Mod Edit: We have a reliable source who has provided several cards in the past who confirms these to be true. - Wildfire393
Here's an image of the card Pretty interesting if real and may confirm the other spoilers from today (Kozilek and Wastes). Seems like a fun tool for Riku decks, also.
I'm just getting back into MTG after a few years' of absence from the game and I was looking to build an EDH deck that would be fun but also solidly competitive. SO I decided to run Charms. Charms are the ultimate utility cards and when you have 30+ at your disposal, then there's a lot of utility. I'd a hankering to make a deck like this for a while, so I decided to pick up some of the pieces I already owned and then buy some of the others that I needed to complete the deck, so I haven't really invested that much in the deck atm.
I am looking for some advice on how to improve it. Obviously, I could update the lands to shocks/alpha duals, but I have more questions about what to do for the spells in the deck. All the charms are sorta-to-very useful and I have no real intention of cutting them exception for maybe a few of them. But I'm unsure about the utility spells I'm using and, from the few times I've played the deck, the win-conditions are kinda flimsy and inconsistent. How could I improve on those?
It's lots of fun to play since you have all these abilities at your disposal and can have a response to just about anything.
Child of Alara is a great card for the deck since I get a win condition that no one wants to kill, especially in the late-game, and, when it does get removed, I get to reset a board that I probably didn't have much of a presence on.
Cards like Maelstrom Nexus and Archangel don't seem that useful, but they seemed like lots of fun. They're probably on the chopping block.
I can pretty reliably get any of my charms if I need them or just use the ones in hand to help maintain the board in a way I'd want to, but the deck could use some more flexibility when it comes to fetching charms I need.
The win conditions in the deck are flimsy at best. CoA with a bestowed Chromanticore is pretty good, but it's unreliable since that makes me an immediate target. What are some better win cons for a 5 color deck like this one?
It's a lot of fun, but I'd like it to be a bit more competitive. Since I lack the encyclopedic knowledge I used to retain about MTG, I'm not really sure of what cards would be upgrades/help the deck run more effectively. Any advice?
The deck fairs relatively well 1-on-1, despite getting off to pretty slow starts, but it struggles in multiplayer since there are no big plays I can pull off. I know they're a good amount of cards that would be solid upgrades for the deck (e.g. Mana Drain, Cryptic Command, Ajani Vengeant, etc.), but I'm asking for more general direction. Do I have too many counters? Not enough lands? Not enough acceleration? Does the deck lack direction? I want the deck to play as a normal control deck that can stop my opponents from attacking me, letting me set up a sloid board state that overwhelms my opponents, but I'm not sure how well that's happening here. Any suggestions, even for specific cards, would be much appreciated. Thanks!
@Kring that is a fun card that could combo well with Grove of the Burnwillows. It wouldn't affect our mananbase at all really, but it would make it a bit more expensive and inconsistent since Grove would only be effective with Kavu Predator in play.
Eh, it's ok. It comes through in a pinch late game against cards like Lili that force creature sac, but I don't like playing it any later than T4, which makes it pretty ineffcient. I run 2, and it's been solid but not great.
What has your experience been with running Talara's Battalion and Mutagenic Growth? Without it, Talara is essentially a 3 drop which isn't effect at dropping your curve very much and I feel we can afford the life loss since the only other slef inflictors is Dismember.
Has anyone had any experience/success with running either GW or GB versions of Stompy? I feel like it may just turn into a worse verison of BG Rock or Hatebears, but I feel like an aggro strat with solid turn 4-7 options as well.
Also, why do people not run Tarmogoyf? Is it too expensive or do people think that it wont get big enough for T3 when we hope to start attacking with it?
This is my first time building an EDH deck of any kind so it's a very rough sketch of what a full version would look like. I'm having some problems with finding good card draw spells and finishers, among other things. I haven't made the land base yet because the deck is not finished either. I'm not sure if I have too much mass removal, but I thought it would be a good idea because I don't plan on playing many creatures beyond some of the early protection guys. Do I have too much/too little of anything though? The deck may seem unfun, but I like playing this type of deck but that attitude may also not be in the spirit of EDH so I really have no idea. I want to get into the format and thought that Numot would be a fun place to start. Any suggestions are strongly welcome, thanks.
