Together Forever and Regna’s Sanction: You can't have a Regna and Krav deck without these right?
Thrilling Encore: Opened this in Battlebond and would just like to find a home for it. Hoping to live the dream of Krav sacking some token producers and bringing them all back at once.
Defy Death: the artwork has an Angel and Demon in it, so its on theme. (Do you guys know any other artwork like this?)
Tempt with Glory: The tempts are a pet card of my playgroup, essentially since no one ever says no to free stuff, not even when it comes with a high hidden cost. I guess it's a Singapore thing. It also happens to work well with tokens and together forever.
Short Explanation on Deck:
I've tried to go with a Token theme with a smaller theme of +1/+1 counters (Together forever) and Lifegain (Regna). Hence, I'm valuing cards that can fulfill 2 out of 3 themes.
That looks like an awesome idea, i may try it some day.
For me, i used my Conspiracy cards in my cube. I had to adjust the cube so that i had 2 of each common and 2 of each uncommon in order to make the conspiracies worthwhile to be drafted.
I tried to do 3C, 2U, 1R in the past, but that made the cube too consistent and boring. 2C, 2U, 1R is the sweet spot for my playgroup.
Even though Thing in the Ice comes down with zero tokens, it does not transform immediately. You need to cast one instant or sorcery to trigger the ability to check for counters and transform it. As it is, you only have 2 instants, hence you would rarely get to transform it.
I wouldn’t worry too much about playing against Modern players. If you really need to, technically a Standard deck is ALSO a Modern deck, albeit a lousier one. Nevertheless, if you do decide to play modern, you should build a dedicated modern deck instead of trying to convert your current standard deck.
With regards to older sets: Shadows Over Innistrad, Eldritch Moon, Battle for Zendikar, Oath of the Gatewatch rotates in September 2017, so do consider this if you’re planning to get cards from these sets.
I mentioned the other sets and rares because a deck comprising only C/U cards from one block can only get you so far in magic. You can win some games with sensible deck building, but you won't be placing well in an FNM or Gamesday. Eventually you’d want to slowly expand your card pool and options to fully enjoy the game.
The ones you mentioned aren’t too efficient in terms of mana costs, even with the delirium discount. In fact most of the other delirium C/U cards aren’t too good, other than the ones I mentioned.
Sideboards are largely based on the decks you expect the other players in your area to be playing. As a general guide, you could go for some artifact removal for artifact heavy decks, more hand disruption for control decks, some sweepers for servo decks and more instant speed removal for the Saheeli combo. Maybe 2 or 3 for each category.
Lastly, once you get a feel of the deck and game, you may wish to start sourcing for some rares or cards from other sets to improve this deck further.
Welcome to magic! The world could always use more planeswalkers
Looks like you already have a good sense of the land / creature / spell ratio and mana curve. So I guess any suggestions you need will be more about card optimization.
INB4 obligatory NETDECK METADECKS TO GIT GUD.
I see that you have a mini Delirium theme going on, so let’s try to build towards it. To build around a delirium theme, you’d want to have more than half your deck either helping to achieve the theme or being able to benefit from it. In budget terms, you could consider the following:
Delirium Enabler Warped landscape (or Evolving wilds if you can find them) – This adds lands into your graveyard without relying only on Grapple with the past
Mind rot isn’t a fantastic card, for hand discard effects you’d usually want to go for cards that allow you to select the card to be discarded (harsh scrutiny, transgress the mind etc). Since you choosing a key card > your opponent discarding 2 cards that they don't need anyway (you need to be careful of madness too). Luckily, we do have one in SOI/EMN: Pick the Brain (which incidentally benefits from delirium too) and Whispers of Emrakul (since random card is good too. Sometimes.)
Alms of the vein is not really a good card. Even in a madness theme deck, its purpose is debatable. This is because you want any spell you cast to have some effect on the board. A card that only deals damage to players would be useful only as a finisher and is a terrible card to play early game as your opponent would just continue attacking you to close the gap.
I think the reason you haven't had much feedback is because your deck looks pretty much like any cookie cutter RW vehicles deck. You can check out the thread in the competitive forum for ideas on this deck.
