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BMoor's Magic The Gathering Deck Garage
CARDS SORTED BY TYPE
The deck looks alright for
starters, but I’ll see if I
can’t shore it up a little
and make it more focused.
I’ll also try to speed it
up, since you mention that
the deck is too slow for
duels.
Now, when it comes to
speeding up a deck, there
are three good ways to do
it. The first is to
increase the amount of cards
it can draw, so you need
less turns to get the cards
you need. The second is to
increase the amount of mana
it can produce and the speed
at which it can produce it,
so you can play out your big
threats sooner. The third
is to use cards that cost
less mana, or in multicolor
decks, don’t need as much of
a specific type of mana, so
you’re less likely to have
cards stuck in your hand and
more able to put pressure on
your opponent early.
As far as drawing cards
goes, that’s usually Blue’s
territory. Red is terrible
at it. Green has a few
creatures that cantrip, but
none of them look right for
your deck. Black can
usually get stuff out of the
library fairly well. And
for reanimator decks,
there’s one great option in
Moonlight Bargain. It does
cost five mana, plus 2 life
for each card you want to
keep, but it would help your
deck since it can put cards
in the graveyard. It’s
especially good if you can
put Borborygmos into your
graveyard and Vigor Mortis
into your hand.
Then there’s accelerating
mana, which you’ve already
got plenty of in Wild
Cantor, Sakura-Tribe Elder,
Civic Wayfinder, the
Signets, and Farseek.
Frankly, Signets for
green-aligned guilds aren’t
as good as other Signets
simply because Green has so
many other ways to
accelerate mana. Wild
Cantor gives you a mana
while the others give you a
land that you can use over
and over. And Farseek can’t
get Forests or be Vigor
Mortised. So my advice
would be to switch the
Cantors and Farseek to three
more Tribe Elders, and
replace the Signets with two
more Wayfinders. The Tribe
Elder especially is great
with a Debtors’ Knell, since
you can sacrifice it every
turn and keep bringing it
back if need be.
Now, to settle out the
colored mana requirements.
Right now one of the biggest
problems I see is Scab-Clan
Mauler; it’s at its best
when you play it early and
get the Bloodthirst bonus.
But RG is a tricky casting
cost to guarantee in a deck
with three colors, and
dealing damage first
complicates matters. I’d
say replace the two Maulers
with two more Golgari
Guildmages; they’re much
easier to play, are more
useful later in the game,
help with your recursion
theme, and they’re never
1/1. The other tricky
casting cost I see is that
of Rumbling Slum. Yes, it’s
a good creature, and if you
really get a lot of mileage
out of it, that’s fine, but
just try replacing it with
Giant Solifuge and see if
that doesn’t work any
better. Skarrgan Skybreaker
also is a bit tricky with
that 4RRG mana cost, and
even though it’s completely
worth it if you can get it
with Bloodthirst, I’d keep
an eye out for a better
option if I were you. Gleancrawler
comes to mind.
One last thing is your
noncreature spells: they
seem to be sort of...all
over the map. I’d love to
see the Death Denied become
another Vigor Mortis, and
the Volcanic Hammer become
another Putrefy. The
Leyline of Lightning isn’t
really essential, and would
probably be better off as
another Debtors’ Knell, but
it is useful nonetheless.
And you don’t have any way
of dealing with opposing
enchantments. Definitely
try to find room for at
least three of either
Naturalize or Sundering
Vitae. As for what to drop,
well, Savage twister is
good, but I don’t think you
need three copies,
especially with so many
smaller creatures. And
Gruul Guildmage isn’t nearly
as good as Golgari Guildmage.
I’ll let you make the final
decision, though; after all,
it’s your deck.
Once Dissension is released
this summer, the Red/Black
Rakdos guild should provide
a whole new arsenal as
well. And if you’re willing
to use older cards, the
colors you picked match
those of Darigaaz the
Igniter and all the cards
with Darigaaz in their name
(especially the Caldera).
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