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v0rac10u5’s
Deck Garage
Ever had a deck idea that you refuse to let go of and just kept working on
it hoping you'll get it
right? Well here is my never say die attempt Please Id
appreciate some feedback and advice. Its for Standard
play and didn't do too badly at the local tourney but
can be a lot better... Lands: 22
10 Mountains 10 Plains 2 Vivid Crag
Creatures: 38
4 Dust Elementals 4 Flamekin Harbinger 4 Bright Hearth Banneret 4 Smoke Braider 4 Flamekin Bladewhirl 2 Lightning Serpent 1 Incandescent Soulstoke 1 Mirror Entity 3 Changeling beserker 2 Whispmare 2 Ingot Chewer 4 Mull Drifter 3 Storm Entity
So heres how it plays. First the Harbinger, Banneret and Smoke braider hits the table...Then they get bounced to play the Dust elemental. Simple enough strategy. With some luck I usually have a 6/6 flying fear out by turn 3. My problem is consistency...the mull drifters help to get me card advantage in games that drags on. The Changeling beserkers helps with the searching when championing a Harbinger and the storm entity usually comes into play at least a 4/4 when playing it along with the flamekin after they were bounced.
Please Id really like some advice on getting this deck up to standard.
When I look at your deck, I see it trying to head in two directions at the same time. One is a fast, mono-red deck built around Flamekin Bladewhirl and Storm Entity. The other is slower control deck that abuses Dust Elemental and come-into-play effects. I fixed a mono-red elemental deck two weeks ago, entitled “Firestorm”, so I am going to concentrate on the Dust Elemental theme. If you would prefer the fast, beatdown style, look up the previously mentioned decklist.
The first step in this fix is to remove all of the fast cards that do not fit this strategy. Lightning Serpent, Flamekin Bladewhirl, and Storm Entity all get cut. Wispmare and Ingot Chewer are sideboard cards at best.
The second step is to rebuild the mana base. You had a good start with the vivid lands, but you need to max out on the red and white lands. You also need to pick up a playset of Primal Beyond. It is simply perfect for this deck. I would also recommend adding Terramorphic Expanse and one of each basic land. This new setup will force many of your lands to come into play tapped, which will slow you down. I’ve already cut most of the one-drops, so it may not be a problem. But if speed does become a concern, then you may be forced to drop extra cash for pain lands.
Lastly, we come to the fun part. Flamekin Harbinger, Smokebraider, and Dust Elemental are the core of the ‘combo’ and obviously stay. Sunfire Elemental, Mulldrifter, and Shriekmaw are all of the cards you are hoping to bounce so you can replay their abilities.
(**RULES STUFF: When it comes to Sunfire Elemental, activate its ability and declare targets, then bounce it to your hand with Dust Elemental. You can also put evoke on the stack in the same manner to get a discount on Shriekmaw and Mulldrifter. You can do the same trick with Momentary Blink.**)
Dr. Watson’s Elementals.dec v1.1 24/12/24 4 Flamekin Harbinger 4 Smokebraider 4 Sunfire Elemental 4 Dust Elemental 4 Mulldrifter 4 Shriekmaw
4 Nameless Inversion 4 Momentary Blink 4 Oblivion Ring
4 Primal Beyond 4 Battlefield Forge 4 Vivid Meadow 4 Vivid Crag 4 Terramorphic Expanse 1 Plains 1 Mountain 1 Island 1 Swamp
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