Thanks for the suggestions Panzerforge. I completely overlooked the 5 Blossoming Sands even knowing the 4 of the same non basic lands rule. The 'no more than four' rule seems to be consistent with many TCG games such Pokemon... why 4? Maybe there's a balancing reason? Anyway thanks for the suggestions.
March 8, 2016 12:53 a.m.
I'm definitely not an expert but I was thinking about not completely relying on counters and the $1 cost for Gyre Sage isn't really appealing to me as the deck already costs over $40. This deck and
Renowned Plains
Unknown*
SCORE: 1 | 1 COMMENTS | 137 VIEWS
are actually based on my real life decks.
Panzerforge says... #1
Taking a look through this, just a few thoughts:
To start, why so many lands? 25 seems high when your mana curve is peaking at 2 and 3.
Sadly you can't have 5 Blossoming Sands. It's not a standard land, so you're limited to 4.
With the way this deck is playing out, and all those +1/+1 counters, you could really make for a nasty 1-2 punch win-con from:
Inspiring Call + Sunbringer's Touch
You might have to wait until T7 for this to be viable, or you could replace the Elvish Mystic with Gyre Sage, and really ramp up.
My recommendation is to knock down your land count to 21 or 20 (since you're running fetches anyway) and add two of each of Sunbringer's Touch and Inspiring Call.
Imagine the effect when all those creatures you have bolstered suddenly become indestructible, you draw a card for each one of them, bolster your smallest creature by 4 or 5, then attack with all, trampling, indestructible, and have a good day.
Just my thoughts.
March 7, 2016 11:12 p.m.