Land of oddities

Started by Birdbrain, December 11, 2012, 07:29:54 AM

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Birdbrain

What does this deck need? I'd like to improve on the synergies add more, and maybe throw in a combo or two

4 {forest}
2 {mountains}
3 {seaside citadel}
4 {izzet guild gate}
8 {island}

2 {dissipation field}
1 {arcmage ascension}

1 {research/development}
3 {gift of the gargantuan}
3 {rampant growth}
2 {teleportal}
2 {fireball}
2 {sleep}
2 {see beyond}
3 {unsummon}
1 {mind spring}
1 {gelatinous genesis}

1 {Uyo, silent prophet}
1 {sturgmist}
3 {goblin electromancer}
3 {izzet guildmage}
2 {elvish visionary}
1 {djinn of illuminations}
1 {mitoic slime}
1 {braids, conjurer adept}
1 {tarland sky summoner}
1 {cronozoa}

Birdbrain

Tested it out...it only worked once. But it was awesome when it worked. Taking out {gift of the gargantuan} and adding more responses to creatures. Will also lower the mana curve and put in more low cost creatures with a kick. Not sure about {Protozoa} but I will give it a chance. 4 cost 3/3 flying for 4? This deck is in lack of decent creatures. Archmage ascension never saw play. So, I'll wait till it does to make a desicon about it. Ok, now back to my life

Birdbrain

Does anyone have input? I really like this deck and want to use it. I'd like a mix of strange and winning effects that works together

Kaleo42

They lack of input is due to the lack of understanding of what are you are trying to do here, you have 20+ different cards which creates a lack of continuity and reliability. Your cards need to work together. It's like a sports team, yes one player can take the team to victory, but not without the team. This looks like tryout day to me. A bunch of wanna be superstars seeking the limelight.

First off decide how you want to win, then how youre going to make that happen, and then choose cards that will smoothly and reliably make that happen. Only after that can you start making cuts and searching for counter measures to your opponent's actions. If you need help on these steps, either post here or pm me.

Hope that helped.

Birdbrain

I was trying to go for the spell craziness of izzet in a green/blue build. If you look at the deck more closely you'll see that. Guess it wasn't clear enough in the cards I picked

Kaleo42

Ive done a lot of izzet craziness, you'll have to be more specific. Ive done combo victories, silly powerful synergy, recursion and recycling, and copy cat/ destroy their strategy.

Birdbrain

What possibilities do you think there are for green/blue spell craziness? I think Tarland fits the build, but I don't want to do an all token deck. I discovered green has the best control options in creatures. So I can use things like {blightwidow} to slow the game down and slowly pick off creatures, while i set up my win contions. what are green spells and strategies that would be crazy in that kind of mix? What spells in the mix are capable of creating a win condition?

Kaleo42

{U}/{G} unblockable is always fun, works really well with infect.

Green ramp and {fog} + blue mill can be devastating but is shut down by the eldeazi gods.

Turbo fog i find fun but that opinion isnt alwas shared.

Those are the first one that come to mind.

Birdbrain

What about controlling the game with creatures, while playing spells that put +1/+1 counters on creatures and duplicating them (the spells) into oblivion? Or maybe...I'm not familiar enough with the cards anymore...tokens could work. But I'll probably only add a couple token making cards. What are the things green I best at, and what are the things blue is best at. Tell me that, and I can say what I want te deck to do

Kaleo42

Green: mana ramp, big dudes that beat face, power up your dudes, hexproof and regenerate.

Blue: draw, counter, mill, unblockable/ flying, bounce, and tap.

The only way creatures tend to control the field is with frost tapping, damage prevention/ redirection, targeted burn or kill, and recursion of something fierce.

Birdbrain

Quote from: Kaleo42 on December 12, 2012, 08:44:09 PM
Green: mana ramp, big dudes that beat face, power up your dudes, hexproof and regenerate.

Blue: draw, counter, mill, unblockable/ flying, bounce, and tap.

The only way creatures tend to control the field is with frost tapping, damage prevention/ redirection, targeted burn or kill, and recursion of something fierce.
The definition of control decks I've found is slowing the game down. {blightwidow} has slown down games I've used it in. Therefor, you can see why I thought it was a control card.
I suppose maybe green mana ramp with copying, and maybe control abilities from creatures. And playing a flurry of cheap spells from blue. Maybe some with overload. Maybe some pump from green, but i feel the same way about that as I do the tokens. But if it's synergistic with something you suggest... Oh, Weird effects would be nice too

Kaleo42

Control is mostly easily defined as Permission. A good control deck makes your opponent ask "does this resolve" "do i get to keep this creature" "am i allowed to use this ability" "can i draw my card" etc, etc.

I have played control decks that win turn 3 and some others that go to time every round. My turn 3 was a creature based control that used an infinite combo to seal the victory if my creature's abilities and their clones didnt get there on their own.

My time deck was turbo fog where i prevented damage and cleared the field over and over until they ran out of things to do or cards to draw.

Birdbrain

"do I get to attack?" sounds like one
And what would you recommend from what I said I want my deck to do

Kaleo42

Well im not sure of your budget or trade availabilty. I usually think in terms of all cards under $30 since i have access to them if i really want them. As far as basic idea it sounds like play super powerful dudes at instant speed and swing without allowing the opponent to block.

Birdbrain

That's no fun. I'll stick with massive mana ramp to play tons of spells per turn mid/late game