In that case, I have a lot of suggestions. Multiplayer games are long and slow, thus mana-curve issues and cheap, quick spells and creatures are far less important. That being said, here are some suggestions:
(These low cost, non-utility creatures are not great for EDH especially since players start with 40 life. You have plenty of artifact removal already, so I cut the hooligan.)
(These land based accelerants are far better because they all far more stable. The creatures are great because they can chump block or carry equipment, too.)
Probably not. I didn't count them up earlier, but it looks like 34 land. You have a lot of artifact mana and acceleration, but that's still a very low land count.
Here's a good way to think about it:
40 land in a 100 card deck is like 24 land in a 60 card deck (40%). This is pretty standard for an average costed deck. Since you have quite a few other mana sources, I think you could be comfortable at 37 or 38, but I wouldn't go lower than that. Do a bunch of goldfishes and see what kind of hands you're getting. Again, the thing about EDH is that it's a very slow format. It's a lot more important to hit all of your land drops for the first few turns than it is to play to a curve. Personally, I always try to run 43+ land in my decks, because flooding is so much less of an issue. Hope that helps.
In every R EDH deck I always recommend Grab the Reins. It's an awesome form of red removal that can kill DSC, can 2-for-1 an opponent or act as direct damage. It can give one of your guys haste or it can steal a guy with a neat ability temporarily.
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I'd like to see something besides Firespout. I know it kills flyers and non flyers, but 3 points of damage usually doesn't cut it in this format (unless you know your play group and know it would likely be apt.)
The aforementioned Earthquake could replace it, or Hurricane if you're worried about flyers.
Manamorphose seems like a wasted slot to me; yeah you could draw a card with it but it's taking the slot of something useful. Maybe that could go out for the Grab the Reins.
Hostility, Vigor, Earthquake, Stuffy Doll, Hurricane, Two-Headed Dragon, Shivan Hellkite, Reiterate, Radiate, and Molten Disaster have always all worked well for me in R/G. Also I might play Sakura-Tribe Elder or Fertilid over Rampant Growth. And if you don't mind not having all those little land effects Ruination + all basics is always an option with red.
What do you think? It's been doing well, although I think I might drop the Vivids because I think I have too many CIPT lands, and would like more basics to interact with a lot of the cards I have.
EDIT:
Updated the deck to its current incarnation (Feb. 16)
I think Jungle Shrine might be a no no: technically I think you're supposed to stay away from cards that have another mana symbol on them besides those in your general's casting cost. Of course, as always if your opponents don't mind it's nobody elses business.
I would keep the vivids if it were me but I guess it doesn't make that big a difference. Presumably you would have a Taiga and a Karplusan Forest if you had them.
Jungle Shrine is fine. The rules say that you can't produce an off-colour mana, and that you can't have off-colour mana in mana costs of spells, but that doesn't mean you can't use multi-lands that generate off-clours. Otherwise, no one would be allowed to run Forbidden Orchard, Reflecting Pool, any of the Vivid lands, Gemstone Mine, City of Brass, and MANY others outside of the 5-colour archetype. Basically, you can't tell me Jungle Shrine is a no-no and then say that you would keep the Vivid lands because that would contradict itself on the same principle.
Also, yeah I'd love to get Stomping Ground, Taiga, and Karplusan Forest in here, but I don't have them right now and don't feel like going that far off budget. This was a rather cheap deck to put together.
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I've always been under the impression that the rule only cares about colours in the cost of cards.
nope. if an offending mana symbol appears on the card, it cannot be used (although my group makes an exception for the Bringers)
as for the deck, i've always been a fan of Desert Twister in EDH. yes, it's a six mana sorcery, but it gets rid of Akroma (which is a relatively big deal here).
you could use the artifact board sweepers, Oblivion Stone and Nevinyrral's Disk (which i've found to be quite useful when you're not playing black or white).
Sweet! I too have a Stonebrow EDH deck, which seems to be pretty good as long as games are under 5 people.
Have you considered Scuzzback Marauders? It's pretty big and survives a wrath, which is nice.
Also, Drumhunter doesn't have trample, but if you get it going it's pretty insane in this kind of deck.
If you are in a heavy nonbasic environment, Skyshroud War Beast might be really good too, although you have to attack the person you targeted with it last.
Oh yeah almost forgot Hidden Guerrillas can be decent too in a an artifact-heavy environment
Small burn spells are too weak here, if your facing down a 6/6 dragon and all you have is a shock...yeah, replace firespout, incinerate, lightning bolt, seal of fire for X burn like Fireball, Kareverk's Torch, Demon Fire, Disintegrate
SPIDERSILK ARMOR lets your guys deal with flyers and its such a janky card no one will notice that, that +0/+1 is enough for your guy to survive combat ahahahahahahaha when your opponent thinks he should be dead Oblivian Stone and Nevnyrril's Disk mass destruction is always good
Mind Stone...no
+1 on Norbert's interpetation of the mana symbols although it depends on the group as always.
