// Spells
4 [BOK] Flames of the Blood Hand
3 [GP] Quicken
4 [CHK] Lava Spike
4 [9E] Mana Leak
3 [RAV] Remand
3 [RAV] Telling Time
4 [RAV] Char
4 [9E] Volcanic Hammer
3 [9E] Boomerang
This is my version of the deck, it has been testing really well. Any suggestions would be appreciated.
Quote from CrAzEd MiKe »
9. Posting Decklists
Users posting a decklist can only be post their decklists for the purpose of referring to them. Any user posting a decklist for the sole purpose of requesting aid in such a list will recieve a warning. If you wish to get help for your deck, please visit the Decks for Critique Forum instead.
Sorry dude, keep that away from this thread, please.
ANYWAYS.
1. Signet - Polyjak is an avid supporter of this, it appears - however, I am very much unsure as to its effectiveness. I think that the most certain way to avoid LD is to splash white for sacred ground in the board. Aside from that, the deck has proven quite resistant to mana/color screw - and it doesn't need to accelerate its mana - it will roll over the opponents soon enough.
I don't know about the white splash as yet - it will depend upon the format. However, splashing white into the deck would give three potential cards.
1. Wrath of God - of course, this would involve turning the deck into an aggro-control deck. Totally metagame dependant.
2. Sacred Ground - if your meta has a lot of neo-ED or U/R 'vore in it, then clearly, this would be a sensible choice. Once more, totally metagame-dependant.
3. Lightning helix - if either of the first two cards are splashed for, then this card will also be added. It is not good enough by itself, though, I don't think.
1. Signet - Polyjak is an avid supporter of this, it appears - however, I am very much unsure as to its effectiveness. I think that the most certain way to avoid LD is to splash white for sacred ground in the board. Aside from that, the deck has proven quite resistant to mana/color screw - and it doesn't need to accelerate its mana - it will roll over the opponents soon enough.
I don't know about the white splash as yet - it will depend upon the format. However, splashing white into the deck would give three potential cards.
1. Wrath of God - of course, this would involve turning the deck into an aggro-control deck. Totally metagame dependant.
2. Sacred Ground - if your meta has a lot of neo-ED or U/R 'vore in it, then clearly, this would be a sensible choice. Once more, totally metagame-dependant.
3. Lightning helix - if either of the first two cards are splashed for, then this card will also be added. It is not good enough by itself, though, I don't think.
Well, that'll do me I guess.
I've been thinking about the vs. LD bit. The problem with Sacred Ground is that it's only half-effective due to the current type of LD decks. Both ED and Magnivore use pseudo-LD as well as normal LD.
Annex, Icy Manipulator and Dream Leash (maybe taking your creatures, though) are used in ED, and in fact the only thing prevented by Sacred Ground is Wildfire itself. In Magnivore, Boomerang and Eye of Nowhere are quick tempo killers, while Sacred Ground does work against Stone Rain, Demolish and Wildfire.
I still think using maindecked signets is like trying to dam a flood with a spoon, but sideboarding some white signets (currently Boros) along with Sacred Ground would help more than just either alone (not to mention we would need some source of white mana).
What do you think of a counter-burn sideboard strategy vs. LD? It would probably entail just taking out the Gelectrodes and Dragonauts (you'd need to be countering spells during the turns you would normally be playing creatures) in exchange for something like 4 Mana Leak and...Convolute? I don't think Remand is hard enough.
This is doubtful, though.
Ive tryed the URw deck it doesnt work that wel because in that instant you do end up getting mana screwed.In my testing the splash isnt worth it just to get lightning helix and wrath of god.REPEAT NOT WORTH IT. Wuffles i love your deck and to be totally honest ive net decked it (Imitation is the greatest form of flattery).
Now Signet i too believe is again NOT WORTH IT. it doesnt really accel the deck that greatly.
I think that a counter/Burn side board isnt that bad of an idea because think about it it could surprise ur opponent. stoping their key spells while you just burn face.
Sorry dude, keep that away from this thread, please.
ANYWAYS.
