Deck
64 cards, 0 sideboard
1 Gavony Township
10 Plains
1 Sunpetal Grove
10 Forest
22 lands
1 Immerwolf
1 Maul Splicer
1 Huntmaster of the Fells
1 Phyrexian Hulk
1 Rhox
1 Blade Splicer
2 Sensor Splicer
2 Vital Splicer
2 Wandering Wolf
1 Palladium Myr
1 Suture Priest
1 Diregraf Escort
1 Rot Wolf
1 Skinshifter
1 Rusted Sentinel
1 Druid's Familiar
1 Stone Golem
3 Master Splicer
1 Golem Artisan
1 Borderland Ranger
1 Carnage Wurm
1 Death-Hood Cobra
1 Gravetiller Wurm
1 Sacred Wolf
1 Howlgeist
30 creatures
1 Giant Growth
1 Titanic Growth
1 Conversion Chamber
1 Fog Patch
1 Adventuring Gear
1 Bountiful Harvest
1 Mighty Leap
1 Elixir of Immortality
1 Giant Growth
1 Joint Assault
1 Monstrous Growth
1 War Report
12 other spells
Sideboard
Created with iMtG
I was wondering what I should take out of my deck since I have 64 and if this deck is a good build or not.
I can move this to the appropriate section. Standard or Causal?
Yes you can sorry about that
Bring it down to 60 cards and more lands. Also when you're building your deck just click on gathering at the bottom of your deck list and it posts the deck automatically
Okay thank you, I didn't know that
These are the basic concepts i explain to people when their building some of theirbfirst decks and it tend to help.
1: how do you want to win? Direct damage, mill, overwhelming numbers, hard to deal with big creatures, combo, or stall until you get a good window to attak in.
2: what colors will help you achieve or support your goal.
3: what cards do you always want to see (3 and 4 of's) what cards do you only want later in thr game or have narrow usuability (1-3 of's).
4: how long do you want the game to be (18-24 land for short games and 24-27 land for long games).
5: double check the cards you put in all help you reach your goal and are not only useful sometimes (witchbane orb for example should not be main deck)
6: mana. What colors do you need and when do you need them. If you run a lot of draw card spells youll want more blue even if your deck isnt mostly blue and same goes for green and ramp spells. Think about what you want to play early and how likely youll need each color early the. You can draw or ramp into your other colors later. Finally do you need any effect lands or thinning (evolving wilds makes it less likely to draw land and gets you te right color).
7: how easy is this idea to stop and what do you do if tey stop it. Counter spells answer with cavern, wrath answer with dude replacement or regeneration, etc.