Cut:
sanguine bond, painful quandary, reconaissance, masako the humorless, blind obedience, haunted crossroads, unmake, rest in peace
Those are the worst that I see right off the bat. Keep Sanguine Bond I guess if you really want the Exquisite Blood combo, but in this deck its pretty terrible by itself and you don't have that many tutors. Some of your angel/demon/dragons look underwhelming but I don't have time right now to nitpick those.
Add:
relic of progenitus, whispersilk cloak, chaos warp, ambitions cost, both rakdos creatures, angel of despair, hellkite tyrant, sunforger, sunhome, quicksilver amulet, solemn simulacrum, slayers' stronghold, rogue's passage
Those are easy upgrades.
Props on Purgatory. Never seen that card before, it looks cool.
So right now my edited deck has 100 cards. What do you recommend removing for what you suggest adding? Im thinking maybe cutting the red akroma, but thats just one card, and morph is helpful.
You only have 21 lands?! Also I think guildmage is bad to mana intensive, lland taxis just priceless for you! I also think you should drop a few fatties for more removal and mana rocks
I do have some more lands, those were just the nonbasics. I believe I have 38 land.
I am sorry but I am in a mood of patronizing someone so please bear with me.
Sun Quan is a wonderful commander, however, I believe your deck need serious improvement to do him justice.
First, let's discuss artifacts, why would you want to include Arena of The Ancients in a beat down deck? What about your Arcanis?
Extraplanar Lens is mighty indeed but you should use it with Snow-covered Island ss most people won't have access to your rich mana pool.
Speaking of pool...Why would you want to use Knowledge Pool? Plan B? But you can't tutor for Teferi right?
Staff of Nin!? In a mono blue deck!? Trust me as a fellow blue lover, you have access to abundance of better draw engine.
Now, what about your creatures... Guard Gomazoa is rarely worth it. You should be the one which apply pressure unless you often face a big creature deck with no access to trample (say what!?)
I really like Meloku but I think he rarely worth it unless you have a way to abuse him.
I don't have enough experience regarding your sorceries of choice, however, you list Stolen Identity twice.
Now, if you trust me and exclude those six cards I mentioned earlier, you can add six more lands into your deck and this should fix your deck into a much consistency one.
Thanks for the tips. I actually do have snow-covered islands, forgot to write that in Arena of the Ancients was on "oh ****" card I have had some success with depending on the decks I was playing against. I agree with gomazoa and meloku, definitely removing those, while the arena may be more useful as a sideboard depending on the deck I play.
I would recommend cutting Deathpact Angel. It doesn't really do enough other than being cheated into play, and you have plenty of creatures for that. As for making other cuts, I wish you the best of luck deciding, I couldn't really see anything else to remove. Maybe Earthquake?
Good idea about the angel. Earthquake I found useful for doing good damaget in multiplayer. In single player I usually swap it out for something since then Im usually playing someone with flying (aka Olivia :P)
Rakdos the Defiler is amazing in ANY Kaalia deck. The reason why is because his first effect doesn't trigger when cheated into play by Kaalia, but the Second one does!
Good point, I had him in originally but ended up cutting him. Still need to cut too many
So I am trying to update my Kaalia deck since Gatecrash came out, and while I enjoyed it, I felt that if Kaalia was rendered a non-entity, I did not draw enough mana or had enough low-ish costing creatures to play. Any help trimming this to 100, and any tips would be great!
What I like is that many of the cards have a response for most situations. Especially, against Olivia, I found Balefire Dragon and Angel of Serenity to be great.
A lot of the drop cards double for card advantage, etc.
I wanted to make an exalted deck, but want to have fun. I thought an enchantment and infect-focused deck would be fun, but definitely let me know your thoughts.
Essentially, if Rafiq is not out by turn three or four, I may have to win by infect - thus this deck needs to be quick.
The quick of it is, the goal is to win using general damage with Zur. If zur is ever taken out of the picture, there are other, alternative beaters that can take advantage of exalted, and Bruna can take advantage of Auras as well. totem armor enchants as well as several other protective enchants are in there to protect Zur from any possible attack.
A slew of counter/control cards are in place to help maintain a playable field for me, while generating some card advantage to keep me on my game. Volrath's stronghold will help me recover any wiped exalted crits.
Land control is in there since this deck, with a few exceptions, does not require that much mana to be successful. Thus, controlling lands through mana vortex, shimmer and armageddon should not be too bad.
So right now my edited deck has 100 cards. What do you recommend removing for what you suggest adding? Im thinking maybe cutting the red akroma, but thats just one card, and morph is helpful.