1. Signet - Polyjak is an avid supporter of this, it appears - however, I am very much unsure as to its effectiveness. I think that the most certain way to avoid LD is to splash white for sacred ground in the board. Aside from that, the deck has proven quite resistant to mana/color screw - and it doesn't need to accelerate its mana - it will roll over the opponents soon enough.
I don't know about the white splash as yet - it will depend upon the format. However, splashing white into the deck would give three potential cards.
1. Wrath of God - of course, this would involve turning the deck into an aggro-control deck. Totally metagame dependant.
2. Sacred Ground - if your meta has a lot of neo-ED or U/R 'vore in it, then clearly, this would be a sensible choice. Once more, totally metagame-dependant.
3. Lightning helix - if either of the first two cards are splashed for, then this card will also be added. It is not good enough by itself, though, I don't think.
Well, that'll do me I guess.
I made that post before the thread got moved from the decks for critique, so get don't get your panties in a bunch.
I personally feel like splashing any other color then blue or red does not add anything positive to the deck.
I agree that splashing a third colour is not productive because this archetype tends to win based on its opening hand - if you hav lots of creatures, you can't abuse the dragonaughts, if you have no creatures, you can't abuse your sorceries and instants. Adding another colour only decreases the number of viable opening hands, which leads to more and worse mulligans which leads to more game losses.
If you happen to have all of the relavent duals and pains, and a card actually worth splashing for, then go for it - but beware the increased life loss
worsening your aggro matchups. (lightening helix is not so much better than volcanic hammer as you will want to be playing it before you attack - so is not worth worsening your consistency for) festival of the guildpact isn't splashable either, and if you want more cantrips i think you should just use ones from blue.
I tried making an arcane/splice version of this deck - you could put the guildmage combo in, but it is really unreliable because he is so vulnerable to creature kill. Erayo sounds like a good idea to me, because you can expect to be playing a lot of spells per turn. Ideas unbound is great for filling up your hand and then burning/Weeing ftw. Desperate ritual lets you play spells for free, or near free and so play many more per turn - I have had five or even 6 in a turn - lethal damage with a dragonaught on the board.
Ultimately, if you run out of steam or they kill all of your naughts (not that unlikely with all of the last gasps, putrefies and mortifies going around) you can use Ire of Kaminari late game to do the last 5-10 point of damage.
Playing this deck is extremely fun, and often feels like a storm combo deck - playing just enough spells (keeping track of them with a dice) so that you win with a 9/3 dragonnaughts or something.
with wee dragonaughts in play, Reach through mists splicing desperate ritual, lava spike splicing desperate ritual, desperate ritual, overblaze on dragonaughts.
the result is: 4 spells played
so 4 +2/+0 dragonaught triggers = +8/+0 = 9/3
double damage on the dragonaughts = 18 damage
damage from lava spike = 3
total damage = 21
that is awesome, since it only requires 3 lands to be in play, producing 1RU - which you alrerady had to have to play the dragonaughts.
I think the arcane version could be better than the burnaughts versions I have seen posted earlier
A typical turn...lol. That's a 5-card combo, dude, how is that in any way a typical turn? Especially considering overblaze is a 2-of.
I would be quite interested to see how this deck, (a pure aggro with very little in the form of control) does in the format - but I don't think it will function properly versus hierarch or jitte - the deck appears to have no answer at all to jitte, unlike FryDee, which can easily just remove the equipped creatures or repeal the jitte.
I would be interested in testing this build though...but I just don't think it will be consistant enough. With jitte as dominant as it is, a deck like this, with no answers outside of gelectrode and glacial ray just won't cut it, IMO.
In your version Postinator, Eye of Nowhere could be useful, as even though it doesn't replace itself, your deck uses splicing which gives an effect almost like cantripping.
Wow, an active Gelectrode vs. RGW Zoo is really good...they HAVE to remove it.
I tested a bit against UR Magnivore last night, and it was about even. This deck has a hard time against a 9/9 magnivore being played by a total jerk online. It wast the best testing, since we both were mana screwed often because of the apprentice shuffler, but when the deck did well, the deck did very well.
Arcane works pretty well, but you dont necessarily need a full deck of it. Overblaze is a beast and is a quick finisher when decks thing they have another turn before you bust out a big dragonaut.
