With the archetypes given above, I am looking for the best way to build a deck with the Dimir color combinations. I am currently contemplating between a Draw/Go deck and Fish disruption deck. With the archetypes given above, what would be the better choice?
The idea behind all these decks is to teach the different strategies and playstyles that can be approached in the game.
This reminds me of Black Market deck back in Scars of Mirrodin/Innistrad standard. Speaking of that, you should run Lilliana of the Veil. Another good creature to fit in is Solemn Simulacrum. You can get so much value from that guy.
I would seriously look into the Black Market deck.
Also, I find Solemn Simulacrum to be lackluster. Maybe I am doing it wrong. I was contemplating on switching them with Spellskites. I find that not only they can block pretty well, they can also help against Burn, as well as Aura Hexproof and Infect. It can even keep Ensoul Artifact at bay.
I am looking for advices on a G/W midrange learner deck that showcases combat tricks. I have 9 other decks (from other guild colors) that showcases different aspects of the game.
W/R - Soldier tribal deck (aggro) - deck that showcases the basics of deck building: synergy.
R/G - Flavor Zoo deck (aggro) - deck that showcases the Red philosophy (damage per card).
W/B - Token deck ("midrange") - deck that showcases the idea behind 2-1.
R/B - Reanimator (combo) - deck that showcases "cheater" mechanics. Also showcases two/three card combos.
U/G - Defender combo (combo) - deck that showcases the idea behind critical mass combos (sum is greater than its parts).
U/W - Generic control (control) - deck that showcases the philosophy of card advantage.
G/B - Attrition (control) - deck that showcases how a grindy deck works (recursion)
U/R - Pyromancer ("tempo") - deck that showcases what tempo really is (card vs board position - bounce/land destruction/taxing permission)
U/B - Fish ("tempo") - deck that showcases the philosophy of "who's the beatdown"
The only rule that I usually follow is that other three designated non-permanent rares, everything is going to be either common and uncommons. I have decided to use Green Sun's Zenith as the rares.
Now I am looking for creature suggestions that can be considered as "combat trick" creatures and other utility creatures.
Artifact Creature - Construct (uncommon)
Sacrifice Arcbound Energizer: Add x to your mana pool, where X is the number of +1/+1 counters on Arcbound Energizer.
Modular 1 (This enters the battlefield with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
__________0/0
Azorius - Scepter Control
Rakdos - Reanimator Combo
Gruul - Zoo.dec
Selesnya - Ramp Midrange
Boros - Soldier Tribal
Orzhov - Stoneblade Midrange
Simic - Ghostly Flicker Shenanigans
Izzet - Prowess Counterburn
Golgari - Smallpox.dec
With the archetypes given above, I am looking for the best way to build a deck with the Dimir color combinations. I am currently contemplating between a Draw/Go deck and Fish disruption deck. With the archetypes given above, what would be the better choice?
The idea behind all these decks is to teach the different strategies and playstyles that can be approached in the game.
If you do this, do you get to keep the original list with two Wurmcoils?
I would seriously look into the Black Market deck.
Also, I find Solemn Simulacrum to be lackluster. Maybe I am doing it wrong. I was contemplating on switching them with Spellskites. I find that not only they can block pretty well, they can also help against Burn, as well as Aura Hexproof and Infect. It can even keep Ensoul Artifact at bay.
Has anyone tried these on the main?
Also, would a turn 2 chalice at one good enough to really slow down Jeskai Ascendancy combo decks?
I am looking for advices on a G/W midrange learner deck that showcases combat tricks. I have 9 other decks (from other guild colors) that showcases different aspects of the game.
R/G - Flavor Zoo deck (aggro) - deck that showcases the Red philosophy (damage per card).
W/B - Token deck ("midrange") - deck that showcases the idea behind 2-1.
R/B - Reanimator (combo) - deck that showcases "cheater" mechanics. Also showcases two/three card combos.
U/G - Defender combo (combo) - deck that showcases the idea behind critical mass combos (sum is greater than its parts).
U/W - Generic control (control) - deck that showcases the philosophy of card advantage.
G/B - Attrition (control) - deck that showcases how a grindy deck works (recursion)
U/R - Pyromancer ("tempo") - deck that showcases what tempo really is (card vs board position - bounce/land destruction/taxing permission)
U/B - Fish ("tempo") - deck that showcases the philosophy of "who's the beatdown"
The only rule that I usually follow is that other three designated non-permanent rares, everything is going to be either common and uncommons. I have decided to use Green Sun's Zenith as the rares.
Now I am looking for creature suggestions that can be considered as "combat trick" creatures and other utility creatures.
Thanks in advance for your suggestions
Thanks in advance!
It actually reminds me of Warcraft. The the naga of Warcraft are more like Merfolk.