Hey i'm no noob to edh I have 5 decks in total now all of them very different but this one gives me the most trouble. I'm having trouble making this one powerful because of the fact that im low on cards but please still make reccomendations P.s im new to this forum and dont know how to work everything yet..
You're missing a lot of edh staples, like top and sylvan library. Where are your sol ring and other good artifact acceleration like grim monolith, coalition relic and the like?
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I play Magic and fighting games competitively.
Standard: UW UW Pike
Mtgo Pauper: U Tempo
Mtgo Block: RW Aggro
I'm 14, shout-outs to all other young magic players out there!
Quotes:
Fiend Hunter is not a good answer to a Titan.... red will Shock it.
I don't really see a theme here. Are you just ramping and playing fatties for the win? Because otherwise I don't see the purpose of Garruk Wildspeaker. If you're playing Conscription, it'll be a good idea to put in Sovereigns of Lost Alara.
I'm seeing a ramp idea, but I'm also seeing a tokens theme....you have to decide on which and focus to make it stronger. If you wanna make a voltron style Jenara, I'd suggest using all the 4 swords that are out so far - Swords of Fire // Ice, Light // Shadow, Feast // Famine. O-Naginata works well with Jenara too.
Combo: Academy Ruins + Mindslaver = shouldn't be a problem since you're ramping
I don't see the purpose of the Beacon of Immortality in the deck.
Lastly, why would you need 5 edh decks at once? You could dismantle one and make this better. Frankly put, this list looks pretty random to me.
I agree that this list is really unfocused. I play a similar deck with the purple hippo for political reasons and it basically has one major theme: search for enchantments and beat face with the hippo. Other than that it is all other various tutoring, ramp, draw, removal. Stuff to help me reach my objective and disrupt other players as I do it.
A few of the unfocused cards I would consider cutting:
Beacon - Search for a lifelink enchantment if you need lifegain
Verdant Force - Your general is going to be a beast, win by general damage. Or keep this if you really think you are going to need to win via overrun.
Garruk - See Verdant Force
Fracturing Gust - Counter productive if you are running lots of equipment and artifacts.
Final note. The most important (and most expensive) part of your deck should be the mana base. I will however suggest some cheap options as you are running a lot of basics and not a lot of mana fixing (signets, etc). These are all very cheap (under 2-3$).
wow that those are awesome suggestions def gonna pick up sovereigns fierce adn three dreams but im lookin for a more aura based deck vs equipment sooo sum more things based around that would be awesome
wow that those are awesome suggestions def gonna pick up sovereigns fierce adn three dreams but im lookin for a more aura based deck vs equipment sooo sum more things based around that would be awesome
That's what I ended up doing. I found equipment to be too slow. Since you are going more of the aura route, Nomad Mythmaker seems very good.
- Beacon of Immortality should be cut as lifegain really doesnt do much for EDH. Most games on average will be ended by someone comboing out or loosing to general damage.
- Resurrection should turn into Miraculous Recovery as it is instant speed which is better. the +1/+1 is a somewhat moot point but why not while ur at it.
- I am not a big fan of the Umbras in EDH. If you want to keep one perhaps the one with flash as it can be used in response to a wrath but there are plenty of removed from the game and or sac ways to get through an umbra. I would cut most all of them out.
- Crystal Ball should probably be swapped out for a Sensei's Divining Top and or Sylvan Library. If you have several other decks using cards such as these see if your playgroup would be ok with you proxying some as its unreasonable to buy the 5th+ top. I do this myself in my group then if we hold an official tourney I just move the proxies out of the deck I want to use for it.
- Keep Watch seems narrowly useful against a token style deck. If they are rampant in your playgroup then stick with it. Otherwise a very good card drawing card I usually go with is Fact or Fiction.
- Roil Elemental and Admonition Angel both reward your opponent for killing your creatures. I dislike them both. Try Archon of Justice as it is a creature your opponents wont want to kill and perhaps Blatant Thievery in the place of your Roil elemental.