But Overblaze has a gigantic flaw: it needs you to have an active creature in play. All the cards this deck uses are solid on their own and don't rely on your creatures to make them do something.
Anyways, the way I play the deck is to play a controlling game at first, bouncing or burning the path clear, and once I get out an active creature and I'm not going to die, I send all the burn at their head in a massive turn or two of damage that kills them.
Ok, I’m going to try and reply to every relevant comment made here since my internet died a day and a half ago.
Quote from Postinator »
Ok, maybe that draw is not so typical. It is typical that you can play 3 or 4, even 5 spells in a turn (usually thanks to desperate ritual) and end up dealing lethal damage. Imagine 2 Wee Dragonaughts, lava spike, glacial ray, Reach through mists - 19 damage!
play two spells with a couple of WeeDs in play = 10 damage!
play a stream of desperate ritual spliced spells(e.g. ideas unbound) and then Ire of Kaminari = lots of damage even without any creatures in play! (usually lethal damage with even 1 WeeD)
even if it turns out to not be as good as other builds, burning out your 4 card hand for over 20 damage on turn 4 is so much fun - and your opponent will not expect it game one (you are a bit more screwed game two, as they will kill WeeDs at any opportunity - but this is the same for most Wee Dragonaughts decks). It is risky if they have removal mana open, but I dont think an answer to jitte is needed too much - you tend to fly over them, or gelectrode/glacial ray their creatures before they get enough counters to stop you from winning.
I am thinking of trying Eye of nowhere, but another double blue puts more strain on the manabase and I am not sure what to take out.
Playing it on turn two, then Wee Dragonaughts on turn 3 seems like a GG play.
Thankyou for readin'
The problem is, this deck isn’t about fun – the point of this thread is to find a deck that can win tournaments. Your deck, as it currently stands, has very little in rthe way of answers to jitte or heavy removal. “diet fried dragonauts” is basically what this deck is – a deck without hard burn spells that relies totally upon having a WeeD in play. In the current meta, with so much effective removal, it is just a really bad idea to rely so heavily upon flimsy 1/3 or 0/1 guys to win. You also rely really heavily on desperate ritual – a card that actually does not net you very much mana acceleration at all – or at least, nowhere ear as much as you would need to go off like you are describing.
1. If jitte pwns your deck, then your deck is not very good.
2. Jitte pwns your deck.
3. Therefore…I’m sure you see what I am trying to say. =)
You can have almost as much fun playing a more versatile version of the deck, like the one I am supporting, without screwing over your potential to win versus heavy disruption or the devil fork.
Quote from OlinMercury »
I've been following this thread for a little while now, and was wondering; would Crushing Pain be a good addition, at least to SB?
I've used it a bit, switching it out against heavy aggro builds, and it works fairly well.
8 damage with a Gelectrode at instant speed kills just about anything I've played against, no matter how many Magemarks are out...
Ooook…
Magemrks are really not constructed playable as, from what I can see, they are far, FAR too reliant upon your opponents not having removal. And Crushing pain is a card I would be reluctant to play in a limited environment, let alone in the highly competitive T2 environment.
Quote from Gumpy »
Arcane works pretty well, but you dont necessarily need a full deck of it. Overblaze is a beast and is a quick finisher when decks thing they have another turn before you bust out a big dragonaut.
Quote from Einsteinmonkey »
But Overblaze has a gigantic flaw: it needs you to have an active creature in play. All the cards this deck uses are solid on their own and don't rely on your creatures to make them do something.
Anyways, the way I play the deck is to play a controlling game at first, bouncing or burning the path clear, and once I get out an active creature and I'm not going to die, I send all the burn at their head in a massive turn or two of damage that kills them.
Einstein has eloquently made the exact response I would make to any suggestion that Overblaze is good in this deck. Also, he plays it in the exact same way that I do. A+ man, your contributions to this thread are definitely worth something.
Magemrks are really not constructed playable as, from what I can see, they are far, FAR too reliant upon your opponents not having removal. And Crushing pain is a card I would be reluctant to play in a limited environment, let alone in the highly competitive T2 environment.
