Break down not current but deck list is! When I get time after R2R is released I'll update everything now that I'm on here more again. Thanks!
Mayael is the first EDH I ever made so she'll always have a little piece of me. If you like the basic idea of making people cry with creatures she's your kinda lady!
So in my play group i find this setup to work the best. It can be fast considering how many high mana cost things there are. With this setup i find that i run just enough removal/wrath and i run a decent amount of card draw so that i don't run out of gas. I find mayael online the turn she etb to be very key so that's why i run 4 forms of getting her haste. I am looking into cutting Vorinclex and possibly running Twilight Shepherd for the reason that as soon as vorinclex hits the feild you are public enemy #1 no matter what. Only reason i like the shepherd so much is that if defense pops to get her i can recast it and its one more way around wrath effects that might slow me down more if the creatures are in the yard rather than my hand. Usually gen wave wins the game or tooth and nailing 2-3 turns in a row will do it.
THE BREAK DOWN UTILITY CREATURES
Brooding Saurian-Key for me to keep control of my bit hitters tht may get stollen
Knight of the Reliquary-Early game mana fixer with the posibility of being nice sized, helps with land fall tricks, thins deck so i don't draw land, and retrives any utility land i may need at that time.
Duplicant- great form of removal it's colorless and great with kiki-jiki.
Academy Rector-has two things it does, its a warning to not wrath it you have him out with good board position and if you just got wiped it keeps a blocker that most people don't want you to block with so they leave you alone for a turn or two.
Urabrask the Hidden-again a form of haste and it helps me punch people in the face because casting a blocker isn't going to be an option on your turn.
Kiki-Jiki, Mirror Breaker-everyone knows how good he is duplicant, primetime, avenger, eternal witness, the list goes on and on.
Genesis-usually only use him one out of 5 games to do stuff like a yosei greater good lock or something but is still worth having.
Eternal Witness- def one of my first targets for T&N as i get to cast it again but always brings something good back and it returnable with sun titan
Seedborn Muse-Mayael going of once or twice a turn is def a good thing
Oracle of Mul Daya-great early for ramping, great with crucible and strip mine, great for thinning deck.
BIG GUYS
Ulamog, the Infinite Gyre-good for exo, romoval, and not getting wiped
Pathrazer of Ulamog -hard to block good fro exo and does some removal
Blightsteel Colossus- Hit once for infect leathal. Great with sneak attack
Artisan of Kozilek-nice big guy with when i cast him i get any creature out of my yard and when he attacks he makes my enemy sac
Kozilek, Butcher of Truth-mainly i use him to shuffle my yard back in but casting him is always nice as well as anniahlater
Steel Hellkite-flying plus removal is nice
Bogardan Hellkite-his etb effect is rather usefull 6/6 flying is always nice and if needed instant speed is nice too
Hateflayer-deals 10 when attacking plus avail to block and wither to kill pesky indestructables
Scourge of Kher Ridges-wipes out token decks wipes flyers that may be an issue
Stalking Vengeance-nice against wrath, nice with greater good and haste
Yosei, the Morning Star-great for locking down and timewalking a player with genesis and greater good its def good times
Darksteel Colossus-Beast and good for equipping exo to
Sun Titan-ten targets not including lands like strip mine, tec edge, and fetches
Akroma, Angle of Wrath-great beater
Windbrisk Raptor-good for life gain and a good blocker
Admonition Angle-usually use land fall ability on biggest threat or something like eternal witness so it makes them think twice about killing it
Hydra Omnivor-Good for hitting someone with the defences up by going through a dif player. Also an instant win with exo equipped to him.
Rampaging Baloths-i can make lands fall so seems good more the more creatures the better
Regal Force-draw cards when out with an avenger, baloths, or any other green dudes even at drawing only 3-4 cards this is good. kiki it and draw even more
Woodfall Primus-removal that has persist and kiki is always it's friend as well
Primeval Titan-its prime time no need to explain
Avenger of Zendikar-can really cause a beat down with haste and a primetime, or as mentioned earlier draw cards, do damage it sweep hits and stalking is out
Terastodon-removal this card has been in and out
Spearbreaker Behemoth-great ability
Vorinclex, Voice of Hunger-advantage in mana to the worst degree
Plainswalkers
Garruk, Primal Hunter-for card draw also creatures if needed and if rings are out i can double my draw that seem good.
ENCHANTMENTS
Lurking Predators-great with top also great for filtering and making your opponent think twice about a spell
Defense of the Heart-are your creatures worth me grabbing any two??
Greater Good-card draw and a sac outlet
Survival of the Fittest-tutor up whats needed and bury anger/genesis
Mana Reflection-more mana more problems
Mirari's Wake-dido plus a little boost the my creatures ego
Fires of Yavimaya-haste is very nice to have
Sneak Attack-Cuz early game and late it can do crazy damage
ARTIFACTS
Sensei's Divining Top-always nice to pick what you want also good with lurking, and oracle
Sol Ring-early mana helper
Lightning Greaves-just a great card in almost any deck haste/shroud equipped for 0!
Swift foot boots- slightly worse than greaves
Scroll Rack- helps me get what i need and set up the top of my library for lurking.
Rings of Brighthearth-I'll take mayael for two more colorless please
Quicksilver Amulet- Another way to cheat stuff in
Grafted Exoskeleton-To make one shot kills off sneak attack or indistructable creatures
INSTANTS/SORCERYS
Instants
Brand- Gets my stuff back and cycles if not needed
Return to Dust-its edh there are always great targets for this
Chord of Calling-instant speed creature cheater and it could be cheap depending on how big your army is
Momentous Fall-card draw most often if something is on its way to the yard anyway or to stop it from being rfg
Cultivate/Kodama's Reach-find these are better for me than explosive veg and gives me the posibility of one tapped and one untapped in a single turn
Preator's Counsel-you cast it you should win
Genesis Wave-just a great card when you have the ability to make as much mana as this deck does
Tooth and Nail-great card usually grabbing eternal witness to do it all over again then kiki to do it all over again then you should be in
good shape if you haven't won
Harmonize-3 for 4 isn't bad at all
Austere Command-i feel a must in any deck that can use it
thanks a lot Comments and questions are always welcome!
There are really only 2 things that I want to criticize. Aside from the statement that "Naya isnt a competitive color combination" because thats a whole different issue lol. I do like the Dauntless Escort + Novablast Combo you seem to have going on. Once that goes off, you will be the target until you are dead. Naya is an explosive color combination, dont be afraid to run things that will get taken from you, because you will get them before the blue player does sometimes and when you do you pretty much win. Vorinclex is a locked spot, he shouldnt be going anywhere, you just need a way to get him into your hand quickly if Bribery hits the stack. that's the first thing.
