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7 months ago ::
Dec 07, 2012 - 9:01PM
#1
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Date Joined:
Nov 18, 2012
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General: Intet, the Dreamer
Land: 40
13 x mountain 11 x island 10 x forest 1 x izzet guildgate 1 x shimmering grotto 1 x shivan gorge 1 x rogue's passage 1 x transguild promenade 1 x evolving wilds
Creatures: 24
1 x flameblast dragon 1 x phyrexian ingester 1 x dragon tyrant 1 x mayor of avabruk 1 x panglacial wurm 1 x trinket mage 1 x shivan hellkite 1 x ambush viper 1 x gatstaf shepherd 1 x young wolf 1 x afflicted deserter 1 x kilnmouth dragon 1 x shivan dragon 1 x hypersonic dragon 1 x lambholt elder 1 x hanweir watchkeep 1 x balefire dragon 1 x goblin electromancer 1 x predator dragon 1 x delver of secrets 1 x scorned villager 1 x llanowar elves 1 x charmbreaker devils 1 x dragon hatchling
spells: 27
1 x full moon's rise 1 x spelltwine 1 x artful dodge 1 x wrack with madness 1 x beacon of destruction 1 x incinerate 1 x shock 1 x prophetic bolt 1 x caravan vigil 1 x rage reflection 1 x downsize 1 x invoke the firemind 1 x cloven casting 1 x brainstorm 1 x natural end 1 x memory's journey 1 x infernal plunge 1 x traitorous blood 1 x energy tap 1 x krenko's command 1 x goblin rally 1 x stream of life 1 x vandalblast 1 x chorus of might 1 x titanic growth 1 x blunt the assault 1 x fireball
artifacts: 8
1 x iron myr 1 x feldon's cane 1 x chromatic lantern 1 x dragon's claw 1 x izzet keyrune 1 x tablet of the guilds 1 x mask of avacyn
here is what i am thinking of tweaking:
- since i have coat of arms in there, might as well replace all the werewolves with dragons, not sure if there are any cheapy dragons out there though.
- i like the werewolves at first, because potentially you could get a bigger creature out for lesser cost since they transform. However, now that i can think about, realitically how often will I be able to transform them?
- i am thinking of adding dragons because of kilnmouth dragon, and then adding some more token generation cards to aid those dragons that pump by sacrificing creatures. maybe howl of the nightpack (will definitely cut down on the islands and replace with forests) and overrun would be good additions? also, since I do have so many dragons that pump, would it be wise to include might of oaks in there to raise them even more.
I was thinking of doing the following combo if possible sometime during the game (if i last long enough to execute it)
Intet + might of oaks + artful dodge + coat of arms (depends how many other dragons I have on the table, i am thinking 5 so it would be a +6/+6, right?), thats more than 21 points in a single blow, so instant win right? ( I know its a far fetched combo, near impossible to achieve)
I added some of the elves to help ramp up mana, and then have a few spells to help boost my own life.
charmbreaker devils is nice because it keeps bringing my instants / direct damage spells back, so if i dont get to pull off the miracle combo above, I should be able to pick off the other players while the dragons keep bigger beasts at bay.
i am wanting to add riku of two reflections to this deck to replace one of the existing creatures to use as the general, that would free up intet to add to kilnmouth.
any advice to fine tune this would be appreciated
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7 months ago ::
Dec 07, 2012 - 10:23PM
#2
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Use autocard to get better results (so we can see the cards your listing) like this [ c]forest[/c] (wihout the space in the first bracket) = forest .
 <----- Loser.
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7 months ago ::
Dec 08, 2012 - 6:00AM
#3
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Date Joined:
Jun 14, 2006
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General: Intet, the Dreamer
Land: 40 13 x mountain 11 x island 10 x forest 1 x izzet guildgate 1 x shimmering grotto 1 x shivan gorge 1 x rogue's passage 1 x transguild promenade 1 x evolving wilds
Creatures: 2 x 4
1 x flameblast dragon 1 x phyrexian ingester 1 x dragon tyrant 1 x mayor of avabruk 1 x panglacial wurm 1 x trinket mage 1 x shivan hellkite 1 x ambush viper 1 x gatstaf shepherd 1 x young wolf 1 x afflicted deserter 1 x kilnmouth dragon 1 x shivan dragon 1 x hypersonic dragon 1 x lambholt elder 1 x hanweir watchkeep 1 x balefire dragon 1 x goblin electromancer 1 x predator dragon 1 x delver of secrets 1 x scorned villager 1 x llanowar elves 1 x charmbreaker devils 1 x dragon hatchling
spells: 2 x 7
1 x full moon's rise 1 x spelltwine 1 x artful dodge 1 x wrack with madness 1 x beacon of destruction 1 x incinerate 1 x shock 1 x prophetic bolt 1 x caravan vigil 1 x rage reflection 1 x downsize 1 x invoke the firemind 1 x cloven casting 1 x brainstorm 1 x natural end 1 x memory's journey 1 x infernal plunge 1 x traitorous blood 1 x energy tap 1 x krenko's command 1 x goblin rally 1 x stream of life 1 x vandalblast 1 x chorus of might 1 x titanic growth 1 x blunt the assault 1 x fireball
artifacts: 8
1 x iron myr 1 x feldon's cane 1 x chromatic lantern 1 x dragon's claw 1 x izzet keyrune 1 x tablet of the guilds 1 x mask of avacyn
here is what i am thinking of tweaking:
- since i have coat of arms in there, might as well replace all the werewolves with dragons, not sure if there are any cheapy dragons out there though.
