Cell Division

8 posts / 0 new
Last post
Hey dudes, havent built a deck in quite a while. Please help me critique this-

Main idea is to put out creatures that either have a good entrance ability or static/tap ability. This will favor adding additional creatures (2 for 1 kinda deal) so I can exploit it all by stamping more with Soul Foundry. The idea is any creature in here should be awesome to stamp out with soul foundry. Hoping for a very well rounded deck.

FYI we always play big multiplayer games. 3 min but usually 4 or 5. So games are long, slow starting and political. Nothing much happens before turn 4 ever. And towards the end you need to be packing some heat. So keep that in mind while looking here. Just saying because I think we are slow but ultimately more powerful in the end compareds to most. Seems like if you get too quick of a start or too well in the beginning and the other 4 just take you out immediately. Then you get to watch for the next 2 hours...

Lifegain

1 [C]Ajani Goldmane[/C]
2 [C]Soul Warden[/C]
2 [C]Soul's Attendant[/C]

Cell Dividers

2 [C]Darien, King of Kjeldor[/C]
4 [C]Wing Splicer[/C]
2 [C]Master Splicer[/C]

Control 

2 [C]Intrepid Hero[/C]
3 [C]Daring Apprentice[/C]
4 [C]Sower of Temptation[/C]

Offensive Manuvers

4 [C]Swans of Bryn Argoll[/C]
2 [C]True Conviction[/C]
4 [C]Cradle of Vitality[/C]
2 [C]Nemesis Mask[/C]
2 [C]Quietus Spike[/C]
4 [C]Soul Foundry[/C] 

Finishers would include true conviction, cradle of vitality, and/or nemesis mask to open up a hole.
Swans is a great blocker/draw mechanism
Daring Apprentice for counters, Intrepid Hero for the kill shot on a big guy.
Quietus Spike + Nemesis Mask for mass kill.
Darien for damage I cant get out of (might as well make it worth taking)
Soul Foundry for really any creatures except Darien and Ajani.
Sower of Temptation + Soul Foundry = Happiness.

Originally had [C]Hero of Bladehold[/C] instead of Master Splicer but I dont like how I have to attack to get the extras. Seems like Hero would just get killed and the fun is over. Also $$$.

40 spells
26 creatures
6 enchants
8 Artifacts
22 lands
62 total

If this deck does well, I think it would be over the top with 4 [C]Enlightened Tutor[/C]'s. But that is adding about $44, so it better be doing good without them first lol.

What do ya think?
Soul Foundry reminds me of Mimic Vat, except that SF's counters get to stick around.  I see SF and think of cards with EtB triggers AND I think of running lots of GOOD single creatures and gamble on cranking out token copies of them.  Some examples of the former include Augury Owl and Azorius Herald, while examples of the latter are Captain of the Watch, Gideon's Avenger, Mine Bearer and such. 

Oddly enough, I have found that Guardian of the Guildpact can be a house in a meta full of monocolored cards; RtR has brought more gold into things, but if you can do it...

Glassdust Hulk looks interesting, and plays nice with your golem subtheme.

Cheers!

A shout out to Gaming Grounds in Kent, Ohio and Gamers N Geeks in Mobile, Alabama. www.zombiehunters.org for all your preparation needs. http://shtfschool.com/ - why prepping is useful, from one who has been there.

When you say "Cell Division" I thought about mitotic slime, which is good with the mimic vat Krich mentioned. Kind of reminds me of a lifeline deck. I think spamming acidic slime would be exceedingly powerful. Green also has a lot of EtB triggers and mana ramp worth looking into.

You've got lots of artifacts that tap, so why not use something like unwinding clock and artifact lands? Using soul foundry on each players turn seems like fun.

Don't see the point of some of your card choices. Cradle of vitality hardly seems worth adding unless you're rocking congregates. The most I see you doing with the current deck is making a few 3/3 golems and splicers, which hardly warrants the use of true conviction. You've got a decent defensive game going on, but I'm not sure about the swans because you have no way of damaging it yourself, so you won't be drawing from it. It will actually draw attention your way because people will want to damage it and draw from it.


A friend of mine uses soul foundry with springjack shepherd, along with springjack pasture and the soul sisters for an interesting goat deck. Cloudstone curio is great with it, as is flickerwisp, wincons being fireball and coat of arms.

