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Bir çeviri sorunu bildirin
Maybe i'm wrong, but by the time you get the token combo going, there is plenty of time for the opponent to win, not to mention what if the one card you need for it, such as Ojer Taq, ends up being exiled, then you have to wait even longer.
It may be better to just focus on small creatures that create tokens and you can buff up, such as Baird Argiven Recruiter, siege veteran and Myrel shield of argive (Myrel herself will easily spam tokens) and such. Even wthout Virtue of Loyalty (which is also great because it buffs up creatures AND you can play it for it's adventure cost to get a 2/2 knight out as a distraction).
I have my deck set up in that way, and it would definitely be stronger with some of these like Ojer Taq lol but it already wins alot because it strengthens creatures, creates tokens, and is pretty fast, like it can win on turn 5-6. Not very common, but it's happened.
One card i'd definitely put in there is Bond of Discipline. It's pretty unfair and OP, it taps all the opponents creatures, and gives yours life link, so instead of waiting for 20 tokens (plus however many monsters your opponent has) you just need enough creatures to kill the opponent in that turn, and it's an instant-win.
It's turned around games that seem like a certain lose into a win.
But anyways
TLDR: you may want to consider having weaker monsters you buff up with siege veteran or valient veterans if you have soldier deck, Baird to give you a free token every turn (only 2 mana) and such for the early game, and then have the token spamming cards later. Worst case scenario, the opponent wastes spells on them, best case scenerio you can win much much faster by whittling the enemy down.
Also bond of discipline i'd say is a MUST have even if you change nothing else, since it's practically a instant-win card in some cases, and even if not an instant-win, you make the enemy lose life, and you gain life (because it gives creates lifelink untill end of turn) so there isn't really any drawback aside from it costing alot of mana.
Oh yeah i've seen that, but doesn't it require the player to let you draw, instead of just taking the life and using an anti-artifact spell.
I also love to waste wildcards on janky combo decks myself , but I'm sorry this deck is very bad and its hard to see how it would work at all, it has a lot of issues It's difficult to know where to start :
Far too many high cost cards with no ramp.
Too many one and two off's will make it very inconsistent
8 high cost board wipes but you want to establish a board of tokens ? , this is self defeating.
I don't see any of the best token generators like Wedding Announcement or Skrelv's Hive in white.
Tocasia's Welcome is the best card draw for a tokens deck
Adding green mana for up the beanstalk and a single Gruff Triplets is not worth it.
I would make this mono white or white / green as playing 3 colours does not have any justification in this deck.
Imho Get Lost and Infernal Grasp are not good removal spells there are so many better ones in white / black like Lay down Arm's or Go for the Throat.
No Virtue of Loyalty or Wandering Emperor, I think this is required to have any chance against aggro decks early and to actually have a win condition.
In sort this is far too top heavy, inconsistent and contradictory deck that doesn't have the best available cards to actually accomplish what you want to achieve.
The main thing is 3 of this and 2 of that are generally done by pros in decks to avoid things like Surgical Extraction taking out all your answers. The only thing remotely like that being played in Standard is The End (a fine answer to Sheoldred btw) and even that not so much.
So forget doing that and focus your deck more. Find 4 of this and 4 of that the fill the roles you think you deck wants. And if the cards in question don't work out find others that don't suffer from their drawbacks. The exception to this of course is you rarely want 4 of any single legendary creature because typically you don't want to spend half the game holding extras or drawing 3 in your opening hand.
This holds especially true for higher cost cards like Ojer Taq which at 6cmc might be too pricey to even land in time.
Glad that's not just my noob opinion, I have a hard time seeing how The One Ring would be superior. Maybe from the 1 turn protection, I guess. But Palantir has the advantage of not killing you. And of maybe killing your opponent for you if they pick a bad time to make you mill.
I would like to express my gratitude to everyone who helped me in improving my deck. I admit that I'm not very good at creating decks, as I tend to favor big creatures or high-costing cards.
After taking everyone's suggestions into consideration, I have decided to go with a mono-white variation of the deck. However, I am still open to further improvement and would appreciate any help that I can get. Some have suggested that I add another color, while others think that I should scrap the other colors and try a white/green combo.
I am avoiding cards based on Alchemy because I prefer playing at my local card shop on Friday nights.
Here is the deck list that I have come up with so far. I would be grateful for any feedback that you may have. Thank you again, everyone!
2 Myrel, Shield of Argive
4 Warden of the Inner Sky
4 Siege Veteran
4 Spellbook Vendor
4 Coppercoat Vanguard
2 Knight-Errant of Eos
4 Recruitment Officer
2 Tocasia's Welcome
3 Get Lost
4 Lay Down Arms
3 Virtue of Loyalty
24 Plains
With Guardian, you maintain your soldier tribal further enabling cavern of souls for counter spell protection, scry 2 instead of scry 1, can boost her stats by tapping other creatures without summoning sickness, and can gain indestructible.
I've not personally had much success in activating Warden, and with the ample amounts of removal your opponents will play, being able to recast Yotian Frontliner by unearthing it from your graveyard for 1 white can be very powerful.
Brutal cathar is also a good soldier you could slot in your deck. if you were to add any, i would drop 1 Coppercoat Vanguard and 1 Virtue of Loyalty for 2 Brutal Cathar. Soft exiles a creature on enter and transform. If you dont cast anything on your turn (i guess like, if youre facing a discard deck, or if youre just hellbent with no cards in hand), he gains +1/+1 and ward 3 life, and soft exiles another creature!
Expand your mana base, too. Cavern of souls for counter spell protection, fortified beachhead to give soldiers +1/+1 later in the game for 5 mana, Eiganjo to potentially remove attackers. though, we only have so many wildcards, and youre already in a good spot with your deck!