Nevertheless, the first thing you'd want to do is to raise your land count to 24. Creatures these days hit so hard compared to the past that missing a land drop is devastating. Additionally, Lightning Axe is not suitable for this deck as you'd end up 2 for 1-ing yourself most of the time.
But sadly you need at least two power for Deathtouch creatures to interact properly with Brave the Sands.
i.e. a Ruthless Ripper blocking two creatures would only deal damage to one creature.
A possible option could be Supplant Form? It creates a Mindreaver, triggers Heroic and most importantly, fits the theme.
Because almost all of your cards are a 1 for 1 exchange with your opponent's cards, i think you need to squeeze in some card draw into the mix. Possibly Jace's Ingenuity. And since you're constantly needing to float mana to counter off Mindreaver, you should bump your land count to 24.
With enough cheap spells, and proper spell stacking, you could cycle through many cards before you eventually kill off your Humble defector
e.g. With Humble Defector and Ascendancy in play
Tap Humble Defector, draw effect on stack
Cast Lightning Strike
Untap Defector, Draw and discard one card
Tap Humble Defector, draw effect on stack
Cast Wild Slash
Untap Defector, Draw and discard one card
Tap Humble Defector, draw effect on stack
Cast Collateral Damage
Let all the draw effects resolve, draw six cards.
Best of all, everything is on curve and you can do this on turn four if you're goldfishing.
The fight spells and Agent of Fates isn't as combotastic as you think, since your opponent will likely just sacrifice the creature the spell is targeting...
I like the card synergy you have proposed. But try to stick to a formula of
24 Lands
24 Creatures
8 Removals
4 Other Spells
for a more consistent deck.
As it is now, your spell count is too high for a deck that aims to win by creature beatdown. There are lots of good creatures in B and G, so you can pretty much mess around and try out what's best.
For a beginner in deck building, you will want to use the following formula as
You need lands to cast your awesome stuff and you need creatures to beat face with. Don't sting on those.
24 Lands (with 2 ultility lands)
24 Creatures
8 Removals
4 Any other spell
Looking at your list, you would need to up your land count. You should add 2 ultilty lands like ghost quarter, rogue's passage or haunted fengraf. Moorland haunt is recommended, but basically just use whatever is accessible to you.
Out of your 19 spells, you would then need to cut 7 spells to add to your creature count.
Spells that gain life or prevent damage are generally useless other than in a dedicated deck. This would be the first things I'd cut. Auras are a potential 2 for 1, so we'd cut that too. You don't really have stuff to ramp into, so I'd remove that lantern too.
Remove these
1 Chromatic Lantern
3 Safe Passage
1 Divine Favor
1 Search Warrant
1 Tricks of the Trade
Choose 4 from here
1 Stolen Goods
1 Cancel
1 Vanishment
1 Defy Death
2 Essence Scatter
Keep these
1 Azorious Charm
4 Oblivion Ring
(Add another 3 removals)
Filed as creatures
1 Talrand's Invocation
I removed Precinct Captain and New Phrav Guildmage as these cards need a dedicated deck to be useful.
I assume because you're new, you would not have access to many rares and mythic, so my suggested add ons are commons and uncommons. Although this deck will not be winning you any FNMs, at least you'll have a better chance than before. As you play on, you'll want to add on more powerful cards to build your repertoire.
Quite easily. Scrap 92% of the deck, leaving in the 2 Birds of Paradise and 4 Mulch, then build Frites.
LOL at this.
@OP: The poster was being sacarstic to the Trolls who like turn all developing competitive decks into meta decks.
On your deck:
Skaab Ruinator and Mirrormad Phantasm are too difficult to cast normally.
However, if you really want to use them, you should consider the Birthing Pod version of dredge: Mirror mad activates with only 1:sympg: and 1U, as opposed to 7 mana previously. Ruinator does not need to exile cards from your graveyard (the first cast at least)
Please give me some suggestions to improve my deck. Thank you!