- Verdant Force is good creature... but you have no other token support in the deck. The tokens will build over time but you have little support for them. I guess I dont have much of a suggestion for this one but it just doesnt really jive very will with your deck
- Pilgrims Eye is sort of a bad fix. Farhaven Elf is a creature that tutors any basic into play. If you are using the Pilgrims Eye as a mana fix in case you dont get green mana, you should change it to a Darksteel Ingot instead as it ramps you as well. A 1/1 flyer can chump block once but I think ramping yourself forward is a better option.
- Finest Hour is an amazing general damage sort of card. You should really run this as it just beats faces in.
- Rafiq of the Many amazing creature. If nothing else he really ramps your general up and forward allowing you to get some fast kills.
- Azorius Signet, Selesnya Signet, and Simic Signet are all great mana fixing ramp cards. I would strongly suggest you pick some of them up as it will help fix you mana early on as well as ramping. They are very cheap to aquire as well.
- Contagion Engine is bad as a wrath considering it is slow and doesnt target everything you might need to target. Try Austere Command if you need another wrath effect. It lets you be selective in how you execute it. The double proliferate part isnt that great as for the same mana you can just put 2 +1/+1 counters on your general.
Wow I just realized I have been working on comments for your deck for over half an hour now... well time to move on. I hope it was useful.
I would try to keep away from running too many auras as generaly speaking auras are 2 for 1s against you. It is bad to loose time and cards in auras. Equipment keeps you from overcommiting on a creature.
The trick to getting the deck tags to work is that you have to put a quantity of every card within the deck tags. If there is no quantity before the card it will assume it is noncard text.
Sorry if I have so much criticism but I am trying to help you out. These are all suggestions but try to see why I am making these suggestions and how it might benefit your deck. You are free to ignore any of my advice you don't like.
1 Adakar Valkyrie
1 kor Spirtdancer
1 Mesa Enchantress
1 Lost Auramancers
1 Clone
1 Seedborn Muse
1 Admonition angel
1 Sovereigns of Lost Alara
1 World Queller
1 Battle Grace Angel
1 Auramancer
1 Akroma, Angel of Wrath
1 Consecrated Sphinx
1 Pilgrims Eye
1 Umbra Mystic
1 Aeon Chronicler
1 Gather Specimens
1 Return to Dust
1 Condemn
1 Resurrection
1 Praetor's Counsel
1 Wrath of God
1 Keep Watch
1 Cultivate
1 Phyrexian Rebirth
1 Wargate
1 Faerie Trickery
1 Counterspell
1 Swords to Plowshares
1 Redirect
1 Wing Shards
1 Retether
1 Three Dreams
1 Jace's Ingenuity
1 Path to exile
1 Revoke Existence
1 Crystal Ball
1 Whispersilk Cloak
1 Garruk Wildspeaker
1 Elspeth, knight-Errant
1 Eel Umbra
1 True Conviction
1 Land Tax
1 Snake Umbra
1 Shield of the Oversoul
1 Pemmin's Aura
1 Asceticism
1 Arrest
1 Bear Umbra
1 Mind Control
1 Eldrazi Conscription
1 Auramancer's Guise
1 Armadillo Cloak
1 Battle Mastery
1 Indestructibility
1 Celestial Mantle
1 Flickerform
1 Sterling Grove
1 Cage of Hands
1 Fool's Demise
1 Sigil of the Empty Throne
x11 Plains
x10 Forest
1 Stirring Wildwood
1 Terramorphic Expanse
1 Coastal Tower
1 Nimbus Maze
1 Saltcrusted Steppe
1 Elfhame Palace
1 Razorverge Thicket
1 Glacial Fortress
Hey i'm no noob to edh I have 5 decks in total now all of them very different but this one gives me the most trouble. I'm having trouble making this one powerful because of the fact that im low on cards but please still make reccomendations P.s im new to this forum and dont know how to work everything yet..
Standard:
UW UW Pike
Mtgo Pauper:
U Tempo
Mtgo Block:
RW Aggro
I'm 14, shout-outs to all other young magic players out there!