+1 on X burn being much better in this format than in other formats you've played. The other day two of us lost to the red player's earthquake for nine.
The two disks should always be in if you have them. You need to be able to get rid of Story Circles in a pinch.
Mind Stone is a staple because it ramps your mana or gets you a card if you need it.
1 Stonebrow, Krosan Hero
Lands
7 Forest
7 Mountain
1 Snow-Covered Forest
1 Snow-Covered Mountain
1 Forbidden Orchard
1 Smoldering Crater
1 Tranquil Thicket
1 Forgotten Cave
1 Fire-Lit Thicket
1 Slippery Karst
1 Treetop Village
1 Gruul Turf
1 Temple of the False God
1 Shivan Oasis
1 Skarrg, the Rage Pits
1 Mishra's Factory
1 Mossfire Valley
1 Karplusan Forest
1 Madblind Mountain
1 Stomping Ground
1 Taiga
1 Pendelhaven
Creatures
1 Avatar of Might
1 Indrik Stomphowler
1 Burning-Tree Shaman
1 Rumbling Slum
1 Fyndhorn Elves
1 Quirion Elves
1 Llanowar Elves
1 Boartusk Liege
1 Tin Street Hooligan
1 Boggart Ram-Gang
1 Scab-Clan Mauler
1 Eternal Witness
1 Skarrgan Pit-Skulk
1 Brawn
1 Anger
1 Horned Kavu
1 Wall of Roots
1 Voracious Cobra
1 Sakura-Tribe Elder
1 Seedborn Muse
1 Deus of Calamity
1 Shivan Wurm
1 Borborygmos
1 Radha, Heir to Keld
1 Garruk Wildspeaker
1 Mind Stone
1 Gruul War Plow
1 Sol Ring
1 Gruul Signet
1 Darksteel Ingot
1 Sun Droplet
1 Scroll Rack
1 Talisman of Impulse
1 Skullclamp
1 Lightning Greaves
1 Fires of Yavimaya
1 Seal of Primordium
1 Primal Rage
1 Seal of Fire
1 Rage Reflection
1 Gaea's Anthem
1 Runes of the Deus
1 Rancor
1 Manamorphose
1 Char
1 Krosan Grip
1 Flame Javelin
1 Lightning Bolt
1 Artifact Mutation
1 Worldly Tutor
1 Ancient Grudge
1 Incinerate
1 Sarkhan Vol
1 Rolling Thunder
1 Hull Breach
1 Rampant Growth
1 Decimate
1 Sylvan Tutor
1 Harmonize
1 Firespout
1 Savage Twister
1 Regrowth
1 Recollect
1 Overrun
1 Land Grant
1 Kodama's Reach
Your deck seems like a duel deck. Are you intending to play multiplayer or 1v1? Suggestions are dependant on that information.
Remove:
(Creature based mana acceleration is significantly weaker in multiplayer than in other formats. There are a LOT of creature sweepers.)
(These low cost, non-utility creatures are not great for EDH especially since players start with 40 life. You have plenty of artifact removal already, so I cut the hooligan.)
I'd only keep the best of the best non-x direct damage. The rest is going to be a little weak.
Add:
(These land based accelerants are far better because they all far more stable. The creatures are great because they can chump block or carry equipment, too.)
Hope that helps. Good luck!
Cheers,
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Here's a good way to think about it:
40 land in a 100 card deck is like 24 land in a 60 card deck (40%). This is pretty standard for an average costed deck. Since you have quite a few other mana sources, I think you could be comfortable at 37 or 38, but I wouldn't go lower than that. Do a bunch of goldfishes and see what kind of hands you're getting. Again, the thing about EDH is that it's a very slow format. It's a lot more important to hit all of your land drops for the first few turns than it is to play to a curve. Personally, I always try to run 43+ land in my decks, because flooding is so much less of an issue. Hope that helps.
As far as mana acceleration goes land ramp is better than creature ramp. Creatures die early and often. Thawing Glaciers and Harrow are good.
Decimate can be very hard to use, even in this format. Multiplayer you can PROBABLY get it to work.
