I built this deck solely on the fact I wanted a five color deck and I wanted a theme as well, there for as bad as it may be, I don't see myself switching to another general for 5cc or something.
My basic Deck plan is to live until I can cast reaper king + 2-3 scarecrows to kill any threats And eventually just beat down with reaper king.
I was thinking about adding some cards, can't decide what to take out
Academy Rector
Progenitus (and other gg large dudes)
Moat
Krosan Grip
Privileged Position
And a few other good enchantments.
And C&C is welcome.
Bringer of the White Dawn wouldn't go astray here. And since you're running WUBRG, you may as well make the most of it. Maelstrom Archangel and Draco spring to mind (the latter only if you put more basics in). You could also run Cruel/Violent Ultimatum, Wargate, Hellkite Overlord, etc, etc, etc...
I also think you need a bit more noncreature removal. Go for Puse and Vindicate if you can, then Grip, Naturalise, Terashi's Grasp, etc. In fact, you could do with some more creature removal as well, say a Terminate or Path here and there. Even specific general hate like Spin into Myth would be good. Some more mana accel would be great, at the very least dump in Kodama's Reach, Harrow and Explosive Vegetation - in my opinion, it's worth running a few more basics for these. Finally, you could get more mileage out of your lands - rather than just having lots of fixers, some more lands with actual effects would be good.
Bringer of the White Dawn wouldn't go astray here. And since you're running WUBRG, you may as well make the most of it. Maelstrom Archangel and Draco spring to mind (the latter only if you put more basics in). You could also run Cruel/Violent Ultimatum, Wargate, Hellkite Overlord, etc, etc, etc...
I also think you need a bit more noncreature removal. Go for Puse and Vindicate if you can, then Grip, Naturalise, Terashi's Grasp, etc. In fact, you could do with some more creature removal as well, say a Terminate or Path here and there. Even specific general hate like Spin into Myth would be good. Some more mana accel would be great, at the very least dump in Kodama's Reach, Harrow and Explosive Vegetation - in my opinion, it's worth running a few more basics for these. Finally, you could get more mileage out of your lands - rather than just having lots of fixers, some more lands with actual effects would be good.
So something like (just thinking):
-Aura Mutation
-Artifact Mutation
-Hinder
-Rhystic Study
-Evacuation
-Replicator
-5~10 Pain Lands
My basic Deck plan is to live until I can cast reaper king + 2-3 scarecrows to kill any threats And eventually just beat down with reaper king.
I was thinking about adding some cards, can't decide what to take out
Academy Rector
Progenitus (and other gg large dudes)
Moat
Krosan Grip
Privileged Position
And a few other good enchantments.
And C&C is welcome.
1 Reaper King
Land
1 Hallowed Fountain
1 Godless Shrine
1 Watery Grave
1 Steam Vents
1 Blood Crypt
1 Overgrown Tomb
1 Sacred Foundry
1 Stomping Ground
1 Temple Garden
1 Breeding Pool
1 Adarkar Wastes
1 Caves of Koilos
1 Underground River
1 Shivan Reef
1 Sulfurous Springs
1 Llanowar Wastes
1 Karplusan Forest
1 Battlefield Forge
1 Brushland
1 Yavimaya Coast
1 Exotic Orchard
1 Gemstone Mine
1 City of Brass
1 Forbidden Orchard
1 Rupture Spire
1 Volrath Stronghold
1 Mikokoro, Center of the Sea
1 Miren, the Moaning Well
1 Phyrexian Tower
1 Vesuva
1 Plains
1 Island
1 Swamp
1 Forest
1 Arcane Sanctum
1 Crumbling Necropolis
1 Savage Lands
1 Jungle Shrine
1 Seaside Citadel
//Shapeshifters
1 Mothdust Changeling
1 Amoeboid Changeling
1 Shapesharer
1 Mirror Entity
1 Taurean Mauler
1 Changeling Colossus
1 Changeling Berserker
1 Changeling Titan
1 Changeling Hero
1 Clone
1 Higure, The Still Wind
1 Reveillark
1 Shriekmaw
1 Heap Doll
1 Pili-Pala
1 Scarecrone
1 Tatterkite
1 Scuttlemutt
1 Wingrattle Scarecrow
Mana
1 Sol Ring
1 Farseek
1 Prismatic Omen
1 Spectral Searchlight
1 Darksteel Ingot
1 Coalition Relic
1 Shard Convergence
1 Skyshroud Claim
1 Mirari's Wake
1 Mana Reflection
Draw, Tutor, Bttsx
1 Sensei's Divining Top
1 Demonic Tutor
1 Idyllic Tutor
1 Rhystic Study
1 Diabolic Tutor
1 Maelstrom Nexus
1 All Sun's Dawn
1 Opportunity
1 Time Spiral
1 Thought Reflection
1 Golpe de ingenio (Stroke of Genius - yay foreign xD)
1 Sarkhan Vol
1 Garruk Wildspeaker
1 Ajani Vengeant
1 Nicol Bolas, Planeswalker
Destroy, Control, Removal
1 Artifact Mutation
1 Aura Mutation
1 Oblivion Ring
1 Living Death
1 Evacuation
1 Austere Command
1 Legacy Weapon
1 Meishin, the Mind Cage
1 Decree of Pain
The Rest
1 Relic of Progenitus
1 Lightning Greaves
1 Hinder
1 Ghostway
1 Patriarch's Bidding
1 Riptide Replicator
I also think you need a bit more noncreature removal. Go for Puse and Vindicate if you can, then Grip, Naturalise, Terashi's Grasp, etc. In fact, you could do with some more creature removal as well, say a Terminate or Path here and there. Even specific general hate like Spin into Myth would be good. Some more mana accel would be great, at the very least dump in Kodama's Reach, Harrow and Explosive Vegetation - in my opinion, it's worth running a few more basics for these. Finally, you could get more mileage out of your lands - rather than just having lots of fixers, some more lands with actual effects would be good.
So something like (just thinking):
-Aura Mutation
-Artifact Mutation
-Hinder
-Rhystic Study
-Evacuation
-Replicator
-5~10 Pain Lands
+5-8 Basics (2-3 less than # of pains i take out, since i'd be adding 2-3 more accel)
+Explosive Veggies
+Kodama's Reach
+Vindicate
+Krosan Grip
+Wargate
+Spin into Myth
+Terminate
+Swords
+Maelstrom Archangel