Intro decks are made in a way that there's no way to improve on it to be competitive at FNM without changing the whole thing. I wouldn't bother unfortunately.
i think emblems are a garbage addition to the game, everyones response is kill the card before it turns into an emblem..because at that point..you cannot kill the emblem..and the card is gone..an emblem isn't a reminder..it's an invulnerable ability to screw you every turn. I just got beat by a player that had teferi hero of dominaria..ok, so he's playing constant counter spells puts out one creature..and spells spells spells..kills my every chance to get rid of his enchantments and creature and then when he's had that hero long enough it turns or he turned it into an emblem..now he can just sit back with a hand full of counters and exile everything on my side of the board..and all the stuff i managed to try and lock down his stuff with. You lot seem to think that's a good addition? HAHAHA
Well salt certainly doesn't remove emblems.
Like with any deck with PWs, if you let it go that far to ultimate you weren't going to win in the first place, no matter if they did ultimate or not. Teferi just happens to better on average to stick around, but every deck right now has answers and he's terrible against aggro so...
I don't play but from what I hear they don't. I've seen mostly complaints about blue/Teferi being unfair, followed by a few complaints about removal shouldn't be instant speed and Merfolk being overpowered.
Honestly with the release of Arena there are tons of new players, especially from Heartstone. Blue's counters/draws are completely new to handle and there's a ton of complaints compared to normal (just check out Reddit).
Did your opponent destroy Seal Away when it entered the battlefield and you were choosing the Molderhulk? Seal Away has to enter and then choose a target, and your opponent in response with the target on the stack blew it up.
There are tons of better equipment. Why use something that will automatically kill your own creature when there are many other equipment/aura/effects that can do they same, or more, at the same cost or cheaper? Why would you even want your giant flying haste dragon to die and go away for three turns when it's more useful on the field dealing 21+ damage?
Standard is about balance and letting cards have a chance to shine in a lower power level. You're just introducing too high of power cards that will make nearly all cards that twists the meta too hard making most cards unplayable.
The biggest problem your deck is that it's all over the place with no clear goal. It's just a pile of cards you had around. For example, Lavarunner wants more instants and sorceries but you aren't playing much, and heroic cards without much cards to trigger them. You have cards that are hard to cast such as Benalish Marshal with a bad mana base that doesn't help you cast anything on curve. Without a proper mana base you will need to primarily focus on just two colors and drop the third. Even with two colors you have to lean more towards one than another.
Ok so everyone was given the Welcome decks and SOI cards? So is everyone on an even playing field then? Which core sets are allowed exactly, because there's been tons of them. I assume only 2019?
It just feels really weird for the randomness of the allowed sets. SOI has been gone for over a year and can't be found in any stores anymore (other than card shops/online for singles).
Well salt certainly doesn't remove emblems.
Like with any deck with PWs, if you let it go that far to ultimate you weren't going to win in the first place, no matter if they did ultimate or not. Teferi just happens to better on average to stick around, but every deck right now has answers and he's terrible against aggro so...
https://www.mtggoldfish.com/deck/1462475#paper
Just play with budget lands and forget about the Leylines and you'll have a really good budget hexproof deck.
A UW budget version also exists that turns your creatures into giant eldrazi:
https://www.mtggoldfish.com/deck/447698#paper
https://www.mtgsalvation.com/forums/the-game/standard-type-2/proven-standard/783855-r-x-aggro?page=17
Treasure Maps normally come in against decks that like to grind you out like control or slower midrange decks.
It just feels really weird for the randomness of the allowed sets. SOI has been gone for over a year and can't be found in any stores anymore (other than card shops/online for singles).