I couldn't see anything to get to work. I did try and changed a card out at the end for the revolt trigger, but never got a chance to try it. I do have a feeling I could have done things better both with my mulligans and building a deck.
Green is an obvious choice here due to removal and quality creatures. I've learned that revolt cannot always be enabled when you want it to, so I try for the most part to ignore any bonuses due to its apparent unreliability in sealed. What Green needs the most is two drops. Red seems to be the best candidate for this and can deliver a little extra power with its double strikers.
What I'm seeing are a bunch of card choices that are simply suboptimal. I think you could reasonably go G/R or G/W with this pool.
Looking at your build you do not want to play:
Wily Bandar (this card is simply bad and should never be played except in the most corner case of situations, I think) Aid from the Cowl (this card is a trap, making you think you're going to be getting tons of "free" creatures, but it just never works out that way) Conviction (doesn't do enough. The fact you can bounce it to enable revolt is what makes it seem reasonable, but again, that turns out to be a pipe dream most of the time. If you had, like, infinate revolt triggers, then, maybe, but you crertainly don't in this deck) Consulate Turret (this card just doesn't do enough. Eat all your energy to do maybe 2-4 points of damage over the course of a game) Aradara Express (ideally you don't play this if you have a choice, it's too expensive. Again, can be playable in the right situation)
Take all those out. Then what do you replace them with? You've actually got some better cards.
Cultivator's Caravan - this should virtually never be cut. It's way better than Aradara Express. Aether Herder - this card is completely playable Maulfist Revolutionary - why aren't you playing this already? It's good. Monstrous Onslaught - if you want a "risky" card, this is the one. The upside/blowout potential is enormous, but there will be times it does almost nothing. Riparian Tiger - this card is also completely playable.
Just that is going to improve your deck quite a bit.
I'm also noticing the 15 lands though, and that seems like a bad idea also. You want 17 unless you have a really low, aggressive curve and then maybe you can do 16. So I would need to cut two more cards, and I think I'd cut the Thriving Ibex (worst creature) and maybe Built to Last (worst trick) as the last cuts.
Ambush Krotiq makes me laugh so much. I keep rereading the card and it keeps not having Flash. In what sense is this an ambush again? I just have visions of this huge Krotiq poorly concealed in some bushes, feeling slightly sad that his carefully planned ambushes never seem to work.
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1x Aether Inspector
1x Aetherstorm Roc
1x Audacious Infiltrator
1x Bastion Enforcer
1x Built to Last
1x Caught in the Brights
1x Conviction
1x Deft Dismissal
1x Ghirapur Osprey
1x Propeller Pioneer
1x Tasseled Dromedary
1x Thriving Ibex
Blue
1x Aether Swooper
2x Bastion Inventor
1x Dispersal Technician
1x Leave in the Dust
1x Long-Finned Skywhale
1x Malfunction
1x Minister of Inquiries
1x Negate
1x Revolutionary Rebuff
1x Shrewd Negotiation
1x Take into Custody
1x Thriving Turtle
1x Trophy Mage
Black
1x Aether Poisoner
1x Cruel Finality
1x Defiant Salvager
1x Dhund Operative
1x Fatal Push
1x Fen Hauler
1x Ovalchase Daredevil
1x Prakhata Club Secruity
1x Renegade's Getaway
1x Resourceful Return
1x Aether Chaser
1x Frontline Rebel
1x Hungry Flames
1x Lightning Runner
1x Precise Strike
2x Scrapper Champion
1x Spireside Infiltrator
1x Sweatworks Brawler
1x Terror of the Fairgrounds
Green
1x Aether Herder
2x Aetherstream Leopard
1x Aid from the Cowl
1x Attune with Aether