The second, is really 2 things, 2a) lol, run Wild Pair. It is legitimately the most powerful enchantment you can have in your deck, even more than Mana Reflection. When Academy Rector dies, I fetch Wild pair over Mana Reflection. Reason being, Wild Pair makes every single creature you play a tutor spell, so instead of getting double mana with Mana Reflection you have the same mana, but double the card advantage. Just look at your creatures and you can see the similarities in their P/T combinations.
Admonition Angel/Primeval Titan/Sun Titan/ Scourge to Kher Ridges/ Windbrisk Raptor/ Stalking Vengeance (I dont like, but to each his own)
Seedborn/Duplicant (Fetching Duplicant with Seedborn is so hilarious, no one expects it)
Oracle of MulDaya/Knight of the Reliquary/ Kiki-Jiki/ Karmic Guide(I suggest you add)
And the last thing is I beg you to take out Krosan Tuskar. I'm going to be very blunt about this subject but it is one of the most useless >5 cards there is. If you Mayael into him, hes a 6/5 that does legitimately nothing, hes recurrable with Genesis, but thast 3 to bring him back, and 3 to cycle, so for 6 mana you are getting a land to your hand from your deck, that is not enough to validate his spot in a deck. I'd run a Sakura Tribe Elder over him any day, since he can recur with Sun Titan, his ability can be Rings of Brighthearth-ed and hes only 2 mana to drop. plus- he is also a 1/1 which can fetch Fierce Empath, Elvish Piper, and Bloom Tender, all cards I sincerely think you should add. Hope this helps.
Naya decks are a lot less competitive than hard core competitive edh decks. If you were to go to tournaments you wouldn't see many naya decks, Uril is about it.
Wild pair has been in and out of this deck a few times but it seemes I've never really needed it. I like going for mana reflections so I can gen wave tooth and nail and other stuff. Karmic guide has been in too in the past and may find it's way back but lately I haven't missed it as much as I thought I would.
Stalking vengeance has accually been very good for me with cards like greater good momentous fall and any wraths it's worth it's cmc not to mention 5/5 haste isn't too bad.
Krosan tusker has always been great 3 mana to draw a card and get a land seems good even late game with land fall triggers and if mayael hits him it's a may there are many times i pass up on a creature that i feel it isnt the right time for. Still better than missing with a 1/1 late game if I'm in need of a blocker or something.
Oh wow, someone bad mouthing Mayael. This will not stand. Fist off, as a Mayael player, I feel like you're missing the point with Mayael a bit. You're kinda trying to cast her, with creature tutors and what nots, when you should be able to use Mayael as much as possible. Second, really with the crucible package? You have a few fetches, but at the end of the day, once you reach critical mass with the land, it becomes kinda of a dead draw.
Some cards to take out: Knight of the reliquary: You face a million LDs or something?
Anger: You run like 2 sac outlets, and he's a dead card on the field.
Duplicant: You're caring more about having the beaters, stop copying others and miss a important creature drop.
Blue eyes white dra, I mean Novablast dragon: great, screw over your own board the most, see what the other people think?
Sun titan: Let's count how many you can put back on the board with him: Daunting escort, fires of Yavimaya, lands................. Yeah.
Regal force: Not worth it, it's kinda situational with TaN, but you have better targets with it, namely Kiki, P-titan, Avenger of dumb.
Reliquary tower: With your 5 draw spells, I think this is bottom of the totem pole kinda card.
If you want to abuse Mayael, don't do it halfheartedly, cheat with the best tools. Your land package won't help you if a million wrath effects are present, and the blue player is too trigger happy to counter the casting. Know the strength of the general, and play with her. Mayael is very deadly, and if built right, like Shmo40's list, or RikuRider's list, it blows people out of the water late game.
I would know, I'm trying to build this type of deck better too.
I don't feel anyone was bad mouthing Mayael lol but ok. In a competitive format you have to not just count on your general and i think what your trying to say is less tooth and nail, defense of the heart, lurking preditors, gen wave and just stick with mayael? Sorry but not a good call.
Knight is a great mana fixer early game and late game hes a good sized body with an ability that helps landfall trix.
Anger i have never had a problem getting in my yard via survival or discarding to greater good (not sacing) i like having mayael be at instant speed asap also he always hits for 2 if he is on the field as no one wants to kill him.
Novablast has been an allstar with dauntless or spearbreaker it really has draw backs to me.
Duplicant is a must! cant tell you how many times its taken care of crazy crap and with kiki come on man!
funny how your statement about reagle force has t&n and avenger in it cuz that means mass card draw and when i play edh that is always a good thing.
Crucible some do feel is bad, again great mana fixer early game great for land fall late and don't forget i do run strip mine and tec edge.
Sun titan does this as well for me, as well as the 10 other targets not including lands
Relequary tower is one of 5 lands i run that don't give me colored mana and its been in and out but with knight and with prime time i'd rather get it and not discard down to 7 when it comes down to it. I run reagle force, kozilek, greater good, souls majesty, harmonize, and momentous fall most usually put me over 7.
Yes i used to think more targets for mayael the better and less misses with her the better and keep trying and trying to get her to stick but that isn't the answer in a competitive multiplayer group. You have to have as many answers as your opposition has questions if you know what i mean. Yes a lot of times more mana is and answer when this deck hits 14-17 mana it rarely loses and if it does its by one turn and they had one more answer than i did and im ok with that. You can't expect to win every game but you can expect to play well every game and that means make sure you have mana and cards and thats one thing i almost always do have and it gives me an edge usually.
I'm not going to quote everything, because it'll look terrible, so I'll try to break it down paragraph to paragraph. This is what I see when you put these cards in.
1) Missing the point. I'm saying use MORE of TaN, G waves, along side Mayael. It's the best way to play creatures in this deck, by not actually playing the creatures from your hand. With Mayael, it's harder to counter her ability every turn, while from hand is counterable, which is a bad thing.
2)Knight: don't see it. A proper ramp spell could do better. Saccing a land to get another land, hoping you also get crucible out seems narrow minded.
3) Anger: 4 mana bear, you having 3 sac outlets, and an ability that in the web of war,fires of yavimaya, umbrask, and greaves do much better. Cuttable, if you get better haste effects.
