I’m doing minimal tweaks and see how it goes.
All that ramp would replace more stuff than I like so my first runs will be mostly as above.
Thanks for reminding me of untapping lands.
My four Palinchrons are in another deck this quarter but I might just free those up...
I’d say it’s pretty doable.
Won’t be the fastest deck due to the tapped into play or other mana fixing ‘costs’, but a super synergetic build can be a beast once it gets rolling.
I recently ran a 3x2 Teysa deck which was pretty brutal.
Anyway, just run (+1/+1) counters, death triggers, sacrifice effects of some worth and for example Skullclamp and you should be fine.
Another option is to build a twelve-post plus some color mana base.
And then run 24 early and midgame cards in one theme and the Eldrazi (including the Conduit) and maybe two sweepers as your 12 late game cards.
(Like Austere Command or Decree of Pain)
So early game: stay alive, build, control
Mid game: some angels and/or sphinxes
Endgame: power cards (reset buttons or mass reanimate or ??), more angels/sphinxes
If you think of these three phases what would help your deck the most?
Where does the deck fail?
If you’re playing 24 lands this means 12 cards in each of the three game phases, preferably you want early game cards that are good late game too.
At the high end Soul of Theros has blown out a few games for me...
Midrange Jazal Goldmane rules.
At lower mana there are anthems etcetera, and... drumroll... Mirror Entity.
(though a Turn 1 solitaire game win is hardly casual or multiplayer I’d think...)
(-:
I’m doing minimal tweaks and see how it goes.
All that ramp would replace more stuff than I like so my first runs will be mostly as above.
Thanks for reminding me of untapping lands.
My four Palinchrons are in another deck this quarter but I might just free those up...
Thanks!
Here’s an attempt at crafting a fair, fun and averagely winning Storm deck.
Advice, reactions and comments are welcome.
I’m using only cards I have, but I have quite some...
Won’t be the fastest deck due to the tapped into play or other mana fixing ‘costs’, but a super synergetic build can be a beast once it gets rolling.
I recently ran a 3x2 Teysa deck which was pretty brutal.
Anyway, just run (+1/+1) counters, death triggers, sacrifice effects of some worth and for example Skullclamp and you should be fine.
And then run 24 early and midgame cards in one theme and the Eldrazi (including the Conduit) and maybe two sweepers as your 12 late game cards.
(Like Austere Command or Decree of Pain)
My own recent try was with scarecrows (think Scarecrone, Shapesharer and Reaper King) and some Phyrexian Metamorphs...
(And the card does count itself when calculating devotion, in case that waa the other dispute.)
(Yes, it is pretty OP in multiplayer.)
Mid game: some angels and/or sphinxes
Endgame: power cards (reset buttons or mass reanimate or ??), more angels/sphinxes
If you think of these three phases what would help your deck the most?
Where does the deck fail?
If you’re playing 24 lands this means 12 cards in each of the three game phases, preferably you want early game cards that are good late game too.
I like Tangle.
And your last remark: something too aggro for a Chandra’s Ignition deck somehow strikes me as funny...!
In short, I’d think of a second theme for when you get lobotomized.
Midrange Jazal Goldmane rules.
At lower mana there are anthems etcetera, and... drumroll... Mirror Entity.
How about Waves of Aggression?
And maybe more ways to gain life out of turn?
Mass pump might be nice.
4x Arcane Sanctum, 4x Shimmering Grotto, 4x Rupture Spire and four each of swamp, island and plain should do it.
However if you don’t want to play that, how about Freed from the Real?
Anyway, drop six slivers add raw card draw seems one solution.
Though the nett effect might be that the Lightnings will aim for your head...