I played with the deck a lot more and really wanted a couple more wrath effects so here we are. Mists never did much unless it was against a token deck and quicksilver was always a little lackluster.
I quickly realized that although I never use my general in Stax decks, atleast I may at some point cast nin rather than melek so that switch was made. I also wanted some more token makers to feed the stax and whatnot so I worked in the turbine and the pasture. Blastminer was a little too slow and compulsion I never truly liked so the cuts were made.
Had a chance to get in a bunch more games and noticed some of the cards were just not that great. The medallions never really reduced too much (too many artifacts and whatnot). Wall of Kelp was just a bit too slow and UU for the ability was sometimes hard. Invoke Prejudice looks great on paper but UUUU for the cost and the ability was a bit much. Rhystic Study and Mystic Remora never triggered for me for some reason and so they got the axe. Overburden was one I loved looking at on paper but in practice, it usually just turned into my opponents playing a guy and then essentially getting a land drop they otherwise didnt have in hand. Expedition map never really tutored anything great and was only there so I could have another salvaging starget. I cut ruination because my meta is fairly basic heavy. Additionally, ghitu got axed because after cutting the swords this is not as good of a plan.
As for what came in, I worked in JTMS and shadows since sometimes win cons were few and far between. Also decided to toss wildfire and jokolhaups back in since both are mass land D and the deck does lack that now. Skullclamp is self explanatory and quicksilver fountain because its a house at stopping certain decks. Somehow the deck had too few lands so I worked in a few more.
Played with the deck quite a bit today and realized some of the rocks (although man rocks) are VERY slow and sometimes too slow. Both cut creatures were somewhat lackluster and felt weak. The Aether is good in theory but never really did too much other than stall a turn on stuff. The 2 red enchantments served as win cons but I believe the walkers will do a better job. Fellwar stone just plain sucks when youve nuked the lands on board....The additions are cheaper rocks, different wincons (walkers), and some other salvaging station toolbox cards.
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Out:
1 Pendrall Mists
1 Quicksilver Fountain
1 Evacuation
1 Blasphemous Act
I played with the deck a lot more and really wanted a couple more wrath effects so here we are. Mists never did much unless it was against a token deck and quicksilver was always a little lackluster.
Out:
1 Melek, Izzet Paragon
1 Compulsion
1 Dwarven Blastminer
1 Mountain
1 Nin, the Pain Artist
1 Myr Turbine
1 Rapid Hybridization
1 Springjack Pasture
I quickly realized that although I never use my general in Stax decks, atleast I may at some point cast nin rather than melek so that switch was made. I also wanted some more token makers to feed the stax and whatnot so I worked in the turbine and the pasture. Blastminer was a little too slow and compulsion I never truly liked so the cuts were made.
Out:
1 Wall of Kelp
1 Rhystic Study
1 Mystic Remora
1 Invoke Prejudice
1 Overburden
1 Sapphire Medallion
1 Ruby Medallion
1 Expedition Map
1 Ruination
1 Ghitu Encampment
1 Jace, the Mindsculptor
1 Jokalhaups
1 Into the Core
1 Wildfire
1 Vicious Shadows
1 Quicksilver Fountain
1 Skullclamp
3 Mountain
Had a chance to get in a bunch more games and noticed some of the cards were just not that great. The medallions never really reduced too much (too many artifacts and whatnot). Wall of Kelp was just a bit too slow and UU for the ability was sometimes hard. Invoke Prejudice looks great on paper but UUUU for the cost and the ability was a bit much. Rhystic Study and Mystic Remora never triggered for me for some reason and so they got the axe. Overburden was one I loved looking at on paper but in practice, it usually just turned into my opponents playing a guy and then essentially getting a land drop they otherwise didnt have in hand. Expedition map never really tutored anything great and was only there so I could have another salvaging starget. I cut ruination because my meta is fairly basic heavy. Additionally, ghitu got axed because after cutting the swords this is not as good of a plan.
As for what came in, I worked in JTMS and shadows since sometimes win cons were few and far between. Also decided to toss wildfire and jokolhaups back in since both are mass land D and the deck does lack that now. Skullclamp is self explanatory and quicksilver fountain because its a house at stopping certain decks. Somehow the deck had too few lands so I worked in a few more.
Out:
1 Dwarven Miner
1 Solemn Simulacrum
1 Confusion in the Ranks
1 Vicious Shadows
1 Chronatog Totem
1 Foriysian Totem
1 Izzet Keyrune
1 Fellwar Stone
1 Frozen Aether
1 Desolate Lighthouse
1 Mountain
1 Tamiyo the Moon Sage
1 Jace, Memory Adept
1 Wall of Kelp
1 Izzet Signet
1 Coldsteel Heart
1 Sapphire Medallion
1 Pyrite Spellbomb
1 Lodestone Bauble
1 Expedition Map
2 Island
Played with the deck quite a bit today and realized some of the rocks (although man rocks) are VERY slow and sometimes too slow. Both cut creatures were somewhat lackluster and felt weak. The Aether is good in theory but never really did too much other than stall a turn on stuff. The 2 red enchantments served as win cons but I believe the walkers will do a better job. Fellwar stone just plain sucks when youve nuked the lands on board....The additions are cheaper rocks, different wincons (walkers), and some other salvaging station toolbox cards.