HOW TO AUTOCARD! When posting in a text box, type [c]Plains[/c] to make your post showPlains.
Are you making a casual mill deck? Please read.
Control is the key of a mill deck. You should free up your mana as much as possible so that you can respond to whatever your opponent is doing. Having some way to remove threats, both real and percieved, is necessary to survival. Real threats are those that are already on the field, and are something a simple unsummon or doom blade can remove. Percieved threats are those that aren't on the field, something a simple duress or counterspell can deal with. Controlling the board will allow your mill deck to continuously perform, if you use permanent style mill, that is. One-Shot Mill spells are something you should avoid. You can toss tome scours at your opponent until your hand runs out, but that isn't going to be enough to mill them to death. With 1-shot mill spells, like tome scour, you have to treat them like burn spells. Therefore, the only "good" 1-shot mill spells are sanity grinding (in the right deck) and mind funeral. Try to find more permanent styles of milling, like memory erosion, hedron crab, and curse of the bloody tome, so that you don't have to waste your mana each turn doing something that those permanents can do with a single mana/turn investment. Keeping your mana open allows you to respond with control elements. ​Traumatize Rant​. Traumatize is a terrible card for a multitude of reasons. First, it costs 5 to cast, which is a large investment for a mill deck. Milling half a library sounds neat, but if you do the math, it really isn't that much. An average 60 card deck starts with drawing 7 cards. Then, barring any draw spells on their end, or ramp on yours, 5 turns will go by, where they draw 5 more cards, leaving 48 in the deck. Unless they had a deck with more than 60 cards, or you ramped it out, the most you'll ever mill with a single Traumatize on turn 5 is 24 cards. That's not too shabby, but hang on, there's more! If they drew any additional cards or if they were milled before turn 5, that number will be much lower. In addition, any more Traumatize's you draw will only mill less and less as the game goes on...which is the point of a mill deck. My whole point on Traumatize is the it is NOT worth the 5 mana investment, not even with haunting echoes. You can mill more than 24 before turn 5...which you can then cast the echoes. If you look at a mill deck like a burn deck, you'll notice that it takes longer to win with mill than with burn. For example, lightning bolt costs 1 and does 3 out of the 20 damage needed to win (barring any lifegain or damage prevention). For mill, that same investment of 1 would have to mill 9 cards out of an average 60 card deck to be the equivilent of lightning bolt. The problem is that there is no mill card that can do that...except hedron crab, over a period of time. The initial investment of 1 will pay off in 3 more land drops to make the crab equal to a bolt. However, the crab nets you more mill beyond those 3 land drops, making it better as the game draws on. Other cards, like curse of the bloody tome, are excellent ways of milling an opponent because the initial investment of is all you have to pay in order to put your opponent on a clock. All you have to do is stay alive, which is the true goal of a mill strategy. There are other ideas for mill decks that are specific to certain types of strategies. Combo mill decks can mill an entire player's library out from under them. Secondary mill strategies are usually tied to another strategy, like drowner of secrets in a merfolk deck, or halimar excavator in an ally deck. Milling can be done in certain decks that are able to ramp out enough mana to make use of the higher costing mill spells, like using 16 post to pay for X on sands of delirium or for ambassador laquatus. Multiplayer mill decks are even tougher to build, but can be done. Being a slower environment, it is easier to ramp in multiplayer, allowing for big X spells, like mind grind, to be useful. Consuming aberration is another star player. The more straightforward strategy is to use mesmeric orb and dreamborn muse while being the only deck at the table that can deal with it. There are always new strategies coming out with each set, so check gatherer for any new mill cards that you find to be the most fun for you! Now you can say that you haven't fallen into the trap that most new players fall into when they build their first mill deck!
I think your deck may benefit from having a few more creature threats, as currently it's pretty light.

How about a single Glory, Wonder and/or Angelic Skirmisher?
 Cards like these would make your Quietus Spike much more likely to connect, especially if you included some hexproof/unblockables creatures like Ascended Lawmage, Invisible Stalker etc.

And since you're rockin the artifact's, maybe Etched Champion together with some artifact lands?
 You could constantly recur this with some Academy Ruins / Buried Ruins, which would also help to recur your other artifact threats also. 
Thanks for all the help. Wow I made two huge errors. 

I thought Swans let me draw any time I it took damage. Oops.

Also I was thinking Cradle of Vitality gave all my creatures the +1/+1.

Am I thinking of another card that does that?
Alright, given this a bunch more thought. I think this is getting pretty good.

