44. Programmer, web designer and game designer. Played since it began but left when the game veered into who had the most lotuses. just started again in the Zendikar block.
First mana.
I think 3 colors is too much try to stick to green and another color. Green has llanowar elves, birds of paradise and many fetch land cards to ramp quick. now red is good to remove creatures till you kick an eldrazi off but black may be better to remove cards that could destroy your quicksilvers. so I would go Black Green.
You may want to have 24 land because you need to hit every land you can to get an eldrazi out by turn 4.
Your core cards
if you are focused on quicksilver use 4.
Emrakul, the Aeons Torn 2-3 is enough. hell 1 is enough. on turn 4 he will give you another turn and swing. thats game. your opponent will loose up to six crds? there is no way to recover the loss of 80% of their field..
You also need a way to get emrakul to your hand. Fauna Shaman works nice. 4 of them would be great.
Tactics and card choices
You are making a mid game aggro deck. that is it will build up to hit hard later in game. Your early game will be to ramp mana and take a few hits before taking over the game with an Emrakul. Now if you are on a budget and can't get an Emrakul then what you want to do is get the quicksilver out then use it to summon an eldrazi at the end of your opponent's turn so on your turn you can come out swinging with him. Pathrazer works better for that tactic.
You can also get rid of a lot of the graveyard recover with fauna shaman since she can discard an eldrazi (Emrakul and the like) to the grave to shuffle it back into the library.
Personally I like using oracle of mul daya in ramp decks. they are not to expensive right now. they let you play with the top card up and play two land a turn, right from the top of the deck. That also helps accelerate the deck. Yeah the opponent will see whats coming but
overall i like the idea just try to focus it color and more of the cards that work. Personally i'd try to get more cheaper cards you have to many 4 and 5 cost cards which means you'll get stuck with cards you can't cast more often than not
Yes it is based around both assassins (Royal and Guul Draz) I am looking to improve the deck and get feedback. This is purely a FNM kind of deck. I've played it on Magic Online and it did surprisingly well.
Since m12 is out I want to tweak it to work better.
The idea of the deck is use maximum threat density. That is every card must be a threat and should provoke the opponent into reacting, with removal or chump blocking, and if they don't, then hit them hard.
There is a synergy between all the cards. the infect and clasps act as removal or if they get through the assassins and counters keep the way clear and let them finish the opponent off. Jace and sphinx keeps a steady flow of spell counters coming. Thrumming bird helps Guul Draz once he has a counter as well as Jace and chalices which help the clasps which helps.... you get the idea.
Sideboard is a WIP
RUNNING DECK
The beaters in the deck are the Guul Drazs once they get big, or the poison if they get through.
The spread of threats usually confuses people making them hold onto counters till it it too late or waste counters/blockers to early.
I have to agree with what others have said about Boros being a hard deck to pilot. I made a deck a while back and it took a lot of testing to really get the feel for how to play the deck. It requires timing to know when to play your lands, which order to play your cards and to even know what cards to mulligan for. Do a lot of practice with the deck to get a feel for it. which cards to swap out will be clear after that
i played a deck replacing the usual removal with contagion clasps. they act as removal and pump allies. what does everyone else feel about them or other proliferation mechanics.
Main reason I thought of this was I tend to do removal the old way. keep swinging to force them to chump block. with my allies growing and their blockers shrinking it worked pretty well.
I've also thought of adding canopy cover to keep the druids alive longer. Or at least keep my opponent focused on killing them/wasting removal on the canopy.
This list has been working surprisingly well in testing. 2-for-1s are essentially non-existent, now.
I would think 4 oblivion rings and dropping a pacifism would work better. pacifism just doesn't do enough to enough targets. Otherwise it is an interesting build.
I really like this set. Can't wait to add these cards to my decks. definitely going to make a green infect. a 1/1 infect for G is amazing. combined with warcaller and the rest of the elf gang... I think I am going to be very happy.
I have been playing Red blue for the past 2 years and I will say this... I am always in love with my opening hand 99% of the time...
However the Red blue can only answer things with bounce-Burn-Counter... Red Blue also requires IMHO a lot more play skill as it is less forgiving.
UW gives you Gideon, Hawks, and Day of judgement to fall back on if things get "too hairy"... UR does not have those nice things and MUST rely on proper planning and perfect timing, otherwise they can easily fall behind.
