U/G/W Deck 60 cards, 0 sideboard
5 {Forest} 5 {Island} 3 {Simic Guildgate} 1 {Temple Garden} 5 {Plains} 3 {Selesnya Guildgate} 1 {Hallowed Fountain}
23 lands
2 {Silverblade Paladin} 4 {Champion of Lambholt} 3 {Fathom Mage} 2 {Mikaeus, the Lunarch} 2 {Sigarda, Host of Herons} 3 {Angel of Serenity} 4 {Avacyn's Pilgrim} 4 {Loxodon Smiter} 4 {Arbor Elf}
28 creatures
2 {Farseek} 2 {Syncopate} 3 {Cyclonic Rift} 2 {Martial Law}
9 other spells
Sideboard
Notes: This is what I want to play next fnm. And I 'm open to suggestions!!!!
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This looks like you'll never know what you're gunna pull. Move to more 4 of's, and aggro deck needs to have consistent pulls. It is far less about putting in cards that fit certain situations and far more about how you use the 7-8 different cards plus mana in those different situations. Figure out the most universally good cards and take them to 4.
With an aggro deck here's my general rule.
4: I always want it or need it early
3: I cant find a spot for the fourth
2: Dont want it early or more than one at a time
1: I run a tutor of some kind
I'm not sure what to take out to make more four-ofs but here I put in play sets of the mana dorks......
@Kaleo42: Do you really think he's going for an Aggro based approach? This looks much more like a midrange deck to me. Besides, Aggro couldn't function having to run guild gates... :/
Yes I was aiming for a more midranged deck.
(But I did consider making it more aggro by adding {R} instead.)
This is midrange-aggro as is. Same rules apply. I would call it more aggro simply because most of the creatures dont do a whole lot more than turn sideways.
Are there any more cards I should make into play sets?
Updated lemme know what you think!:)