![]() ![]() Luckily Green and Red and Artifact all have us covered here, except many of the more mana efficient options are sadly Enchantments. If we can pump our 4/4 scaly boi enough, there are myriad ways to draw for his power, though many of the better options require sacrificing him, at which point sufficient density of hastemaker tools become relevant to keep our new instance of him chaining and draining. The next weirdness to note is that many of the green untappers are instant speed, which is cool, but they come with small buffs (and often Reach lol), which might help us enable the draw we so desperately need to feed our untap scheme. There's a strange phenomena wherein many of the red untappers are actually gain control of spells, and more expensive than we would like for that functionality, though the haste granting could be helpful if we have also slammed down Yurlok that turn. Sadly, we're not in the right colors for ] or most counterspells, but things like ] ] ] can all help keep them at bay instead of enabling them to blow you away.Īt this point, I'm struggling to understand the different lines and whether the ramp package should be heavily dork based, rely on rituals, or some hybrid of both. ] is relevant because it lets you cheat in things like ] at which point you are burning them for 9 whenever they tap. My next hunch was to jam as many untap effects as I could, especially Creature or Instant based, to take advantage of ] during my upkeep, but there simply isn't the density of critters to make it reliable, so I began focusing on Instant and Sorcery options. My initial inclination was similar to yours, and thinking to utilize things like Mana Barbs and all the doublers like Mana Flare, but quickly realized they'll use that extra mana to shut us down. I've also been furiously brewing this since it was leaked. ], ], ], ], ], ], ], ].Ĥ) Maybe you want some protection for your commander. It’s all fun and games until another player finds a mana sink. Maybe lands like ] and ].ģ)You have no removal. ![]() I personally would scrap the everyone draw cards and focus on more selfish draw.Ģ)You want to not die to mana burn, so I would run some more mana sinks. This deck will basically let the guy to your left turbo win the game. However, the group hug draw cards give them an out. I think there are some big flaws in the deck.ġ)Your deck’s goal is to give them mana, but not a way spend it so they die to mana burn. ![]()
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