4)Novablast: 2 cards to depend on, and you're the creature deck. Even with spearbreaker, you'll spend a lot of mana to keep everyone. Daunting is a one shot, unless you also have sun titan.
5)Duplicant: You have better creature removal with white and red. Cost the same as a steel hellkite, without it being cheated with Mayael, like steel hellkite.
6)regal force: Again, narrow. If you just draw it, you'll be stuck with it mid game. It's a big beater, but you have a small amount of creatures compared to those who abuse the card.
7)Crucible: Whatever, if you like using fetch lands more than ramp, it'll suffice, I guess. Wait a minute... you have like 5 cards that can actually abuse this card. 3 land tutors and 2 LD cards? Oh and knight, which is gonna get smaller the more you use crucible.
8)Sun titan: I see 5 lands that can be fetched back, daunting, knight(no built in sac engine), eternal witness(also no saccing), fires of Yavimaya. Unless you think that someone will blow up you sol ring a greaves forever, it's kinda meh. Also, it dies easy as well.
9)Reliquary tower: Decks mana intensive as hell, and you have 5 cards that draws you cards. If you can get Koz out, cards in hand isn't a problem. Greater goods is a good card draw engine, but it usually means you'll be within winning range anyways, and you should dump the dudes out soon. Souls is kinda... okay, I guess. One shot, and a lot of cards is fine, and you could very well dump cards with it anyways.
10) WHAT? Punctuation is fine, but the shift key is right there. Gimme a second, I'll try to make sense of this.
Okay, you point is that having Mayael stick is a problem, and that mana is the way to win with this deck? Your answers aren't as great as their answers, and that you lose because you are not being explosive enough? Okay, I've got a solution to this.
Don't be more explosive, be more consistent. This deck's greatest strength lies in the fact that you always have a cheating engine, and a lot of bodies to protect your field. Having a million Mayael targets isn't the point, it's having the best targets, along with cards like top and scroll rack to make sure you hit them, that's the best way to run Mayael.
Also, wild pair is good, so find a spot for the thing.
How often do you end up hardcasting the fatties because the general gets killed or tucked? If that's an issue through playtesting, I'd recommend adding some more mana ramp. Skyshroud claim, Explosive vegetation, Keeper of Progenitus, or Mirari's wake would all be good options
Well Wake is already in and ramp hasn't been an issue. I don't hard cast too many that's why I'm always up/down about running wild pair. Skyshroud claim would be the only one above that I would add. It only really cost 2 and can fix mana getting duels but sadly I don't own the two best ones it can get yet :(. Keeper helps others and I don't care for group hugging. Explosive is just ok cuz I'd have to wait a turn for it to do anything.
Mayo is not a competitive general. As soon as you put her down you're fight a 3v1, not good odds. I played her in a tourny and that happened to me not fun and a waste of money.
Every time I see a person playing Mayo they're gonna die. That being said do you have a cream of the crop by any chance? It's a great card with her.
Used to run cream of the crop but not lately. Traded for a couple m12 cards tonight so I'm trying cutting anger and tusker for swift boots and Garruk, Primal Hunter. I would also like to run a maze of ith when I find one.
(Check out my non-basic land ideas too and see if you like any of them, no longer need to worry about plains/forests so you can cut basics and a Reliqary Tower because its not worth the effort)
Cards like Crucible of Worlds isn't doing much for you besides recurrable strip mines. One thing I think is important in competitive play is to minimize 'dead draws' which this can quickly be. You're much better off with something that the deck can actually utilize, such as Quicksilver Amulet to cheat more things into play uncounterable (and more importantly, from your hand -- something your deck is lacking atm)
Also for the same reason Scroll Rack should make an appearance; tucking creatures from your hand for guarenteed mayael/genesis targets is definitely not something to scoff at. Question is what to take out; in my opinion that's either Chord of Calling or Wild Pair. The nice thing about chord is IMO is the ability to get some of your "combo" guys online (Duplicant/Kiki/E-Wit/Seedborn, or Regal after an Avenger), but at the end of the day, the reach you can get from scroll rack will almost match that (especially with all your refuel), and this way you can keep utility in hand and throw fatties back in. It's a worthy trade, IMO. The other option is Wild Pair simply because it requires hardcasts (sort of what you're trying to avoid) to work. But it's power can't be denied. Its effectiveness is really in the lower end of your deck; E-Wit/Academy, Kiki-Jiki/Oracle, Urabrask/Genesis. BUT if you can cast a 10 or a 12 (which is not unlikely with all the doubling you have), you have a HUGE amount of utility creatures that can come out. Yosei, Stalking, Regal/Avenger, and Spearbreaker are all in the 10 group, and Woodfall, Spearbreaker in 12.
As for creatures, here's my input;
Knight of the Reliquary in your deck isn't that great; he can be an okay play, but he isn't there yet. You need some reason he's actually fetching lands, which to me are Gaea's Cradle, Tuck Lands, Contested Cliffs (even though your beast count is low atm, but I'll be suggesting more in a sec), and Maze of Ith, Homeward Path, Oran-Rief, the Vastwood (which you should be running anyway with woodfall and avenger), Riftstone Portal, Sunhome, Fortress of the Legion, maybe Arena. Also the ability to tutor up a Strip Mine to deal with grottos or academys is always great. But he's not going to be cycling through your lands or being pumped or anything like that, so he really is cuttable if slots are needed. Especially because I think Primeval Titan does his job better, and he plays nicer with Wild Pair. Actually, I think i'd even run Scapeshift over Knight.
Baneslayer Angel is kind of lacking. I know a few people run him, but I'd much rather run Windbrisk Raptor first, that is as long as you have a fairly dragon-tame meta.
I personally don't care for Krosan Tusker; theres better excel available Skyshroud Claim for one and the fact that it's a 6 power beast is going to be rarely relevant.
Two cards I really don't care for are Admonition Angel (especially with Knight gone), and Blazing Archon. The reason is, in competitive play, I don't want to set myself up for power turns. It's VERY easy to see things go south with Admon; before a players turn he could kill it and bring back his force that you were not ready for and kill you with, and protection from wrath for other players is the two major things. The only way the angel really shines is if you're in a REALLY tight spot, or if you are going to win that turn because of her. But I hate setup in competitive play because plans change way too quickly and making bad plays around an easily disruptable and sometimes detremental strategy isn't very good. Blazing Archon is in the same boat, you put a target on your head (oh I can't attack you? We'll see about that!) that gives you a false sense of comfort (main phase kill archon swing for 40) all for a 5 power flyer. If something hits the board, I want it to either be utility or be a threat. Cards like Godsire can win games by himself. Blightsteel Colossus can swing for lethal on the turn you play him on any player with all your haste effects. These guys make differences in the game, and if you're going to get a target on you it should be over something that'll let you win.
