I was thinking while unlocking this deck its bigeest issue is lack of consistency so i was wondering instead of trying to win by just out aggroing your opponent why not try a more mid/late approach so i sat down and started looking at the cards and i just cant for the life of me cut it down to even close to 60 so i came here and thought lets see what you guys think.
The only cuts i could really think of would be cutting hana as i have lots of recursion and chances are she will just get murder before she can reccur anything and the geist as he is a pretty aggro card but i find it hard cutting hims well because its geist of saint traft
I am both selfish and instinctive. I value growth and community, as long as they favour my own objectives; I enjoy nature, and I particularly enjoy watching parts of nature die. At best
I was thinking while unlocking this deck its bigeest issue is lack of consistency so i was wondering instead of trying to win by just out aggroing your opponent why not try a more mid/late approach so i sat down and started looking at the cards and i just cant for the life of me cut it down to even close to 60 so i came here and thought lets see what you guys think.
The only cuts i could really think of would be cutting hana as i have lots of recursion and chances are she will just get murder before she can reccur anything and the geist as he is a pretty aggro card but i find it hard cutting hims well because its geist of saint traft
Mine is late to mid game too, so I know exactly how you feel. It's built for 2HG, but it actually works rather well in 1 vs 1 too. Here are a couple of recommendations for yours, but feel free to ignore them.
Dropping a winds of wrath or a three dreams isn't as bad a move as you might think. The enchantments you have help take care of aggro, and I have never wished I had another three dreams after using one, only when it gets countered. One is usually enough. I would drop one of each, replacing with a fools demise, to let you be more aggresive with your Geist. It also lets you keep chump blockers around, and there are some nifty tricks you can do with it. Good card in 1 vs 1, 2HG makes it my favorite though.
Dropping Hana is a good move, I think in all my games I have recurred two cards with her. Consider a followed footsteps instead. I know it's a slow card, but all those hexproofs you had to cut...you can make as many as you need with this, albiet slowly. A chump blocker that can't be targeted every turn isn't so bad.
There are a few more I would do, but by then I would be turning your build into mine, lol. Minus the dreams, winds and Hana, and plus the footsteps and demise will make it fun for you, and 60 cards.
I'm both orderly and rational. I value control, information, and order. I love structure and hierarchy, and will actively use whatever power or knowledge I have to maintain it. At best, I am lawful and insightful; at worst, I am bureaucratic and tyrannical.
I am both selfish and instinctive. I value growth and community, as long as they favour my own objectives; I enjoy nature, and I particularly enjoy watching parts of nature die. At best
It wouldnt make it 60 iv droped hana a dream and the winds now you do make good points about them and im still sitting at 69 XD so many painfull cuts.
Oh crap, I thought you said you had 61, lol. Okay, I would lose the fleetwings too, and the griffin guides. In fact, if you lose those four, and both seraphs, you are pretty damn close to my build. Sorry about that, my bad.
I'm both orderly and rational. I value control, information, and order. I love structure and hierarchy, and will actively use whatever power or knowledge I have to maintain it. At best, I am lawful and insightful; at worst, I am bureaucratic and tyrannical.
It wouldnt make it 60 iv droped hana a dream and the winds now you do make good points about them and im still sitting at 69 XD so many painfull cuts.
Oh crap, I thought you said you had 61, lol. Okay, I would lose the fleetwings too, and the griffin guides. In fact, if you lose those four, and both seraphs, you are pretty damn close to my build. Sorry about that, my bad.
NP i dunno about dropping the fleetwings cuz the id be low on hexproof and i feel low as it is i guess i could drop the guides i think ill have to do some playtesting when iv finished moving that is.
I am both selfish and instinctive. I value growth and community, as long as they favour my own objectives; I enjoy nature, and I particularly enjoy watching parts of nature die. At best
It wouldnt make it 60 iv droped hana a dream and the winds now you do make good points about them and im still sitting at 69 XD so many painfull cuts.
Oh crap, I thought you said you had 61, lol. Okay, I would lose the fleetwings too, and the griffin guides. In fact, if you lose those four, and both seraphs, you are pretty damn close to my build. Sorry about that, my bad.
NP i dunno about dropping the fleetwings cuz the id be low on hexproof and i feel low as it is i guess i could drop the guides i think ill have to do some playtesting when iv finished moving that is.
Thing about the hexproofs is there are ways around them. I only have 3 in my deck, and those are enough for me at least. Then again, do run footsteps, and make more if I feel I need them in a match up. The seraphs are cool too, especially vs aggro, so maybe keep one and drop the wall of lifegain (TM) instead. I don't run gift of granite either, it can be a fun trick, but the other flash cards are far better. It all comes down to personal taste really, and i'm still tweaking the deck every now and then, even though i'm quite happy with what I have.