6 Regna, the Redeemer
5 Krav, the Unredeemed
Pet Cards (5)
2 Together Forever
4 Regna’s Sanction
5 Thrilling Encore
5 Defy Death
6 Tempt with Glory
Token Producers (20)
1 Secure the Wastes
1 Legion's Landing
2 Spirit Bonds
3 Twilight Drover
3 Thraben Doomsayer
4 Aryel, Knight of Windgrace
4 Sorin, Lord of Innistrad
5 Regal Caracal
5 Endrek Sahr, Master Breeder
5 Geist-Honored Monk
5 Angel of Invention
5 Crested Sunmare
5 Cloudgoat Ranger
5 Herald of the Host
5 Banshee of the Dread Choir
5 Elspeth Tirel
5 Increasing Devotion
5 Conqueror’s Pledge
6 Requiem Angel
6 Captain of the Watch
1 Soul Warden
1 Soul’s Attendant
2 Ayli, Eternal Pilgrim
2 Sun Droplet
4 Trading Post
5 Shattered Angel
5 Sunscorch Regent
Token Strategy (7)
1 Mikaeus, the Lunarch
3 Mentor of the Meek
3 Spear of Heliod
3 Stonecloaker
4 Anointed Procession
5 Dictate of Heliod
5 Cathars’ Crusade
Removals (15)
1 Swords to Plowshares
1 Path to Exile
2 Martial Coup
3 Collective Effort
3 Anguished Unmaking
3 Mangara of Corondor
3 Merciless Executioner
3 Fleshbag Marauder
3 Start // Finish
5 Hallowed Burial
6 Terminus
7 Angel of Despair
7 Luminate Primordial
8 Ashen Rider
8 Play of the Game
1 Land Tax
1 Wayfarer’s Bauble
1 Expedition Map
2 Orzhov Signet
3 Pristine Talisman
3 Okretras’ Monument
4 Solemn Simulacrum
4 Kor Cartographer
Lands (36)
1 Marsh Flats
1 Fetid Heath
1 Temple of Silence
1 Scoured Barrens
1 Caves of Koilos
1 Command Tower
1 Shambling Vent
1 Isolated Chapel
1 Orzhov Balisca
1 Myriad Landscape
1 Evolving Wilds
1 Huanted Fengraf
1 Westvale abbey
1 Vault of the Archangel
1 Relinquary Tower
1 Windbrisk Heights
1 Mistveil Plains
7 Plains
9 Swamps
An explanation on the Pet cards:
Together Forever and Regna’s Sanction: You can't have a Regna and Krav deck without these right?
Thrilling Encore: Opened this in Battlebond and would just like to find a home for it. Hoping to live the dream of Krav sacking some token producers and bringing them all back at once.
Defy Death: the artwork has an Angel and Demon in it, so its on theme. (Do you guys know any other artwork like this?)
Tempt with Glory: The tempts are a pet card of my playgroup, essentially since no one ever says no to free stuff, not even when it comes with a high hidden cost. I guess it's a Singapore thing. It also happens to work well with tokens and together forever.
Short Explanation on Deck:
I've tried to go with a Token theme with a smaller theme of +1/+1 counters (Together forever) and Lifegain (Regna). Hence, I'm valuing cards that can fulfill 2 out of 3 themes.
For me, i used my Conspiracy cards in my cube. I had to adjust the cube so that i had 2 of each common and 2 of each uncommon in order to make the conspiracies worthwhile to be drafted.
I tried to do 3C, 2U, 1R in the past, but that made the cube too consistent and boring. 2C, 2U, 1R is the sweet spot for my playgroup.
Even though Thing in the Ice comes down with zero tokens, it does not transform immediately. You need to cast one instant or sorcery to trigger the ability to check for counters and transform it. As it is, you only have 2 instants, hence you would rarely get to transform it.
With regards to older sets: Shadows Over Innistrad, Eldritch Moon, Battle for Zendikar, Oath of the Gatewatch rotates in September 2017, so do consider this if you’re planning to get cards from these sets.
I mentioned the other sets and rares because a deck comprising only C/U cards from one block can only get you so far in magic. You can win some games with sensible deck building, but you won't be placing well in an FNM or Gamesday. Eventually you’d want to slowly expand your card pool and options to fully enjoy the game.
In terms of rares, it’d be really tempting at first to blow hundreds of dollars into Metadeck cards such as Ishkanah, Grafwidow or Grim Flayer. However, simple $1 rares such as Traverse the Ulvenwald, Deathcap Cultivator and To the Slaughter can already improve the deck significantly.