1x Blossoming Defense
1x Fairgrounds Trumpeter
1x Highspire Infusion
1x Maulfist Revolutionary
1x Monstrous Onslaught
1x Peema Aether-Seer
2x Prey Upon
1x Riparian Tiger
1x Rishkar's Expertise
1x Wily Bandar
Multicolored
1x Maverick Thopterist
1x Renegade Rallier
1x Renegade Wheelsmith
1x Aethersphere Harvester
1x Aradara Express
1x Augmenting Automaton
2x Consulate Turret
1x Cultivator's Caravan
1x Eager Construct
2x Foundry Assembler
1x Glassblower's Puzzleknot
1x Implement of Examination
1x Implement of Ferocity
2x Implement of Improvement
1x Narnam Cobra
1x Perpetual Timepiece
1x Prizefighter Construct
1x Welder Automaton
1x Workshop Assistant
Land
1x Spire of Industry
1x Aether Inspector
1x Aetherstorm Roc
2x Aetherstream Leopard
1x Audacious Infiltrator
1x Fairgrounds Trumpeter
1x Ghirapur Osprey
1x Peema Aether-Seer
1x Propeller Pioneer
1x Renegade Rallier
1x Thriving Ibex
1x Wily Bandar
1x Aid from the Cowl
1x Blossoming Defense
1x Built to Last
1x Caught in the Brights
1x Conviction
1x Deft Dismissal
1x Highspire Infusion
2x Prey Upon
1x Aethersphere Harvester
1x Aradara Express
1x Consulate Turret
1x Narnam Cobra
Lands
8x Plains
7x Forest
Green is an obvious choice here due to removal and quality creatures. I've learned that revolt cannot always be enabled when you want it to, so I try for the most part to ignore any bonuses due to its apparent unreliability in sealed. What Green needs the most is two drops. Red seems to be the best candidate for this and can deliver a little extra power with its double strikers.
My build of choice:
1 Narnam Cobra
1 Welder Automaton
1 Aether Chaser
1 Frontline Rebel
1 Fairgrounds Trumpeter
2 Aetherstream Leopard
1 Maulfist Revolutionary
2 Scrapper Champion
1 Sweatworks Brawler
1 Aether Herder
1 Lightning Runner
1 Riparian Tiger
1 Maverick Thopterist
1 Cultivator's Caravan
1 Attune with Aether
1 Monstrous Onslaught
1 Aid of the Cowl
1 Prey Upon
1 Rishkar's Expertise
1 Hungry Flames
1 Island
9 Forest
7 Mountain
There are also enough fixers to enable a light splash, which I used to include Maverick Thopterist.
Looking at your build you do not want to play:
Wily Bandar (this card is simply bad and should never be played except in the most corner case of situations, I think)
Aid from the Cowl (this card is a trap, making you think you're going to be getting tons of "free" creatures, but it just never works out that way)
Conviction (doesn't do enough. The fact you can bounce it to enable revolt is what makes it seem reasonable, but again, that turns out to be a pipe dream most of the time. If you had, like, infinate revolt triggers, then, maybe, but you crertainly don't in this deck)
Consulate Turret (this card just doesn't do enough. Eat all your energy to do maybe 2-4 points of damage over the course of a game)
Aradara Express (ideally you don't play this if you have a choice, it's too expensive. Again, can be playable in the right situation)
Take all those out. Then what do you replace them with? You've actually got some better cards.
Cultivator's Caravan - this should virtually never be cut. It's way better than Aradara Express.
Aether Herder - this card is completely playable
Maulfist Revolutionary - why aren't you playing this already? It's good.
Monstrous Onslaught - if you want a "risky" card, this is the one. The upside/blowout potential is enormous, but there will be times it does almost nothing.
Riparian Tiger - this card is also completely playable.
Just that is going to improve your deck quite a bit.
I'm also noticing the 15 lands though, and that seems like a bad idea also. You want 17 unless you have a really low, aggressive curve and then maybe you can do 16. So I would need to cut two more cards, and I think I'd cut the Thriving Ibex (worst creature) and maybe Built to Last (worst trick) as the last cuts.