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BMoor's Magic The
Gathering
Deck Garage
Well,
this
deck
looks
pretty
good as
is. You
have
plenty
of solid
creatures,
a good
healthy
amount
of
removal,
and a
decent
mana
base.
You have
a
strategy
in mind
and all
of your
cards
are
geared
towards
that
strategy.
These
are the
principles
on which
good
decks
are
built.
Having
said
that,
there
are a
few
questionable
card
choices
in
here.
I'll
smooth
all that
out, and
speed
the deck
up so
you can
get your
beatdown
on
faster.
First,
the one
card
that
jumps
out at
me and
yells,
"I
shouldn't
be
here.",
which
coincidentally
is a
creature
who
looks
like
he'd do
a lot of
jumping
out and
yelling
at
people.
Goblin
Fire
Fiend.
This
creature
is just
plain
bad. It
shouldn't
be
played
unless
you have
no other
options,
and I
assume
you do.
Next on
the
chopping
block is
Loxodon
Gatekeeper.
This
deck
wants to
be the
beatdown,
and
Gatekeeper
is best
utilized
in a
control
deck.
You
don't
want your
lands
coming
into
play
tapped,
even if
it means
your
opponents'
lands do
too.
So what
to
replace
them
with? I
recommend
2
Boros
Guildmage
and 2
Wojek
Embermage.
Boros
Guildmage
is a
fine 2/2
for two
mana
that
doesn't
care
what
color
mana you
spend
for her,
and her
abilities
are
fairly
useful
as
well.
Wojek
Embermage
is great
reusable
removal,
even if
he may
take out
a Goblin
once in
a
while.
He can
also do
nasty
things
to
combat
math,
where he
essentially
represents
a
potential
+1/+0 to
a good
percentage
of your
team.
And
since
both of
these
creatures
aren't
as
dependant
on a
certain
color of
mana as
the
creatures
they
replaced,
plus the
Guildmage
being
two less
mana
than
either
the Fire
Fiend or
the
Gatekeeper,
this
should
speed
you up a
bit.
Speaking
of
speeding
you up a
bit,
there
may yet
be a few
more
ways of
accelerating
this
deck.
First,
I'd
recommend
dropping
Sunhome,
Fortress
of the
Legion
to one
copy.
Double
strike
is
great,
but this
card
counts
as a
spell as
much as
a land
half the
time.
Add in
two more
Boros
Garrison,
or
perhaps
just
another
Mountain
and
Plains
if
that's
too many
bouncelands
for you.
Also,
I'd like
to see
you add
in a few
copies
of
Carom.
It's a
neat
surprise
that can
save
your
creature
and
destroy
another,
it's
cheap to
cast and
can be
fetched
with
Sunforger,
and it
draws
you a
card.
But what
would it
replace?
I want
to say
Brightflame,
but
Brightflame
is a
great
card, if
an
expensive
one.
Making
it Carom
would
make the
deck
faster
at the
expense
of less
raw
power.
I'll
leave
the
decision
up to
you,
since
it's
your
deck,
but it's
something
to think
about.
I also
wish I
knew
offhand
whether,
if you
use
Sunforger's
ability
to play
Fiery
Conclusion,
if you
have to
sacrifice
a
creature
or if
the
Sunforger
takes
care of
that for
you.
Something
to look
into,
because
if you
don't
have to
sacrifice,
Fiery
Conclusion
would be
excellent
in this
deck.
Better
than
Carom,
probably.
That
should
just
about do
it. As
I said,
this
deck was
pretty
good
before I
ever
laid
eyes on
it. I
have no
doubt
that
this
will do
fine for
you.
Best of
luck!
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