Americas Deck
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Americas Deck
artifacts
1 aether spell bomb
2 chrome mox
2 engineered explosive
3 isochron scepter
1 needle
creatures
1 exalted angel
2 firemane angel
4 trinket mage
other
4 remand
4 helix
2 incenerate
3 spell snare
3 thrist of knowledge
4 cryptic command
4 ancestral vision
3 wrath of god
lands
1 ruins
1 ancient den
4 flagstones
4 flooded strands
1 heath
1 great furnance
4 hallow fountain
4 steam vents
3 sacred foundry
sideboard
3 disenchant
2 engineered explosive
2 firemane angel
2 incinerate
3 negate
1 sunbeam spellbomb
2 crypts
1 wrath of god
Now i know it is 65 card and 16 card sideboard help me cut card plz and let me know what you think
1 aether spell bomb
2 chrome mox
2 engineered explosive
3 isochron scepter
1 needle
creatures
1 exalted angel
2 firemane angel
4 trinket mage
other
4 remand
4 helix
2 incenerate
3 spell snare
3 thrist of knowledge
4 cryptic command
4 ancestral vision
3 wrath of god
lands
1 ruins
1 ancient den
4 flagstones
4 flooded strands
1 heath
1 great furnance
4 hallow fountain
4 steam vents
3 sacred foundry
sideboard
3 disenchant
2 engineered explosive
2 firemane angel
2 incinerate
3 negate
1 sunbeam spellbomb
2 crypts
1 wrath of god
Now i know it is 65 card and 16 card sideboard help me cut card plz and let me know what you think
brabsis- Posts : 65
Join date : 2008-01-29
Age : 43
Location : Tulsa
Re: Americas Deck
Here goes.
I'm not sure Aether Spellbomb does enough MD to warrant a slot unless you expect a lot of All-In Red. The cards you'd be putting on Scepter probably aren't game-breaking enough, and pretty much everyone has a bounce spell or aritfact destruction in their SB (and MD Shaman in Elves). I'm not even sure what Needle does in this metagame. Mindslaver was the only thing I could think of, but you can lose just as easily to Sundering Titan or Spell Burst lock against Tron. Because, as you can tell, I'm not that hot on most of the artifacts you'd fetch with Trinket Mage, I decided he wasn't worth it and I'd rather just play a 3rd EE in my blue decks.
Exalted Angel *might* be okay right now, but Firemane Angel is just too slow. Vendilion Clique is a very good creature which helps control a combo deck's hand, helps trade with Nacatls and the like, and can win the game in about 5-6 turns usually. Spellstutter Sprite is the best counterspell you're not playing. See what I'm doing here? The best kill mechanism I can think of would be Swans+Chain of Plasma. In fact, I think you just want to play LSV's Swans deck. I'll post his new list.
Remand is just not good right now. Even the Tron decks don't play it. Remanding 1-mana Elves or Wild Nacatls just isn't helpful, and those decks are too popular right now. Consider Spell Burst, or like I said, Spellstutter Sprite. If you're going to dip into white for Helix you might as well try Mana Tithe. Instead of Incinerate, just play some Firespouts. You're not committing much to the board, and Spout is good at killing Elves and everything in Zoo except Tarmogoyf, which you could mop up with Threads. It's a much better Wrath than WoG is, since it's cheaper and gets around Teeg, and kills basically the same stuff.
You're playing too many Flagstones and duals and not enough fetches. You're currently going to take far too much damage from your shocklands and roll over too easily to Blood Moon effects. One Plains and some Islands would go a long way. There's no reason to play more than 1-2 of each dual. Any fetch would let you find all your colors, but you should probably add Polluted Deltas and basic Islands first since you have Cryptic Command. Maybe a couple of Windswept Heaths if you want a Plains for Mana Tithe. I wouldn't play any Flagstones at all unless I also played some Ghost Quarters, which I don't think I would.
I'm not sure what Disenchant is supposed to do. There aren't really any relevant enchantments I can think of. One green dual would let you splash Ancient Grudge, which would probably be a huge upgrade.
I realize I wrote about a page about why I don't like your deck, but I hope you know it's not a personal attack. I'd like all my Tulsans to succeed or I wouldn't do this.
I'm not sure Aether Spellbomb does enough MD to warrant a slot unless you expect a lot of All-In Red. The cards you'd be putting on Scepter probably aren't game-breaking enough, and pretty much everyone has a bounce spell or aritfact destruction in their SB (and MD Shaman in Elves). I'm not even sure what Needle does in this metagame. Mindslaver was the only thing I could think of, but you can lose just as easily to Sundering Titan or Spell Burst lock against Tron. Because, as you can tell, I'm not that hot on most of the artifacts you'd fetch with Trinket Mage, I decided he wasn't worth it and I'd rather just play a 3rd EE in my blue decks.
Exalted Angel *might* be okay right now, but Firemane Angel is just too slow. Vendilion Clique is a very good creature which helps control a combo deck's hand, helps trade with Nacatls and the like, and can win the game in about 5-6 turns usually. Spellstutter Sprite is the best counterspell you're not playing. See what I'm doing here? The best kill mechanism I can think of would be Swans+Chain of Plasma. In fact, I think you just want to play LSV's Swans deck. I'll post his new list.
Remand is just not good right now. Even the Tron decks don't play it. Remanding 1-mana Elves or Wild Nacatls just isn't helpful, and those decks are too popular right now. Consider Spell Burst, or like I said, Spellstutter Sprite. If you're going to dip into white for Helix you might as well try Mana Tithe. Instead of Incinerate, just play some Firespouts. You're not committing much to the board, and Spout is good at killing Elves and everything in Zoo except Tarmogoyf, which you could mop up with Threads. It's a much better Wrath than WoG is, since it's cheaper and gets around Teeg, and kills basically the same stuff.
You're playing too many Flagstones and duals and not enough fetches. You're currently going to take far too much damage from your shocklands and roll over too easily to Blood Moon effects. One Plains and some Islands would go a long way. There's no reason to play more than 1-2 of each dual. Any fetch would let you find all your colors, but you should probably add Polluted Deltas and basic Islands first since you have Cryptic Command. Maybe a couple of Windswept Heaths if you want a Plains for Mana Tithe. I wouldn't play any Flagstones at all unless I also played some Ghost Quarters, which I don't think I would.
I'm not sure what Disenchant is supposed to do. There aren't really any relevant enchantments I can think of. One green dual would let you splash Ancient Grudge, which would probably be a huge upgrade.
I realize I wrote about a page about why I don't like your deck, but I hope you know it's not a personal attack. I'd like all my Tulsans to succeed or I wouldn't do this.
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