4 {Stomping Ground} 6 {Mountain} 11 {Forest}
21 lands
3 {Axebane Guardian} 1 {Wall of Wood} 1 {Wall of Wood} 1 {Wall of Wood} 2 {Overgrown Battlement} 3 {Grave Bramble} 2 {Gatecreeper Vine} 3 {Wall of Torches}
16 creatures
3 {Fireball} 2 {Street Spasm} 4 {Commune with Nature} 3 {Mizzium Mortars} 3 {Lightning Bolt} 4 {Rampant Growth} 3 {Fog} 3 {Slime Molding}
25 other spells
Sideboard
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This is a defender deck I'm working on. I have everything on this list except the lightning bolts and stomping grounds. Any suggestions anyone?
Edit: crud. I wanted this to go to modern
{Wall of Roots} instead of {Wall of Torches} for more ramp and a little less fragile creature
Quote from: Zalast on March 12, 2013, 01:46:23 PM
{Wall of Roots} instead of {Wall of Torches} for more ramp and a little less fragile creature
thanks. Although is this modern?
Edit: and I put wall of torches in there as a removal/stall card
Quote from: Birdbrain on March 12, 2013, 02:00:53 PM
Quote from: Zalast on March 12, 2013, 01:46:23 PM
{Wall of Roots} instead of {Wall of Torches} for more ramp and a little less fragile creature
thanks. Although is this modern?
Edit: and I put wall of torches in there as a removal/stall card
{Wall of Roots} is modern because it was a timeshifted. While torch is a removal creature it still if fragle to 1 damage removal or to {Tragic Slip} even without morbid
Quote from: Zalast on March 12, 2013, 08:28:08 PM
Quote from: Birdbrain on March 12, 2013, 02:00:53 PM
Quote from: Zalast on March 12, 2013, 01:46:23 PM
{Wall of Roots} instead of {Wall of Torches} for more ramp and a little less fragile creature
thanks. Although is this modern?
Edit: and I put wall of torches in there as a removal/stall card
{Wall of Roots} is modern because it was a timeshifted. While torch is a removal creature it still if fragle to 1 damage removal or to {Tragic Slip} even without morbid
ill look into wall of roots than
How can I make this deck fun to play against. I played a wall game with it, and it looks like someone quit in the middle of it
{gate keeper vine} was what won me the game, because it gave me a defense against {purge the profane}
I'll suggest you have a playset of {Gravity Well} or stuff with reach/flying.
Also if you splash blue for {Galvanic Alchemist} (to make the infinite mana combo) you can also pull in some great blue walls/defenders
Quote from: Wally on March 14, 2013, 01:56:05 AM
I'll suggest you have a playset of {Gravity Well} or stuff with reach/flying.
Also if you splash blue for {Galvanic Alchemist} (to make the infinite mana combo) you can also pull in some great blue walls/defenders
...wow. Neat combo...infinite damage with only 3 other defenders besides {axe bane guardiun}
Although. That might make the deck less fun to play against. People wouldn't want to play me.
I guess this is a Timmy/spike deck. I'm going to make a deck of each combination of two player types
Are there any cards were you pay a small amount to unatp an artifact?
{Umbral Mantle} for creatures, {Voltaic Key} for non, {Unwinding Clock} for their turn. Are you trying to untap creatures or artifacts? Or untap creatures with an artifact?
Quote from: InfinitiveDivinity on March 14, 2013, 05:45:22 PM
{Umbral Mantle} for creatures, {Voltaic Key} for non, {Unwinding Clock} for their turn. Are you trying to untap creatures or artifacts? Or untap creatures with an artifact?
{isocron septor} + {battle hym}+ 1 more creature than the cost to untap the artifact
Edit: I'm trying to create an infinite combo
My standard defender deck has {Cackling Counterpart}, and thats won me a few games. My desing for a modern defender deck has {Freed from the Real}. I would add some more 1 drop defenders, like {Oona's Gatewarden}. In my expirence, people will fight tooth and nail in modern to win, so i dont think you should mind having some combos. My modern deck i never made was about:
Turn 1:land, 1 drop defender
Turn 2:land, {Overgrown Battlement}
Turn 3:land, tap the battlements for 2 manna, tap a land for 1 more: {Axebane Guardian}, tap a land, (1 land untapped) cast {Crimson Wisps} on axebane, tap axebane for 3 to cast {Freed from the Real} on him, use the last land to untap axebane guardian, then bam, infinent mana.
BUT that takes alot of cards to pull off, so i never made it. I hope it gives you some ideas.
Also, {Devil's Play} is an amazing fireball efect because even if you dont kill em' with the first cast, you will proly have enough mana to flash it back for lethal.
{Ludevic's Test Subject} is nice because he is a defender for {axebro guardian} untill you feel like swinging with a 13/13 trampler.
Cool cards and strategies. Though I want to stick with {G}{R} just because I want an agressive defender deck
Would {djinn of illuminations} go well in here? Add 7 {R} to your mana pool. Than copy {lightning bolt} 7 times directly at the opponent?
And what about adding {searing spear} as well? I know {lightning bolt} is better, but with both you get a maximum of 8 low cost 3 damage burn spells. So paying extra for more options might not be such a bad idea
{Doorkeeper} if you go blue, just to keep then sweating and focused? Also alternate condition if you have enough defenders?