Favorite Playstyle (Aggro, Midrange, Control, Combo): Aggro >= Control > Midrange >>>>> Control
How Competitive (For Fun, Local Tournament, MTGO, PTQ/GP): MTGO and I'd like to be able to play at a GP
Favorite Cards/Colors: Favorite color is White and Green. Favorite color combos are any combo of colors involving Bant.
Budget: Anything up to $450
Staples Owned: I have a lot of cards as a one of that are vauable but I wouldn't want to play with like 2Stoneforge Mystic (can't play with it), Kiki Jiki, Life from the Loam, (Shiny) Progenitus, 2 Arcbound Ravager, a set of Etched Champion, and a shiny Figure of Destiny. I have 2 Vendillion Clique, 5 Cryptic Command, a set of Spell Snare, an assortmenf of white planeswalkers, and other white staples like Wraths and Path to Exile.
I've always had a soft spot for slivers and think that they're a pretty cool tribe that is underrepresented. I think that they're exploitable somehow, but it's hard to find what type of deck they would fit well in. They're not fast enough for an aggro deck I think, but I think there's some potential in an controlish-midrange deck that uses good slivers to produce advantage while being supported by removal and other good stuffs. This is just an idea of what the deck would look like:
The idea would to drop slivers while disrupting their game plan while using Manaweft Sliver to assist by making all your permanents mana sources. Silence/Telekinetic Sliver could also serve to create a soft lock while attacking with your own guys, which can do both with the aide of Sentinel Sliver. Any ideas or suggestions? Do you think this is viable? Thanks.
Yeah I'm trying to find a way for the deck to become a little bit more interactive because our game plan can either go perfectly or very porrly and it's almost always contingent on topdecks.
Lots of this information is really great, thanks. Are there any strategies besides just picking the best cards for limited? I've seen the "Why Hatedrafting is Bad" thread and I understand doing it is pretty bad but are there any other tips whilst drafting?
The question kinda says it all. I lie a little bit since I drafted 2 times during the Zendikar rotation on MTGO, but both drafts went miserably. I want to try it out again so if y'all could post any of your advice for newbies or any external resources, that'd be great. Thanks!
Fleecemane doesn't have heroic and it's a bit too slow for the route I'm trying to take with this deck. I want it to be faster than the majority of the decks in the current meta but I'm not sure how to go about doing that. I may want to abandon black for red so I can get acess to Madcap Skills, which would work really well in this deck but I'm not sure how I can replace Hero's Downfall and Abrupt Decay. Any thoughts?
I've just brewed this after coming up with the idea of transposing the Bogle Hexproof (http://forums.mtgsalvation.com/showthread.php?t=498246) to modern because there are still some pretty awesome auras in standard rotation currently. The deck's pretty self explainatory. Play Hoplite or Leader and then enchant them with lots of enchantments. Gods Willing is a pro at protecting the creatures. I liked splashing for black for Thoughtseize, Downfall and Decay because of their ability to disrupt, but there didn't seem to be many great black enchantments. I like the majority of the cards in there, save for Forced Adaptation and Scourgemark, which just feels a little slow. If anyone has any suggestions they would be much appreciated! I like this deck as an idea but I want to also make it playable.
I've just brewed this after coming up with the idea of transposing the Bogle Hexproof (http://forums.mtgsalvation.com/showthread.php?t=498246) to modern because there are still some pretty awesome auras in standard rotation currently. The deck's pretty self explainatory. Play Witch or the Scout and then enchant them with lots of enchantments. Gods Willing is a pro at protecting the creatures. Stalker is also great in a MUB/WUB heavy meta. Selsnya Charm gets rid of a lot of >=5 power creatures like Polukranos, World Eater, any of the deovotion gods and others. I liked splashing for black for Downfall and Decay, but there didn't seem to be many great black enchantments. I like the majority of the cards in there, save for Forced Adaptation, which just feels a little slow. It's at 65 cards right now which feels like a bit too much so if anyone has any suggestions they would be much appreciated! I like this deck as an idea but I want to also make it playable.
Here's an image of the card Pretty interesting if real and may confirm the other spoilers from today (Kozilek and Wastes). Seems like a fun tool for Riku decks, also.