Quotes:
I'm seeing a ramp idea, but I'm also seeing a tokens theme....you have to decide on which and focus to make it stronger. If you wanna make a voltron style Jenara, I'd suggest using all the 4 swords that are out so far - Swords of Fire // Ice, Light // Shadow, Feast // Famine. O-Naginata works well with Jenara too.
Combo: Academy Ruins + Mindslaver = shouldn't be a problem since you're ramping
I don't see the purpose of the Beacon of Immortality in the deck.
Lastly, why would you need 5 edh decks at once? You could dismantle one and make this better. Frankly put, this list looks pretty random to me.
Iwamori says "Just Bring It!"
Edric's Spiesssssssss (Snake Tribal) GU
Sliver Overlord (Slivers Galore!!) WUBRG
Ruhan of the Fomori RWU
Seton, Krosan ProtectorG
Intet, The Dreamer (Hive Mind + Scrambleverse anyone?) URG
Karona, False God the Goddess of Tribal - Samurai, P3K Horsemen, 5c MyrsWUBRG
Garza's Family UBR
Sygg, River Guide and his merry merrowmen UB
Sharuum, the Hedgemon Sphinx Tribal
A few of the unfocused cards I would consider cutting:
If you are going to run equipment. Steelshaper's Gift, Stonehewer Giant, and Stoneforge Mystic.
Final note. The most important (and most expensive) part of your deck should be the mana base. I will however suggest some cheap options as you are running a lot of basics and not a lot of mana fixing (signets, etc). These are all very cheap (under 2-3$).
Nimbus Maze
Adarkar Wastes
Brushland
Exotic Orchard
Glacial Fortress
Seaside Citadel
Skycloud Expanse
Sungrass Prairie
Sunpetal Grove
Tolaria West
Treva's Ruins
Vivid Creek
Vivid Grove
Vivid Meadow
Yavimaya Coast
If you can afford original duals, ravnica shock lands, and fetch lands those are even better
That's what I ended up doing. I found equipment to be too slow. Since you are going more of the aura route, Nomad Mythmaker seems very good.
1 Jenara, Asura of War
1 Angelic Arbiter
1 Linvala, Keeper of Silence
1 Terastadon
1 Admonition Angel
1 Verdant Force
1 Roil Elemental
1 Adakar Valkyrie
1 Pilgrim's Eye
1 Auramancer
1 Akroma, Angel of Wrath
1 Consecrated Sphinx
1 Seedborn Muse
1 Pelakka Wurm
1 Clone
1 World Queller
1 Battlegrace Angel
1 Dauntless Escort
1 Quicksilver Dragon
Spells
1 Gather Specimens
1 Return to Dust
1 Condemn
1 Fracturing Gust
1 Resurrection
1 Praetor's Counsel
1 Wrath of God
1 Keep Watch
1 Cultivate
1 Planar Cleansing
1 Phyrexian Rebirth
1 Wargate
1 Cancel
1 Stoic Rebuttal
1 Counterspell
1 Swords to Plowshares
1 Redirect
1 Fabricate
1 Thirst for Knowledge
1 Momentous fall
1 Path to exile
1 Beacon of Immortality
1 Growth Spasm
1 Revoke Existence
1 Coalition Relic
1 Crystal Ball
1 Whispersilk Cloak
1 Bonehoard
1 Contagion Engine
1 Grafted Exoskeleton
1 Darksteel Plate
1 Sword of Body and Mind
Planeswalkers
1 Garruk Wildspeaker
1 Venser, the Sojourner
1 Elspeth, knight-Errant
Enchantments
1 Eel Umbra
1 True Conviction
1 Eldrazi Conscription
1 Land Tax
1 Snake Umbra
1 Sheild of the Oversoul
1 Pemmin's Aura
1 Asceticism
1 Doubling Season
1 Lurking Predators
Lands
9 Island
14 Plains
10 Forest
1 Stirring Wildwood
1 Razorverge Thicket
1 Glacial Fortress
- Beacon of Immortality should be cut as lifegain really doesnt do much for EDH. Most games on average will be ended by someone comboing out or loosing to general damage.
