Well I like the deck, looks consistent. It's just hard to tell if it's actually better than a Steppe Lynx variant... My feeling sais no, since it doesn't seem to be as fast (I mean like second turn 4/5 beater and lots of one mana creatures).
On the other hand the deck does probably better later on the game...
BTW, why didn't you choose for a Steppe Lynx WW deck?
Just my playstyle. I prefer to not load down on lands... and just hitting for consistent damage.
Lynx can hit for more... but the damage isn't AS consistent and it would mean having a land in hand a lot. And there is also what you said about this having a better late-game.
Your point has been taken, bone doc. I'll test this build out at FNM and see where it goes. If I like the direction that it's going, perhaps I may take your comments to heart and pursue this deck further.
Okay, can you take notes and right a report? I'd love to here how your deck does.
Your right bone doc, fetches would be nice, but like I said, this build is basic. I understand that this isn't the Budget Forum, but this deck proves that you don't have to throw a ton of money into a deck just to make it competitive. I happen to have a playset of Arid Mesas, but this deck list is powerful enough without them. Plus, it proves to beginning players that you don't need to throw tons of money at a deck to have it be halfway decent.
I know where you are coming from. But you say powerful ENOUGH, why not make it more powerful, even just for FNM?
He's not hating on reach. He's hating on the keyword. It changed flying's reminder text from (This creature cannot be blocked except by creatures with flying), to something more wordy.
Just my playstyle. I prefer to not load down on lands... and just hitting for consistent damage.
Lynx can hit for more... but the damage isn't AS consistent and it would mean having a land in hand a lot. And there is also what you said about this having a better late-game.
I'm considering Mine... it gives the opponent more threats before me...
It's no problem... I was just asking, why make it good ENOUGH when it would be better?
That's easier on the eyes. One fix I see right off the bat is:
-1 Soul Warden
+1 Elspeth, Knight-Errant
4 Glimpse the Unthinkable
4 Howling Mine
4 Memory Sluice
4 Tome Scour
4 Mind Funeral
4 Archive Trap
3 Ponder
2 Extirpate
2 Twincast
2 Ancestral Vision
4 Swamp
4 Drowned Catacomb
3 Scalding Tarn
3 Terramorphic Expanse
3 Marsh Flats
Okay, can you take notes and right a report? I'd love to here how your deck does.
And is there a U/B Mill discussion?
I know where you are coming from. But you say powerful ENOUGH, why not make it more powerful, even just for FNM?
Emiria is a nice card.
Why Lynx when you run NO fetch-lands? You may as well go 4 Vanguard, 3 Knight of the White Orchid.
4 Kor Aeronaut
4 Veteran Armorsmith
4 Veteran Swordsmith
4 Kazandu Blademaster
3 Knight of the White Orchid
2 Elspeth, Knight-Errant
2 White Knight
4 Honor of the Pure
4 Path to Exile
2 Conqueror's Pledge
1 Emeria, the Sky Ruin
I side 2 Goldmane btw...
Meh
And Kris is the banner god IMHO
As for the deck... the guys above me said all I really think there is to say atm...