I didn't mean that I was using Magemarks in my build, but that a lot of the people I play against use them (especially in Gruul decks). The meta I usually play against enjoys using the new Guildpact W/B and R/G types, which seem to rely heavily on keeping creatures and magemarks on the board to either strengthen their swings or keep their leeches from being burned.
I like the look of the Arcane build as well. Splicing instead of cantripping gives you similar, if not better, card advantage...
It's more casual than most, since I don't have any Shocklands, Chars, etc. I considered adding the 4 Cerebral Vortex I have, but I'm not sure they're really worth it for my aggressive meta...
What does the deck do against enchantments? there is no good, if any enchantment kill in red/blue. you could always repeal it, but it would get played next turn again anyway. Greater Good is a big one that we have no chance of winning against because they can always just sac to it, only to bring it back with debtors knell.
No, it was more like turn 4 gg, turn 5 koko, turn 6 debtors knell. I had him down to 3 before he sacked koko, then he putrefied my dragonauts, attack, sac, gg. Not to pretty.
hollywood:
What decklist are you using? There are many things that Wuffles's decklist could do. Firstly, there should be an active creature out by this time. Already, you should be close to winning just because you have this creature and a hand at least reasonably full of spells.
The Greater Good might be Repealed for a turn or two (maybe in response to the Kokusho being played) while you burn to the head for enough damage to kill him.
Also, Cerebral Vortex would negate the life that he has gained by saccing Kokusho to Greater Good. Vortex would be 8 damage to him, so you net a Volcanic Hammer (or a Char if you had a Gelectrode - if you do have one, he would be down by 5 life at the end of his turn.) Then, before his turn 6, you could simply play something like:
Gelectrode tap (1), Shock (3), tap (4), Volcanic Hammer (7), tap (8), Volcanic Hammer (11), tap (12). That's 12 damage on that one turn already from just 3 spells, and net 5 damage on his last turn. Then, since he has already sacced Kokusho, he can play Debtor's Knell or whatever he likes, since you've only got like 3 more damage to get to him, and that's assuming he isn't already dead because he's damaged himself from Painlands or Shocklands.
Postinator: I already see a major difference between your arcane deck and the original decklist. How many ways can your deck kill creatures? You have 8 cards which can potentially do that, and both of those don't come online until at the very least, turn 4, and even then, they're somewhat conditional (Gelectrode and Ire of Kaminari). You'll get slaughtered by anything. The original deck has Shock, Volcanic Hammer, Char, Electrolyze, Repeal and Gelectrode, which is over half of the spells in the deck. Note to everyone: it is for this reason that Lava Spike is not played - it's not killing creature anytime soon.
Hollywood, that is why yamabushi's flame is in the SB - for the dragon matchup. With a gelly out, a flame will nicely remove any dragon threat that they play - or a shock in addition will do it.
I do think that this deck needs some kind of answers to Greater Good though, any suggestions?
Kumano is awesome when you keep on topdecking lands in the mid game. Getting 3-4 damage a turn until you kill them is a plus. I will probably cut the Firebird and take Kumano down to a 2 of in favor of Cerebral Vortex. I was using tidings, but I found TT to be infinetly superior.
Wuffles: I brought in all Yamabushi's and Mimeo's in game 2, but he was always one step ahead of me.
Einstein: I like the idea of Plaguize in the deck. It also works well against the now rare MuC decks.
Greater Good shouldnt be that much of a problem. Theyre down fall would be Cerebral Vortex. I mean lets say by the time they drop a Greater Good its roughly 4th turn they should be down a little in health so much so that a well placed vortex could be lethal. Lets see they draw a card for the regular turn (1) then they play yosei and decided they wanted to sac it to the GG to draw and lock us up well this draws them 5 more (5) and then in response to Yosei going to the graveyard cast Vortex (2) thats a totally of 8 damage and this can be done because yoseis ability doesnt trigger untill after they draw because they have to sac then draw then it goes to grave yard. so on 5th or 6th turn that can be lethal damage not to mention if you have had a gelectrode out already thats possibly one or two more damage netting a total of 10 damage. HALF THEIR LIFE. And if it was a koko instead well then they take about 5 damage because they originally gain 5 from koko making the gain life pretty much irrelevent. And then by still taking 5 koko hasnt put you in a lock so your lands are open to burn to your hearts content till theyre dead.
