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BMoor's Magic The Gathering Deck Garage
The first thing that jumps out at me is the fact that this deck is four colors-- I ask myself, does it need to be? The deck is green at its heart, with traces of White, Red, and Black. What does each color contribute? White gives you Three Dreams and Auratouched Mage, definite boons in this deck. Red gives you Fencer's Magemark and Honden of Infinite Rage, which help the Enchantment theme. And Black gives you Necromancer's Magemark and Stinkweed Imp, also good choices. So, all four colors are pulling their weight, and the mana base does look solid, so all four colors stay.
Now that we've settled on a
four color deck, I have to
wonder which nephilim
corresponds to these
colors. The answer is
Dune-Brood, a quite powerful
Nephilim that would do fine
in this deck, if you can add
a few copies.
Now, what else can you put a
Magemark on? Well, a good
combo with Beastmaster's
Magemark is Mortipede.
Three Green creatures come
to mind- Silhana Ledgewalker,
Dryad Sophisticate, and
Gatherer of Graces, but you
probably don't want to
include all of them when you
already have your
Enchantresses. And then
there's Feral Animist, who's
value is greatly increased
whenever his power is
increased. Just imagine if
you will, a Feral Animist
with a Wurmweaver Coil
attached, and a Fencer's
Magemark on a creature as
well. The Animist is now a
9/8 with first strike.
Three mana makes him a 18/8,
big enough to take out
practically anything. Three
more mana (you've already
played the Coil; you must
have it) makes it an
engorged 36/8. With first
strike.
But enough theoretical
situations- what do you
actually have room for? A
four color deck needs to
give serious consideration
to its mana base, and the
cards that drove it to be
multicolored in the first
place. Well, I notice you
list 22 "mana sources", but
only 17 are actually lands.
The rest are Signets. Plus
you have Sakura-Tribe Elder,
Civic Wayfinder, and Elves
of Deep Shadow. First of
all, I think the Elves
should be dropped for more
Tribe Elders, they're more
versatile, your opponent
can't deny you mana by
killing them, and they don't
deal damage to you. Next,
your Signets seem all over
the board. Someone once
told me that Signets that
produce Green mana aren't as
good as the others because
Green has so many better
ways of fixing its mana. So
the Signets come out, in
exchange for an additional
copy of each of your
bouncelands. Now you've got
20 lands, seven creatures
that can search for a land,
and two Spectral
Searchlight. As weird as
this may seem, I think the
Spectral Searchlight would
be better as Fellwar Stone,
if you even need artifact
mana. This mana base is
awful tricky. I'd say go
ahead with the Fellwar
Stones to be on the safe
side, and if the mana seems
stable enough, try dropping
them for Mortipede or the
Nephilm and see how that
goes.
That's the trouble with four
and five color decks-- you
need lots of mana fixing,
and then you want the best
cards in each color (because
that's why you're building a
multicolor deck in the first
place), and there's barely
any room for everything you
want. Goodness knows I
always struggle with what to
take out to make room for
all the cards I want to put
in. Hopefully you'll be
able to make the tough
decisions with practice,
determining in your games
what cards you need and what
cards you don't.
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