Sun Titan does almost nothing for the deck; sure e-wit recursion is fun (if you can kill her), but other than that you're bringing back land or your destroyed boots. I'd rather play Paleoloth in the utility slot, this way if your low CC combos get destroyed you have a good recursion engine since most are 4cc. Plus bringing back creatures like Yosei, Avenger, Terastodon, Woodfall, Regal, Stalking, Bogardan, Kozileks ETC if you have the mana is much stronger than bringing back a fetch land. Sun titan suffers from the "good before everyone's board developed" syndrom, and is much better on paper than in a real game. Most of the game you go "meh" over your selection.
Novablast Wurm is bad; you have board wipes if you need a board wipe, why would you play a creature that can't do anything unless he kills all your stuff? The only way I'd even consider playing him is with Spearbreaker Behemoth and Vagrant Plowbeasts around. But even then it goes back to the combo-y business I don't care for. Maybe if you could find a good combo for him with Wild Pair, but to my knowledge there isn't anything fantastic. I'd rather play Vigor who protects my creatures instead, and is almost as big, and swing in for fun. Especially great if he gets instantly thrown in. The nice thing is, unless he gets instant removed during combat (and if you are worried about this just play smart), he really doesn't have a downside unlike Blazing Archon or Adomition Angel.
Also, Brightflame is FANTASTIC if you have a tokens player or a good multicolor creature. Just so happens i said remove one more thing than I suggested, so throw it in
I think it'd be mildly amusing if you added an enchantment tutor or three (Academy Rector, Enlightened Tutor, Idyllic Tutor) and the ran Mossbridge Troll+Mayael's Aria. <_<
The trick is:
Resolve Mayeal.
Resolve Mayeal's Aria
EOT opp before your turn, get Mossbridge Troll on the field.
Upkeep, Tap big stuff to get Mossbridge over twenty.
Win.
Make people either deal with you, or dont make yourself a threat. your deck is diddling around, trying to play both turtle and aggro at the same time, which isnt going to work.
I whole heartedly agree with many of the above suggestions, having to build a semi-comp. Mayael deck for a friend last year.
scroll rack is good however everytime i used it i found myself just moving piles of land could have been bad luck idk. Not that it matters as i traded it recently anyway. Quicksilver was in this deck a long time and yeah it was always great i think i just got board of it though so i took it out. I agree about blazing it tends to back fire a lot and could be cut. Knight i just put in and i've liked an earlier way to get what lands i wanted, he's also delt some decent damage. I think in will go with windbrisk over baneslayer i wanted baneslayer because its cheap to cast and gives me a bit of life but windbrisk is still better. I will play test a couple of the other changes as well and see how i feel thanks.
Stereo: That list is like 90 percent of what I said, so seconded your opinion. However, I'd like to point out a few things.
A.angel is kinda useful, not as a pin point removal for your self, but rather use nit t help others. You see a P.titan? Boom, it's gone. You see a enchantment no-one can deal with, crack a land.
Brightsteel is good, very good in the deck. However, it's also a major griefer card, and can lead to people not wanting to play with you. If they don't want to, use it's little cousin darksteel instead. (It's just a precaution is all)
Scroll rack: GOOD! SO GOOD! Pants changing good. Nothing fits the bill for ol' mayael like it.
The plowbeast is kinda mehish, really. It's the same problem as spearbreaker, but at least spearbreaker has built in evastion. Plowbeast is okay if you have a lot of mana, but lackluster when someone wraths you after your power out turn.
i agree i wouldn't run blightsteel or plowbeast (most wraths you cant regenerate from anyway) i agree with scroll rack and can look for another one to scoop up and try again. i guess worse case you mayael and put a bunch of lands to the bottom of you deck so that would still be good huh
I don't have experience with mayael, but I do have experience with temporary removal effects completely backfiring. Which is fine in normal edh, as its part of the fun, but if you're truely being competitive you're better off avoiding potentially setting yourself up for failure. Id play the multi lightning helix way before adamant angel if I truely cared about my win %.
You're right plow isn't fantastic, in fact cauldron of souls might be even better wipe protection if you run oren. Other good cards that could replace it: furyborn hellkitemagmatic force and if you're ok sacrificing a 5p drop rage reflection viscous shadows [card]where ancients tread[card]
Ok so here are some moves im going to test out thanks to all the feedback i've gotten from you guys. I really like sun titan and with the changes i think knight will stay. I do net one more fatty this way and less spells so gen wave hits more. I like the idea of homeward path i was also looking int the hydra omnivore from commander as well. With cutting some removal i felt i should add akroma's vengance back in just incase i need it.
OUT-> IN
Crucible-> Scroll rack
Krosan grip-> Quicksilver amulet
Condemn -> Deathless angle
Wild pair-> Call of the wild
Swords-> Maze of Ith
Banslayer-> Windbrisk raptor
Beast within-> Akroma's Vengance
Blazing archon-> Vigor
Relequary Tower-> Homeward Path
Thanks for all the help i will update the deck after play testing next week
I don't care for sneak, there is rarely a time when id like a one hit from a major mister, outside of winning. Id rather just [card]overwhelming stampede[card] for a win though.
Well I've been play testing online. Only dif is I don't have the lands online. But with the changes the deck seems worse. It just makes you #1 target out the gate so you are really worse off being too fast. Granted most ppl online play like idiots (kingmaking and quitting) but still.
A) What are you playing online with? Something like cockatrice is free, and a good portion of this forum is on it to play with. I dunno, maybe it's MTGO, so that's why you're buying the cards.
B) If you're drawing too much aggro, would you please form some kind of game plan you have when you're playing the game. Examples would be, how many lands you hold on to opening, what you play at the beginning, middle, and end of the game, and how you choose who to strike first. All these would help in making sure that either this deck might actually be going on the wrong foot, or you kinda just need to adjust to the speed of the deck and relearn the deck a bit.
I know when I formally switched the play style of my Mayael deck, I would be too aggro and kill myself. Now, I don't actually pull off a lot of wins (maybe 15-20 percent tops), but I would do somewhere around 80-100 points of damage to my opponents combined. It shifts a lot when you move a few cards around, and maybe that's a bit of a problem.
Also, listing off some cards you've been disappointed with would be great, to see where it's going wrong.
Mayael is the first EDH I ever made so she'll always have a little piece of me. If you like the basic idea of making people cry with creatures she's your kinda lady!