You could consider the following if needed:
Sideboards are largely based on the decks you expect the other players in your area to be playing. As a general guide, you could go for some artifact removal for artifact heavy decks, more hand disruption for control decks, some sweepers for servo decks and more instant speed removal for the Saheeli combo. Maybe 2 or 3 for each category.
Lastly, once you get a feel of the deck and game, you may wish to start sourcing for some rares or cards from other sets to improve this deck further.
Welcome to magic! The world could always use more planeswalkers
Looks like you already have a good sense of the land / creature / spell ratio and mana curve. So I guess any suggestions you need will be more about card optimization.
INB4 obligatory NETDECK METADECKS TO GIT GUD.
I see that you have a mini Delirium theme going on, so let’s try to build towards it. To build around a delirium theme, you’d want to have more than half your deck either helping to achieve the theme or being able to benefit from it. In budget terms, you could consider the following:
Delirium Enabler
Warped landscape (or Evolving wilds if you can find them) – This adds lands into your graveyard without relying only on Grapple with the past
Benefits from Delirium
Obsessive skinner
Kindly stranger
Mind rot isn’t a fantastic card, for hand discard effects you’d usually want to go for cards that allow you to select the card to be discarded (harsh scrutiny, transgress the mind etc). Since you choosing a key card > your opponent discarding 2 cards that they don't need anyway (you need to be careful of madness too). Luckily, we do have one in SOI/EMN: Pick the Brain (which incidentally benefits from delirium too) and Whispers of Emrakul (since random card is good too. Sometimes.)
Alms of the vein is not really a good card. Even in a madness theme deck, its purpose is debatable. This is because you want any spell you cast to have some effect on the board. A card that only deals damage to players would be useful only as a finisher and is a terrible card to play early game as your opponent would just continue attacking you to close the gap.
With the Gitrog Monster being your only sacrifice outlet, I would suggest removing Bloodbriar.
Having said all that, my suggestions to the deck are
-4 Bloodbriar
+4 Obsessive skinner
-2 swift spinner
+2 kindly stranger
-2 alms of the vein
-2 mind rot
+2 Pick the brain
+2 Whispers of Emrakul
-1 swamp
-1 forest
+2 warped landscape
Lastly, you may wish to replace the Gitrog Monster for some other large creature to top your curve, since you’re lacking a way to fully utilize him.
I think the reason you haven't had much feedback is because your deck looks pretty much like any cookie cutter RW vehicles deck. You can check out the thread in the competitive forum for ideas on this deck.
Nevertheless, the first thing you'd want to do is to raise your land count to 24. Creatures these days hit so hard compared to the past that missing a land drop is devastating. Additionally, Lightning Axe is not suitable for this deck as you'd end up 2 for 1-ing yourself most of the time.
i.e. a Ruthless Ripper blocking two creatures would only deal damage to one creature.
Looking at our options the only viable ones are Heir to the Wilds and Agent of the Fates and to a lesser extent, Felhide Petrifier *cringes*. Unless some anthem effects like Spear of Heliod are used.
A possible option could be Supplant Form? It creates a Mindreaver, triggers Heroic and most importantly, fits the theme.
Because almost all of your cards are a 1 for 1 exchange with your opponent's cards, i think you need to squeeze in some card draw into the mix. Possibly Jace's Ingenuity. And since you're constantly needing to float mana to counter off Mindreaver, you should bump your land count to 24.
Once again, great deck!
With enough cheap spells, and proper spell stacking, you could cycle through many cards before you eventually kill off your Humble defector
e.g. With Humble Defector and Ascendancy in play
Tap Humble Defector, draw effect on stack
Cast Lightning Strike
Untap Defector, Draw and discard one card
Tap Humble Defector, draw effect on stack
Cast Wild Slash
Untap Defector, Draw and discard one card
Tap Humble Defector, draw effect on stack
Cast Collateral Damage
Let all the draw effects resolve, draw six cards.
Best of all, everything is on curve and you can do this on turn four if you're goldfishing.
