I don't play W. I have an B-deck, a UB-deck, a G-deck and a UR-deck, and plan on building a RG-deck. The themes that characterize the color white, like order, serenity, justice, etc, just don't appeal to me.
If I play blue, I play Wash Out. Also, I refuse to play permission or time walk-effects, because I won't play cards that I don't want to run into in other people's decks - that's only fair.
Ideally, all basic lands of a particular basic land type have the same art and are from the same expansion.
I have yet to come across an infinite combo deck in EDH. Rightfully so, IMHO. Integrating cetrain combo's in your deck is cool, and makes for interesting games, but intending to win by generating infinite mana and dealing infinite damage and/or by infinite milling, just seems going against the spirit of 'casual'.
I liked how the card worked in limited, drafting U/R humans. Going aggro with red human creatures (Kruin Striker, Thatcher Revolt, etc.) and then refreshing your hand to be able to deal the final points.
I like how this deck steers away from the token/creature-oriented builds, rendering opposing creature removal obsolete. That would also be my take on the deck. Although I was tinkering with artifact ramp (Keyrunes and Gilded Lotus) and staying U/R instead of including green.
It's a funky interaction, which could make for cool plays. But building a deck around a 1/1 creature wearing an aura - without any form of built-in protection whatsoever -, seems way too fragile to be playable.
Grave Pact anyone? Being unable to keep creatures on the table sucks. Aside from this card I dislike cards that lock down the game: Smokestack, Mists of Stagnation, etc.
1. About 7 years ago I lost a trading binder (with a lot of cool cards like painlands) at a non-local gaming store. It probably got stolen. For me - at the time a teenager - that was a big (financial) blow.
2. A few months ago I lost a deck, presumably at the bar where we always play multiplayer games. I asked the personnel if they had found anything: sadly they hadn't. It was one of my favorite decks: G/R Gro, with Forgotten Ancient and Ashling the Pilgrim among others. Oh, and it also had four fetches. Bummer.
The only removal you should be worried about playing this deck is the mass kind.
True. U/W-control is therefore a hard match-up. Be careful not committing too much creatures to the board; keep some threats in hand. Eldrazi Monument could be an (sideboard) answer, but it's expensive and the upkeep cost can be troublesome early in the game.
If I play blue, I play Wash Out. Also, I refuse to play permission or time walk-effects, because I won't play cards that I don't want to run into in other people's decks - that's only fair.
Ideally, all basic lands of a particular basic land type have the same art and are from the same expansion.
In my MtG-context, casual equals social. 'Casual' does not equal 'anything goes'.
RtR also has some aggressive humans, like Gore-House Chainwalker.
I like how this deck steers away from the token/creature-oriented builds, rendering opposing creature removal obsolete. That would also be my take on the deck. Although I was tinkering with artifact ramp (Keyrunes and Gilded Lotus) and staying U/R instead of including green.
1. About 7 years ago I lost a trading binder (with a lot of cool cards like painlands) at a non-local gaming store. It probably got stolen. For me - at the time a teenager - that was a big (financial) blow.
2. A few months ago I lost a deck, presumably at the bar where we always play multiplayer games. I asked the personnel if they had found anything: sadly they hadn't. It was one of my favorite decks: G/R Gro, with Forgotten Ancient and Ashling the Pilgrim among others. Oh, and it also had four fetches. Bummer.
True. U/W-control is therefore a hard match-up. Be careful not committing too much creatures to the board; keep some threats in hand. Eldrazi Monument could be an (sideboard) answer, but it's expensive and the upkeep cost can be troublesome early in the game.
If you want to be able to ramp early and cast a 4cc-spell on your third turn, go with 4 Rampant Growth and 4 Harrow.