Currently running this deck on Arena.
It's a kind of tempo deck similar to the Mono-Blue Tempo you will see at Tourneys. I am attempting to make it a standard competitive budget deck. I'm certainly having fun with it, but curious what others may think, or if you have ideas for improvement or any tips against certain match ups. Any tips for what may be a weakness or if it will have any bad match ups(RDW being an obvious one) Not expecting to create a tourney winning deck. Just fun and competitive.
Welcome! The deck seems interesting. Everything is relative to your expectations. Below Gold, you just need to have a winrate over 33 1/3% to advance. My ignorant opinion is that the Phantasms don't have enough surveil support and there isn't enough card advantage to have a very high ceiling.
Since you don't have a sideboard, I'm guessing you are running this on Bo1. I'll move it there. - hoser2
Youre right, phantasms is the more difficult creature to build up, but i can uaually manage yo get at least one off early and I normally ride through thr rest with proliferate and Sinister Sabotage. I've changed it up to replace the 2 Flyx Channeler and 1 Hearld of SS into a single Flux and 2 Pteramander. I have yet to try this out, but I think it could help boost the overall power. I will also add the sideboard. I do have one, but when adding the deck to salvation, i ran out of time. Thats the mtg goldfish version.
I thought about card advantage, and how to add some Jace's Triumph, removed Phantasm and replaced with more pteramanders and 2 Storm Fleet aerialists, and cut down on D/d and Lazotep Plating. Here the link to mtg goldfish, lmk what you think
I apologize for misunderstanding that your deck was for Bo3. I'll move it back to Budget.
I like the synergies you are working with with between card draw and proliferation. I am concerned that your game plan may be scattered. Tapping out T3 and T4 seems awkward when you may want to hold up counterspells. Further, with so many tap out elements, I fear you won't have controlling elements when you need them.
So what am I saying? I would say that you might be better off focusing on a simpler game plan.
I could see a control deck that tries to use Jace and a smaller number of Projections and/or Pteramanders as finishers. This deck would use instant speed card draw and really try to avoid tapping out.
I could see a aggressive proliferate deck that tapped out for early threats and protected them. I then find myself wanting to abuse Merfolk Skydiver and merfolk generally, so that looks like quite a different deck with an obviously different manabase.
The other really powerful card I want to abuse is Curious Obsession, but I don't know that you want to recreate Mono-U Tempo.
As it stands, you have some powerful cards, but I fear your deck will be inconsistent, winning when your opponents stumble in their own game plans.
Currently running this deck on Arena.
It's a kind of tempo deck similar to the Mono-Blue Tempo you will see at Tourneys. I am attempting to make it a standard competitive budget deck. I'm certainly having fun with it, but curious what others may think, or if you have ideas for improvement or any tips against certain match ups. Any tips for what may be a weakness or if it will have any bad match ups(RDW being an obvious one) Not expecting to create a tourney winning deck. Just fun and competitive.
Currently Playing:
Legacy: Something U/W Controlish
EDH Cube
Hypercube! A New EDH Deck Every Week(ish)!
Since you don't have a sideboard, I'm guessing you are running this on Bo1. I'll move it there. - hoser2
RNA Standard: Grixis Midrange, Jund Deathwhirler, Sultai Vannifar
GRN Standard: Red Midrange, Mono-Blue Tempo, Wr Aggro, Gruul Experimental Dinosaurs, Sultai Midrange, Jeskai Midrange
Modern: Bant Spirits
Forcing a single archetype in all formats: too many colors, bad mana.
https://www.mtggoldfish.com/deck/1952137#paper
https://www.mtggoldfish.com/deck/1981018#paper
I like the synergies you are working with with between card draw and proliferation. I am concerned that your game plan may be scattered. Tapping out T3 and T4 seems awkward when you may want to hold up counterspells. Further, with so many tap out elements, I fear you won't have controlling elements when you need them.
So what am I saying? I would say that you might be better off focusing on a simpler game plan.
I could see a control deck that tries to use Jace and a smaller number of Projections and/or Pteramanders as finishers. This deck would use instant speed card draw and really try to avoid tapping out.
I could see a aggressive proliferate deck that tapped out for early threats and protected them. I then find myself wanting to abuse Merfolk Skydiver and merfolk generally, so that looks like quite a different deck with an obviously different manabase.
The other really powerful card I want to abuse is Curious Obsession, but I don't know that you want to recreate Mono-U Tempo.
As it stands, you have some powerful cards, but I fear your deck will be inconsistent, winning when your opponents stumble in their own game plans.
RNA Standard: Grixis Midrange, Jund Deathwhirler, Sultai Vannifar
GRN Standard: Red Midrange, Mono-Blue Tempo, Wr Aggro, Gruul Experimental Dinosaurs, Sultai Midrange, Jeskai Midrange
Modern: Bant Spirits
Forcing a single archetype in all formats: too many colors, bad mana.