This is my first deck that I've built from scratch, just from cards that I had around from a couple of playthrough's it feels like theres too much mana, but not sure if its just a fluke The sideboard cards arn't anything special, just cards that I thought that could change the direction of the deck if needed. Suggestions are most welcome, card changes, mana changes, cards that would be better or worse in there, or anything you can think of
This deck is definitely lacking umm, "Consistency"
Try adding in multiples of the cards you think are the strongest and work well together, so you play the same deck every game instead of seeing a different 20-30 cards every time.
The consistency is in the card effects, while they all arn't the same card there are similar effects and yeah I found that stromkirk play pretty useful, and I built off cards I had because as ive just started off of a fat pack and some boosters I wanted to still try and build a deck, but yeah ill go out and get some copies of the better plays in there.
At the same time I was trying to create a deck that I could change the play strategy in a game rather than having to drop a round and sideboard cards in. but after a few playthoughs sticking to one or two strategies makes more sense now. My original strategy was to create a deck that was mostly instants/sorcery's with creatures that were either buffed by or made spells cheaper.
1 play that worked really well was to have Guttersnipe and Nivix Guildmage and then cast Thunderbolt and use Nivix's second ability to copy the spell, which going well would result in 10 damage (3 from thunderbolt, then 2 from guttersnipe, then that again)
Thanks for the advice though, I really need it, I feel like I have good ideas, like I want to make a deck of just spells, no creatures (just to be ballsy :P), but not the understanding of the cards to follow through.
You could make a deck focused around Guttersnipe and cards like Kiln Fiend, Gelectrode, and Wee Dragonauts, potentially throw in some Goblin Electromancer as well, then fill the deck with cheap draw and burn. I don't think it's going to be the most competitive, but it'd be cheap and probably pretty fun.
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"I typically board in little to no cards in those matchups and just run them over like Mufasa by Wildabeasts." -TreyTheTitan
thanks guys ill investigate the other decks, at this point im just aiming to have fun, try and learn the mechanics a bit better before I can work out what I can make into a good deck, im a newbie and im happy to get beaten as long as i learn something from the experience
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1 Drake Familiar
1 Jace's Phantasm
1 Nivix Guildmage
1 Goblin Electromancer
1 Blistercoil Weird
1 Fire Elemental
1 Firewing Phoenix
1 Ash Zealot
1 Guttersnipe
1 Goblin Battle Jester
1 Stromkirk Noble
1 Numbing Dose
1 Encrust
1 Psychic Spiral
1 Lethargy Trap
1 Hysterical Blindness
1 Redirect
1 Downpour
1 Unsummon
1 Talrand's Invocation
2 Divination
1 Mind Sculpt
1 Chemister's Trick
1 Izzet Keyrune
1 Pursuit of Flight
1 Thunderous Wrath
1 Survey the Wreckage
1 Demolish
1 Rolling Temblor
1 Traitorous Blood
1 Teleportal
1 Reforge the Soul
1 Pillar of Flame
1 Curse of Bloodletting
1 Thunderbolt
1 Arcane Melee
11 Island
10 Mountain
1 Trumpet Blast
1 Lobber Crew
1 Banners Raised
1 Goblin Arsonist
1 Switcheroo
1 Mist Raven
1 Paralyzing Grasp
1 Ghostly Touch
1 Kraken Hatchling
1 Galvanic Alchemist
1 Unsummon
1 Fervor
1 Traveler's Amulet
1 Conjurer's Closet
1 Outwit
This is my first deck that I've built from scratch, just from cards that I had around from a couple of playthrough's it feels like theres too much mana, but not sure if its just a fluke The sideboard cards arn't anything special, just cards that I thought that could change the direction of the deck if needed. Suggestions are most welcome, card changes, mana changes, cards that would be better or worse in there, or anything you can think of
Try adding in multiples of the cards you think are the strongest and work well together, so you play the same deck every game instead of seeing a different 20-30 cards every time.
At the same time I was trying to create a deck that I could change the play strategy in a game rather than having to drop a round and sideboard cards in. but after a few playthoughs sticking to one or two strategies makes more sense now. My original strategy was to create a deck that was mostly instants/sorcery's with creatures that were either buffed by or made spells cheaper.
1 play that worked really well was to have Guttersnipe and Nivix Guildmage and then cast Thunderbolt and use Nivix's second ability to copy the spell, which going well would result in 10 damage (3 from thunderbolt, then 2 from guttersnipe, then that again)
Thanks for the advice though, I really need it, I feel like I have good ideas, like I want to make a deck of just spells, no creatures (just to be ballsy :P), but not the understanding of the cards to follow through.
You could make a deck focused around Guttersnipe and cards like Kiln Fiend, Gelectrode, and Wee Dragonauts, potentially throw in some Goblin Electromancer as well, then fill the deck with cheap draw and burn. I don't think it's going to be the most competitive, but it'd be cheap and probably pretty fun.