1 Academy Rector
1 Avacyn, Angel of Hope
1 Basal Sliver
1 Belfry Spirit
1 Blood Artist
1 Blood Vassal
1 Butcher of Malakir
1 Darien, King of Kjeldor
1 Deathbringer Liege
1 Devoted Caretaker
1 Elesh Norn, Grand Cenobite
1 Endrek Sahr, Master Breeder
1 Fleshbag Marauder
1 Grave Titan
1 Gravecrawler
1 Karmic Guide
1 Massacre Wurm
1 Mirror Entity
1 Mother of Runes
1 Northern Paladin
1 Reassembling Skeleton
1 Requiem Angel
1 Reveillark
1 Soul Warden
1 Suture Priest
1 Teysa, Orzhov Scion
1 Twilight Drover
1 Vish Kal, Blood Arbiter
1 Army of the Damned
1 Beseech the Queen
1 Crib Swap
1 Demonic Collusion
1 Demonic Tutor
1 Hour of Reckoning
1 March of Souls
1 Martial Coup
1 Mortify
1 Nameless Inversion
1 Phyrexian Rebirth
1 Storm Herd
1 Syphon Flesh
1 Unburial Rites
1 Vampiric Tutor
1 Attrition
1 Black Market
1 Darkest Hour
1 Fanatical Devotion
1 Grave Betrayal
1 Grave Pact
1 Marshal's Anthem
1 Martyr's Bond
1 Mobilization
1 Necromancer's Covenant
1 Phyrexian Reclamation
1 Sacred Mesa
1 Underworld Connections
1 Ashnod's Altar
1 Blasting Station
1 Jade Monolith
1 Orzhov Signet
1 Phyrexian Altar
1 Runed Stalactite
1 Skullclamp
1 Sol Ring
1 Spawning Pit
Planeswalkers
1 Liliana of the Dark Realms
1 Liliana Vess
1 Sorin, Lord of Innistrad
Land
1 Command Tower
1 Emeria, the Sky Ruin
1 Godless Shrine
1 High Market
1 Kjeldoran Outpost
1 Miren, the Moaning Well
1 Orzhov Basilica
1 Phyrexian Tower
14 Plains
13 Swamp
1 Urborg, Tomb of Yawgmoth
1 Vault of the Archangel
1 Volrath's Stronghold
I do have some more lands, those were just the nonbasics. I believe I have 38 land.
Thanks for the tips. I actually do have snow-covered islands, forgot to write that in Arena of the Ancients was on "oh ****" card I have had some success with depending on the decks I was playing against. I agree with gomazoa and meloku, definitely removing those, while the arena may be more useful as a sideboard depending on the deck I play.
Good idea about the angel. Earthquake I found useful for doing good damaget in multiplayer. In single player I usually swap it out for something since then Im usually playing someone with flying (aka Olivia :P)
Thanks!
UPDATE: I havent had time yet to transfer to this site, but if anyone can help that would be great! 10 card need to go!
http://essentialmagic.com/Decks/View.asp?ID=976396
1 Rhys the Redeemed
Tutor
1 Academy Rector
1 Fauna Shaman
1 Chord of Calling
1 Eladamri's Call
1 Enlightened Tutor
1 Tooth and Nail
1 Worldly Tutor
1 Green Sun's Zenith
Token Generation
1 Armada Wurm
Ramp
1 Birds of Paradise
1 Citanul Hierophants
1 Somberwald Sage
1 Yavimaya Elder
1 Tithe
1 Caged Sun
1 Selesnya Signet
1 Sol Ring
1 Oracle of Mul Daya
1 Earthcraft
1 Mana Reflection
Utility
1 Champion of Lambholt
1 Dauntless Escort
1 Eternal Witness
1 Genesis
1 Loxodon Hierarch
1 Seedborn Muse
1 Sun Titan
1 Asceticism
1 Glare of Subdual
1 Mirari's Wake
1 Privileged Position
1 Cotnagion Engine
1 Eldrazi monument
1 Lightning Greaves
1 Mentor of the Meek
1 Skullclamp
1 Harmonize
Token Exploitation
1 Elesh Norn, Grand Cenobite
1 Essence of the Wild
1 Geist-Honored Monk
1 Goldnight Commander
1 Kamahl, Fist of Krosa
1 Mikaeus, the Lunarch
1 Mycoloth
1 Wayfaring Temple
1 Cathars' Crusade
1 Death's Presence
1 Epic Struggle
1 Intangible Virtue
1 Akroma's Memorial
Token Generation
1 Emeria Angel
1 Hero of Bladehold
1 Trostani, Selesnya's Voice
1 Twilight Drover
1 Entreat the Angels
1 Nomads' Assembly
1 Rootborn Defenses
1 Parallel Lives
1 Doubling Season
1 Soul Foundry
1 Squirrel Nest
1 Ant Queen
1 Luminarch Ascension
1 Sacred Mesa
Removal
1 Austere Command
1 Catastrophe
1 Hour of Reckoning
1 Swords to Plowshares
1 Terminus
1 Craterhoof Behemoth
Lands
1 Brushland
1 Dryad Arbor
1 Elfhame Palace
1 Gavony Township
1 Graypelt Refuge
1 Grove of the Guardian
1 High Market
1 Homeward Path
1 Khalni Garden
1 Maze of Ith
1 Oran-Rief, the Vastwood
1 Pendelhaven
1 Razorverge Thicket
9 Snow-Covered Forest
8 Snow-Covered Plains
1 Stirring Wildwood
1 Sunpetal Grove
1 Temple Garden
1 Terramorphic Expanse
1 Tranquil Thicket
1 Windbrisk Heights
1 Wirewood Lodge
1 Wooded Bastion
Planeswalkers
1 Ajani Goldmane
1 Ajani, Caller of the Pride
1 Elspeth Tirel
1 Elspeth, Knight-Errant
1 Garruk Wildspeaker
1 Garruk, Primal Hunter
Good point, I had him in originally but ended up cutting him. Still need to cut too many
Some cards in the list are repeated to show their uses, but not all.
