27-Jan-2014 20:42
(Last edited: 27-Jan-2014 21:32)
1
Hey everybody, several of my friends (who are pretty deep into the MTG scene) have dragged me into this game, and have given me some tips on a first deck. However, I'd love to get some extra opinions. The decklist is here: http://deckbox.org/sets/590327
Since I'm new here, I'm just going to copy the suggested additional questions from the stickied post.
1) What level of play is this expecting to see? Are you going to play casually just for fun or are you taking it to competitive FNMs? Are your FNMs full of top level players rocking tier 1 decks, or is it more of a bunch of home brews?
I'm planning on attending local KC FNMs with this deck. I went to one with a friend's deck and it seemed like people knew what they were doing, but of course my ability to judge this is fairly non-existent right now.
2) Do you have a format restriction/preference?
Standard, please.
3) What are the win conditions of the deck? Or, in other words, how do you envision the deck winning games?
In the midgame, this deck can win by powering out a lot of scary 5/5 tramplers backed up by a couple of smaller 3/3 centaur tokens and other creatures (possibly equipped with Unflinching Courage to gain trample as well). In the later game, populating Grove of the Guardian's 8/8 vigilance token, or flooding the board to powerup the Wayfaring Temples is the way to go.
4) If you were to imagine an ideal 4-5 turns, how do you envision them playing out?
Turn 1: Shock a Temple Garden, Elvish Mystic
Turn 2: Forest, tap Elvish Mystic for Wayfaring Temple
Turn 3: Plains, tap Elvish Mystic for Advent of the Wurm
Turn 4: Forest/Plains, tap Elvish Mystic, use Call of the Conclave and equip an Unflinching Courage to Wayfaring Temple. Swing in with a 5/5 trampling wurm and a 6/6 trampling temple that will populate the wurm if combat damage is given. Follow up with Trostani, Armada Wurm, Growing Ranks, etc.
5) What sort of budget do you have for improving the deck? It's easy to suggest that you add $400 worth of cards, but if you're only looking to spend $20 to make improvements then suggesting 4x Snapcaster Mage isn't useful information.
I'm a college kid. I have some money, but would prefer not to spend a lot of it. I spent about $90 on the deck and sleeves/deckboxes, so I'd prefer not to spend more than $50 now, but if you have higher-cost suggestions (Voice of Resurgence is something I'm looking at) throw them out and I might get around to them eventually.
Stuff I've been thinking about:
The 4-drop slot is very crowded with Advent of the Wurm, Growing Ranks, Trostani and Heliod. When I am goldfishing this (is that the correct usage of that term?) sometimes my hand feels logjammed around turn 4/5 with a bunch of these. In particular, Heliod is a great card but sometimes seems superfluous.
I feel like Voice of Resurgence would be good here when I can afford it, over what?
I'm planning on adding some Mistcutter Hydras to the sideboard to help against blue, possibly Skylasher as well. I have no experience with making deck modifications after a game 1. In general against a mono-blue/some sort of blue control deck, what would I want to take out to put these in? Also, how many?
Do you think that Collective Blessing or Primeval Bounty would be more effective 6 drops than Armada Wurm?
Thanks!
Since I'm new here, I'm just going to copy the suggested additional questions from the stickied post.
1) What level of play is this expecting to see? Are you going to play casually just for fun or are you taking it to competitive FNMs? Are your FNMs full of top level players rocking tier 1 decks, or is it more of a bunch of home brews?
I'm planning on attending local KC FNMs with this deck. I went to one with a friend's deck and it seemed like people knew what they were doing, but of course my ability to judge this is fairly non-existent right now.
2) Do you have a format restriction/preference?
Standard, please.
3) What are the win conditions of the deck? Or, in other words, how do you envision the deck winning games?
In the midgame, this deck can win by powering out a lot of scary 5/5 tramplers backed up by a couple of smaller 3/3 centaur tokens and other creatures (possibly equipped with Unflinching Courage to gain trample as well). In the later game, populating Grove of the Guardian's 8/8 vigilance token, or flooding the board to powerup the Wayfaring Temples is the way to go.
4) If you were to imagine an ideal 4-5 turns, how do you envision them playing out?
Turn 1: Shock a Temple Garden, Elvish Mystic
Turn 2: Forest, tap Elvish Mystic for Wayfaring Temple
Turn 3: Plains, tap Elvish Mystic for Advent of the Wurm
Turn 4: Forest/Plains, tap Elvish Mystic, use Call of the Conclave and equip an Unflinching Courage to Wayfaring Temple. Swing in with a 5/5 trampling wurm and a 6/6 trampling temple that will populate the wurm if combat damage is given. Follow up with Trostani, Armada Wurm, Growing Ranks, etc.
5) What sort of budget do you have for improving the deck? It's easy to suggest that you add $400 worth of cards, but if you're only looking to spend $20 to make improvements then suggesting 4x Snapcaster Mage isn't useful information.
I'm a college kid. I have some money, but would prefer not to spend a lot of it. I spent about $90 on the deck and sleeves/deckboxes, so I'd prefer not to spend more than $50 now, but if you have higher-cost suggestions (Voice of Resurgence is something I'm looking at) throw them out and I might get around to them eventually.
Stuff I've been thinking about:
The 4-drop slot is very crowded with Advent of the Wurm, Growing Ranks, Trostani and Heliod. When I am goldfishing this (is that the correct usage of that term?) sometimes my hand feels logjammed around turn 4/5 with a bunch of these. In particular, Heliod is a great card but sometimes seems superfluous.
I feel like Voice of Resurgence would be good here when I can afford it, over what?
I'm planning on adding some Mistcutter Hydras to the sideboard to help against blue, possibly Skylasher as well. I have no experience with making deck modifications after a game 1. In general against a mono-blue/some sort of blue control deck, what would I want to take out to put these in? Also, how many?
Do you think that Collective Blessing or Primeval Bounty would be more effective 6 drops than Armada Wurm?
Thanks!