So I was sitting at work and Bam inspiration struck. For better or worse I mashed up Eldrazi and Aristocrats. This was my first draft of the deck but I think it has potential. Thoughtknot helps you clear out potential threats. Reshaper sacs or trades really well and sifter of skulls just lets you go really deep.
Wanted to get people's opinions as I think this deck is actually decent on paper.
That's never going to work for Sculler and Charm. You're going to have to cut pretty much all of your basics in a 4 colour deck, I think, and run more Vivids than the Citadels and Sanctums.
Thats what I originally had, but I have just been changing the deck alot as of late just to see how things work.
Just as a question Indigo. How would you do the mana?
This is what I have right now, Please give me some help. As I said to somebody I played earlier today. Fixing mana is my achilles heel of deck construction.
Also to people who still think this deck is a little to slow. It works out fine in the end, you can come back from near defeat. With quiet a few cards this deck provides.
Why are you still not running 4 x Seaside Citadel? They're your absolute best option for CITP lands. Run 4! Do it now! (you'll just have to imagine the "Hanz n' Franz" voice)
Well to add those, I would have to think about removing esper charm, and sculler (Which I am testing), because it would make it that much harder to get them out.
12 CITP tapped lands is too high given the environment. Toast tends to run 8 and uses far more utility cards that allow for such play. Not having Firespout prohibits your early defenses.
The splash for black on the Esper charm seems silly, although I can understand your reasoning in that the charm is great against Bitterblossom and provides excellent card advantage.
You will want to go down to 8 CITP tapped lands as this will allow for a smoother transition without as many "hiccups". 4 of those CITP tapped lands should be Seaside Citadel as that will always be superior to the vivid lands in a three color control deck.
Another difficulty for this deck is that you literally do not come online until you've played your third land. This is bad in that you have no say in the game for the first three turns. A lot happens in these initial turns.
Hindering Light is a poor choice in that you are developing a purely reactive play style in this build. Pure reactive control has difficulties in varying match ups. This is due to the fact that there are decks that can flat out ignore you or play around you to the point where you are on the losing end. You need more cards that make a bigger impact in the game and board.
14 creatures are too few to warrant 3 shield of the oversoul.
Do you have a better idea of what exactly you want to do with this deck idea?
The point of this deck is control and smash, thats all I can describe how it plays out. I went up against a Demigod red and smashed over him, and in the second game I got smacked by two demigods. This deck you have a variety of answers to go on the offensive or defensive and it can do both quite well.
The hindering lights are already being planned to be moved to SB, so that opens up three slots. So lets try something like this. Sculler, just because it is a solid play whenever ya drop him, and you can poke into your opponents hand, the Steward because it has synergy with the stoic and can produce some extra mana.
I agree, but after a certain point this deck really picks up and controls the board, I do agree it is lacking creatures, but I add some earlier drops I need to fix the mana base a little bit.
With the list I know I sitll need to make a few tweeks, and I will be moving the hindering light to the SB I make up once I find out more about the decks at my local store.
So could I please get some more ideas to go in this?
Wanted to get people's opinions as I think this deck is actually decent on paper.
Doomed Traveler x3
Viscera Seer x4
Cartel Aristocrat x2
Dark Confidant x2
Zulaport Cutthroat x3
Blood artist x2
Matter reshaper x3
Thought-knot seer x4
Sifter of skulls x4
Batterskull X1
Lingering Soulsx3
Inquisition of Kozilek x3
Path to exile x4
Caves of koilos x4
Marsh Flats x4
Godless shrine x3
Eldrazi temple x4
Cavern of souls x3
Wastes x1
Swamp x2
Plains x1
Thank you Indigo. Ima mull over a few ideas with how the mana should go, after I play a few more games.
Thats what I originally had, but I have just been changing the deck alot as of late just to see how things work.
Just as a question Indigo. How would you do the mana?
This is what I have right now, Please give me some help. As I said to somebody I played earlier today. Fixing mana is my achilles heel of deck construction.
Also to people who still think this deck is a little to slow. It works out fine in the end, you can come back from near defeat. With quiet a few cards this deck provides.
(What the deck currently runs
4 Seaside Citadel
4 Arcane Sanctum
4 Reflecting Pool
3 Plains
3 Island
5 Forest
Well to add those, I would have to think about removing esper charm, and sculler (Which I am testing), because it would make it that much harder to get them out.
I like the idea, but I like the option of a possible T2 play with something that can impact the board.
The point of this deck is control and smash, thats all I can describe how it plays out. I went up against a Demigod red and smashed over him, and in the second game I got smacked by two demigods. This deck you have a variety of answers to go on the offensive or defensive and it can do both quite well.
The hindering lights are already being planned to be moved to SB, so that opens up three slots. So lets try something like this. Sculler, just because it is a solid play whenever ya drop him, and you can poke into your opponents hand, the Steward because it has synergy with the stoic and can produce some extra mana.
Forestx5
Island x3
Vivid Meadow x4
Vivid Creek x4
Reflecting Pool x4
Plains x2
Tidehollow Sculler/Steward Of Valeron x3
Rhox War Monk x4
Stoic Angel x4
Rafiq of the many x3
Kitchen Finks x3
Wrath of god x3
Oblivion Ring x4
Esper Charm x3
Cryptic Command x4
Shield of the oversoul x3
Bant Charm x3
I agree!
The P.I and cutty are hitting it off.
4 Seaside Citadel
4 Arcane Sanctum
4 Reflecting Pool
3 Plains
3 Island
5 Forest
Tidehollow Sculler/Steward Of Valeron x3
Rhox War Monk x4
Stoic Angel x4
Rafiq of the many x3
Kitchen Finks x3
Wrath of god x3
Oblivion Ring x4
Esper Charm x3
Cryptic Command x4
Shield of the oversoul x3
Bant Charm x3
With the list I know I sitll need to make a few tweeks, and I will be moving the hindering light to the SB I make up once I find out more about the decks at my local store.
So could I please get some more ideas to go in this?