I am looking for some advice on how to improve it. Obviously, I could update the lands to shocks/alpha duals, but I have more questions about what to do for the spells in the deck. All the charms are sorta-to-very useful and I have no real intention of cutting them exception for maybe a few of them. But I'm unsure about the utility spells I'm using and, from the few times I've played the deck, the win-conditions are kinda flimsy and inconsistent. How could I improve on those?
1x Child of Alara
Lands:
1x Arcance Sunctum
1x Azorius Chancery
1x Battlefield Forge
1x Cave of Koilos
1x City of Brass
1x Command Tower
1x Crumbling Necropolis
1x Darkwater Catacombs
1x Dimir Aqueduct
1x Exotic Orchard
1x Forbidden Orchard
1x Golgari Rot Farm
1x Gruul Turf
1x Izzeet Boilerworks
1x Jungle Shrine
1x Llanowar Wastes
1x Mystc Monastery
1x Mossfire Valley
1x Nomad Outpost
1x Opulent Palace
1x Orzhov Basilica
1x Pillar of the Paruns
1x Rakdos Carnarium
1x Reflecting Pool
1x Sandsteppe Citadel
1x Savage Lands
1x Seaside Citadel
1x Selesnya Sanctuary
1x Simic Growth Chamber
1x Shadowblood Ridge
1x Shivan Reef
1x Skycloud Expanse
1x Sungrass Prairie
1x Volrath's Stronghold
1x Yavimaya Coast
1x Abzan Charm
1x Atarka's Command
1x Azorius Charm
1x Azorius Charm
1x Bant Charm
1x Boros Charm
1x Crosis's Charm
1x Darigaaz's Charm
1x Dawn Charm
1x Dimir Charm
1x Dromar's Charm
1x Dromoka's Command
1x Esper Charm
1x Fury Charm
1x Golgari Charm
1x Grixis Charm
1x Gruul Charm
1x Izzet Charm
1x Jeskai Charm
1x Jund Charm
1x Kolaghan's Command
1x Mardu Charm
1x Naya Charm
1x Ojutai's Command
1x Orzhov Charm
1x Rakdos Charm
1x RIth's Charm
1x Sappgire Charm
1x Selesnta Charm
1x Simulgar's Command
1x Simic Charm
1x Sultai Charm
1x Temur Charm
1x Treva's Charm
1x Birds of Paradise
1x Joiner Adept
1x Sylvan Caryatid
1x Amulet of Vigor
1x Chromatic Lantern
1x Chrome Mox
1x Coalition Relic
1x Darksteel Ingot
1x Prismatic Omen
1x Trace of Abundance
Utility:
1x Eladamri's Call
1x Firemind's Foresight
1x Wordly Tutor
1x Archaeomancer
1x Elite Arcanist
1x All Suns' Dawn
1x Conflux
1x Epic Experiment
1x Maelstrom Nexus
1x Sunforger
Sweepers:
1x Duneblast
1x Marciless Eviction
1x Supreme Verdict
Win Conditions:
1x Genju of the Realm
1x Chromanticore
1x Fusion Elemental
1x Maelstrom Archangel
1x Door to Nothingness
A bit of information about the deck:
1x Numot, the Devastator
Big Hitters:
1x Blazing Archon
1x Bogardan Hellkite
1x Akroma, Angel of Wrath
1x Aurelia, the Warleader
1x Gisela, Blade of Goldnight
1x Medomai the Ageless
1x Tidespout Tyrant
1x Insurrection
Handy Creatures:
1x Nin, the Pain Artist
1x Archaeomancer
1x Azorius Guildmage
1x Dominus of Fealty
Protection:
1x Grand Abolisher
1x Gomazoa
1x Guard Gomazoa
1x Wall of Denial
1x Wall of Omens
1x Wall of Reverence
1x Windborn Muse
1x Propaganda
1x Ghostly Prison
1x Soul Snare
Counters:
1x Arcane Denial
1x Broken Ambitions
1x Condescend
1x Conuterflux
1x Counterspell
1x Desertion
1x Dissipate
1x Flusterstorm
1x Hinder
1x Last Word
1x Mindswipe
1x Pact of Negation
1x Render Silent
1x Rewind
1x Spell Crumple
1x Aurelia's Fury
1x Oblation
1x Path to Exile
1x Akroma's Veneance
1x Austern Command
1x Day of Judgment
1x Invoke the Firemind
Card Draw:
1x Blue Sun's Zenith
1x Brainstorm
1x Fact or Fiction
1x Jace's Ingenuity
1x Telling Time
1x Jace Beleren
1x Mind Spring
1x Howling Mine
Artifacts:
1x Azorius Signet
1x Boros Signet
1x Izzet Signet
1x Darksteel Ingot
1x Lightning Greaves
1x Chromatic Lantern
1x Sol Ring