1 Mayael the Anima
Land 38
1 Windswept Heath
1 Wooded Foothills
1 Gaea's Cradle
1 Tectonic Edge
1 Strip Mine
1 Krosan Verge
1 Temple of the False God
1 Miren, the Moaning Well
1 Mosswart Bridge
1 Command Tower
1 Reflecting Pool
1 Rootbound Crag
1 Sunpetal Grove
1 Wooded Bastion
1 Fire-Lit Thicket
1 Plateau
1 Sacred Foundry
1 Stomping Ground
1 Temple Garden
1 Savannah
1 Taiga
1 Arid Mesa
1 Homeward Path
1 Wasteland
5 Plains
4 Mountain
5 Forest
Utility Creatures 7
1 Wood Elves
1 Knight of the Reliquary
1 Urabrask the Hidden
1 Kiki-Jiki, Mirror Breaker
1 Eternal Witness
1 Seedborn Muse
1 Oracle of Mul Daya
1 Avacyn, Angel of Hope
1 Balefire Dragon
1 Ulamog, the Infinite Gyre
1 Pathrazer of Ulamog
1 Blightsteel Colossus
1 Artisan of Kozilek
1 Kozilek, Butcher of Truth
1 Steel Hellkite
1 Bogardan Hellkite
1 Hateflayer
1 Scourge of Kher Ridges
1 Stalking Vengeance
1 Darksteel Colossus
1 Sun Titan
1 Akroma, Angle of Wrath
1 Hydra Omnivore
1 Gisela, Blade of Goldnight
1 Baneslayer Angel
1 Regal Force
1 Woodfall Primus
1 Primeval Titan
1 Avenger of Zendikar
1 Terastodon
1 Spearbreaker Behemoth
1 Vorinclex, Voice of Hunger
1 Worldspine Wurm
Enchantments 8
1 Exploration
1 Lurking Predators
1 Greater Good
1 Survival of the Fittest
1 Mirari's Wake
1 Fires of Yavimaya
1 Sneak Attack
1 Guild Feud
1 Sensei's Divining Top
1 Sol Ring
1 Lightning Greaves
1 Scroll Rack
1 Rings of Brighthearth
1 Mana Crypt
Instants 6
1 Worldly Tutor
1 Hunter's Insight
1 Brand
1 Return to Dust
1 Chord of Calling
1 Momentous Fall
Sorceries 8
1 Soul's Majesty
1 Skyshroud Claim
1 Natural Order
1 Cultivate
1 Genesis Wave
1 Tooth and Nail
1 Harmonize
1 Austere Command
So in my play group i find this setup to work the best. It can be fast considering how many high mana cost things there are. With this setup i find that i run just enough removal/wrath and i run a decent amount of card draw so that i don't run out of gas. I find mayael online the turn she etb to be very key so that's why i run 4 forms of getting her haste. I am looking into cutting Vorinclex and possibly running Twilight Shepherd for the reason that as soon as vorinclex hits the feild you are public enemy #1 no matter what. Only reason i like the shepherd so much is that if defense pops to get her i can recast it and its one more way around wrath effects that might slow me down more if the creatures are in the yard rather than my hand. Usually gen wave wins the game or tooth and nailing 2-3 turns in a row will do it.
THE BREAK DOWN
UTILITY CREATURES
Brooding Saurian-Key for me to keep control of my bit hitters tht may get stollen
Knight of the Reliquary-Early game mana fixer with the posibility of being nice sized, helps with land fall tricks, thins deck so i don't draw land, and retrives any utility land i may need at that time.
Duplicant- great form of removal it's colorless and great with kiki-jiki.
Academy Rector-has two things it does, its a warning to not wrath it you have him out with good board position and if you just got wiped it keeps a blocker that most people don't want you to block with so they leave you alone for a turn or two.
Urabrask the Hidden-again a form of haste and it helps me punch people in the face because casting a blocker isn't going to be an option on your turn.
Kiki-Jiki, Mirror Breaker-everyone knows how good he is duplicant, primetime, avenger, eternal witness, the list goes on and on.
Genesis-usually only use him one out of 5 games to do stuff like a yosei greater good lock or something but is still worth having.
Eternal Witness- def one of my first targets for T&N as i get to cast it again but always brings something good back and it returnable with sun titan
Seedborn Muse-Mayael going of once or twice a turn is def a good thing
Oracle of Mul Daya-great early for ramping, great with crucible and strip mine, great for thinning deck.
BIG GUYS
Ulamog, the Infinite Gyre-good for exo, romoval, and not getting wiped
Pathrazer of Ulamog -hard to block good fro exo and does some removal
Blightsteel Colossus- Hit once for infect leathal. Great with sneak attack
Artisan of Kozilek-nice big guy with when i cast him i get any creature out of my yard and when he attacks he makes my enemy sac
Kozilek, Butcher of Truth-mainly i use him to shuffle my yard back in but casting him is always nice as well as anniahlater
Steel Hellkite-flying plus removal is nice
Bogardan Hellkite-his etb effect is rather usefull 6/6 flying is always nice and if needed instant speed is nice too
Hateflayer-deals 10 when attacking plus avail to block and wither to kill pesky indestructables
Scourge of Kher Ridges-wipes out token decks wipes flyers that may be an issue
Stalking Vengeance-nice against wrath, nice with greater good and haste
Yosei, the Morning Star-great for locking down and timewalking a player with genesis and greater good its def good times
Darksteel Colossus-Beast and good for equipping exo to
Sun Titan-ten targets not including lands like strip mine, tec edge, and fetches
Akroma, Angle of Wrath-great beater
Windbrisk Raptor-good for life gain and a good blocker
Admonition Angle-usually use land fall ability on biggest threat or something like eternal witness so it makes them think twice about killing it
Hydra Omnivor-Good for hitting someone with the defences up by going through a dif player. Also an instant win with exo equipped to him.
Rampaging Baloths-i can make lands fall so seems good more the more creatures the better
Regal Force-draw cards when out with an avenger, baloths, or any other green dudes even at drawing only 3-4 cards this is good. kiki it and draw even more
Woodfall Primus-removal that has persist and kiki is always it's friend as well
Primeval Titan-its prime time no need to explain
Avenger of Zendikar-can really cause a beat down with haste and a primetime, or as mentioned earlier draw cards, do damage it sweep hits and stalking is out
Terastodon-removal this card has been in and out
Spearbreaker Behemoth-great ability
Vorinclex, Voice of Hunger-advantage in mana to the worst degree
Plainswalkers
Garruk, Primal Hunter-for card draw also creatures if needed and if rings are out i can double my draw that seem good.
