heroes
1 Elspeth, Sun's Champion
1 Garruk, Apex Predator
1 Jace, Unraveler of Secrets
1 Kiora, the Crashing Wave
1 Liliana Vess
1 Nicol Bolas, God-Pharaoh
1 Nicol Bolas, Planeswalker
1 Ob Nixilis Reignited
1 Ral Zarek
1 Sorin, Grim Nemesis
1 Tamiyo, Field Researcher
1 Tamiyo, the Moon Sage
1 Teferi, Hero of Dominaria
1 Teferi, Temporal Archmage
1 Ugin, the Spirit Dragon
1 Venser, the Sojourner
1 Vraska the Unseen
Sorceries
1 Call the Gatewatch
1 Cultivate
1 Deploy the Gatewatch
1 Farseek
1 In Garruk's Wake
1 Kamahl's Druidic Vow
1 Kodama's Reach
1 Merciless Eviction
1 Nature's Lore
1 Primevals' Glorious Rebirth
1 Settle the Score
1 Supreme Verdict
1 Tezzeret's Gambit
1 Urza's Ruinous Blast
1 Wrath of God
1 Yawgmoth's Vile Offering
1 Chromatic Lantern
1 Commander's Sphere
1 Contagion Engine
1 Darksteel Ingot
1 Gilded Lotus
1 Mox Amber
1 Rings of Brighthearth
1 Sol Ring
1 The Chain Veil
1 Thran Dynamo
1 Thran Temporal Gateway
Creatures
1 Atraxa, Praetors' Voice
1 Courser of Kruphix
1 Deepglow Skate
1 Djeru, With Eyes Open
1 Eternal Witness
1 Jhoira, Weatherlight Captain
1 Muldrotha, the Gravetide
1 Raff Capashen, Ship's Mage
1 Shalai, Voice of Plenty
1 Sylvan Caryatid
Instants
1 Counterspell
1 Cyclonic Rift
1 Disallow
1 Enlightened Tutor
1 Path to Exile
1 Swords to Plowshares
1 Teferi's Protection
In my opinion, the weakest cards are:
- Oath of Ajani - a ramp spell nets the same advantage on planeswalker costs, and the +1/+1 is likely only to touch one or two creatures. Also, these two abilities really don't work together - do you play it ASAP to make walkers cheaper or wait to pump creatures?
- Call the Gatewatch - A three mana tutor that can only get one card type and requires that you still cast it or telegraph your next turn. Demonic Tutor is a far superior card, costing one less, and tutoring anything you need.
- Kamahl's Druidic Vow- Can't play it without a legend and doesn't get things like Doubling Season, Rings of Brighthearth, Mirari's Wake, Doubling Fish, etc. I'd run Genesis Wave or nothing in this slot.
- Mox Amber- Can't be used until you already have a legend, and then it can only give mana of a color that you clearly already have.
- Courser of Kruphix - Telegraphs your next turn, lifegain is minimal, dies to your own wraths, doesn't interact well with the rest of the deck.
- Sylvan Caryatid - Mana dorks tend to die quickly in superfriends (boardwipe or blocking). One potential mana if you don't keep it as a bloacker makes it a poor ramp spell - I'd rather just ramp a land.
- Counterspell and Disallow - They're not bad cards, but they require UU to stay open in a five color deck, and they only stop one spell if you have them and the mana at the right time. I'd probably run Swansong if you're worried, as it is only a single mana.
There's a few other cards I could recommend, but it looks like a fun superfriends build.
2023 Average Peasant Cube|and Discussion
Because I have more decks than fit in a signature
Useful Resources:
MTGSalvation tags
EDHREC
ManabaseCrafter
I am a big proponent of land ramp in green decks over mana dorks or rocks. So, I might go even further and suggest cutting Thran Dynamo and Gilded Lotus in favor of more land ramp such as Skyshroud Claim or just good ol' Rampant Growth. The biggest reason is that they die to 2 (or 3) of your wraths and opponents can slow you down further as well with artifact board wipes.
I generally favor creature based ramp, but as you are not playing much for recursion, I don't think there is much of a difference. Maybe if you go with Genesis Wave adding in things like Sakura-Tribe Elder or Farhaven Elf might be worthwhile.
For the most part, the rest of your support spells seem fine. However, I might look at replacing the following planeswalkers:
Garruk, Apex Predator - It is 7 mana and just feels underwhelming.
Ral Zarek - 4 mana (which isn't bad) but the first 2 abilities don't seem to do much. I always felt Ral was better in a combo or control type deck instead of a Superfriends deck.
One card that is really obvious that you don't have is Pir, Imaginative Rascal. He gives you an extra counter every time you use a + ability on a walker and works well with Doubling Season to then double those counters. Effectively, it allows a "+1" ability (with DS) to give you 4 counters instead of just 1. He makes it so much easier to get to your Walker's ultimates.
I also can't speak highly enough about Sorin, Lord of Innistrad over Grim Nemesis; the 1/1 lifelink blockers negate the shock/fetch damage and the emblem late game can be powerful. Also the ultimate ability lets you target your other walkers so you can get multi use out of the same walker in the same turn. It's also not as threatening to other players so it may fly under the radar, which is great for walkers in general.
(W/U)(B/R)GForm of Progenitus, Shape of a Scrubland
BRGJund Tokens with Prossh, the Magic Dragon Foil
URGAnimar, the RUG CleanerFoil
RRRFeldon of the Third Path 2.0 Foil
BG(B/G)Not Another Meren DeckFoil
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