I need to cut this to 100.
1 Sun Quan, Lord of Wu
Misc
1 Blightsteel Colossus
1 Quietus Spike
1 Loxodon Warhammer
Protection
1 Lightning Greaves
Tutor
1 Drift of Phantasms
1 Muddle the Mixture
1 Mystical Tutor
1 Ethereal Usher
Utility
1 Grand Architect
1 Lighthouse Chronologist
1 Fatespinner
1 Dream Halls
1 Pemmin's Aura
1 Mischievous Quanar
1 Spellskite
Control
1 Teferi, Mage of Zhalfir
1 Riptide Entrancer
1 Propaganda
1 Sphinx Ambassador
1 Phyrexian Metamorph
1 bribery
1 treachery
1 Tamiyo, the Moon Sage
1 Memnarch
1 Keiga, the Tide Star
1 Rootwater Thief
1 Soul Seizer
1 Thada Adel, Acquisitor
1 Telemin Performance
1 Sakashima the Impostor
1 Clone
1 Sakashima's Student
1 Stolen Identity
Bounce/Counter/Removal
1 Capsize
1 Glen Elendra Archmage
1 Muddle the MIxture
1 Cephalid Constable
1 Inundate
1 Spin into myth
1 Desertion
1 Cyclonic Rift
1 Oblivion Stone
1 Devastation Tide
1 Hinder
1 Spell Crumple
1 Arcanis the Omnipotent
1 Coastal Piracy
1 Rhystic Study
1 Sturmgeist
1 aeon chronicler
1 Brainstorm
1 Fact or Fiction
1 Surrakar Spellblade
1 Braingeyser
Ramp
1 Extraplanar Lens
1 Sol Ring
1 Thran Dynamo
Land
1 Maze of Ith
1 Remote Isle
1 Halimar Depths
1 Faerie Conclave
1 Buried Ruin
1 Ancient Tomb
1 Lonely Sandbar
1 Academy Ruins
1 Ghost Quarter
1 Ice Floe
1 Strip Mine
1 Reliquary Tower
19 Island
1 Arena of the Ancients
What I like is that many of the cards have a response for most situations. Especially, against Olivia, I found Balefire Dragon and Angel of Serenity to be great.
A lot of the drop cards double for card advantage, etc.
1 Kaalia of the Vast
Angels, Demons, Dragons
1 Adarkar Valkyrie
1 Admonition Angel
1 Akroma, Angel of Wrath
1 Angel of Despair
1 Angel of Serenity
1 Angelic Arbiter
1 Angelic Skirmisher
1 Aurelia, the Warleader
1 Avacyn, Angel of Hope
1 Balefire Dragon
1 Blinding Angel
1 Bloodgift Demon
1 Gisela, Blade of Goldnight
1 Hellkite Tyrant
1 Iona, Shield of Emeria
1 Karmic Guide
1 Linvala, Keeper of Silence
1 Oros, the Avenger
1 Reya Dawnbringer
1 Skithiryx, the Blight Dragon
1 Steel Hellkite
Utility (stuff that accomplishes multiple functions usually)
1 Solemn Simulacrum
1 Boros Charm
1 Brainspoil
1 Insurrection
1 General's Kabuto
1 Lightning Greaves
1 Mimic Vat
1 Quicksilver Amulet
1 Swiftfoot Boots
1 Whispersilk Cloak
1 Demonic Tutor
1 Diabolic Tutor
1 Beseech the Queen
Removal
1 Magus of the Disk
1 Akroma's Vengeance
1 Austere Command
1 Condemn
1 Merciless Eviction
1 Mortify
1 Oblation
1 Return to Dust
1 Swords to Plowshares
1 Wrath of God
1 Aura of Silence
Recursion
1 Beacon of Unrest
1 Cauldron Dance
1 Living Death
1 Miraculous Recovery
1 Patriarch's Bidding
1 Unburial Rites
1 Debtors' Knell
1 Phyrexian Reclamation
Ramp
1 Land Tax
1 Armillary Sphere
1 chromatic lantern
1 coalition relic
1 darksteel ingot
1 Mycosynth Wellspring
1 Sol Ring
1 Ancient Craving
1 Necrologia
Land
1 Barren moor
1 Blood Crypt
1 Boros Garrison
1 City of Brass
1 Clifftop Retreat
1 Dragonskull Summit
1 Evolving Wilds
1 Forgotten Cave
1 Godless Shrine
1 Lavaclaw Reaches
1 Molten Slagheap
4 Mountain
1 Orzhov Basilica
7 Plains
1 Rakdos Carnarium
1 Rogue's Passage
1 Rupture Spire
1 Secluded Steppe
1 Shadowblood Ridge
5 Swamp
1 Tainted Field
1 Tresserhorn Sinks
1 Urborg, Tomb of Yawgmoth
1 Vault of the Archangel
1 Vivid Crag
1 Vorlath's Stronghold
Essentially, if Rafiq is not out by turn three or four, I may have to win by infect - thus this deck needs to be quick.
