Just got back from my prerelease, would love some feedback to improve myself as a player. Won the first 2 with ease, but then proceeded to lose the next 3 games, although in all fairness I drew some terrible hands.
It seemed to me that white and green where the strongest colors, but since I have a ton of fixing I decided to splash some blue fliers in there to help me finish games. This is what I built:
I was aware that I was splashing 2 double U cards, but with one having a cycle cost of 2 I figured it was worth it. I ended up cycling it quite often tho, so maybe I just misjudged the amount of fixing I had.
Also, the Aven Wind Guide was extremely underwhelming to be honest, for some weird reason I thought that gave all my creatures flying (I know, that would just be absolutely retarded and I'm an idiot for not questioning that)
With 1 card being cycled most of the time, the Glyph Keeper being a pain in the ass to cast and the Aven wind guide being pretty mediocre, I feel like I shouldn't have been in blue at all.
So, should I have splashed some other color? Stuck to white/green? Or maybe be in a different archetype altogether?
One of the rules of thumb I picked up around here a while back was the splashing double color mana cards doesn't work. For a splash to work you need to have a reasonable chance of hitting it on turn 4,5 or 6 and having it playable and be impactful.
Eyeballing, I'd go White/Blue, skip the splash.
Cut all the green, add sacred cat, Binding Mummy as filler, Those Who Serve, blue creatures add the initiate, skimisher, seeker, guardian and vizier and maybe a slither blade (weak but annoying). Add the Cartouche of knowledge, you'll want to fish for the flyers. You're going air and pinging to death until you draw your double blues.
Blue looks less appealing when you can't splash for the double blue cards. White and green come up a bit short in removal and playables. Why not splash red for Electrify and Magma Spray?
White/Blue seems incomplete. It has a lot of Flying and Embalm but lacks removal and needs to play more filler creatures. With more removal I would consider it more strongly.
Binding Mummy and Time to Reflect are included because with 7 Embalm creatures and 3 natural zombies, the deck should have zombies out often enough. Time to Reflect is also needed due to the lack of removal.
1 Blazing Volley
1 Nimble-Blade Khenra
2 Pursue Glory
1 Fling
1 Violent Impact
2 Brute Strength
1 Tresher Lizard
1 Magma Spray
1 Electrify
1 Warfire Javelineer
White:
1 Binding Mummy
1 In Oketra's Name
1 Those Who Serve
1 Sacred Cat
2 Cartouche of Solidarity
1 Time to Reflect
2 Gust Walker
1 Fan Bearer
1 Rhet-Crop Spearmaster
1 Dusk/Dawn
1 Compulsory Rest
1 Oketra's Attendant
1 Tah-Crop Elite
1 Forsake the Worldly
Green:
2 Shed Weakness
1 Spidery Grasp
1 Initiate's Companion
1 Sixth Sense
1 Stinging Shot
1 Synchronized Strike
1 Shefet Monitor
1 Greater Sandwurm
1 Exemplar of Strength
2 Naga Vitalist
1 Colossapede
1 Channeler Initiate
1 Cartouche Of Strength
1 Mouth/Feed
1 Gift of Paradise
1 Dissenter's Deliverance
1 Cartouche of Knowledge
1 As Foretold
1 Aven Initiate
1 Lay Claim
1 Glyph Keeper
1 Labyrinth Guardian
1 Cancel
1 Vizier of Tumbling Sands
1 Tah-Crop Skirmisher
2 Slither Blade
2 Compelling Argument
1 Winds of Rebuke
1 Seeker of Insight
Black:
1 Supernatural Stamina
1 Festering Mummy
1 Wasteland Scorpion
1 Doomed Dissenter
1 Stir the Sands
1 Splendid Agony
1 Soulstinger
1 Ruthless Sniper
1 Pitiless Vizier
1 Trespasser's Curse
1 Wander in Death
1 Grim Strider
1 Painful Lesson
1 Blighted Bat
1 Aven Wind Guide
1 Onward/Victory
1 Honored Crop-Captain
Land:
1 Sheltered Thicket
1 Painted Bluffs
1 Irrigated Farmland
1 Sunscorched Desert
Artifacts:
1 Gate to the Afterlife
1 Bontu's Monument
It seemed to me that white and green where the strongest colors, but since I have a ton of fixing I decided to splash some blue fliers in there to help me finish games. This is what I built:
I was aware that I was splashing 2 double U cards, but with one having a cycle cost of 2 I figured it was worth it. I ended up cycling it quite often tho, so maybe I just misjudged the amount of fixing I had.
