General: Intet, the DreamerLand: 4013 x mountain11 x island10 x forest1 x izzet guildgate1 x shimmering grotto1 x shivan gorge1 x rogue's passage1 x transguild promenade1 x evolving wildsCreatures: 241 x flameblast dragon1 x phyrexian ingester1 x dra
The main improvements that need to be made are mana curve and ramp.Ultimately this is a ramp decklist because you have a bulk of high CMC creatures. I say you need to improve the curve because right now it seems unbalanced towards the higher CMC spel
ok so i tinkered with it a bit. got the following going now:did not see the posts before, but descendant's path and soothsaying would actually be pretty good additions. Here is the so far revised deck:land: mountain
Couldn't help noticing you were shy 1 Spellbound Dragon you got blue, you got red, you want dragons, it's EDH (lots a big cost), if you need more reasons the list goes on. If this is just going to be a fun casual t
harrow and similar abilities make sense to me at the early game part, where essentially you lose 2 cards to gain 1 extra land, but mid to late game...its making less sense.do I just need to get over it and try to find
I'd pull the Incinerate and Shock for the Hammer and Blade, honestly. Pulling Lava Burst for RSZ is a good call, I would have suggested that as well. Mana costs of 5 or less are not a big deal unless your local EDH scene is home to some unusually fas
I agree that 1 extra mana can be problematic, but the card can either draw or I can blast somebody with it. Ideally, I want to replace it with a dual purpose card that has a lesser casting cost. With riku and charmbreaker devils in the deck and chand
Doesn't seem too awesome. you mill half... then half of what's left (so 3/4) and hope they aren't playing eldrazi or praetor's counsel or some sort of graveyard strategy. In the absence of such, I can see how that would be fun.