1x Prophetic Prism
1x Surveyor's Scope
Lands:
1x Azorius Chancery
1x Azorius Guildgate
1x Boros Garrison
1x Boros Guildgate
1x Clifftop Retreat
1x Command Tower
1x Faerie Conclave
1x Forgotten Cave
1x Glacial Fortress
1x Hallowed Fountain
1x Izzet Boilerworks
1x Izzet Guildgate
1x Lonely Sandbar
1x Opal Palace
1x Palteau
1x Seachrome Coast
1x Secluded Steppe
1x Sejiri Steppe
1x Sulfur Falls
1x Temple of the False God
1x Transguild Promenade
The deck fairs relatively well 1-on-1, despite getting off to pretty slow starts, but it struggles in multiplayer since there are no big plays I can pull off. I know they're a good amount of cards that would be solid upgrades for the deck (e.g. Mana Drain, Cryptic Command, Ajani Vengeant, etc.), but I'm asking for more general direction. Do I have too many counters? Not enough lands? Not enough acceleration? Does the deck lack direction? I want the deck to play as a normal control deck that can stop my opponents from attacking me, letting me set up a sloid board state that overwhelms my opponents, but I'm not sure how well that's happening here. Any suggestions, even for specific cards, would be much appreciated. Thanks!
What has your experience been with running Talara's Battalion and Mutagenic Growth? Without it, Talara is essentially a 3 drop which isn't effect at dropping your curve very much and I feel we can afford the life loss since the only other slef inflictors is Dismember.
Also, why do people not run Tarmogoyf? Is it too expensive or do people think that it wont get big enough for T3 when we hope to start attacking with it?
1x Numot, the Devastator
Counterspells:
1x Spell Snare
1x Pact of Negation
1x Flusterstorm
1x Repulse
1x Spell Crumple
1x Rewind
1x Cryptic Command
1x Scattering Stroke
1x Remand
1x Counterspell
Land Destruction:
1x Armageddon
1x Detritivore
1x Stone Rain
1x Molten Rain
1x Boom // Bust
1x Dwarven Miner
1x Earth Rift
1x Dwarven Landslide
1x Ajani Vengeant
1x Wall of Denial
1x Rage Nimbus
1x Wall of Omens
1x Guard Gomazoa
1x Gomazoa
Sweepers:
1x All is Dust
1x Obliterate
1x Austere Command
1x Jokulhaups
1x WIldfire
1x Scourglass
1x False Prophet
1x Chain Reaction
1x Wrath of God
1x Day of Judgment
1x Molten Disaster
1x Martial Coup
Removal:
1x Lightning Bolt
1x Lightning Helix
1x Warleader's Helix
1x Electrolyze
1x Soul Snare
1x Path to Exile
1x Swords to Plowshares
1x Fight to the Death
1x Prison Term
1x Cyclonic Rift
1x Brainstorm
1x Perilous Research
1x Thirst for Knowledge
1x Oblation
Stax(ish):
1x Martyr's Bond
1x Psychic Surgery
1x Propaganda
1x Ghostly Prison
Acceleration:
1x Gilded Lotus
1x Sol Ring
1x Darksteel Ignot
Finishers:
1x Avacyn, Angel of Hope
1x Gideon, Champion of Justice
1x Gideon Jura
This is my first time building an EDH deck of any kind so it's a very rough sketch of what a full version would look like. I'm having some problems with finding good card draw spells and finishers, among other things. I haven't made the land base yet because the deck is not finished either. I'm not sure if I have too much mass removal, but I thought it would be a good idea because I don't plan on playing many creatures beyond some of the early protection guys. Do I have too much/too little of anything though? The deck may seem unfun, but I like playing this type of deck but that attitude may also not be in the spirit of EDH so I really have no idea. I want to get into the format and thought that Numot would be a fun place to start. Any suggestions are strongly welcome, thanks.