- i like the werewolves at first, because potentially you could get a bigger creature out for lesser cost since they transform. However, now that i can think about, realitically how often will I be able to transform them?
- i am thinking of adding dragons because of kilnmouth dragon, and then adding some more token generation cards to aid those dragons that pump by sacrificing creatures. maybe howl of the nightpack (will definitely cut down on the islands and replace with forests) and overrun would be good additions? also, since I do have so many dragons that pump, would it be wise to include might of oaks in there to raise them even more.
I was thinking of doing the following combo if possible sometime during the game (if i last long enough to execute it)
Intet + might of oaks + artful dodge + coat of arms (depends how many other dragons I have on the table, i am thinking 5 so it would be a +6/+6, right?), thats more than 21 points in a single blow, so instant win right? ( I know its a far fetched combo, near impossible to achieve)
I added some of the elves to help ramp up mana, and then have a few spells to help boost my own life.
charmbreaker devils is nice because it keeps bringing my instants / direct damage spells back, so if i dont get to pull off the miracle combo above, I should be able to pick off the other players while the dragons keep bigger beasts at bay.
i am wanting to add riku of two reflections to this deck to replace one of the existing creatures to use as the general, that would free up intet to add to kilnmouth.
any advice to fine tune this would be appreciated
Posting this so I can see the auto cards
Don't be too smart to have fun
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7 months ago ::
Dec 08, 2012 - 6:41AM
#4
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Date Joined:
Jun 14, 2006
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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 spells (really I'm talking about the creatures here there is a lack of quality creatures early on). What I would do to solve this problem is to include some early creatures which will enable your late creatures. For example dragonspeaker shaman and somberwald sage can really help you to cast your dragons earlier in the game. Your opponents might use their spells to take out these creatures and if that's the case you could choose cards like sakura-tribe elder and cultivate instead. I would remove coat of arms . Keep in mind that you're only playing 9 dragons and you will frequently be helping your opponents out more than yourself (for example even if they aren't playing a tribal decklist they might have 4 lingering souls tokens or maybe 3 different opponents might have humans . I would remove the werewolves theme. Again you're only playing 6 of them and as you say your opponents will most likely keep them from flipping or force them to flip back at in opportune moments. You're putting your opponent in the drivers seat with many of these werewolves. So remove the werewolves and put in some mana spells like harrow , cultivate or ranger's path to help you ramp into the dragons. I think the spell to creature ratio isn't right for a deck like this which is focused around dragons. I would go with 30-40 creatures and 20-30 other spells (probably 35 and 25). Spells like downsize are nice but in general I'd much rather have dynacharge types of spells which can work both on offense and defense (although that's just an example, in this list I probably wouldn't play either). There is a lot I would change about the non-creature spells you've selected but start out by cutting a bunch and adding in some more early threats. There is a hole in this deck between 2 mana and 6+ mana creatures (only 4 creatures in that range). I wouldn't worry about pump spells or combat tricks too much until your mana curve and creatures flows smoothly. After that you should consider if you need more spot removal, pump spells (generally not great in EDH), counterspells, or other combat tricks. You've only got so many slots and so first feed the core of the deck (from an outsider's perspective the core of the deck is playing out your dragons). In order to do that you need some ramp ability like cultivate . Once you've got the ramp and dragons in place you need some early plays which will help you reach the point in the game that you can make use of your dragons. Dragon fodder is nice in conjunction with krenko's command and burn spells will help keep the opponent from targetting you too much early on knowing that you'll just burn their creature if they target you with their attacks. Late game your burn spells can finish off the opponents. Once you've taken care of that then you can start to consider options like rage reflection , pump spells and other spells which don't do anything on their own.
Don't be too smart to have fun
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7 months ago ::
Dec 08, 2012 - 5:44PM
#5
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Date Joined:
Sep 22, 2009
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I've been tinkering around with a intet tribal dragon deck on cockatrice and hope to cardboard it out one day. Some notables from my list that might be handy for u: soothsaying , descendants' path , call to the kindred , lurking predators basically your goal is to set up ur top deck with soothsaying top or even ball / ds pendant and flip over a sweet beastie on the cheap with intet or other cheaterisms.
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7 months ago ::
Dec 09, 2012 - 9:07AM
#6
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 <----- Loser.
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7 months ago ::
Dec 10, 2012 - 7:43AM
#7
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animar would like a word with you
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7 months ago ::
Dec 10, 2012 - 6:37PM
#8
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Date Joined:
Nov 18, 2012
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7 months ago ::
Dec 10, 2012 - 10:16PM
#9
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Date Joined:
Jun 14, 2006
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Go 40 lands with 15 forest , 10 island , 10 mountain as your basic land suite. If you get stuck without a mountain or island you've got cultivate , farseek somberwald sage and axebane guardian which will help you cast blue and red spells. If you get stuck without a forest you've got chromatic lantern . 40 lands helps to prevent mana screw. You'll draw more lands than you want some games but at least you'll be able to hit your land drops for those high CMC spells more often.
Don't be too smart to have fun
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7 months ago ::
Dec 11, 2012 - 8:44PM
#10
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Date Joined:
Nov 18, 2012
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how come 15 forests though? I only had more mountains because the dragon tyrant has an upkeep cost that will take 4 red out of my hands. I guess the chromatic lantern will negate any of these issues, but is there a specific reason you are advising forests over the other lands?
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