1 Rafiq of the Many
Exalted
1 Akrasan Squire
1 Aven Squire
1 Battlegrace Angel
1 Dawnray Archer
1 Ethercaste Knight
1 Giltspire Avenger
1 Guardians of Akrasa
1 Knight of Glory
1 Sovereigns of Lost Alara
1 Sigiled Paladin
1 Qasali Pridemage
1 Sublime Archangel
1 Finest Hour
1 Ardent Plea
1 Angelic Benediction
Removal/Counter
1 Austere Command
1 Bant Charm
1 Condemn
1 Path to Exile
1 Spell Crumple
1 Return to Dust
1 Swords to Plowshares
1 Treva's Charm
1 Turn Aside
1 Wrath of God
1 Venser, the Sojourner
1 Pithing Needle
1 Oblivion Ring
1 Aura of Silence
Utility
1 Groundswell
1 Coiling Oracle
1 Eternal Witness
1 Hanna, Ship's Navigator
1 Magus of the Moat
1 Silent Arbiter
1 Invigorate
1 Sun Titan
1 Umbra Mystic
1 Retether
1 Tamiyo, the Moon Sage
1 Swiftfoot Boots
1 Quietus Spike
1 Loxodon Warhammer
1 Lightning Greaves
1 Teferi's Moat
1 Steel of the Godhead
1 Rancor
1 Propaganda
1 Marshal's Anthem
1 Leyline of Anticipation
1 Kismet
1 Hyena Umbra
1 Felidar Umbra
1 Ground Seal
1 False Demise
1 Dream Halls
1 Dovescape
1 Defense of the Heart
1 Daybreak Coronet
1 Concordant Crossroads
1 Bear Umbra
1 Asceticism
1 Arcane Laboratory
1 Angelic Renewal
1 Angelic Destiny
1 Argothian Enchantress
1 Kor Spiritdancer
1 Brainstorm
1 Fact or Fiction
Infect
1 Blighted Agent
1 Phyrexian Hydra
1 Phyrexian Swarmlord
1 Putrefax
1 Spinebiter
1 Viral Drake
1 Viridian Corrupter
1 Triumph of the Hordes
1 Corrupted Conscience
Tutor
1 Academy Rector
1 Drift of Phantasms
1 Trinket Mage
1 Demand (Supply / Demand)
1 Dizzy Spell
1 Green Sun's Zenith
1 Muddle the Mixture
1 Mystical Tutor
1 Wargate
1 Worldly Tutor
1 Sensei's Divining Top
1 Expedition Map
1 Mirri's Guile
Mana Ramp
1 Birds of Paradise
1 Lotus Cobra
1 Noble Hierarch
1 Utopia Tree
1 cultivate
1 Sol Ring
1 Gilded Lotus
Random Beaters
1 Bruna, Light of Alabaster
1 Sigarda, Host of Herons
1 Knotvine Paladin
1 Simic Sky Swallower
1 Troll Ascetic
1 Artful Dodge
1 Aven Mimeomancer
1 Sun Quan, Lord of Wu
1 Distortion Strike
1 Vanishing
1 Spirit Mantle
1 Infiltrator's Magemark
1 Flickerform
1 Diplomatic Immunity
1 Cloak of Mists
A slew of counter/control cards are in place to help maintain a playable field for me, while generating some card advantage to keep me on my game. Volrath's stronghold will help me recover any wiped exalted crits.
Land control is in there since this deck, with a few exceptions, does not require that much mana to be successful. Thus, controlling lands through mana vortex, shimmer and armageddon should not be too bad.
Any thoughts?