This deck has changed a bit since its creation, originally running even more Wrath effects and less creatures, but I decided my threat density was too low if I lost 8.5 to a Hallowed Burial or something similar. It happened fairly regularly since my Sacrifice lands are in my Nath deck. It used to run the corny Circle of Protection: White, Rune of Protection, White, and Story Circle since 8.5's ability supported them, but Pentarch Paladin has been the only one of those type of cards to be good enough to stick.
Currently the deck plays out as a control/Voltron hybrid. My playgroup likes to play big creatures and hit each other with them, and I am the one that runs all the sweepers. I get to play politics constantly and make everyone focus on beating each other lest they swing at me and make me wipe the board. Because of that, I can focus on amassing plenty of cards so that when they've run out of creatures, I can swoop in and win. With the equipment I run, I can generally land one threat and let it slowly get there, replacing it with a different threat if need be. I generally win off of 8.5 dual-wielding Sword of Light and Shadow and Sword of Vengeance and beating some faces in or getting enough mana to Evangelize 3 times a turn or something similarly goofy. I'm really happy with the deck as it is, but there's always room to improve, and I'd love suggestions.
If you can pull of the mana, maybe Tower of Fortunes would be better than Armistice?
Also, no Skullclamp? I know you're light on creatures, but getting two cards when Tails dies (I know that can be hard to do!) seems great. Kjeldoran Outpost (in addition to Martial Coup) would probably make Skullclamp worth a slot.
Other than that, love the deck! It's cool to see a different take on my general.
Actually, the reason Skullclamp isn't there was because I had my one 'clamp in Nath and forgot about putting it in here (same thing with my Solemn Simulacrum). This deck is my baby now, so it's got to go in, especially with Sacred Mesa.
Tower of Fortunes actually seems really good, and I must admit I didn't even know it was a card. I get to crazy mana regularly, and while I have no problem giving someone a healing salve with Armistice, the Tower just seems like an all around more powerful draw engine. I'll be pretending my Armistice is a Tower for a couple games to see how much I like it. Outpost also seems like an auto-include, and I'm glad you posted it because seeing another Alliances land reminded me I need a Thawing Glaciers for this deck as well.
Thanks for the suggestions (and bumping my thread, I thought it was doomed!), I'll be changing a few slots in the next few days.
1 Eight-and-a-Half-Tails
Creatures:
1 Weathered Wayfarer
1 Stoneforge Mystic
1 Mirror Entity
1 Stonecloaker
1 Taj-Nar Swordsmith
1 Stonehewer Giant
1 Karmic Guide
1 Archon of Justice
1 Pentarch Paladin
1 Steel Hellkite
1 Felidar Sovereign
1 Adarkar Valkyrie
1 Duplicant
1 Sun Titan
1 Eternal Dragon
1 Sundering Titan
1 Akroma, Angel of Wrath
1 Iona, Shield of Emeria
1 Kozilek, Butcher of Truth
1 Ulamog, the Infinite Gyre
Soceries:
1 Steelshaper's Gift
1 Martial Coup
1 Idyllic Tutor
1 Wrath of God
1 Rout
1 Hallowed Burial
1 Evangelize
1 Austere Command
1 Catastrophe
1 Final Judgment
1 Sol Ring
1 Sensei's Divining Top
1 Expedition Map
1 Umezawa's Jitte
1 Mind Stone
1 Journeyer's Kite
1 Candles of Leng
1 Lightning Greaves
1 Armillary Sphere
1 Coalition Relic
1 Sword of Light and Shadow
1 Sword of Vengeance
1 Extraplanar Lens
1 Loxodon Warhammer
1 Whispersilk Cloak
1 Darksteel Ingot
1 Thran Dynamo
1 Grafted Exoskeleton
1 Gauntlet of Power
1 Mind's Eye
Instants:
1 Enlightened Tutor
1 Condemn
1 Path to Exile
1 Swords to Plowshares
1 Return to Dust
1 Land Tax
1 Crackdown
1 Sacred Mesa
1 Armistice
1 Aura of Silence
1 Sigil of the New Dawn
Lands:
1 Drifting Meadow
1 Karoo
1 Mistveil Plains
1 Emeria, the Sky Ruin
1 Secluded Steppe
1 Mystifying Maze
1 Boseiju, Who Shelters All
1 Mouth of Ronom
1 Scrying Sheets
1 Winding Canyons
1 Reliquary Tower
1 Springjack Pasture
1 Dust Bowl
25 Snow-Covered Plains
This deck has changed a bit since its creation, originally running even more Wrath effects and less creatures, but I decided my threat density was too low if I lost 8.5 to a Hallowed Burial or something similar. It happened fairly regularly since my Sacrifice lands are in my Nath deck. It used to run the corny Circle of Protection: White, Rune of Protection, White, and Story Circle since 8.5's ability supported them, but Pentarch Paladin has been the only one of those type of cards to be good enough to stick.
Currently the deck plays out as a control/Voltron hybrid. My playgroup likes to play big creatures and hit each other with them, and I am the one that runs all the sweepers. I get to play politics constantly and make everyone focus on beating each other lest they swing at me and make me wipe the board. Because of that, I can focus on amassing plenty of cards so that when they've run out of creatures, I can swoop in and win. With the equipment I run, I can generally land one threat and let it slowly get there, replacing it with a different threat if need be. I generally win off of 8.5 dual-wielding Sword of Light and Shadow and Sword of Vengeance and beating some faces in or getting enough mana to Evangelize 3 times a turn or something similarly goofy. I'm really happy with the deck as it is, but there's always room to improve, and I'd love suggestions.
Currently on my need to get list are:
Maze of Ith
Sword of Fire and Ice
Decree of Justice
Scroll Rack
Kor Haven
So, any suggestions besides those 5 cards would be really appreciated.
EDH:
W Eight-and-a-Half-Tails
GB Nath of the Gilt-Leaf
Also, no Skullclamp? I know you're light on creatures, but getting two cards when Tails dies (I know that can be hard to do!) seems great. Kjeldoran Outpost (in addition to Martial Coup) would probably make Skullclamp worth a slot.
Other than that, love the deck! It's cool to see a different take on my general.
banner by Maelstrom Graphics
Tower of Fortunes actually seems really good, and I must admit I didn't even know it was a card. I get to crazy mana regularly, and while I have no problem giving someone a healing salve with Armistice, the Tower just seems like an all around more powerful draw engine. I'll be pretending my Armistice is a Tower for a couple games to see how much I like it. Outpost also seems like an auto-include, and I'm glad you posted it because seeing another Alliances land reminded me I need a Thawing Glaciers for this deck as well.
Thanks for the suggestions (and bumping my thread, I thought it was doomed!), I'll be changing a few slots in the next few days.
EDH:
W Eight-and-a-Half-Tails
GB Nath of the Gilt-Leaf