Cell Dividers

3 [C]Wing Splicer[/C]
3 [C]Master Splicer[/C]
4 [C]Chronozoa[/C]
2 [C]Mirror-Sigil Sergeant [/C]

Control 

4 [C]Daring Apprentice[/C]
4 [C]Sower of Temptation[/C]
4 [C]Thieving Magpie[/C]

Offensive Manuvers

2 [C]True Conviction[/C]
2 [C]Nemesis Mask[/C]
4 [C]Soul Foundry[/C]
4 [C]Unwinding Clock[/C]
4 [C]Lifeline[/C] 

Lands (22)

2 [C]Academy Ruins[/C]
2 [C]Buried Ruin[/C]
4 [C]Azorius Chancery[/C]
2 [C]Boros Garrison[/C]
and a bunch of artifact lands

40 spells
24 creatures
2 enchants
16 Artifacts
22 lands
62 total

The only things I am not feeling solid on is Theiving Magpie and True Conviction. Maybe there are better choices? Thought about [C]Augury Owl[/C] or [C]Messenger Falcons[/C]

The real engine would be Soul Foundry. Add Unwinding Clock with Art lands it gets awesome. Add Lifeline and even if they die they come back and trigger the entrance ability again (Splicers, Chronozoa, Sigil, Sower of T). Daring Apprentices for counterspells to save my artifacts. The Ruin(s) get my big 3 artifacts back from the graveyard. And I was thinking the double lands would be good because when using Soul Foundry there is usually mana left over than I cant use. I figure If I use some double lands it will allow me to 'store' more up so as to use for a second cast or possible 2nd Foundry. 


This looking any better? 

PS I feel like I should have 4 [C]Skyship Weatherlight[/C]'s in here but dont know how to fit them. Thinking that there's a good chance that I have either a lifeline, unwinding clock, or Soul Foundry in opening hand or soon off. The Skyship could get me another to combo up. Kinda expensive, but not so much as to not consider...



Hey dudes, havent built a deck in quite a while. Please help me critique this-

Main idea is to put out creatures that either have a good entrance ability or static/tap ability. This will favor adding additional creatures (2 for 1 kinda deal) so I can exploit it all by stamping more with Soul Foundry. The idea is any creature in here should be awesome to stamp out with soul foundry. Hoping for a very well rounded deck.

FYI we always play big multiplayer games. 3 min but usually 4 or 5. So games are long, slow starting and political. Nothing much happens before turn 4 ever. And towards the end you need to be packing some heat. So keep that in mind while looking here. Just saying because I think we are slow but ultimately more powerful in the end compareds to most. Seems like if you get too quick of a start or too well in the beginning and the other 4 just take you out immediately. Then you get to watch for the next 2 hours...

Lifegain

1 [C]Ajani Goldmane[/C]
2 [C]Soul Warden[/C]
2 [C]Soul's Attendant[/C]

Cell Dividers

2 [C]Darien, King of Kjeldor[/C]
4 [C]Wing Splicer[/C]
2 [C]Master Splicer[/C]

Control 

2 [C]Intrepid Hero[/C]
3 [C]Daring Apprentice[/C]
4 [C]Sower of Temptation[/C]

Offensive Manuvers

4 [C]Swans of Bryn Argoll[/C]
2 [C]True Conviction[/C]
4 [C]Cradle of Vitality[/C]
2 [C]Nemesis Mask[/C]
2 [C]Quietus Spike[/C]
4 [C]Soul Foundry[/C] 

Finishers would include true conviction, cradle of vitality, and/or nemesis mask to open up a hole.
Swans is a great blocker/draw mechanism
Daring Apprentice for counters, Intrepid Hero for the kill shot on a big guy.
Quietus Spike + Nemesis Mask for mass kill.
Darien for damage I cant get out of (might as well make it worth taking)
Soul Foundry for really any creatures except Darien and Ajani.
Sower of Temptation + Soul Foundry = Happiness.

Originally had [C]Hero of Bladehold[/C] instead of Master Splicer but I dont like how I have to attack to get the extras. Seems like Hero would just get killed and the fun is over. Also $$$.

40 spells
26 creatures
6 enchants
8 Artifacts
22 lands
62 total

If this deck does well, I think it would be over the top with 4 [C]Enlightened Tutor[/C]'s. But that is adding about $44, so it better be doing good without them first lol.

What do ya think?

Chronozoa??

Tappy Casting! 

Ya l thought chronozoa would be a good fit as a self replicator. If lifeline is out it adds one (the original) chronozoa per cycle. And if l can stamp it with soul foundry even better. 

Bad idea?

I thought this new revision looked pretty strong.