Anyone from the Huntsville, Alabama area? I'll be going to school there, and I was wondering what store(s) I should go to for FNMs and other events. I used the Store and Event Locator at the mothership, and I have found The Deep and The Foundry.
I think there's a pretty clear line between what's offensive and what isn't. OP's opponent's mat isn't offensive in any way, unless you are under the impression that women just shouldn't be on mats and such, in which case this is the wrong card game.
I've had my Avacyn mat called inappropriate, so I'm sure that people being offended by nothing isn't exactly new.
Welcome! I see you picked up that your deck isn't perfect faster than I did. It took about a year from when I first had a deck for me to realize that the game could even be competitive.
Saw the thread, rememberd the deck, and picked it up for like 30 bucks anyway here is my current list, as much as I like near-death experience, the only deck I think it needs to be in is vs Melira Pod so its in the SB
Don't really give too much thought to Near-Death Experience. It's just something I've been testing out recently (with decent, ye inconclusive results). Pyrohemia is still good though, because Form keeps the life-loss from hurting too much and it can keep off some pressure. I really don't like See Beyond, I'd run more of the 1/3's.
What are you ramping into? Early five-drops and big hydras? Play Garruk Primal Hunter. He draws and he makes dudes. Really, the other two green PW's should be good too. Stuff to make tokens fast helps a lot with Overrun strategy. Something to give your dudes Wrath resistance maybe?
My playgroup consists of storm, Jund, eldrazi tron and mill, so the sideboard
suits my needs. The entreats are there for an alternate win condition, in case
I want to change my deck from enduring ideal and into a weird Halleujah deck.
Most often than not I can pump out two or three 4/4 angels on turn four with-
out miracle thanks to all of the mana acceleration, and Boseiju makes sure that
Entreat isn't countered.
The devil's play is to rip chunks out of people. One normally does the trick, both
hard cast and flashback. Purify's get rid of Frites and eldrazi/Iona when they hit
the yard. Even if they are countered, chances are they won't have the mana
open to deal with it when I flash it back.
For my maindeck, since barely anyone in my group runs enchantment hate, it is
pretty straight forward. Expeditions search for Boseiju, See Beyonds get rid of
pesky Entreats and undesirable enchantments in my hand, Rest in Peace accounts
for heavy graveyard hate and is easy to cast, and the rest is self-explanatory.
Enduring Ideal is definitely one of my favorite fringe decks.
The list looks good. I like the choice for your enchantment package, but my philosophy has always been to run at least two of each. I would suggest going down to five different enchantments, two each of the most important. Another thing is that you have a TON of mana. If I counted right, that's twenty seven lands. Shave two lands and four Lotus Bloom. That gives you six slots. Try out three Court Hussar and three Augur of Bolas. Do it. I promise that it works great. Twenty five lands is plenty, and you don't need the Bloom with all of the other ramp, since Bloom is slower.
One last thing. Considering your meta, maindeck Blood Moon seems right.
I sort of took one for the team in playing that list I posted above in Lantern's tournament. I lost round one to Goblins, but I did learn something. Court Hussar and Augur of Bolas are SUPER GOOD.
The game that I won was a blowout, and I played three of them that game. Yes, ideally (ha) we just ramp into a turn 3 or 4 Ideal. But that doesn't always happen. Which SHOULD be fine. The two little 1/3's help with that. Not only are they a stone wall against aggro, but they also give selective CA, which is what we need more than anything. Play them over any other cantrips. Trust me.
Another thing is that Path and Helix are still good. The games I lost I only drew one or two of each.
Finally, the deck, like most combo decks, shouldn't lose against non-interactive aggro. I've always been in the camp of just waiting until turn 5 to combo out. An idea I've had was keeping four Pact of Negation in the board for the control/Delver MU, and if you play Ideal on T5 with Pact back up, you'll be able to pay for it easily, since you won't be playing any spells next turn anyways. This in conjunction with Boseiju should keep us casting Ideal against countermagic.