A deck i Have been having problems with is Heartbeat Combo. My friend has well tuned his to be such a house, that it can and more then likely will go off 4th turn if not 5th.I feel like i cant compete with that kinda speed esspecially when he runs remands that when i cast something third turn lets say gelectrode or naughts that it makes it a dead turn when he casts a remand on it. obviously i could repeal the heartbeat but it hasnt seemed to buy me enough time. i mean now that i think about it post sideboard a well played Quash could take out his early harvests which i find is key in this deck so idk thats my only answer to this deck as of so far any help would be greatly appriciated
EDIT:
One more thought why not run mikoro instead of nivix. i mean you shouldnt really care if your opponent draws a card. also mikoro cost 2 and tap to activate and nivix cost four and tap. Plus the card is removed and unplayable unless its an instant or sorcery. infact mikoro could help with a vortex make them draw anther on their turn making them take 4 damge while you net another potentional burn card from drawing adding to a possible quicker death. I dont know just a thought really.
Hmm, I think you guys are right - plagiarize has potential here - as well as cerebral vortex (which gets around heartbeat quite well also) to deal with GG.deck. Also, mikokoro is pretty good I guess, there's no harm in trying it.
If you have two or more Dragonauts out, you could just burn them for the pump, block with one, and they both will die. Its a sacrafice that will be worth it later.
Skarrgan Firebird, Savage Twister, Hinder deals with North tree. Seeing as the only way to deal with tree is either bigger creature/mass removal/counter.
[card=Dismal Failure]"Two magi could trade spells all day and never crown a victor.
The real battle is not one of power but of will.
If your confidence breaks, so too shall you." —Venser[/card]
Racing vs. aggro decks using Gruul is impossible without burn. They're just the epitome of beatdown, and you'll be taking far too much damage. Not to mention that Burning Tree Shaman will turn Gelectrode into Fireslinger. And against other aggro decks, you have Jitte to contend with. If you don't use burn, you'll be relying too much on your Gelectrodes which is bad for two reasons:
1. You may not be able to play enough spells to kill enough creatures.
2. If the Gelectrode dies, you're stuck (and 0/1s aren't notorious for surviving long).
Sorry dude, keep that away from this thread, please.
ANYWAYS.
1. Signet - Polyjak is an avid supporter of this, it appears - however, I am very much unsure as to its effectiveness. I think that the most certain way to avoid LD is to splash white for sacred ground in the board. Aside from that, the deck has proven quite resistant to mana/color screw - and it doesn't need to accelerate its mana - it will roll over the opponents soon enough.
I don't know about the white splash as yet - it will depend upon the format. However, splashing white into the deck would give three potential cards.
1. Wrath of God - of course, this would involve turning the deck into an aggro-control deck. Totally metagame dependant.
2. Sacred Ground - if your meta has a lot of neo-ED or U/R 'vore in it, then clearly, this would be a sensible choice. Once more, totally metagame-dependant.
3. Lightning helix - if either of the first two cards are splashed for, then this card will also be added. It is not good enough by itself, though, I don't think.
Well, that'll do me I guess.
Annex, Icy Manipulator and Dream Leash (maybe taking your creatures, though) are used in ED, and in fact the only thing prevented by Sacred Ground is Wildfire itself. In Magnivore, Boomerang and Eye of Nowhere are quick tempo killers, while Sacred Ground does work against Stone Rain, Demolish and Wildfire.
I still think using maindecked signets is like trying to dam a flood with a spoon, but sideboarding some white signets (currently Boros) along with Sacred Ground would help more than just either alone (not to mention we would need some source of white mana).
What do you think of a counter-burn sideboard strategy vs. LD? It would probably entail just taking out the Gelectrodes and Dragonauts (you'd need to be countering spells during the turns you would normally be playing creatures) in exchange for something like 4 Mana Leak and...Convolute? I don't think Remand is hard enough.
This is doubtful, though.
Now Signet i too believe is again NOT WORTH IT. it doesnt really accel the deck that greatly.
