This is my first time posting. I haven't been playing for long and my knowledge of the game is limited so I thought it might help to ask here. I Just play with friends so I'm looking for cards on a budget. I know my mana curve is too high. I really don't know what what I'm doing so I'd love any suggestions you guy can give.
Neat idea, drawing cards to make your creatures stronger. Since it looks like this is strictly casual without format in mind here are my thoughts.
You will want four of each of your main cards since they are the basis of the deck. From there, you will want things that draw you cards as much as possible. Coiling Oracle should definitely be in there.
When you're trying to make a a dude big it's definitely going to be primed for removal. Something like Shielding Plax would help. Brainstorm should be a definite 4-of. Just try to smooth out your deck a little bit more by having more 4-ofs of cards.
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[Deck*]
Creatures: 1
4 Little Girl
Other Creatures: 1
4 Phyrexian Obliterator
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1. Try to run playsets of cards (meaning 4 of a card). This way your deck will win more consistently and you will draw your better cards more often.
2. Make sure to focus your deck on one single idea that can win you the game and make sure all the cards in your deck contribute to that idea. You have a limited number of cards so make sure all of them count. For example, your deck could be a Elf Tribal deck, an Aggro aggressive deck or maybe a Control deck.
3. Card advantage is very important. You need to understand that cards the draw you more cards are extremely helpful. The more cards you have in your hand the more options you have. With more options you have a greater chance at winning the game.
4. Removal is also quite important. Most decks more or less should run at least some removal.
5. Last but not least, make sure your deck is exactly 60 cards! Even 61 is not acceptable. Good luck in deck building!
Brainstorm is awesome for this kind of deck. I would try to cut some of the 1 ofs like into the wilds for more of those if you can get them. Also just having more 4 or at least 3 ofs will help you out a lot. Some of the bombs are ok as 1 or 2 ofs but I would cut the tusker and the sedge for more elvish mystics.
I've revised it a bit. Any more tips would be great. Quick question too. Assuming my next card is isn't a land, does coiling oracles ability count as drawing? Would it's ability pump my Chasm Skulers/Lorescale Coatls?
I've revised it a bit. Any more tips would be great. Quick question too. Assuming my next card is isn't a land, does coiling oracles ability count as drawing? Would it's ability pump my Chasm Skulers/Lorescale Coatls?
I'd go with Remand and Arcane Denial to round off a 8-counter suite that still draws a ton, and cephalid coliseum, which just rules. Go oldschool with accumulated knowledge as well.
Include the brainstorms mentioned earlier, and you've got a HOUSE - guys that get huge, plus counters and draw for days to keep them safe.
Id up the Give/Take to 4. Its just too dumb with Coatl/Skulker.
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Tezzeret's Gambit? I run a couple in my own casual Coatl/Skulker/Quirion Dryad deck. The +3/+3 on Simic Charm probably wouldn't be hugely useful, but the other two abilities work nicely in protecting your team and removing threats/impediments. With some slimming down of the mana curve, this could be a nice tempo deck. I'd take stuff like Overbeing of Myth and Prime Speaker Zegana and replace it with cheaper draw spells. Coral Barrier, Kruphix, Into the Wilds, and Favor of the Overbeing are good but seem out of place in this deck. You can find something better than Thought Scour.
Of course, one great card to put in this deck that I hadn't seen mentioned was Cartouche of Knowledge. Cartouche of Knowledge would instantly give an edge to either Lorescale Coatl or Chasm Skulker as it's an instant +2/+2 (Because of the card draw) and it gives flying. In my Coatl deck, I always run four of these.
11 Forest
12 island
1 Elvish Mystic
1 Sedge Scorpian
1 Kalonian Tusker
4 Chasm Skulker
3 Lorescale Coatl
1 Daring Theif
2 Vorel of the Hull Class
2 Coral Barrier
2 Prophet of Kruphix
2 Kruphix, God of Horizons
2 Overbeing of Myth
1 Fleetfeather Cockatrice
2 Prime Speaker Zegana
1 Thought Scour
2 Dictate of Kruphix
1 Mind Spring
1 Rancor
2 Favor of the overbeing
2 Bident of Thassa
1 Into the Wilds
You will want four of each of your main cards since they are the basis of the deck. From there, you will want things that draw you cards as much as possible. Coiling Oracle should definitely be in there.
I'd start with this as a core and go from there.
Some other ideas off the top of my head that are good but still budget friendly:
*edit: woot 500th post lol
Also a few cards overall don't add much to the strategy
My Decks:
All my Decks are budget
EDH:GRWHazezon TamarGRW, RKazuul, Tyrant of the CliffsR, BMikaeus, the UnhallowedB, UTalrand, Sky SummonerU, GRXenagos, God of RevelsGR, BGPharika, God of AfflictionBG
Standard:BMono Black Control(devotion)B- retired
Casual:UWHeroicUW, UGWall tribalUG, BPhylactery LichB
Modern:UBAbyssal PersecutorUB, WKnight TribalW
When Autocarding a deck, type:
[Deck*]
Creatures: 1
4 Little Girl
Other Creatures: 1
4 Phyrexian Obliterator
[/Deck*]
Once again, remove the asterisks to get:
4 Little Girl
4 Phyrexian Obliterator
Yay! Now people are actually look at your decklist properly and help you improve it! Excellent! You can tell that I love exclamation marks!
1. Try to run playsets of cards (meaning 4 of a card). This way your deck will win more consistently and you will draw your better cards more often.
2. Make sure to focus your deck on one single idea that can win you the game and make sure all the cards in your deck contribute to that idea. You have a limited number of cards so make sure all of them count. For example, your deck could be a Elf Tribal deck, an Aggro aggressive deck or maybe a Control deck.
3. Card advantage is very important. You need to understand that cards the draw you more cards are extremely helpful. The more cards you have in your hand the more options you have. With more options you have a greater chance at winning the game.
4. Removal is also quite important. Most decks more or less should run at least some removal.
5. Last but not least, make sure your deck is exactly 60 cards! Even 61 is not acceptable. Good luck in deck building!
11 Forest
12 Island
3 Elvish Mystic
4 Coiling Oracle
4 Chasm Skulker
4 Lorescale Coatl
2 Vorel of the Hull Class
2 Kruphix, God of Horizons
2 Prophet of Kruphix
2 Overbeing of Myth
2 Prime Speaker Zeganna
1 Rancor
1 Mystic Remora
1 Myth of the Overbeing
1 Mind Spring
1 Dictate of Kruphix
2 Give Take
1 Future Sight
Include the brainstorms mentioned earlier, and you've got a HOUSE - guys that get huge, plus counters and draw for days to keep them safe.
Other fun things to consider:
Hope that helps
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BR Wortsnort
UG 23.5-No Edric
URG Noncombo Animar
GUB Damia Stax
WBR Alesha Hatebear Recursion
WBR Daddy Tariel
UBR [Je]love-a Your Deck
GWU Almost Critterless Enchantress
WUB Sydri+Artifacts=WUB
WURG Glint-Eye Combo
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These Are The Pale Deaths
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All This I Cannot Bear
To Witness Any Longer
Cannot The Kingdom Of Salvation
Take Me Home
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edit: Enclave Cryptologist? Just thought of it and now want to try it in mine.
(First post BTW)