1 Madblind Mountain
1 Shivan Oasis
1 Skarrg, the Rage Pits
1 Mishra's Factory
1 Pendelhaven
1 Karplusan Forest
1 Temple of the False God
1 Stomping Ground
1 Taiga
1 Ghitu Encampment
1 Shinka, the Bloodsoaked Keep
1 Okina, Temple to the Grandfathers
1 Yavimaya Hollow
1 Forbidden Orchard
1 Treetop Village
1 Smoldering Crater
8 Mountain
1 Snow-Covered Forest
1 Snow-Covered Mountain
8 Forest
1 Gruul Turf
1 Tranquil Thicket
1 Forgotten Cave
1 Fire-Lit Thicket
1 Slippery Karst
1 Mossfire Valley
Creatures
1 Tarmogoyf
1 Ohran Viper
1 Eternal Witness
1 Burning-Tree Shaman
1 Wood Elves
1 Farhaven Elf
1 Taurean Mauler
1 Boartusk Liege
1 Rumbling Slum
1 Garruk Wildspeaker
1 Brawn
1 Forgotten Ancient
1 Flametongue Kavu
1 Anger
1 Deus of Calamity
1 Seedborn Muse
1 Stonebrow, Krosan Hero
1 Shivan Wurm
1 Indrik Stomphowler
1 Genesis
1 Silvos, Rogue Elemental
1 Vigor
1 Borborygmos
1 Molimo, Maro-Sorcerer
1 Krosan Tusker
1 Akroma, Angel of Fury
1 Avatar of Might
1 Bogardan Hellkite
1 Sol Ring
1 Sylvan Tutor
1 Rancor
1 Worldly Tutor
1 Primal Rage
1 Seal of Primordium
1 Rampant Growth
1 Land Grant
1 Regrowth
1 Ancient Grudge
1 Lightning Greaves
1 Talisman of Impulse
1 Sun Droplet
1 Gruul Signet
1 Mind Stone
1 Scroll Rack
1 Hull Breach
1 Savage Twister
1 Starstorm
1 Rolling Thunder
1 Fires of Yavimaya
1 Firespout
1 Kodama's Reach
1 Krosan Grip
1 Darksteel Ingot
1 Loxodon Warhammer
1 Harmonize
1 Sarkhan Vol
1 Gruul War Plow
1 Overrun
1 Mind's Eye
1 Slice and Dice
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The aforementioned Earthquake could replace it, or Hurricane if you're worried about flyers.
Manamorphose seems like a wasted slot to me; yeah you could draw a card with it but it's taking the slot of something useful. Maybe that could go out for the Grab the Reins.
Also, Spawnwrithe could get out of hand if it can connect.
EDIT:
Updated the deck to its current incarnation (Feb. 16)
I would keep the vivids if it were me but I guess it doesn't make that big a difference. Presumably you would have a Taiga and a Karplusan Forest if you had them.
Also, yeah I'd love to get Stomping Ground, Taiga, and Karplusan Forest in here, but I don't have them right now and don't feel like going that far off budget. This was a rather cheap deck to put together.
Vivid Lands are fine.
Jungle Shrine is not fine, because it has a white mana symbol on it.
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nope. if an offending mana symbol appears on the card, it cannot be used (although my group makes an exception for the Bringers)
as for the deck, i've always been a fan of Desert Twister in EDH. yes, it's a six mana sorcery, but it gets rid of Akroma (which is a relatively big deal here).
you could use the artifact board sweepers, Oblivion Stone and Nevinyrral's Disk (which i've found to be quite useful when you're not playing black or white).
Defense of the Heart is silly (especially when you fetch Witness).
also, Yavimaya Elder.
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Have you considered Scuzzback Marauders? It's pretty big and survives a wrath, which is nice.
Also, Drumhunter doesn't have trample, but if you get it going it's pretty insane in this kind of deck.
If you are in a heavy nonbasic environment, Skyshroud War Beast might be really good too, although you have to attack the person you targeted with it last.
Oh yeah almost forgot Hidden Guerrillas can be decent too in a an artifact-heavy environment
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Mass creature kill, and possible kill an opponent Hurricane, Squall Line, Earthquake, Molten Disaster my friend was at 26 and he squall lined for 25 killing us all off
SPIDERSILK ARMOR lets your guys deal with flyers and its such a janky card no one will notice that, that +0/+1 is enough for your guy to survive combat ahahahahahahaha when your opponent thinks he should be dead
Oblivian Stone and Nevnyrril's Disk mass destruction is always good
Mind Stone...no
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Concerning when returning to Kamigawa would be acceptable
+1 on X burn being much better in this format than in other formats you've played. The other day two of us lost to the red player's earthquake for nine.
The two disks should always be in if you have them. You need to be able to get rid of Story Circles in a pinch.
Mind Stone is a staple because it ramps your mana or gets you a card if you need it.
Also, I'm embarassed I didn't remember Hystrodon. That's going in as soon as I can get a copy.