I just bought Graveborn, but I still don't know what to take out and put in.
All I could do was taking out a swamp and putting a Putrid Imp more, since is one of the main discard engines, and since the deck comes with way too much lands, I've been thinking about playing with 16 lands in total.
I was thinking about using 4 Dark Ritual, to get the combos on turn one.
Btw, don't say "put 3 more entombs" since this is practically a budget deck and I can't afford to buy entomb.
I just bought this event deck and I don't know what to add or take out. Obviously a lot of living weapons.
I was thinking about making a W/R bludgeon brawl deck with artifact lands and a lot of 0 cost non-creature artifacts and Goblin Gaveleer to swing for the win.
I'm planning on buying a commander deck, but still I can't quite find the best one. (I'm talking about the sealed Wizard of the Coast commander decks they released a while ago).
I would appreciate if you say which (in your opinion or in general) is best and why. Thanks.
I have a doubt about this keyword.
I've seen people playing this ability, and this is my question.
When you add the card with dredge from your graveyard to your hand (after sending the top X cards of your library to your graveyard). Does this count as draw? Because I think they use this to use again Dredge from another creature with that ability in the graveyard. What I still don't understand is, they add all the Cratures with dredge they used for this, dredge doesn't negate the draw? So, the last creature wouldn't be the only one being added to your hand? I don't know if I'm getting myself explained.
Another doubt: If a card says "Draw 2 cards" I can negate the draw itself to dredge a creature, or I can dredge for each draw?
Do mana abilities go to the stack? For example, an oponent taps a Llanowar Elf to add :symg:. This start a stack? So if an opponent cast a Lightning Bolt targeting the Llanowar Elf, when it resolves (and kills it), does it prevents it of producing the :symg:?
Well, yesterday I bought this duel deck, but I still don't know what to put and take out. I just put 4 Knight of the Holy Nimbus, 3 Sigiled Paladin and 3 more Leonin Skyhunter. I haven't changed the Dragon's one, and this one I'm thinking about making it a R/G deck with ramp, so I can play the dragons faster.
I know some cards I have to add for sure, like 3 Knight Exemplar, Knight of Meadowgrain, and Knight of the White Orchid more (And I want to add a Wilt-Leaf Cavaliers, just because I love that card), and I'm thinking about making that deck Mono W, because the only good green cards are Knight of the Reliquary and Knotvine Paladin.
All I could do was taking out a swamp and putting a Putrid Imp more, since is one of the main discard engines, and since the deck comes with way too much lands, I've been thinking about playing with 16 lands in total.
I was thinking about using 4 Dark Ritual, to get the combos on turn one.
Btw, don't say "put 3 more entombs" since this is practically a budget deck and I can't afford to buy entomb.
1 Crosis, the Purger
1 Inkwell Leviathan
1 Sphinx of the Steel Wind
1 Terastodon
1 Verdant Force
1 Blazing Archon
2 Putrid Imp
2 Hidden Horror
1 Faceless Butcher
1 Twisted Abomination
1 Entomb
1 Zombie Infestation
1 Cabal Therapy
2 Last Rites
2 Sickening Dreams
3 Exhume
3 Duress
3 Animate Dead
2 Buried Alive
2 Diabolic Servitude
2 Dread Return
1 Polluted Mire
1 Ebon Stronghold
1 Crystal Vein
1 Barren Moor
1 Command Tower
1 Evolving Wilds
10 Forest
1 Golgari Rot Farm
1 Orzhov Basilica
8 Plains
1 Rupture Spire
1 Secluded Steppe
1 Selesnya Sanctuary
8 Swamp
1 Temple of the False God
1 Tranquil Thicket
1 Vivid Grove
1 Vivid Marsh
1 Vivid Meadow
//Creatures:
1 Aquastrand Spider
1 Celestial Force
1 Chorus of the Conclave
1 Dark Hatchling
1 Deadly Recluse
1 Fertilid
1 Golgari Guildmage
1 Hornet Queen
1 Karador, Ghost Chieftain
1 Monk Realist
1 Nantuko Husk
1 Penumbra Spider
1 Sakura-Tribe Elder
1 Scavenging Ooze
1 Selesnya Evangel
1 Selesnya Guildmage
1 Shriekmaw
1 Sigil Captain
1 Spawnwrithe
1 Spike Feeder
1 Squallmonger
1 Symbiotic Wurm
1 Teneb, the Harvester
1 Vampire Nighthawk
1 Vish Kal, Blood Arbiter
1 Yavimaya Elder
1 Acorn Catapult
1 Afterlife
1 Alliance of Arms
1 Attrition
1 Aura Shards
1 Awakening Zone
1 Bestial Menace
1 Cobra Trap
1 Cultivate
1 Darksteel Ingot
1 Death Mutation
1 Doom Blade
1 Fists of Ironwood
1 Footbottom Feast
1 Golgari Signet
1 Harmonize
1 Hex
1 Hour of Reckoning
1 Lightning Greaves
1 Mortify
1 Necrogenesis
1 Nemesis Trap
1 Oblivion Ring
1 Orzhov Signet
1 Selesnya Signet
1 Skullclamp
1 Sol Ring
1 Soul Snare
1 Storm Herd
1 Syphon Flesh
1 Tribute to the Wild
1 Vow of Duty
1 Vow of Malice
1 Vow of Wildness
I still don't know how I'm going to center this deck.
