the reason it so expensive right now is because melirapod uses it as its engine. it also has persist which means that it can block 2 things.
as for the martyr proc deck you run it with squadron hawks which is why its so good
also if you were considering using the swords then finks are definitely in your budget, swords are right now at almost $50 a piece finks are only 5.
It's a decent card, but way out of my price range, I never understood why it was so expensive, I guess because it's a 3/2. Goldenglow Moth however also allows you to gain 4 and can block flying stuff too. Regardless both are interesting choices but I don't feel they fit this deck.
I understand where you are coming from. Rebirth is out of my price range, but if you draw the card late game, you don't gain that much life (because you have less cards in your hand). Not to mention revealing your hand is pretty lame. Not saying it's not good though.
I think it's overrated because if you don't get Matyr of Sands within the first few cards it's a bad card, not quite dead, but it's a pretty lousy card. And even if you get it on turn 1 or 2, for it to be good, you have to reveal your hand, which isn't good. Sure you gain life fast, and that's cool, good even, but not "the obvious life gain decision" in my opinion.
On another note related to this deck.
You know, I'm still pretty new at Magic, and I wanted to ask you guys a question about decision making because you guys seem very knowledgable. A good player knows what decisions to make, when to attack, when to block, when to counter, etc. I have a question about card order, particularly, wwhat should I try to get out the fastest.
.
Suppose the following was my opening hand: Mother of Runes, Soul Snare, Soul Warden, Suture Priest, Ajani's Pridemate, Plains, and Plains.
Should I play Mother of Runes first? This seems like a good idea, because she is less likely to be removed on turn one. At the same time Soul Warden makes sense, especially in multiplayer, because I'll probably be above 20 life when it's my turn again. Soul Snare seems really safe too.
What about on turn two? Should I play two 1 drops. Or should I play Suture Preset, it's likely on turn two my opponent will play a creature, and them taking a life would be nice. However, the earlier I get out Ajani's Pridemate, the more powerful it gets.
It's fun to see how people think cards like Ghostly Prison and Propaganda will be protecting them against team-ups against them. I mean, yes that's what the card reads, but I don't know, every time I play a game when a player casts this, he automatically gets ganged up against. All direct damage to his head, all discard to his head, Sphinx of the Steel Wind on him (yes I´ll pay 2 because we play the Urza lands, or Tolarian Academy, or whatever ramp we have in our multiplayer games), first enchantment removal towards Ghostly Prison/Propaganda instead of the dude having things like Attrition, Rhystic Study, Ascetism, Grave Pact on the board (which should be far more dangerous). To me these cards - in multiplayer - feels a lot more provocative than diplomatic
I agree with you about some cards, like Grave Pact but Souls of the Faultless is very susceptible to removal. If you are playing against a player who has 2 Prisons out (i.e. not commander rules) that player won't be getting hit frequently, it's just too expensive.
Well for starters I think that Raking Canopy is an insanely underrated card. For 3 mana you essentially shut down all flyers, and the card stacks. This thing really shuts down spirit token decks hard.
Mother of Runes is outrageously good in casual player because you can have more than one. Mom is maybe the best 1 drop creature in the entire game. She can block and protect herself, she can allow your big creatures to swing at players and planeswalkers, you can force people to block, and then call mom because the damage phase is after the battle phase.
Primordial Hydra is crazy good against a color like green with little removal. It's a ticking time bomb, and if your opponent can't get rid of it in a few turns, you can easily win the game. Great card in casuals.
Creepy Doll is a fun card (what's not fun about coin flipping) and in mono green you can get it out pretty fast.
I'm also going to throw a shout out to Aurification which really keeps your opponents at bay, maybe even better than Ghostly Prison
Soul Snare causes an effect similar to Ghostly Prison. It strongly encourages your opponents to attack each other rather than you. It's a crazy good card, it's also white removal, and it's a 1 drop.
I think Martyr of Sands is sort of overrated. You gain a pretty good amount of life, but you have to reveal your hand and sac a creature. It's also a pretty lousy card late game. In the long run, the Soul Sisters gain you much more life. But I agree about removing Armored Ascension.
That would make the deck have 63 cards with exactly 1/3 of the deck land. Speaking of land, should I run 4 Glimmerpost or is that just unnecessary shenanigans.
This is your deck, you decide how you want to build it. i'm a Legacy player myself.
Goldenglow Moth is "better" than the Defenders, but it's a 0/1. unless it has something like Divine Favor to beef it up, odds are you're only get one shot out of it. Pride Guardian maybe another one to consider... especially when running Noble Purpose or Noble Stand.
i'm just opening up various strategies to consider. Though, honestly, Zuran Orb/Reaping the Rewards would be great "oh look, at the end of your turn, i gain [****load] life. my upkeep, i win!"
Yeah but the moth flies. Which is huge. And with cards like Holy Day you can gain 4 life again. Means people can't fly over your wall and swing, and it also means you can protect a plainswalker if you want.
Speaking of Planeswalkers, would Ajani Goldmane or Gideon Jura fit in this deck, I have a couple of both, and I'm thinking yes, but not enough to cut anything for.