- Resurrection should turn into Miraculous Recovery as it is instant speed which is better. the +1/+1 is a somewhat moot point but why not while ur at it.
- I am not a big fan of the Umbras in EDH. If you want to keep one perhaps the one with flash as it can be used in response to a wrath but there are plenty of removed from the game and or sac ways to get through an umbra. I would cut most all of them out.
- True Conviction is bad as lifegain is a moot point in EDH
- Crystal Ball should probably be swapped out for a Sensei's Divining Top and or Sylvan Library. If you have several other decks using cards such as these see if your playgroup would be ok with you proxying some as its unreasonable to buy the 5th+ top. I do this myself in my group then if we hold an official tourney I just move the proxies out of the deck I want to use for it.
- Keep Watch seems narrowly useful against a token style deck. If they are rampant in your playgroup then stick with it. Otherwise a very good card drawing card I usually go with is Fact or Fiction.
- Growth Spasm is a terrible ramp card for EDH. I would personally swap this out for one of the 2 land ramp cards at 4 mana such as Explosive Vegetation, Skyshroud Claim, or Hunting Wilds. If you like the ramp at 3 mana you could try Kodama's Reach, or Cultivate.
- Auramancer seems like a bit of a dud. I dont see this recursion to be that strong. Try Eternal Witness instead as its just solidly a better card.
- Angelic Arbiter seems very weak for what it costs. I would consider using Eternal Dragon or Yosei, the Morning Star in its spot.
- Roil Elemental and Admonition Angel both reward your opponent for killing your creatures. I dislike them both. Try Archon of Justice as it is a creature your opponents wont want to kill and perhaps Blatant Thievery in the place of your Roil elemental.
- Verdant Force is good creature... but you have no other token support in the deck. The tokens will build over time but you have little support for them. I guess I dont have much of a suggestion for this one but it just doesnt really jive very will with your deck
- Pilgrims Eye is sort of a bad fix. Farhaven Elf is a creature that tutors any basic into play. If you are using the Pilgrims Eye as a mana fix in case you dont get green mana, you should change it to a Darksteel Ingot instead as it ramps you as well. A 1/1 flyer can chump block once but I think ramping yourself forward is a better option.
- Finest Hour is an amazing general damage sort of card. You should really run this as it just beats faces in.
- Rafiq of the Many amazing creature. If nothing else he really ramps your general up and forward allowing you to get some fast kills.
- Azorius Signet, Selesnya Signet, and Simic Signet are all great mana fixing ramp cards. I would strongly suggest you pick some of them up as it will help fix you mana early on as well as ramping. They are very cheap to aquire as well.
- Contagion Engine is bad as a wrath considering it is slow and doesnt target everything you might need to target. Try Austere Command if you need another wrath effect. It lets you be selective in how you execute it. The double proliferate part isnt that great as for the same mana you can just put 2 +1/+1 counters on your general.
- You also have no green creature tutors. Tooth and Nail, Chord of Calling, Summoner's Pact, Primal Command, and Defense of the Heart are some good examples of solid creature tutors.
- Battlegrace Angel back to the lifegain not being that great. How about we try a Sunblast Angel in its place???
Wow I just realized I have been working on comments for your deck for over half an hour now... well time to move on. I hope it was useful.
I would try to keep away from running too many auras as generaly speaking auras are 2 for 1s against you. It is bad to loose time and cards in auras. Equipment keeps you from overcommiting on a creature.
The trick to getting the deck tags to work is that you have to put a quantity of every card within the deck tags. If there is no quantity before the card it will assume it is noncard text.
Sorry if I have so much criticism but I am trying to help you out. These are all suggestions but try to see why I am making these suggestions and how it might benefit your deck. You are free to ignore any of my advice you don't like.
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[Modern] Allies