I think that a counter/Burn side board isnt that bad of an idea because think about it it could surprise ur opponent. stoping their key spells while you just burn face.
I made that post before the thread got moved from the decks for critique, so get don't get your panties in a bunch.
I personally feel like splashing any other color then blue or red does not add anything positive to the deck.
A typical turn...lol. That's a 5-card combo, dude, how is that in any way a typical turn? Especially considering overblaze is a 2-of.
I would be quite interested to see how this deck, (a pure aggro with very little in the form of control) does in the format - but I don't think it will function properly versus hierarch or jitte - the deck appears to have no answer at all to jitte, unlike FryDee, which can easily just remove the equipped creatures or repeal the jitte.
I would be interested in testing this build though...but I just don't think it will be consistant enough. With jitte as dominant as it is, a deck like this, with no answers outside of gelectrode and glacial ray just won't cut it, IMO.
Wow, an active Gelectrode vs. RGW Zoo is really good...they HAVE to remove it.
I've used it a bit, switching it out against heavy aggro builds, and it works fairly well.
8 damage with a Gelectrode at instant speed kills just about anything I've played against, no matter how many Magemarks are out...
Overblaze is a beast and is a quick finisher when decks thing they have another turn before you bust out a big dragonaut.
http://forums.mtgsalvation.com/showthread.php?t=510597
Playing:
Legacy BW Stoneblade
Modern BGW Rock
Anyways, the way I play the deck is to play a controlling game at first, bouncing or burning the path clear, and once I get out an active creature and I'm not going to die, I send all the burn at their head in a massive turn or two of damage that kills them.
The problem is, this deck isn’t about fun – the point of this thread is to find a deck that can win tournaments. Your deck, as it currently stands, has very little in rthe way of answers to jitte or heavy removal. “diet fried dragonauts” is basically what this deck is – a deck without hard burn spells that relies totally upon having a WeeD in play. In the current meta, with so much effective removal, it is just a really bad idea to rely so heavily upon flimsy 1/3 or 0/1 guys to win. You also rely really heavily on desperate ritual – a card that actually does not net you very much mana acceleration at all – or at least, nowhere ear as much as you would need to go off like you are describing.
1. If jitte pwns your deck, then your deck is not very good.
2. Jitte pwns your deck.
3. Therefore…I’m sure you see what I am trying to say. =)
You can have almost as much fun playing a more versatile version of the deck, like the one I am supporting, without screwing over your potential to win versus heavy disruption or the devil fork.
Ooook…
Magemrks are really not constructed playable as, from what I can see, they are far, FAR too reliant upon your opponents not having removal. And Crushing pain is a card I would be reluctant to play in a limited environment, let alone in the highly competitive T2 environment.
Einstein has eloquently made the exact response I would make to any suggestion that Overblaze is good in this deck. Also, he plays it in the exact same way that I do. A+ man, your contributions to this thread are definitely worth something.
I didn't mean that I was using Magemarks in my build, but that a lot of the people I play against use them (especially in Gruul decks). The meta I usually play against enjoys using the new Guildpact W/B and R/G types, which seem to rely heavily on keeping creatures and magemarks on the board to either strengthen their swings or keep their leeches from being burned.
I like the look of the Arcane build as well. Splicing instead of cantripping gives you similar, if not better, card advantage...
EDIT: Here's my build for reference;
Land (18):
1x Minamo, School at Water's Edge
3x Izzet Boilerworks
6x Island
8x Mountain
Creatures (10):
4x Wee Dragonaut
4x Gelectrode
1x Kumano, Master Yamabushi
1x Skarrgan Firebird (My only one...)
Spells (32):
2x Electrolyze
4x Lava Spike
4x Shock
4x Volcanic Hammer
4x Yamabushi's Flame
1x Flames of the Blood Hand (Also my only one...)
2x Blaze
4x Telling Time
4x Repeal
3x Izzet Signet
It's more casual than most, since I don't have any Shocklands, Chars, etc. I considered adding the 4 Cerebral Vortex I have, but I'm not sure they're really worth it for my aggressive meta...
hollywood:
What decklist are you using? There are many things that Wuffles's decklist could do. Firstly, there should be an active creature out by this time. Already, you should be close to winning just because you have this creature and a hand at least reasonably full of spells.
