First off, you'll get a lot more feedback if you use the appropriate deck tags. I'm also a fan of the spoiler tag to keep the wall of text to a minimum, like so:
Second, I think that 35 lands is not enough. You run enough big stuff that you could easily run into situations where you don't draw enough acceleration to get over the hump, so I'd look to add 1 or 2 more lands.
Finally, it would help if you provided some direction about what your deck is trying to accomplish at a very high level, or if there are any themes you want to focus on.
Second, I think that 35 lands is not enough. You run enough big stuff that you could easily run into situations where you don't draw enough acceleration to get over the hump, so I'd look to add 1 or 2 more lands.
Finally, it would help if you provided some direction about what your deck is trying to accomplish at a very high level, or if there are any themes you want to focus on.
35 lands is too much. If you don't draw acceleration, making land-drops isn't enough to dig you out of any hole when you're playing a huge ramp deck. Cut lands and play stronger rocks (Mana Crypt). No come into play tapped lands. Cut non-ramp, non-bomb cards. Instead of playing x-spells that deal damage, play x-spells that draw cards.
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Id like to keep the planeswalkers/ proliferate stuff.
Thanks!
1 Buried Ruin
1 Cascade Bluffs
1 Command Tower
1 Darksteel Citadel
1 Great Furnace
1 Inventors' Fair
12 Island
1 Izzet Boilerworks
9 Mountain
1 Seat of the Synod
1 Shivan Reef
1 Steam Vents
1 Strip Mine
1 Sulfur Falls
1 Temple of Epiphany
1 Wasteland
1 All Is Dust
1 Ashnod's Altar
1 Banefire
1 Blasphemous Act
1 Brudiclad, Telchor Engineer
1 Caged Sun
1 Chandra, Torch of Defiance
1 Chaos Warp
1 Chief Engineer
1 Comet Storm
1 Contagion Clasp
1 Contagion Engine
1 Counterspell
1 Cyclonic Rift
1 Dack Fayden
1 Daretti, Scrap Savant
1 Darksteel Forge
1 Displacement Wave
1 Duplicant
1 Everflowing Chalice
1 Expropriate
1 Extraplanar Lens
1 Fellwar Stone
1 Foundry Inspector
1 Gilded Lotus
1 Goblin Welder
1 Hellkite Igniter
1 Jhoira, Weatherlight Captain
1 Junk Diver
1 Karn Liberated
1 Keranos, God of Storms
1 Krark-Clan Ironworks
1 Kuldotha Forgemaster
1 Mana Vault
1 Maverick Thopterist
1 Mirage Mirror
1 Mox Opal
1 Mycosynth Wellspring
1 Myr Retriever
1 Nevinyrral's Disk
1 Oblivion Stone
1 Padeem, Consul of Innovation
1 Paradox Engine
1 Phyrexian Metamorph
1 Planar Bridge
1 Platinum Angel
1 Red Sun's Zenith
1 Reshape
1 Retrofitter Foundry
1 Rhystic Study
1 Rite of Replication
1 Saheeli Rai
1 Saheeli's Artistry
1 Saheeli's Directive
1 Sai, Master Thopterist
1 Scrap Mastery
1 Scrap Trawler
1 Silent Arbiter
1 Skullclamp
1 Sol Ring
1 Solemn Simulacrum
1 Soul of New Phyrexia
1 Spine of Ish Sah
1 Steel Hellkite
1 Stuffy Doll
1 Swan Song
1 Sword of the Animist
1 Tamiyo, the Moon Sage
1 Tezzeret, Artifice Master
1 The Chain Veil
1 Thran Dynamo
1 Throne of Geth
1 Time Stretch
1 Ugin, the Spirit Dragon
1 Void Winnower
1 Walking Ballista
1 Whir of Invention
1 Wurmcoil Engine
Sideboard:
1 Saheeli, the Gifted
Creatures (24):
1 Brudiclad, Telchor Engineer
1 Chief Engineer
1 Foundry Inspector
1 Goblin Welder
1 Hellkite Igniter
1 Jhoira, Weatherlight Captain
1 Junk Diver
1 Keranos, God of Storms
1 Kuldotha Forgemaster
1 Maverick Thopterist
1 Myr Retriever
1 Padeem, Consul of Innovation
1 Phyrexian Metamorph
1 Platinum Angel
1 Sai, Master Thopterist
1 Scrap Trawler
1 Silent Arbiter
1 Solemn Simulacrum
1 Soul of New Phyrexia
1 Steel Hellkite
1 Stuffy Doll
1 Void Winnower
1 Walking Ballista
1 Wurmcoil Engine
Artifacts (27):
1 Ashnod's Altar
1 Caged Sun
1 Contagion Clasp
1 Contagion Engine
1 Darksteel Forge
1 Duplicant
1 Everflowing Chalice
1 Extraplanar Lens
1 Fellwar Stone
1 Gilded Lotus
1 Krark-Clan Ironworks
1 Mana Vault
1 Mirage Mirror
1 Mox Opal
1 Mycosynth Wellspring
1 Nevinyrral's Disk
1 Oblivion Stone
1 Paradox Engine
1 Planar Bridge
1 Retrofitter Foundry
1 Skullclamp
1 Sol Ring
1 Spine of Ish Sah
1 Sword of the Animist
1 The Chain Veil
1 Thran Dynamo
1 Throne of Geth
1 Rhystic Study
Planeswalkers (8):
1 Chandra, Torch of Defiance
1 Dack Fayden
1 Daretti, Scrap Savant
1 Karn Liberated
1 Saheeli Rai
1 Tamiyo, the Moon Sage
1 Tezzeret, Artifice Master
1 Ugin, the Spirit Dragon
Sorceries (12):
1 All Is Dust
1 Banefire
1 Blasphemous Act
1 Displacement Wave
1 Expropriate
1 Red Sun's Zenith
1 Reshape
1 Rite of Replication
1 Saheeli's Artistry
1 Saheeli's Directive
1 Scrap Mastery
1 Time Stretch
Instants (6):
1 Chaos Warp
1 Comet Storm
1 Counterspell
1 Cyclonic Rift
1 Swan Song
1 Whir of Invention
Lands (35):
1 Buried Ruin
1 Cascade Bluffs
1 Command Tower
1 Darksteel Citadel
1 Great Furnace
1 Inventors' Fair
1 Izzet Boilerworks
1 Seat of the Synod
1 Shivan Reef
1 Steam Vents
1 Strip Mine
1 Sulfur Falls
1 Temple of Epiphany
1 Wasteland
9 Mountain
Second, I think that 35 lands is not enough. You run enough big stuff that you could easily run into situations where you don't draw enough acceleration to get over the hump, so I'd look to add 1 or 2 more lands.
Finally, it would help if you provided some direction about what your deck is trying to accomplish at a very high level, or if there are any themes you want to focus on.
Yeva (88/92 foils)
Raff
Scarab
Rakdos
Wort ($50 budget, 94/97 foils)
Trostani
35 lands is too much. If you don't draw acceleration, making land-drops isn't enough to dig you out of any hole when you're playing a huge ramp deck. Cut lands and play stronger rocks (Mana Crypt). No come into play tapped lands. Cut non-ramp, non-bomb cards. Instead of playing x-spells that deal damage, play x-spells that draw cards.