Also, the Aven Wind Guide was extremely underwhelming to be honest, for some weird reason I thought that gave all my creatures flying (I know, that would just be absolutely retarded and I'm an idiot for not questioning that)
With 1 card being cycled most of the time, the Glyph Keeper being a pain in the ass to cast and the Aven wind guide being pretty mediocre, I feel like I shouldn't have been in blue at all.
So, should I have splashed some other color? Stuck to white/green? Or maybe be in a different archetype altogether?
2 Fan Bearer
1 Gust Walker
1 Compulsory Rest
1 Rhet-Crop Spearmaster
1 Dusk
1 Tah-Crop Elite
1 Oketra's Attendant
Green:
2 Naga Vitalist
1 Channeler Initiate
1 Exemplar of Strength
1 Cartouche of Strength
1 Gift of Paradise
1 Synchronized Strike
1 Mouth
1 Colossapede
1 Shefet Monitor
1 Greater Sandwurm
1 Aven Initiate
1 Glyph Keeper
1 Lay Claim
Multicolor:
1 Aven Wind Guide
Land:
1 Irrigated Farmland
1 Painted Bluffs
8 Forest
5 Plains
2 Island
Eyeballing, I'd go White/Blue, skip the splash.
Cut all the green, add sacred cat, Binding Mummy as filler, Those Who Serve, blue creatures add the initiate, skimisher, seeker, guardian and vizier and maybe a slither blade (weak but annoying). Add the Cartouche of knowledge, you'll want to fish for the flyers. You're going air and pinging to death until you draw your double blues.
Grim Strider
Soulstinger
Wasteland Scorpion
Wander in Death
Blue looks less appealing when you can't splash for the double blue cards. White and green come up a bit short in removal and playables. Why not splash red for Electrify and Magma Spray?
1 Fan Bearer
2 Gust Walker
2 Naga Vitalist
1 Channeler Initiate
1 Exemplar of Strength
1 Rhet-Crop Spearmaster
1 Those Who Serve
1 Tah-Crop Elite
1 Oketra's Attendant
1 Colossapede
1 Shefet Monitor
1 Greater Sandwurm
1 Stinging Shot
1 Magma Spray
1 Compulsory Rest
1 Spidery Grasp
1 Synchronized Strike
1 Cartouche of Strength
1 Mouth // Feed
1 Dusk // Dawn
1 Electrify
1 Sheltered Thicket
2 Mountain
7 Forest
7 Plains
If you don't want to splash red, those slots could be Shed Weakness and maybe Initiate's Companion. Either way, GW seems best.
White/Blue seems incomplete. It has a lot of Flying and Embalm but lacks removal and needs to play more filler creatures. With more removal I would consider it more strongly.
1 Fan Bearer
1 Sacred Cat
2 Gust Walker
1 Binding Mummy
1 Tah-Crop Skirmisher
1 Labyrinth Guardian
1 Vizier of Tumbling Sands
1 Rhet-Crop Spearmaster
1 Those Who Serve
1 Aven Wind Guide
1 Aven Initiate
1 Tah-Crop Elite
1 Oketra's Attendant
1 Glyph Keeper
1 Time to Reflect
1 Cartouche of Solidarity
1 Winds of Rebuke
1 Compulsory Rest
1 Cancel
1 Cartouche of Knowledge
1 Dusk // Dawn
1 Lay Claim
1 Irrigated Farmland
8 Plains
8 Island
Binding Mummy and Time to Reflect are included because with 7 Embalm creatures and 3 natural zombies, the deck should have zombies out often enough. Time to Reflect is also needed due to the lack of removal.
White / Black zombies has some support but is missing gas. With a Lord of the Accursed or Trial of Solidarity, this deck would be more consistent.
This is the best build to exploit Dusk / Dawn: weenie aggro. You can go wide with zombie tokens and In Oketra's Name.
1 Fan Bearer
1 Festering Mummy
1 Ruthless Sniper
1 Binding Mummy
2 Gust Walker
1 Doomed Dissenter
1 Those Who Serve
1 Rhet-Crop Spearmaster
1 Blighted Bat
1 Wasteland Scorpion
1 Tah-Crop Elite
1 Soulstinger
1 Grim Strider
1 Oketra's Attendant
1 Time to Reflect
1 Supernatural Stamina
1 In Oketra's Name
1 Compulsory Rest
1 Splendid Agony
1 Wander in Death
1 Dusk // Dawn
1 Stir the Sands
1 Irrigated Farmland
8 Plains
8 Swamp
The deck falls a bit short on synergy and lacks good removal.