ENCHANTMENTS
Lurking Predators-great with top also great for filtering and making your opponent think twice about a spell
Defense of the Heart-are your creatures worth me grabbing any two??
Greater Good-card draw and a sac outlet
Survival of the Fittest-tutor up whats needed and bury anger/genesis
Mana Reflection-more mana more problems
Mirari's Wake-dido plus a little boost the my creatures ego
Fires of Yavimaya-haste is very nice to have
Sneak Attack-Cuz early game and late it can do crazy damage
ARTIFACTS
Sensei's Divining Top-always nice to pick what you want also good with lurking, and oracle
Sol Ring-early mana helper
Lightning Greaves-just a great card in almost any deck haste/shroud equipped for 0!
Swift foot boots- slightly worse than greaves
Scroll Rack- helps me get what i need and set up the top of my library for lurking.
Rings of Brighthearth-I'll take mayael for two more colorless please
Quicksilver Amulet- Another way to cheat stuff in
Grafted Exoskeleton-To make one shot kills off sneak attack or indistructable creatures
INSTANTS/SORCERYS
Instants
Brand- Gets my stuff back and cycles if not needed
Return to Dust-its edh there are always great targets for this
Chord of Calling-instant speed creature cheater and it could be cheap depending on how big your army is
Momentous Fall-card draw most often if something is on its way to the yard anyway or to stop it from being rfg
Cultivate/Kodama's Reach-find these are better for me than explosive veg and gives me the posibility of one tapped and one untapped in a single turn
Preator's Counsel-you cast it you should win
Genesis Wave-just a great card when you have the ability to make as much mana as this deck does
Tooth and Nail-great card usually grabbing eternal witness to do it all over again then kiki to do it all over again then you should be in
good shape if you haven't won
Harmonize-3 for 4 isn't bad at all
Austere Command-i feel a must in any deck that can use it
thanks a lot Comments and questions are always welcome!
The second, is really 2 things, 2a) lol, run Wild Pair. It is legitimately the most powerful enchantment you can have in your deck, even more than Mana Reflection. When Academy Rector dies, I fetch Wild pair over Mana Reflection. Reason being, Wild Pair makes every single creature you play a tutor spell, so instead of getting double mana with Mana Reflection you have the same mana, but double the card advantage. Just look at your creatures and you can see the similarities in their P/T combinations.
Admonition Angel/Primeval Titan/Sun Titan/ Scourge to Kher Ridges/ Windbrisk Raptor/ Stalking Vengeance (I dont like, but to each his own)
Seedborn/Duplicant (Fetching Duplicant with Seedborn is so hilarious, no one expects it)
Oracle of MulDaya/Knight of the Reliquary/ Kiki-Jiki/ Karmic Guide(I suggest you add)
And the last thing is I beg you to take out Krosan Tuskar. I'm going to be very blunt about this subject but it is one of the most useless >5 cards there is. If you Mayael into him, hes a 6/5 that does legitimately nothing, hes recurrable with Genesis, but thast 3 to bring him back, and 3 to cycle, so for 6 mana you are getting a land to your hand from your deck, that is not enough to validate his spot in a deck. I'd run a Sakura Tribe Elder over him any day, since he can recur with Sun Titan, his ability can be Rings of Brighthearth-ed and hes only 2 mana to drop. plus- he is also a 1/1 which can fetch Fierce Empath, Elvish Piper, and Bloom Tender, all cards I sincerely think you should add. Hope this helps.
Wild pair has been in and out of this deck a few times but it seemes I've never really needed it. I like going for mana reflections so I can gen wave tooth and nail and other stuff. Karmic guide has been in too in the past and may find it's way back but lately I haven't missed it as much as I thought I would.
Stalking vengeance has accually been very good for me with cards like greater good momentous fall and any wraths it's worth it's cmc not to mention 5/5 haste isn't too bad.
Krosan tusker has always been great 3 mana to draw a card and get a land seems good even late game with land fall triggers and if mayael hits him it's a may there are many times i pass up on a creature that i feel it isnt the right time for. Still better than missing with a 1/1 late game if I'm in need of a blocker or something.
Some cards to take out: Knight of the reliquary: You face a million LDs or something?
Anger: You run like 2 sac outlets, and he's a dead card on the field.
Duplicant: You're caring more about having the beaters, stop copying others and miss a important creature drop.
Blue eyes white dra, I mean Novablast dragon: great, screw over your own board the most, see what the other people think?
Sun titan: Let's count how many you can put back on the board with him: Daunting escort, fires of Yavimaya, lands................. Yeah.
Regal force: Not worth it, it's kinda situational with TaN, but you have better targets with it, namely Kiki, P-titan, Avenger of dumb.
Reliquary tower: With your 5 draw spells, I think this is bottom of the totem pole kinda card.
If you want to abuse Mayael, don't do it halfheartedly, cheat with the best tools. Your land package won't help you if a million wrath effects are present, and the blue player is too trigger happy to counter the casting. Know the strength of the general, and play with her. Mayael is very deadly, and if built right, like Shmo40's list, or RikuRider's list, it blows people out of the water late game.
I would know, I'm trying to build this type of deck better too.
:symr::symb: I hate your deck(Kaervek the Merciless)
Wait, how do I even hide it as a name title?
Kemba, Kostume
Ka...Oh god that's not a good alliteration.Wait, how do I even hide it as a name title?
Knight is a great mana fixer early game and late game hes a good sized body with an ability that helps landfall trix.
Anger i have never had a problem getting in my yard via survival or discarding to greater good (not sacing) i like having mayael be at instant speed asap also he always hits for 2 if he is on the field as no one wants to kill him.
Novablast has been an allstar with dauntless or spearbreaker it really has draw backs to me.
Duplicant is a must! cant tell you how many times its taken care of crazy crap and with kiki come on man!
funny how your statement about reagle force has t&n and avenger in it cuz that means mass card draw and when i play edh that is always a good thing.
Crucible some do feel is bad, again great mana fixer early game great for land fall late and don't forget i do run strip mine and tec edge.
Sun titan does this as well for me, as well as the 10 other targets not including lands
Relequary tower is one of 5 lands i run that don't give me colored mana and its been in and out but with knight and with prime time i'd rather get it and not discard down to 7 when it comes down to it. I run reagle force, kozilek, greater good, souls majesty, harmonize, and momentous fall most usually put me over 7.