I was thinking about W/R Bludgeon Brawl, but it can be another deck list too.
I was thinking about making a W/R bludgeon brawl deck with artifact lands and a lot of 0 cost non-creature artifacts and Goblin Gaveleer to swing for the win.
The deck list is this:
2 Dread Statuary
21 Plains
//Creatures
4 Elite Vanguard
1 Kemba, Kha Regent
2 Kor Duelist
4 Leonin Relic-Warder
4 Leonin Skyhunter
1 Mirran Crusader
4 Porcelain Legionnaire
1 Puresteel Paladin
2 Stoneforge Mystic
1 Apostle's Blessing
1 Bonehoard
1 Darksteel Axe
4 Flayer Husk
4 Journey to Nowhere
1 Sickleslicer
1 Skinwing
1 Sword of Vengeance
1 Apostle's Blessing
2 Arrest
3 Celestial Purge
1 Kor Duelist
4 Kor Firewalker
4 Revoke Existence
I would appreciate if you say which (in your opinion or in general) is best and why. Thanks.
I've seen people playing this ability, and this is my question.
When you add the card with dredge from your graveyard to your hand (after sending the top X cards of your library to your graveyard). Does this count as draw? Because I think they use this to use again Dredge from another creature with that ability in the graveyard. What I still don't understand is, they add all the Cratures with dredge they used for this, dredge doesn't negate the draw? So, the last creature wouldn't be the only one being added to your hand? I don't know if I'm getting myself explained.
Another doubt: If a card says "Draw 2 cards" I can negate the draw itself to dredge a creature, or I can dredge for each draw?
I know some cards I have to add for sure, like 3 Knight Exemplar, Knight of Meadowgrain, and Knight of the White Orchid more (And I want to add a Wilt-Leaf Cavaliers, just because I love that card), and I'm thinking about making that deck Mono W, because the only good green cards are Knight of the Reliquary and Knotvine Paladin.
Here are the decklist (original):
2 Grasslands
12 Plains
1 Sejiri Steppe
2 Selesnya Sanctuary
1 Treetop Village
1 Alaborn Cavalier
1 Benalish Lancer
1 Caravan Escort
1 Juniper Order Ranger
1 Kabira Vindicator
1 Kinsbaile Cavalier
1 Knight Exemplar
2 Knight of Cliffhaven
1 Knight of Meadowgrain
1 Knight of the Reliquary
1 Knight of the White Orchid
1 Knotvine Paladin
1 Leonin Skyhunter
2 Lionheart Maverick
1 Paladin of Prahv
1 Plover Knights
1 Silver Knight
1 Skyhunter Patrol
1 Steward of Valeron
1 White Knight
1 Wilt-Leaf Cavaliers
1 Zhalfirin Commander
1 Griffin Guide
1 Harm's Way
1 Heroes' Reunion
1 Loxodon Warhammer
1 Mighty Leap
1 Oblivion Ring
1 Reciprocate
1 Reprisal
1 Sigil Blessing
1 Spidersilk Armor
1 Test of Faith
1 Bloodmark Mentor
1 Bogardan Hellkite
1 Bogardan Rager
1 Cinder Wall
2 Dragon Whelp
1 Dragonspeaker Shaman
1 Fire-Belly Changeling
1 Henge Guardian
1 Kilnmouth Dragon
1 Mordant Dragon
2 Mudbutton Torchrunner
1 Shivan Hellkite
1 Skirk Prospector
1 Thunder Dragon
1 Voracious Dragon
1 Breath of Darigaaz
1 Captive Flame
1 Claws of Valakut
1 Cone of Flame
2 Dragon Fodder
1 Dragon's Claw
2 Fiery Fall
1 Ghostfire
1 Jaws of Stone
1 Punishing Fire
1 Seething Song
1 Seismic Strike
1 Shiv's Embrace
1 Spitting Earth
1 Temporary Insanity
If this isn't the right forum, please excuse me.