9 Swamp
4 Golgari Guildgate
1 Rogue's Passage
10 Forest
Creatures 16
1 Witchstalker
4 Mistcutter Hydra
3 Kalonian Tusker
4 Corpsejack Menace
3 Renegade Krasis
1 Reaper of the Wilds
1 Duress
1 Crypt Incursion
1 Vraska the Unseen
1 Phytoburst
2 Fog
2 Fireshrieker
1 Elixir of Immortality
1 Giant Growth
1 Whip of Erebos
2 Dark Betrayal
2 Putrefy
2 Abrupt Decay
3 Predator's Rapport
I like the card synergy you have proposed. But try to stick to a formula of
24 Lands
24 Creatures
8 Removals
4 Other Spells
for a more consistent deck.
As it is now, your spell count is too high for a deck that aims to win by creature beatdown. There are lots of good creatures in B and G, so you can pretty much mess around and try out what's best.
3 Hallowed Fountain
10 Island
9 Plains
Creatures (18)
2 Judge's Familiar
4 Fog Bank
1 Precinct Captain
1 New Phrav Guildmage
2 Seraph of Dawn
1 Dungeon Geists
1 Talrand, Sky Summoner
1 Misthollow Griffin
1 Serra Angel
1 Skaab Goliath
1 Sphinx of the Chimes
1 Stormtide Leviathan
1 Archangel
1 Stolen Goods
1 Cancel
1 Chromatic Lantern
1 Vanishment
1 Search Warrant
1 Talrand's Invocation
2 Essence Scatter
1 Defy Death
4 Oblivion Ring
1 Azorious Charm
1 Tricks of the Trade
1 Divine Favor
3 Safe Passage
For a beginner in deck building, you will want to use the following formula as
You need lands to cast your awesome stuff and you need creatures to beat face with. Don't sting on those.
24 Lands (with 2 ultility lands)
24 Creatures
8 Removals
4 Any other spell
Looking at your list, you would need to up your land count. You should add 2 ultilty lands like ghost quarter, rogue's passage or haunted fengraf. Moorland haunt is recommended, but basically just use whatever is accessible to you.
Out of your 19 spells, you would then need to cut 7 spells to add to your creature count.
Spells that gain life or prevent damage are generally useless other than in a dedicated deck. This would be the first things I'd cut. Auras are a potential 2 for 1, so we'd cut that too. You don't really have stuff to ramp into, so I'd remove that lantern too.
Remove these
1 Chromatic Lantern
3 Safe Passage
1 Divine Favor
1 Search Warrant
1 Tricks of the Trade
Choose 4 from here
1 Stolen Goods
1 Cancel
1 Vanishment
1 Defy Death
2 Essence Scatter
Keep these
1 Azorious Charm
4 Oblivion Ring
(Add another 3 removals)
Filed as creatures
1 Talrand's Invocation
I removed Precinct Captain and New Phrav Guildmage as these cards need a dedicated deck to be useful.
Here's the final list.
3 Hallowed Fountain
10 Island
9 Plains
2 Haunted Fengraf
Creatures (24)
2 Judge's Familiar
4 Fog Bank
4 Midnight haunting
2 Seraph of Dawn
1 Dungeon Geists
1 Talrand, Sky Summoner
4 Talrand's Invocation
1 Misthollow Griffin
1 Serra Angel
1 Skaab Goliath
1 Sphinx of the Chimes
1 Stormtide Leviathan
1 Archangel
1 Vanishment
4 Oblivion Ring
1 Azorious Charm
2 Rebuke
Spells - Fun (4)
1 Stolen Goods
1 Cancel
1 Essence Scatter
1 Defy Death
I assume because you're new, you would not have access to many rares and mythic, so my suggested add ons are commons and uncommons. Although this deck will not be winning you any FNMs, at least you'll have a better chance than before. As you play on, you'll want to add on more powerful cards to build your repertoire.
Creatures
Judge's Familiar, Dungeon Geists, Talrand, Lyev Skyknight
Removals
Divine Deflection, detention sphere, supreme verdict
And lastly, welcome to Magic
LOL at this.
@OP: The poster was being sacarstic to the Trolls who like turn all developing competitive decks into meta decks.
On your deck:
Skaab Ruinator and Mirrormad Phantasm are too difficult to cast normally.
However, if you really want to use them, you should consider the Birthing Pod version of dredge: Mirror mad activates with only 1:sympg: and 1U, as opposed to 7 mana previously. Ruinator does not need to exile cards from your graveyard (the first cast at least)