Yes i used to think more targets for mayael the better and less misses with her the better and keep trying and trying to get her to stick but that isn't the answer in a competitive multiplayer group. You have to have as many answers as your opposition has questions if you know what i mean. Yes a lot of times more mana is and answer when this deck hits 14-17 mana it rarely loses and if it does its by one turn and they had one more answer than i did and im ok with that. You can't expect to win every game but you can expect to play well every game and that means make sure you have mana and cards and thats one thing i almost always do have and it gives me an edge usually.
Thanks
1) Missing the point. I'm saying use MORE of TaN, G waves, along side Mayael. It's the best way to play creatures in this deck, by not actually playing the creatures from your hand. With Mayael, it's harder to counter her ability every turn, while from hand is counterable, which is a bad thing.
2)Knight: don't see it. A proper ramp spell could do better. Saccing a land to get another land, hoping you also get crucible out seems narrow minded.
3) Anger: 4 mana bear, you having 3 sac outlets, and an ability that in the web of war,fires of yavimaya, umbrask, and greaves do much better. Cuttable, if you get better haste effects.
4)Novablast: 2 cards to depend on, and you're the creature deck. Even with spearbreaker, you'll spend a lot of mana to keep everyone. Daunting is a one shot, unless you also have sun titan.
5)Duplicant: You have better creature removal with white and red. Cost the same as a steel hellkite, without it being cheated with Mayael, like steel hellkite.
6)regal force: Again, narrow. If you just draw it, you'll be stuck with it mid game. It's a big beater, but you have a small amount of creatures compared to those who abuse the card.
7)Crucible: Whatever, if you like using fetch lands more than ramp, it'll suffice, I guess. Wait a minute... you have like 5 cards that can actually abuse this card. 3 land tutors and 2 LD cards? Oh and knight, which is gonna get smaller the more you use crucible.
8)Sun titan: I see 5 lands that can be fetched back, daunting, knight(no built in sac engine), eternal witness(also no saccing), fires of Yavimaya. Unless you think that someone will blow up you sol ring a greaves forever, it's kinda meh. Also, it dies easy as well.
9)Reliquary tower: Decks mana intensive as hell, and you have 5 cards that draws you cards. If you can get Koz out, cards in hand isn't a problem. Greater goods is a good card draw engine, but it usually means you'll be within winning range anyways, and you should dump the dudes out soon. Souls is kinda... okay, I guess. One shot, and a lot of cards is fine, and you could very well dump cards with it anyways.
10) WHAT? Punctuation is fine, but the shift key is right there. Gimme a second, I'll try to make sense of this.
Okay, you point is that having Mayael stick is a problem, and that mana is the way to win with this deck? Your answers aren't as great as their answers, and that you lose because you are not being explosive enough? Okay, I've got a solution to this.
Don't be more explosive, be more consistent. This deck's greatest strength lies in the fact that you always have a cheating engine, and a lot of bodies to protect your field. Having a million Mayael targets isn't the point, it's having the best targets, along with cards like top and scroll rack to make sure you hit them, that's the best way to run Mayael.
Also, wild pair is good, so find a spot for the thing.
:symr::symb: I hate your deck(Kaervek the Merciless)
Wait, how do I even hide it as a name title?
Kemba, Kostume
Ka...Oh god that's not a good alliteration.Wait, how do I even hide it as a name title?
BG Nath of the Gilt Leaf
Every time I see a person playing Mayo they're gonna die. That being said do you have a cream of the crop by any chance? It's a great card with her.
-Knight of the Reliquary -Crucible of Worlds -Sun Titan +Quicksilver Amulet +Brightflame +Paleoloth
-Baneslayer Angel -Blazing Archon +Windbrisk Raptor +Vigor
-Novablast Wurm -Adominition Angel -Krosan Tusker +Godsire +Blightsteel Colloseus +Vagrant Plowbeasts
(Check out my non-basic land ideas too and see if you like any of them, no longer need to worry about plains/forests so you can cut basics and a Reliqary Tower because its not worth the effort)
Cards like Crucible of Worlds isn't doing much for you besides recurrable strip mines. One thing I think is important in competitive play is to minimize 'dead draws' which this can quickly be. You're much better off with something that the deck can actually utilize, such as Quicksilver Amulet to cheat more things into play uncounterable (and more importantly, from your hand -- something your deck is lacking atm)
Also for the same reason Scroll Rack should make an appearance; tucking creatures from your hand for guarenteed mayael/genesis targets is definitely not something to scoff at. Question is what to take out; in my opinion that's either Chord of Calling or Wild Pair. The nice thing about chord is IMO is the ability to get some of your "combo" guys online (Duplicant/Kiki/E-Wit/Seedborn, or Regal after an Avenger), but at the end of the day, the reach you can get from scroll rack will almost match that (especially with all your refuel), and this way you can keep utility in hand and throw fatties back in. It's a worthy trade, IMO. The other option is Wild Pair simply because it requires hardcasts (sort of what you're trying to avoid) to work. But it's power can't be denied. Its effectiveness is really in the lower end of your deck; E-Wit/Academy, Kiki-Jiki/Oracle, Urabrask/Genesis. BUT if you can cast a 10 or a 12 (which is not unlikely with all the doubling you have), you have a HUGE amount of utility creatures that can come out. Yosei, Stalking, Regal/Avenger, and Spearbreaker are all in the 10 group, and Woodfall, Spearbreaker in 12.
As for creatures, here's my input;
Knight of the Reliquary in your deck isn't that great; he can be an okay play, but he isn't there yet. You need some reason he's actually fetching lands, which to me are Gaea's Cradle, Tuck Lands, Contested Cliffs (even though your beast count is low atm, but I'll be suggesting more in a sec), and Maze of Ith, Homeward Path, Oran-Rief, the Vastwood (which you should be running anyway with woodfall and avenger), Riftstone Portal, Sunhome, Fortress of the Legion, maybe Arena. Also the ability to tutor up a Strip Mine to deal with grottos or academys is always great. But he's not going to be cycling through your lands or being pumped or anything like that, so he really is cuttable if slots are needed. Especially because I think Primeval Titan does his job better, and he plays nicer with Wild Pair. Actually, I think i'd even run Scapeshift over Knight.
Baneslayer Angel is kind of lacking. I know a few people run him, but I'd much rather run Windbrisk Raptor first, that is as long as you have a fairly dragon-tame meta.
I personally don't care for Krosan Tusker; theres better excel available Skyshroud Claim for one and the fact that it's a 6 power beast is going to be rarely relevant.