How Competitive (For Fun, Local Tournament, MTGO, PTQ/GP): MTGO and I'd like to be able to play at a GP
Favorite Cards/Colors: Favorite color is White and Green. Favorite color combos are any combo of colors involving Bant.
Budget: Anything up to $450
Staples Owned: I have a lot of cards as a one of that are vauable but I wouldn't want to play with like 2Stoneforge Mystic (can't play with it), Kiki Jiki, Life from the Loam, (Shiny) Progenitus, 2 Arcbound Ravager, a set of Etched Champion, and a shiny Figure of Destiny. I have 2 Vendillion Clique, 5 Cryptic Command, a set of Spell Snare, an assortmenf of white planeswalkers, and other white staples like Wraths and Path to Exile.
4x Predatory Sliver
4x Sinew Sliver
3x Galerider Sliver
3x Telekinetic Sliver
3x Manaweft Sliver
2x Sentinel Sliver
1x Megantic Sliver
4x Silence
4x Mana Leak
3x Remand
3x Path to Exile
2x Cryptic Command
Lands: 24
4x Mutavalut
4x Hallowed Fountain
4x Breeding Pool
4x Misty Rainforest
2x Scalding Tarn
2x Seachrome Coast
2x Hinterland Harbor
2x Temple Garden
The idea would to drop slivers while disrupting their game plan while using Manaweft Sliver to assist by making all your permanents mana sources. Silence/Telekinetic Sliver could also serve to create a soft lock while attacking with your own guys, which can do both with the aide of Sentinel Sliver. Any ideas or suggestions? Do you think this is viable? Thanks.
4x Phalanx Leader
4x Favored Hoplite
Enchantments (15):
4x Ethereal Armor
4x Gift of Orzhova
4x Unflinching Courage
4x Alpha Authority
3x Forced Adaptation
4x Gods Willing
3x Thoughtseize
2x Hero's Downfall
2x Abrupt Decay
Lands (22):
4x Temple Garden
4x Overgrown Tomb
3x Godless Shrine
6x Forest
5x Plains
I've just brewed this after coming up with the idea of transposing the Bogle Hexproof (http://forums.mtgsalvation.com/showthread.php?t=498246) to modern because there are still some pretty awesome auras in standard rotation currently. The deck's pretty self explainatory. Play Hoplite or Leader and then enchant them with lots of enchantments. Gods Willing is a pro at protecting the creatures. I liked splashing for black for Thoughtseize, Downfall and Decay because of their ability to disrupt, but there didn't seem to be many great black enchantments. I like the majority of the cards in there, save for Forced Adaptation and Scourgemark, which just feels a little slow. If anyone has any suggestions they would be much appreciated! I like this deck as an idea but I want to also make it playable.
4x Witchstalker
4x Gladecove Scout
4x Favored Hoplite
2x Boon Satyr
Enchantments (15):
4x Ethereal Armor
4x Gift of Orzhova
4x Unflinching Courage
3x Alpha Authority
4x Gods Willing
2x Selesnya Charm
3x Abrupt Decay
3x Hero's Downfall
Lands (22):
4x Temple Garden
4x Overgrown Tomb
3x Godless Shrine
6x Forest
5x Plains
I've just brewed this after coming up with the idea of transposing the Bogle Hexproof (http://forums.mtgsalvation.com/showthread.php?t=498246) to modern because there are still some pretty awesome auras in standard rotation currently. The deck's pretty self explainatory. Play Witch or the Scout and then enchant them with lots of enchantments. Gods Willing is a pro at protecting the creatures. Stalker is also great in a MUB/WUB heavy meta. Selsnya Charm gets rid of a lot of >=5 power creatures like Polukranos, World Eater, any of the deovotion gods and others. I liked splashing for black for Downfall and Decay, but there didn't seem to be many great black enchantments. I like the majority of the cards in there, save for Forced Adaptation, which just feels a little slow. It's at 65 cards right now which feels like a bit too much so if anyone has any suggestions they would be much appreciated! I like this deck as an idea but I want to also make it playable.