That's the same thing i ran into. I really had to plan out the damage and juggle mana between getting permanents out and doing enough damage to keep opponents from getting a big field presence. After this i found my BU control deck easy in comparison. But i have to say i really find UR fun to play.
I keep building UR decks to try and mana is never a problem. I have won with UR decks a few times but every match up is skin of your teeth things. main problem is a good chunk of your spells don't stay on your field. blue and red are one shot colors. Counter or kill something and thats it. the monsters you get with red are all fragile. Blue has sphinx's but they are never quite strong enough (to weak to block a titan or beat back baneslayer). board wipes (pyroclasm) usually kills a good portion of your side as well.
The only way this deck works smoothly is when it has some heavy draw power. I use baby jace and the new sphinx to get lots of cards to my hand (everyone draw a card... and i get double) and keep an eldrazi in the deck so i don't mill myself.
I know i have a big jace in there but they have a few planewalkers in their decks so i brought them out. I been thinking of dropping him for another Magus or some other cards that fit the deck better.
The basic idea of the deck is to use the sirens to kill opponents creatures as well as lock up their mana or risk creating more ogres. Then swarm over what ever is left. If the ogres can't get through then the Invisimancers do their thang or draw fire early. either way i'm good.
if my big plan fails i man up my dreads and have Grand Architect turn em blue along with my mana myr. with luck i will have 2 out or one and a cloned copy.
fireball deal with big baddies, Zenith does to but also helps reshuffle deck. sage also helps re-arrange cards. magus needs them.
with monsters on the run so to speak i decided to skip mana leak in favor of negate.
Magus I absolutely love. it turns the entire deck into my hand. see beyond and zenith help reshuffle when i hit a land i can't play.
With Grand Architects buffing up my blues and also creating extra mana for artifacts I decided to add the colossus. Although I am wondering if I should go with another artifact in his place?
over all the deck does fine, is surprising and wickedly nastly later in the game once magus lands.
are there any fun additions that won't have me strung up by my ears? (reason I abandoned a real control deck, no one likes feeling helpless)
What is mana seeding? haven't heard of that term before, is that just spreading the mana cards through the pile before shuffling?
First mana.
I think 3 colors is too much try to stick to green and another color. Green has llanowar elves, birds of paradise and many fetch land cards to ramp quick. now red is good to remove creatures till you kick an eldrazi off but black may be better to remove cards that could destroy your quicksilvers. so I would go Black Green.
You may want to have 24 land because you need to hit every land you can to get an eldrazi out by turn 4.
Your core cards
if you are focused on quicksilver use 4.
Emrakul, the Aeons Torn 2-3 is enough. hell 1 is enough. on turn 4 he will give you another turn and swing. thats game. your opponent will loose up to six crds? there is no way to recover the loss of 80% of their field..
You also need a way to get emrakul to your hand. Fauna Shaman works nice. 4 of them would be great.
Tactics and card choices
You are making a mid game aggro deck. that is it will build up to hit hard later in game. Your early game will be to ramp mana and take a few hits before taking over the game with an Emrakul. Now if you are on a budget and can't get an Emrakul then what you want to do is get the quicksilver out then use it to summon an eldrazi at the end of your opponent's turn so on your turn you can come out swinging with him. Pathrazer works better for that tactic.
You can also get rid of a lot of the graveyard recover with fauna shaman since she can discard an eldrazi (Emrakul and the like) to the grave to shuffle it back into the library.
Personally I like using oracle of mul daya in ramp decks. they are not to expensive right now. they let you play with the top card up and play two land a turn, right from the top of the deck. That also helps accelerate the deck. Yeah the opponent will see whats coming but
doubling chant doesn't have enough targets. try to get more 4 ofs.
nest invader 4
oracle of mul daya 2
awaking zone 4 (if you use hand of emrakul)
overall i like the idea just try to focus it color and more of the cards that work. Personally i'd try to get more cheaper cards you have to many 4 and 5 cost cards which means you'll get stuck with cards you can't cast more often than not
Hope this helps
jay
Since m12 is out I want to tweak it to work better.
4 Necropede
4 Thrummingbird
3 Royal Assassin
1 Consecrated Sphinx
4 Everflowing Chalice
1 Inquisition of Kozilek
4 Turn Aside
4 Contagion Clasp
4 Mana Leak
3 Cancel
3 Jace Beleren
4 Creeping Tar Pit
4 Drowned Catacomb
2 Halimar Depths
5 Island
6 Swamp
4 Go for the Throat
3 Gatekeeper of Malakir
4 Spell Pierce
4 Abyssal Persecutor
The idea of the deck is use maximum threat density. That is every card must be a threat and should provoke the opponent into reacting, with removal or chump blocking, and if they don't, then hit them hard.