I'm both orderly and rational. I value control, information, and order. I love structure and hierarchy, and will actively use whatever power or knowledge I have to maintain it. At best, I am lawful and insightful; at worst, I am bureaucratic and tyrannical.
If you're going for a late game build, i'd advise against removing the Guardian Seraph . The second it comes into play, it becomes a huge help against aggro decks.
Even without the utility, a 3/4 flying for 4CMC is still a nice deal.
Note that, if you're looking for consistency, I'd advise against running only one card out of two if you can (Unless you can replace it with another card that can fulfill the same role)
If you're playing late game, you need : - Defensive / Stall cards - Lifegainv (along other effects, not just alone) - Draw cards - Bombs - Removal
From your list, there's a few cards that do not look like they belong to this category, and there's a few cards you could add that do belong to this category
Oh, and you should absolutely NEVER drop the Winds of Rath . It's the best removal there is in this deck.
If you're going for a late game build, i'd advise against removing the Guardian Seraph . The second it comes into play, it becomes a huge help against aggro decks.
Even without the utility, a 3/4 flying for 4CMC is still a nice deal.
Note that, if you're looking for consistency, I'd advise against running only one card out of two if you can (Unless you can replace it with another card that can fulfill the same role)
If you're playing late game, you need : - Defensive / Stall cards - Lifegainv (along other effects, not just alone) - Draw cards - Bombs - Removal
From your list, there's a few cards that do not look like they belong to this category, and there's a few cards you could add that do belong to this category
Oh, and you should absolutely NEVER drop the Winds of Rath . It's the best removal there is in this deck.
Like I said, matter of opinion. Capping never does not make winds of wrath any better either, I feel one copy is more than enough, since I can count on one hand the times i've needed one. Just played an aggro deck, they quit on turn 6 with 7 creatures and I was still on 40 life and climbing. They were on three.
I'm not saying you are wrong about the seraph, but it has never come in handy for me. I haven't played many 1 vs 1 with this deck all unlocked, but with my current build, I haven't lost one, including that match just now. You are wrong about the winds though, it may be the best removal, in fact, then ONLY removal, but this isn't a removal deck and 5 cmc is steep for what it does. 1 or 2 is a matter of opinion, not an auto include of 2.
I'm both orderly and rational. I value control, information, and order. I love structure and hierarchy, and will actively use whatever power or knowledge I have to maintain it. At best, I am lawful and insightful; at worst, I am bureaucratic and tyrannical.
Like I said, matter of opinion. Capping never does not make winds of wrath any better either, I feel one copy is more than enough, since I can count on one hand the times i've needed one. Just played an aggro deck, they quit on turn 6 with 7 creatures and I was still on 40 life and climbing. They were on three.
I'm not saying you are wrong about the seraph, but it has never come in handy for me. I haven't played many 1 vs 1 with this deck all unlocked, but with my current build, I haven't lost one, including that match just now. You are wrong about the winds though, it may be the best removal, in fact, then ONLY removal, but this isn't a removal deck and 5 cmc is steep for what it does. 1 or 2 is a matter of opinion, not an auto include of 2.
If you were on 40 life and clibing on turn 6, then you weren't playing a late game deck, OR your late game deck turned into an early/middle game deck thanks to luck of the draw (Stalker + Enchant + Coronet). There are other, better ways to create a deck that is strong early, and even these do not pass on the Winds Of Rath card. For a logical reason : It's a sweeper that mostly only hits your opponents.
In a deck with only 4 single target removal spells (5 if you use Pariah), 2 sweepers that don't even affect you is not a luxury.
Even more in our case. Remember, we're talking about creating a late-game build, not a "Creature, enchant, rush and hope for the best". We want to lock, create card advantage, and overwhelm the enemy late game. Late game deck require card advantage, and in this environment, sweepers that only affect the opponents are one of the best way to generate that.
Sure, sometimes, you'll win early by getting the right cards.. but it's not the main focus of the deck (Kinda like rushin using jace deck with 2x5/5 flyers and killing on turn 4 : Sometimes, it happens. When it happens, it's sweet, but most often than not, the deck will win on turn 7-9 by milling the opponent)
I have found Pariah to be really pretty amazing. I didn't like it when I first looked at it, but It has won me several games.
1. Put it on the opponents creature and they don't want to attack you. Once they decide they want to kill their own creature, they have to attack and do enough damage to kill their creature and they lose all the damage from that round as it gets channeled to their critter.
2. Of course there is the old combo with Hexproof and Indestructible. I have cut the Indestructibility from my deck, but it might make its way back in eventually. It is a screw you "screw you" to several of the decks.
3. Put it on a Spirit Dancer with a few other enchants against red. All of the sudden, none of their burn spells do diddly squat until they can muster enough damage in one round to kill your spirit dancer that now has 8 or 10 hp.