The Greater Good might be Repealed for a turn or two (maybe in response to the Kokusho being played) while you burn to the head for enough damage to kill him.
Also, Cerebral Vortex would negate the life that he has gained by saccing Kokusho to Greater Good. Vortex would be 8 damage to him, so you net a Volcanic Hammer (or a Char if you had a Gelectrode - if you do have one, he would be down by 5 life at the end of his turn.) Then, before his turn 6, you could simply play something like:
Gelectrode tap (1), Shock (3), tap (4), Volcanic Hammer (7), tap (8), Volcanic Hammer (11), tap (12). That's 12 damage on that one turn already from just 3 spells, and net 5 damage on his last turn. Then, since he has already sacced Kokusho, he can play Debtor's Knell or whatever he likes, since you've only got like 3 more damage to get to him, and that's assuming he isn't already dead because he's damaged himself from Painlands or Shocklands.
Postinator: I already see a major difference between your arcane deck and the original decklist. How many ways can your deck kill creatures? You have 8 cards which can potentially do that, and both of those don't come online until at the very least, turn 4, and even then, they're somewhat conditional (Gelectrode and Ire of Kaminari). You'll get slaughtered by anything. The original deck has Shock, Volcanic Hammer, Char, Electrolyze, Repeal and Gelectrode, which is over half of the spells in the deck. Note to everyone: it is for this reason that Lava Spike is not played - it's not killing creature anytime soon.
I do think that this deck needs some kind of answers to Greater Good though, any suggestions?
Plagiarize?
You draw 5 cards and they discard 3...granted, it doesn't stop their Dragon's ability, but they just got -7 card advantage...
4 Steam Vents
4 Shivian Reef
8 Mountain
7 Island
Creatures:
4 Wee Dragonauts
4 Gelectrode
3 Kumano, Master Yamabushi
2 Skaargan Firebird
4 volcanic hammer
4 Shock
4 Char
4 Telling Time
4 Repeal
4 Electrolyze
3 Yamabushi's Flame
3 Flames of the Blood Hand
4 Quash
3 Mimeofacture
2 Shard Pheonix
Kumano is awesome when you keep on topdecking lands in the mid game. Getting 3-4 damage a turn until you kill them is a plus. I will probably cut the Firebird and take Kumano down to a 2 of in favor of Cerebral Vortex. I was using tidings, but I found TT to be infinetly superior.
Wuffles: I brought in all Yamabushi's and Mimeo's in game 2, but he was always one step ahead of me.
Einstein: I like the idea of Plaguize in the deck. It also works well against the now rare MuC decks.
A deck i Have been having problems with is Heartbeat Combo. My friend has well tuned his to be such a house, that it can and more then likely will go off 4th turn if not 5th.I feel like i cant compete with that kinda speed esspecially when he runs remands that when i cast something third turn lets say gelectrode or naughts that it makes it a dead turn when he casts a remand on it. obviously i could repeal the heartbeat but it hasnt seemed to buy me enough time. i mean now that i think about it post sideboard a well played Quash could take out his early harvests which i find is key in this deck so idk thats my only answer to this deck as of so far any help would be greatly appriciated
EDIT:
One more thought why not run mikoro instead of nivix. i mean you shouldnt really care if your opponent draws a card. also mikoro cost 2 and tap to activate and nivix cost four and tap. Plus the card is removed and unplayable unless its an instant or sorcery. infact mikoro could help with a vortex make them draw anther on their turn making them take 4 damge while you net another potentional burn card from drawing adding to a possible quicker death. I dont know just a thought really.
It would help if you could give us some kind of decklist for your friend's Heartbeat deck...
I like pie.
:symr::symu: Reality Bites
:symr::symu: Delver Cyclops
:symr::symu: Niv Control EDH
:symg::symw: Sigarda EDH
The real battle is not one of power but of will.
If your confidence breaks, so too shall you."
—Venser[/card]
1. You may not be able to play enough spells to kill enough creatures.
2. If the Gelectrode dies, you're stuck (and 0/1s aren't notorious for surviving long).