- Kumlekar
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Mar 4, 2014Kumlekar posted a message on Off Topic: The Fungus TribeThere actually are cross tribe synergistic cards. The problem is that the powerlevel has to be quite pushed for them to be good. They work best in limited, and fairly poorly in constructed.Posted in: Articles
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Feb 28, 2014Kumlekar posted a message on Casual Castle: Day of the Dragonso.O a magic article about 60 card with legacy card pool and awesome card interactions? I'm sold. I do wish there was a little more about the testing though.Posted in: Articles
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Cuts:
Undertaker - Tortured Existence is probably better in this slot. Undertaker is good though.
The Rack - This is an additional win condition and you don't have much of an ability to zero out an opponent's hand size in this deck right now. Lets focus on using your creatures to kill and replace this with some more control.
Sadistic Sacrament - Unless your opponent is playing combo this isn't a great card. Normally cards in library aren't a big threat, and trading a card from your hand for a card in their library is not a good trade.
Distress - This is worse than Hymn to Tourach or Wrench Mind. Trading one for one on cards in had is fine at 1 cmc, but at 2 cmc you need to end up up a card. Psychotic Episode does this because it's a madness card, and in theory you are getting additional value out of it. Also, Psychotic Episode can be cast at the opponent's draw step after they've drawn for the turn before they can play lands or sorcery speed spells. Distress can't do either of these things.
Brain Gorgers - The draw back on this one is too hefty. If you play against tokens, elves, or goblins, this card is useless.
Cards to consider:
Also since Sarkhan has the dragon deal the damage, you can throw a Basilisk Collar or anything else that grants deathtouch on it to prevent attacks by anything that isn't indestructible. Sword of Kaldra would be more effective, but I don't think the mana cost is worth it.
Chandra Ablaze probably isn't very good here. It's really slow at 6 mana. Fauna shaman is amazing, but if you aren't playing vengevines it's also kinda slow. You're currently running 4 brawn/anger/genesis. That's probably too much, and I'm not convinced you even need Brawn. Check out some pauper RG madness lists online. The strategy is far more agressive than your current list gives it credit for. In general if you're spending more than 4 mana on a card it's probably not worth it.
1. If it's good enough to play, it's good enough to play more than one of.
2. Pick a theme and stick to it.
3. A smaller deck draws the cards you want more often
Well actually, those all said kinda the same thing, but it's true. Most magic decks play 4 copies of the majority of their cards (4 being the maximum allowed) and 60 cards total (the minimum deck size). Since you're playing ramp, we'll be fudging those rules a bit. You might have a few 2-off or 3-ofs, but for the most part we want the best cards possible for you to maximize your chances of drawing them.
Instead of posting a complete list, can you post the cards in the deck that you want to build around and a brief description of how you want it to play? Do you want to ramp fast and use your bigger creatures to close out the game? Would you prefer slowing the opponent down and landing a single threat that they can't answer? Do you want your dragons to benefit from each other and build an army? Would you prefer to sit back and then kill the opponent in a single turn? Are the planeswalkers important? The current list has too much going on for me to approach with ideas. There's a number of cards I would cut, but I have no idea what you would want to add.
1 Form of the Dragon
1 Wurmweaver Coil
Instants:
3x Lightning Bolt
1 Branching Bolt
1 Titanic Growth
1 Giant Growth
1 Pulse of Murasa
1 Gift of Strength
1 Naturalize
Sorcery:
1 Explosive Vegetation
1 Seek the Horizon
1 Cultivate
1 Scout the Borders
1 Open the Gates
1 Harmonize
1 Growth Spasm
1 Desert Twister
1 Predatory Rampage
1 Kindle the Carnage
1 Fireball
1 Domri's Ambush
1 Reap the Past
1 Hellkite Hatchling
1 Shockmaw Dragon
1 Rorix Bladewing
1 Volcanic Dragon
1 Shivan Dragon
1 Avaricious Dragon
1 Dragon Whelp
1 Lightning Dragon
1 Furnace Whelp
1 Dragon Whelp
1 Atarka, World Render
1 Shivan Hellkite
1 Ore-Scale Guardian
1 Honored Hierarch
1 Borborygmos
1 Dragonspeaker Shaman
1 Dragonloft Idol
1 Llanowar Tribe
1 Jiang Yanggu, Wildcrafter
1 Sarkhan, the Dragonspeaker
1 Sarkhan the Masterless
1 Domri, Anarch of Bolas
Land:
7 mountain
8 forest
1 Temple of the False God
1 Forgotten Cave
1 Evolving Winds
1 Plaza of Harmony
1 Skarrg, the Rage Pits
2 Gruul Guildgate
2 Gateway Plaza
Also, Void_nothing's statement about the land retaining abilities isn't true in the strictest sense. If something is giving their lands abilities, changing the type will do nothing, but if they are playing duals, changing all of their lands into islands will work just fine. From the comprehensive rules:
305.7. If an effect sets a land’s subtype to one or more of the basic land types, the land no longer has its
old land type. It loses all abilities generated from its rules text, its old land types, and any copy
effects affecting that land, and it gains the appropriate mana ability for each new basic land type.
Note that this doesn’t remove any abilities that were granted to the land by other effects. Setting a
land’s subtype doesn’t add or remove any card types (such as creature) or supertypes (such as basic,
legendary, and snow) the land may have. If a land gains one or more land types in addition to its
own, it keeps its land types and rules text, and it gains the new land types and mana abilities.
Keeps with the Fibonacci theme better than my entry. I love this design.
2. Eventide Sojourner - Tufted Meadowlark
Probably a bit overpowered at 1 mana, but I love that this produces colorless and isn't an elf to address powerlevel.
3. Mirrodin71 - Rector
Neat design, but doesn't handle lands.
1BGU Cannibal Mollusk
Creature - Snail
If a source would deal damage to Cannibal Mollusk for the first time in a turn, regenerate it.
Ignore layer 6c when calculating Cannibal Mollusk's power.
If Cannibal Mollusk's toughness becomes a number in the Fibonacci sequence, its power becomes the previous number in the sequence, else its power is zero. This effect last indefinitely.
1, sacrifice a creature: Put a +0/+1 counter on Cannibal Mollusk, then if Cannibal Mollusk's toughness is a number in the Fibonacci sequence, create X 1/1 Snail tokens where X is it's power.
1/2
Card art would show off the spiral in the mollusk shell.
If you really want creatures, Bloodghast and Chimeric Idol are probably the way to go.
Finally if you have no budget, Liliana of the Veil thrives in this sort of deck.