I didn't say it was a top tier decktype, I said I know it isn't one. But thanks a lot for the feedback. Some of the cards you posted I've considered but aren't very good. For instance, why would I run Staunch Defenders when I could run Golden Glowmoth. Ajani's Mantra is good, but I can gain much more life with the other stuff in my deck. What should I cut?
Oh, I forgot to mention, I'm running Mother of Runes. God, mom is so good.
I'm fairly new to Magic. I know lifegain isn't like some top tier playstyle, but I like the concept, and often when I play it's just multi-player with close friends (although I do play 1 v 1 sometimes, which is why I didn't put this thread in the multi-player section). I would love some feedback, positive and negative. I have a pretty big card pool, way way more stuff from standard but I'm willing to acquire certain cards if they will make my deck better (provided they aren't too expensive).
The deck is also designed to allow me to gain absurdly high life with Boon's Reflection shenanigans and Wall of Reverence + Ajani's Pridemate nonsense. A note I must make is on principle I am opposed to infinite combos so please do not recommend infinite token or lifegain spawn or whatever.
Sword of War and Peace
Sword of Body and Mind
Serra Ascendant
True Conviction
Aurification
Cradle of Vitality
Beacon of Immortality
Loxodon Hammer
Spellskite
I already own the swords, got them in a pack.
So how should I deal with making decisions and stuff.
On another note related to this deck.
You know, I'm still pretty new at Magic, and I wanted to ask you guys a question about decision making because you guys seem very knowledgable. A good player knows what decisions to make, when to attack, when to block, when to counter, etc. I have a question about card order, particularly, wwhat should I try to get out the fastest.
.
Suppose the following was my opening hand: Mother of Runes, Soul Snare, Soul Warden, Suture Priest, Ajani's Pridemate, Plains, and Plains.
Should I play Mother of Runes first? This seems like a good idea, because she is less likely to be removed on turn one. At the same time Soul Warden makes sense, especially in multiplayer, because I'll probably be above 20 life when it's my turn again. Soul Snare seems really safe too.
What about on turn two? Should I play two 1 drops. Or should I play Suture Preset, it's likely on turn two my opponent will play a creature, and them taking a life would be nice. However, the earlier I get out Ajani's Pridemate, the more powerful it gets.
What about turn 3 with cards like Ghostly Prison and Loxodon Warhammer?
Should I get my best cards out fast or wait and bait out removal on weaker cards?
I want to actually learn how to make good decisions, sometimes I lose and feel that I could have done something better and evey turn attacks.
I agree with you about some cards, like Grave Pact but Souls of the Faultless is very susceptible to removal. If you are playing against a player who has 2 Prisons out (i.e. not commander rules) that player won't be getting hit frequently, it's just too expensive.
Well for starters I think that Raking Canopy is an insanely underrated card. For 3 mana you essentially shut down all flyers, and the card stacks. This thing really shuts down spirit token decks hard.
Mother of Runes is outrageously good in casual player because you can have more than one. Mom is maybe the best 1 drop creature in the entire game. She can block and protect herself, she can allow your big creatures to swing at players and planeswalkers, you can force people to block, and then call mom because the damage phase is after the battle phase.
Primordial Hydra is crazy good against a color like green with little removal. It's a ticking time bomb, and if your opponent can't get rid of it in a few turns, you can easily win the game. Great card in casuals.
Creepy Doll is a fun card (what's not fun about coin flipping) and in mono green you can get it out pretty fast.
I'm also going to throw a shout out to Aurification which really keeps your opponents at bay, maybe even better than Ghostly Prison
I think what I might do is also take out both of the Chalice of Life along with one Plains. Add 2 Soul Snare and 3 Mother of Runes.
That would make the deck have 63 cards with exactly 1/3 of the deck land. Speaking of land, should I run 4 Glimmerpost or is that just unnecessary shenanigans.
Yeah but the moth flies. Which is huge. And with cards like Holy Day you can gain 4 life again. Means people can't fly over your wall and swing, and it also means you can protect a plainswalker if you want.
Speaking of Planeswalkers, would Ajani Goldmane or Gideon Jura fit in this deck, I have a couple of both, and I'm thinking yes, but not enough to cut anything for.
Oh, I forgot to mention, I'm running Mother of Runes. God, mom is so good.
The concept of the deck is that there are 3 potential ways to victories.
1. Deal obscenely high damage with Ajani's Pridemate and Baneslayer Angel (with help from the enchantments/swords)
2. Stall with Ghostly Prison, Get over 30 life, Chalice of Death your opponent to death.
3. Stall with Ghostly Prison, Get over 40 life, win with Felidar Sovereign.
The deck is also designed to allow me to gain absurdly high life with Boon's Reflection shenanigans and Wall of Reverence + Ajani's Pridemate nonsense. A note I must make is on principle I am opposed to infinite combos so please do not recommend infinite token or lifegain spawn or whatever.
Creatures (22)
Enchantments (14)
Artifacts (4)
Land
Plains (22)
(No Instants)
(No Planeswalkers)
(No Sorceries)
Other Cards I'm/Was Considering
Sword of War and Peace
Sword of Body and Mind
Serra Ascendant
True Conviction
Aurification
Cradle of Vitality
Beacon of Immortality
Loxodon Hammer
Spellskite