I think you're missing notable cards, like Kodama's Reach / Cultivate and Explosive Vegetation. There are also some toolbox cards you could look at, namely Elesh Norn.
To me, a "combo" is a number of cards arrayed in such a way that you can repeat an action or series of actions indefinitely so long as targets present themselves. Therefore, using Nath to make your opponents discard their hand is a combo. However, it is not an "infinite" combo, which to me is any cards arrayed in such a way that an action or series of actions indefinitely and also provide its own targets if needed, or one that continues until it is disrupted or the game ends. For example, Niv-Mizzet, the Firemind + Curiousity or Mana Geyser + Reiterate.
(An array of cards that does something a finite amount of times using resources or works especially efficiently in conjunction with the others is not a combo; it is a synergy.)
I hate getting a bunch of cards at once because my chopping block usually isn't big enough. I try to rotate them to test them in that case.
Play a bunch with your deck, find the cards you don't like. Find similar cards. If you can't find cards you don't like, maybe you shouldn't be replacing them.
I'd go with Grixis, and here's why. Black gives you access into Tutors, which are essential if you're building around cards that aren't your commander, and it also has its fair share of Pingers. Most pingers are cheap in mana, so green's Ramp isn't as needed.
Hmm. Sounds like you want to be playing something like BUG control. You get arguably the best creatures in the game (Deadeye Navigator, Consecrated Sphinx, Sylvan Primordial, to name a few) coupled with what is in my opinion the most powerful instants and sorcieries in the form of green ramp, blue counters, and black tutors. Your selection of enchantments is perhaps sub-par, due to not having White, but you still get access to things like Phyrexian Arena, Sylvan Library, etc. Black allows for creature removal, and green gets non-creatures, while Blue supports your disruption with catch-all counterspells. Finally, you get to play Jace, the Mindsculptor. You can even throw in a graveyard / reanimation subtheme, which is very potent. What you lack in explosiveness, you make up for in sheer card advantage. Damia is my recommendation, but of course that's a personal preference.
So basically the game plan is to generate a lot of mana and win with a large or . My general hardly is cast. I know there are some cards I would typically run like or more nonbasics, but I really need all the basics I can because I often run out of them to a or recurring my over and over or something. Also, there are a lot of cards like or in my meta. I've got a high removal suite, which is necessary in my meta. I'm looking to make it more versatile. Suggestions?
Looking to cut fat and make it faster and more adaptable. What do you think? I just bought a bunch of cards for it so an update will be coming in the next week or so. Mostly reanimation effects.
Imagine a deck that utilizes a similar idea to Storm decks by casting many spells a turn to power up a finisher, but also similar to Combo Elves in that every card in the deck helps BE the finisher. I had an idea to play a deck that would generate a lot of mana on a single turn and draw a large number of cards in order to play many creatures on the same turn and hopefully play something like Empty the Warrens. Without further adieu
Hey,
I want to play something interesting, preferably some combo decks. I'm very Johnny. I have about $150 to blow, and I don't mind getting "cheap" lands instead of shocks (painlands, aggrolands, whatever). I'd like to get something not a lot of people use.
Thanks for the input!
Kuldotha based decks are easily disrupted by wipes. Cranial playing will almost never connect.
You're better off playing red affinity.
I play 10 creatures with evasion; Plating connects every game I see it. Kuldotha decks usually get the opponent within burn range by the time they wipe (not including Pyroclasm).
(An array of cards that does something a finite amount of times using resources or works especially efficiently in conjunction with the others is not a combo; it is a synergy.)
It sounds like you want to ban all combos.
Play a bunch with your deck, find the cards you don't like. Find similar cards. If you can't find cards you don't like, maybe you shouldn't be replacing them.
1 Jarad, Lich Lord
//Land: 31
12 Swamp
13 Forest
1 Twilight Mire
1 Command Tower
1 Golgari Rot Farm
1 Thespian’s Stage
1 Grim Backwoods
//Creatures: 24
1 Fauna Shaman
1 Sakura-Tribe Elder
1 Kazandu Tuskcaller
1 Stronghold Assassin
1 Fierce Empath
1 Hua-Tao, Honored Physician
1 Eternal Witness
1 Endless Cockroackes
1 Crypt Ghast
1 Disciple of Bolas
1 Bloodgift Demon
1 Seedguide Ash
1 Acidic Slime
1 Kokusho, the Evening Star
1 Rampaging Baloths
1 Grave Titan
1 Sylvan Primordial
1 Rune-Scarred Demon
1 Sepulchral Primordial
1 Woodfall Primus
1 Terastodon
1 Vorinclex, Voice of Hunger
1 Dread Cacodemon
1 It That Betrays
1 Abrupt Decay
1 Grim Harvest
1 Smallpox
1 Reincarnation
1 Cultivate
1 Slaughter Pact
1 Krosan Grip
1 Kodama’s Reach
1 Explosive Vegetation
1 Summoner’s Pact
1 Creeping Corrosion
1 Jarad’s Orders
1 Harmonize
1 Skyshroud Claim
1 Dread Return
1 Diabolic Tutor
1 Mutilate
1 Hex
1 Praetor’s Council
1 Army of the Damned
1 Rise of the Dark Realms
1 Green Sun’s Zenith
1 Exsanguinate
1 Genesis Wave
1 Diabolic Revelation
1 Skullclamp
1 Sol Ring
1 Animate Dead
1 Golgari Signet
1 Strionic Resonator
1 Plague Boiler
1 Phyrexian Arena
1 Mimic Vat
1 Presence of Gond
1 Fecundity
1 Jar of Eyeballs
1 Birthing Pod
1 Foster
1 Bear Umbra
1 Nevinyrral’s Disk
1 Conjurer’s Closet
1 Staff of Nin
1 Grave Betrayal
1 Akroma’s Memorial
[/DECK]
Looking to cut fat and make it faster and more adaptable. What do you think? I just bought a bunch of cards for it so an update will be coming in the next week or so. Mostly reanimation effects.
In general, Needle is alright, but Revoker seems weak.
Those cards to the right side of the lands are personal notes and not in the cube. A card in red is just a card I need to obtain.
4 Forbidden Orchard
4 City of Brass
1 Flooded Grove
1 Fire-Lit Thicket
1 Cascade Bluffs
7 Mountain
4 Memnite
2 Faerie Impostor
2 Ornithopter
2 Storm Entity
2 Goblin Bushwhacker
4 Desperate Ritual
2 Pyretic Ritual
4 Manamorphose
4 Empty the Warrens
2 Battle Hymn
4 Haze of Rage
I built this deck at four in the morning after going fourty hours with no sleep. Do not judge me.
I want to play something interesting, preferably some combo decks. I'm very Johnny. I have about $150 to blow, and I don't mind getting "cheap" lands instead of shocks (painlands, aggrolands, whatever). I'd like to get something not a lot of people use.
Thanks for the input!
I play 10 creatures with evasion; Plating connects every game I see it. Kuldotha decks usually get the opponent within burn range by the time they wipe (not including Pyroclasm).
Spellbomb is just plain meh.