Look at me! I can bold words and use CAPSLOCK to emphasize my point! Hopefully I can trick people into ignoring that I completely have no evidence in my post to back up my claims if I make it look fancy enough.
What's with the lands in these decks? I'm not talking about type I'm talking abotu quantity. 3 of the decks have 24 lands while 2 of them have 26. The 2 that have 26 don't really seem to need them while one of the ones with 24 seems like it needs more.
The B/G deck runs 26 lands while it's highest CC spell is 5 and there's only 1 of those in the deck.
The R/G deck runs 24 lands and has 10 spells with a CC 5 or higher.
That seem off to you guys or am I missing something? Why waste 2 card slots for land in decks that only seem to need 24 and why not give a deck that needs more land, more land?
I could see putrafax going for 8 bucks easily so the b/g will probably get your monies worth esp with the lord which most lords go for 5 bucks.
Private Mod Note
Rollback Post to RevisionRollBack
"On top of that, if you ever manage to T2 Lead the Stampede, fill your hand, and pitch two Vengevines on your cleanup phase, the sky rains kittens wearing tophats, each carrying a sock full of quarters. True story."
I am impressed! Those decks actually look pretty awesome. Poision, both the rares you'd want in your b/g poison deck? I'm kind of digging the red/blue. Sphinx and etched champion, both rares I kind of wanted (and one foil!)
From a Timmy/Johnny standpoint, in descending order of playability:
1. Phyrexian Poison. Not close. This is how you put together an Intro Pack. Flavorful and effective.
2. Myr of Mirrodin. Very straightforward, very synergistic, nice finisher in the form of KataMyri Damacy and good control in Sunblast Angel.
3. Metalcraft. Only a little worse than #2 IMO, makes it very easy to get Metalcraft and start beating down. Etched Champion is still 'meh' but the intended audience for intro packs won't realize it and inclusion of trinket mages and Riddlesmiths makes up for it. Card quality is starting to degrade somewhat-- Echo Circlet? Really?
4. Relic Breaker. Pretty bad-- lots of overcosted creatures and effects. On the margins of playable because artifact destruction is of course very relevant in this format. Deodorant Dragon gets there if you live long enough to find/cast it.
5. Deadspread. Just awful. I love Proliferate as a mechanic but I think its subtlety is going to be lost on a lot of inexperienced players, and this list proves it. 11 cards which have or distribute counters of some sort, of which 2 are rare and 4-6 are terrible (depending on your feelings about the 2x Fume Spitter). This deck makes Baby Buddha cry.
Oh man, these are so nice! The Myr and Poison decks are of course the best, hands down, and each has two sweet rares. Definitely worth the money. Red-green is blah, and the Blue-black proliferate deck surprised me by not having any poison, only charge and -1/-1 counters. Red-blue is middle-of the road, not the greatest but it has a number of solid cards. 2 Memnites, 2 Trinket Mages, and 3 Galvanic Blasts are all great tools to pick up, plus an Etched Champion and four mana Myr.
I'm definitely getting the white Myr at first opportunity, maybe two so I can get the full playset of Galvanizers and Palladium Myr. The Red-blue one is tempting me as well, if only for those other Myr and artifact-loving goodness... but it's further down my list.
Notice the much greater consistency in these decks compared to typical theme decks/intro packs. Lots of 2-ofs and 3-ofs, and comparatively few singletons. That alone dramatically brings up the usability of these decks, and means that two copies of one will get you full playsets of a lot of different cards. And these still come with a booster pack each, right? Oh I'm definitely picking up a couple of these.