2 {Temple of Malady} 3 {Urza's Power Plant} 3 {Llanowar Wastes} 3 {Urza's Mine} 4 {Urza's Tower} 3 {Swamp}
18 lands
4 {Dark Ritual} 3 {Call the Gatewatch} 2 {Garruk Wildspeaker} 3 {The Chain Veil} 2 {Elspeth, Sun's Champion} 2 {Oath of Gideon} 3 {Gideon Jura} 2 {Oath of Jace} 3 {Liliana Vess} 1 {Ugin, the Spirit Dragon} 2 {Sterling Grove} 2 {Teferi, Temporal Archmage} 4 {Oath of Nissa} 2 {Beseech the Queen} 2 {Jace, Architect of Thought} 1 {Vraska the Unseen} 2 {Summer Bloom} 2 {Kiora, the Crashing Wave}
42 other spells
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I am a super fan of Superfriends. So bare with me.
Tron lands sound bad. I'd highly recommend dropping them and tweaking your mans base into something with {Birds of Paradise} and such as ramp.
You don't want three {The Chain Veil}. I run one and generally prefer {Contagion Engine}. Literally just run {The Chain Veil} because I feel like I should.
I'd ditch {Dark Ritual} in favour of hard ramp like {Farseek} and the previously mentioned {Birds of Paradise}.
I personally only really like {Oath of Nissa}. I'd be skeptical of the others...how are they working out?
I reaaaaally like {Venser, the Sojourner} to reset walkers. That way you can use {Vraska, the Unseen} as hard removal and not lose her, ect. Very good.
Speaking of removal...might need some more. Maybe {Supreme Verdict}, {Wrath of God}, {Damnation}?
Otherwise I feel like 18 lands isn't enough, especially to run {Summer Bloom}.
Love the deck, Superfriends for life. Just some suggestions.