I haven't been excited about this deck for a while, but I really am now. I don't want to be the only one playing the deck guys. Anyone else doing anything.
The reason I ditched green and Thragy is because the deck lacked any way to effectively close a game after a couple of my threats are killed. The addition of black and red gives me not only access to more removal but also more threats (there's a Bolas in the SB for control matchups). It's been preforming better since I made the switch. The biggest problem is when I draw the wrong cards. For example, drawing ever wrath effect in my deck against Omnidoor. Worst. Game. Ever.
I can name a ton of Edguy that fits:
Thorn Without a Rose
Superheros
Save Me
Roses to No One
Land of the Miracle
Wash Away the Poison
Blessing in Disguise
The Spirit Will Remain
Forever
He is The Great One for a good reason.
Also, don't forget about the SCG Live archives. I dunno if that's considered "pros", but I don't really find too many obvious mistakes.
http://www.starcitygames.com/pages/scgop/archive
I've had my Avacyn mat called inappropriate, so I'm sure that people being offended by nothing isn't exactly new.
Don't really give too much thought to Near-Death Experience. It's just something I've been testing out recently (with decent, ye inconclusive results). Pyrohemia is still good though, because Form keeps the life-loss from hurting too much and it can keep off some pressure. I really don't like See Beyond, I'd run more of the 1/3's.
The list looks good. I like the choice for your enchantment package, but my philosophy has always been to run at least two of each. I would suggest going down to five different enchantments, two each of the most important. Another thing is that you have a TON of mana. If I counted right, that's twenty seven lands. Shave two lands and four Lotus Bloom. That gives you six slots. Try out three Court Hussar and three Augur of Bolas. Do it. I promise that it works great. Twenty five lands is plenty, and you don't need the Bloom with all of the other ramp, since Bloom is slower.
One last thing. Considering your meta, maindeck Blood Moon seems right.
The game that I won was a blowout, and I played three of them that game. Yes, ideally (ha) we just ramp into a turn 3 or 4 Ideal. But that doesn't always happen. Which SHOULD be fine. The two little 1/3's help with that. Not only are they a stone wall against aggro, but they also give selective CA, which is what we need more than anything. Play them over any other cantrips. Trust me.
Another thing is that Path and Helix are still good. The games I lost I only drew one or two of each.
Finally, the deck, like most combo decks, shouldn't lose against non-interactive aggro. I've always been in the camp of just waiting until turn 5 to combo out. An idea I've had was keeping four Pact of Negation in the board for the control/Delver MU, and if you play Ideal on T5 with Pact back up, you'll be able to pay for it easily, since you won't be playing any spells next turn anyways. This in conjunction with Boseiju should keep us casting Ideal against countermagic.
I haven't been excited about this deck for a while, but I really am now. I don't want to be the only one playing the deck guys. Anyone else doing anything.
2 Drogskol Reaver
1 Sphinx of Uthuun
1 Lone Revanant
1 Thundermaw Hellkite
1 Restoration Angel
Artifacts:
1 Chromatic Lantern
1 Rakdos Keyrune
Instants and Sorceries:
1 Thoughtflare
1 Sphinx's Revelation
2 Counterflux
2 Dissipate
3 Azorius Charm
2 Searing Spear
1 Ultimate Price
4 Terminus
1 Supreme Verdict
4 Lingering Souls
2 Entreat the Angels
1 Devil's Play
2 Pillar of Flame
1 Plains
2 Island
1 Mountain
1 Swamp
4 Glacial Fortress
1 Sulfur Falls
2 Drowned Catacomb
1 Steam Vents
3 Hallowed Fountain
1 Blood Crypt
1 Rakdos Guildgate
2 Izzet Guildgate
1 Azorius Guildgate
4 Evolving Wilds
It has consistency issues. Obviously. Any advice?
Thorn Without a Rose
Superheros
Save Me
Roses to No One
Land of the Miracle
Wash Away the Poison
Blessing in Disguise
The Spirit Will Remain
Forever