There is a synergy between all the cards. the infect and clasps act as removal or if they get through the assassins and counters keep the way clear and let them finish the opponent off. Jace and sphinx keeps a steady flow of spell counters coming. Thrumming bird helps Guul Draz once he has a counter as well as Jace and chalices which help the clasps which helps.... you get the idea.
Sideboard is a WIP
RUNNING DECK
The beaters in the deck are the Guul Drazs once they get big, or the poison if they get through.
The spread of threats usually confuses people making them hold onto counters till it it too late or waste counters/blockers to early.
I found that baby jace works really well with this Sphinx. everyone draw a card... Always had a full hand. what is your take on this combo?
Main reason I thought of this was I tend to do removal the old way. keep swinging to force them to chump block. with my allies growing and their blockers shrinking it worked pretty well.
I've also thought of adding canopy cover to keep the druids alive longer. Or at least keep my opponent focused on killing them/wasting removal on the canopy.
I would think 4 oblivion rings and dropping a pacifism would work better. pacifism just doesn't do enough to enough targets. Otherwise it is an interesting build.
That's the same thing i ran into. I really had to plan out the damage and juggle mana between getting permanents out and doing enough damage to keep opponents from getting a big field presence. After this i found my BU control deck easy in comparison. But i have to say i really find UR fun to play.
The only way this deck works smoothly is when it has some heavy draw power. I use baby jace and the new sphinx to get lots of cards to my hand (everyone draw a card... and i get double) and keep an eldrazi in the deck so i don't mill myself.
maybe a blue red deck that way you can use goblins. See beyond so you can dump it back into the deck if you draw it.
You can use a green deck and use summoning trap and a fauna shaman to get it to your hand. combine it with bird of paradise, lotus cobra, Sphere of the Suns to hard cast it but honestly it seems a bit tough to do it that way....although if you go green you could always use elvish piper to summon it.
and my favorite:
Nemesis of Reason
won many games with him.
I would also consider cards that return spells to your hand
It is kind of an odd build since I decided to use mainly 2's when possible. What fun red or blue cards are out there that i could add to this deck.
9 Mountains
10 Islands
2 Izzet Boilerworks
2 Dread Statuary
WIZARDS
1 Magus of the Future
1 Izzet guildmage
1 Sage of Epityr
1 Vedalken AEthermage
3 Neurok Invisimancer
2 Kazuul, Tyrant of the Cliffs
CREATURES
2 Alluring Sirens
2 Grand Architects
2 Silver Myr
3 Iron Myr
1 Cryptoplasm
1 Blightsteel Colossus
2 Oxidda Scrapmelter
SPELLS
1 Red Sun's Zenith
1 Fireball
1 Galvanic Blast
2 Arc Trails
1 Crush
1 Preordain
1 See Beyond
1 Into the Roil
4 Negate
1 turn Aside
2 Jace, The mind Sculpters
I know i have a big jace in there but they have a few planewalkers in their decks so i brought them out. I been thinking of dropping him for another Magus or some other cards that fit the deck better.
The basic idea of the deck is to use the sirens to kill opponents creatures as well as lock up their mana or risk creating more ogres. Then swarm over what ever is left. If the ogres can't get through then the Invisimancers do their thang or draw fire early. either way i'm good.
if my big plan fails i man up my dreads and have Grand Architect turn em blue along with my mana myr. with luck i will have 2 out or one and a cloned copy.
fireball deal with big baddies, Zenith does to but also helps reshuffle deck. sage also helps re-arrange cards. magus needs them.
with monsters on the run so to speak i decided to skip mana leak in favor of negate.
Magus I absolutely love. it turns the entire deck into my hand. see beyond and zenith help reshuffle when i hit a land i can't play.
With Grand Architects buffing up my blues and also creating extra mana for artifacts I decided to add the colossus. Although I am wondering if I should go with another artifact in his place?
over all the deck does fine, is surprising and wickedly nastly later in the game once magus lands.
are there any fun additions that won't have me strung up by my ears? (reason I abandoned a real control deck, no one likes feeling helpless)