Two cards I really don't care for are Admonition Angel (especially with Knight gone), and Blazing Archon. The reason is, in competitive play, I don't want to set myself up for power turns. It's VERY easy to see things go south with Admon; before a players turn he could kill it and bring back his force that you were not ready for and kill you with, and protection from wrath for other players is the two major things. The only way the angel really shines is if you're in a REALLY tight spot, or if you are going to win that turn because of her. But I hate setup in competitive play because plans change way too quickly and making bad plays around an easily disruptable and sometimes detremental strategy isn't very good. Blazing Archon is in the same boat, you put a target on your head (oh I can't attack you? We'll see about that!) that gives you a false sense of comfort (main phase kill archon swing for 40) all for a 5 power flyer. If something hits the board, I want it to either be utility or be a threat. Cards like Godsire can win games by himself. Blightsteel Colossus can swing for lethal on the turn you play him on any player with all your haste effects. These guys make differences in the game, and if you're going to get a target on you it should be over something that'll let you win.
Sun Titan does almost nothing for the deck; sure e-wit recursion is fun (if you can kill her), but other than that you're bringing back land or your destroyed boots. I'd rather play Paleoloth in the utility slot, this way if your low CC combos get destroyed you have a good recursion engine since most are 4cc. Plus bringing back creatures like Yosei, Avenger, Terastodon, Woodfall, Regal, Stalking, Bogardan, Kozileks ETC if you have the mana is much stronger than bringing back a fetch land. Sun titan suffers from the "good before everyone's board developed" syndrom, and is much better on paper than in a real game. Most of the game you go "meh" over your selection.
Novablast Wurm is bad; you have board wipes if you need a board wipe, why would you play a creature that can't do anything unless he kills all your stuff? The only way I'd even consider playing him is with Spearbreaker Behemoth and Vagrant Plowbeasts around. But even then it goes back to the combo-y business I don't care for. Maybe if you could find a good combo for him with Wild Pair, but to my knowledge there isn't anything fantastic. I'd rather play Vigor who protects my creatures instead, and is almost as big, and swing in for fun. Especially great if he gets instantly thrown in. The nice thing is, unless he gets instant removed during combat (and if you are worried about this just play smart), he really doesn't have a downside unlike Blazing Archon or Adomition Angel.
Also, Brightflame is FANTASTIC if you have a tokens player or a good multicolor creature. Just so happens i said remove one more thing than I suggested, so throw it in
RG Wort, the Raidmother GR - 1v1
UGW Rafiq of the Many WGU - Multiplayer
BW Ghost Council of Orzhova WB - Multiplayer
The trick is:
Resolve Mayeal.
Resolve Mayeal's Aria
EOT opp before your turn, get Mossbridge Troll on the field.
Upkeep, Tap big stuff to get Mossbridge over twenty.
Win.
Make people either deal with you, or dont make yourself a threat. your deck is diddling around, trying to play both turtle and aggro at the same time, which isnt going to work.
I whole heartedly agree with many of the above suggestions, having to build a semi-comp. Mayael deck for a friend last year.
EDH:
UBGMimeoplasm (Reanimator Control)
WGBURProgenitus (Dream Halls//Good Stuff)
RNorin, the Wary (Metaddited Gaka List)
Thanks to Heroes of the Plane Studios!
A.angel is kinda useful, not as a pin point removal for your self, but rather use nit t help others. You see a P.titan? Boom, it's gone. You see a enchantment no-one can deal with, crack a land.
Brightsteel is good, very good in the deck. However, it's also a major griefer card, and can lead to people not wanting to play with you. If they don't want to, use it's little cousin darksteel instead. (It's just a precaution is all)
Scroll rack: GOOD! SO GOOD! Pants changing good. Nothing fits the bill for ol' mayael like it.
The plowbeast is kinda mehish, really. It's the same problem as spearbreaker, but at least spearbreaker has built in evastion. Plowbeast is okay if you have a lot of mana, but lackluster when someone wraths you after your power out turn.
:symr::symb: I hate your deck(Kaervek the Merciless)
Wait, how do I even hide it as a name title?
Kemba, Kostume
Ka...Oh god that's not a good alliteration.Wait, how do I even hide it as a name title?
You're right plow isn't fantastic, in fact cauldron of souls might be even better wipe protection if you run oren. Other good cards that could replace it: furyborn hellkite magmatic force and if you're ok sacrificing a 5p drop rage reflection viscous shadows [card]where ancients tread[card]
RG Wort, the Raidmother GR - 1v1
UGW Rafiq of the Many WGU - Multiplayer
BW Ghost Council of Orzhova WB - Multiplayer
OUT-> IN
Crucible-> Scroll rack
Krosan grip-> Quicksilver amulet
Condemn -> Deathless angle
Wild pair-> Call of the wild
Swords-> Maze of Ith
Banslayer-> Windbrisk raptor
Beast within-> Akroma's Vengance
Blazing archon-> Vigor
Relequary Tower-> Homeward Path
Thanks for all the help i will update the deck after play testing next week
Greater Good?
Pay R, sneak creature into play, it has haste and beats face, sac it draw tons of cards.
Add Stalking Vengeance/Warstorm Surge for massive damage.
BG Nath of the Gilt Leaf
RG Wort, the Raidmother GR - 1v1
UGW Rafiq of the Many WGU - Multiplayer
BW Ghost Council of Orzhova WB - Multiplayer
A) What are you playing online with? Something like cockatrice is free, and a good portion of this forum is on it to play with. I dunno, maybe it's MTGO, so that's why you're buying the cards.
B) If you're drawing too much aggro, would you please form some kind of game plan you have when you're playing the game. Examples would be, how many lands you hold on to opening, what you play at the beginning, middle, and end of the game, and how you choose who to strike first. All these would help in making sure that either this deck might actually be going on the wrong foot, or you kinda just need to adjust to the speed of the deck and relearn the deck a bit.
I know when I formally switched the play style of my Mayael deck, I would be too aggro and kill myself. Now, I don't actually pull off a lot of wins (maybe 15-20 percent tops), but I would do somewhere around 80-100 points of damage to my opponents combined. It shifts a lot when you move a few cards around, and maybe that's a bit of a problem.
Also, listing off some cards you've been disappointed with would be great, to see where it's going wrong.
:symr::symb: I hate your deck(Kaervek the Merciless)
Wait, how do I even hide it as a name title?
Kemba, Kostume
Ka...Oh god that's not a good alliteration.Wait, how do I even hide it as a name title?