Hello and welcome to the boards. Before I get to your deck there is something very helpful you should know: How to Autocard. There are 2 versions
Version 1:
[*c]Lumberknot[*/c]
Remove the *s to get:
Lumberknot
Version 2:
[*deck]
1x Flayer of the Hatebound
2x Goblin Arsonist
1x Lumberknot
[*/deck]
Remove the *s to get:
1 x
Flayer of the Hatebound
2 x
Goblin Arsonist
1 x
Lumberknot
Be sure to spell card names correctly or you get
[*c]Lumbernot[*/c]
Remove the *s:
Lumbernot
and similarly
[*deck]
1x Flyer of the Hatebound
2x Goblin Arsenist
1x Lumberknot
[*/deck]
Remove the *s to get:
1 x
Flyer of the Hatebound
2 x
Goblin Arsenist
1 x
Lumberknot
Oh there's also some specialty stuff you can do too:
[*c=Ghoultree]Zombie tree o' doom[*/c]
remove the *s:
Zombie tree o' doom
and
[*deck=[*b]My Deck[*/b]]
1x Flayer of the Hatebound
2x Goblin Arsonist
1x Lumberknot
[*/deck]
remove the *s:
My Deck1 x
Flayer of the Hatebound
2 x
Goblin Arsonist
1 x
Lumberknot
Onward, i'm going to go ahead and autocard your deck for you while I'm here:
Creatures4 x
Rip-Clan Crasher
4 x
Jund Battlemage
4 x
Sprouting Thrinax
2 x
Mycoloth
2 x
Dragon Broodmother
2 x
Predator Dragon
2 x
Broodmate Dragon
20
Non-Creatures4 x
Dragon Fodder
2 x
Colossal Might
4 x
Terminate
3 x
Jund Charm
2 x
Obelisk of Jund
2 x
Lavalanche
2 x
Violent Ultimatum
19
Lands4 x
Savage Lands
5 x
Mountain
5 x
Forest
5 x
Swamp
1 x
Akoum Refuge
1 x
Kazandu Refuge
21
First let me say I like your ratio of creatures to non-creatures, but you're a little light on lands. 24-12-24 is a pretty standard starting point for making a deck and 20-19-21 almost there when you consider of your 19 non-creatures 4 of them make creatures and 2 of them make mana. You'll notice I swapped the order of cards around in your deck when I rewrote it. That's for my convenience so I have an easier time keeping track of how much things cost to cast. This ratio of 1-drop to 2-drop to 3-drop etc.. is what is referred to as a mana curve. The curve is very flexible depending on the goal of the deck, but for the most part you usually want to be heavier on the 2-3 costing cards than in the other places. I'm glad to see you managed to keep half of your creatures at cmc<=3.
Your deck is actually very reasonable and I only have a few suggestions for you really.
1)Bump your land count to 23. I realize you have 2 mana producing non-creature cards in here, but when I'm counting up my mana sources I count mana producing spells as only half a mana source since I have to pay to get them out. This way you end up with what I'd call an effective mana source count of 24 (23 lands plus 2 obelisks). I'd cut the
colossal might
s for those two lands. It's a great card, but with the creature token production and flying dragons you've got going on, it's the card that's doing the least for you in this deck.
2)Trade in some more non-basic lands. I think you'd really benefit from a full playset of each of the refuges. You have a *lot* of color intensity in the deck and so you're going to want a lot of color fixing.
Your non-creature selection is just fine, as for your creature selection though, I think we can do better in 1 particular slot. On a quick side note though, I've noticed all of your cards except the refuges are from Alara block. Were you looking to keep this Alara block constructed or are you willing to step outside of the block?
Rip-Clan Crasher
, while she is a 2/2 haste for 2, she's going to feel underwhelming pretty quickly because haste is only relevant the turn she comes out and after that she's just a
grizzly bear
. In block I think I'd consider replacing it with
Tukatongue Thallid
. The goal for your deck is to get out a big devouring creature and while your waiting for that, make lots of tokens. Thallid can either chump twice while you wait, or chump once and still have a saproling token that can be devoured later. If we step outside of block I think I'd go for
Nest Invader
.
Ooh, I just remembered a great card for your deck if you don't mind going outside of Alara block.
Khalni Garden
.
So I'm thinking a mana base that looks something like this:
Lands4 x
Savage Lands
4 x
Akoum Refuge
4 x
Kazandu Refuge
4 x
Khalni Garden
3 x
Mountain
2 x
Swamp
2 x
Forest
If you can though, replace the refuges with
Mossfire Valley
s (or
Karplusan Forest
s) and
Shadowblood Ridge
s (or
Sulfurous Springs
) so that you can have them come into play untapped. There are other, better dual lands, but they tend be more expensive to buy ($5+).
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From Mark Rosewater's Tumblr:
the0uroboros asked: How in the same set can we have a hexproof, unsacrificable(not a word) creature AND a land that makes it uncounterable. How does this lead to interactive play?
I believe I’m able to play my creature and you have to deal with it is much more interactive than you counter my creature.
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Post #777