vampirelazarus says... #1

First things first: sideboards can have only fifteen cards.

I like the fact that you have such a huge maybe board, it shows that you're open to suggestions.

What is your primary focus with the deck? It seems like you would want to do some form if control build, using Supreme Verdict , and winning with AEtherling .

If that's the route, then I suggest more card draw, things like Serum Visions , Gitaxian Probe , and Think Twice . Since you've labeled this vintage, Ill also suggest Ponder , and Preordain .

Redundancy is always good, so you can also look into Morphling , the older brother of AEtherling .

To help, you need to focus on what you want the deck to do, and streamline it. If a card doesnt hero the over all goal, it gets cut. As well as all the one-ofs. You want consistancy, so, that means redundancy, and running as many copies of cards as possible.

April 22, 2014 5:52 a.m.

Noresha says... #2

Thank you lazarus, appreciate the suggestions, I used to have Divination and Thirst for Knowledge , but I had dropped them because they we're rather lack luster and generally ( don't know if it my buddies play styles ), but I spent a lot of time holding onto my 'finisher' creatures and counter spells, for opportune times so my hand was usually stocked ( not to mention holding a ramp creature back encase I verdict or worldslayer ).

and thanks for the heads up on redundancy, I had a feeling I was getting a little whacky and spreading my pulls to thin.

Should I drop;

Rootborn Defenses ; may save my little rampers during SupremeV, although 1 Plain is costly in my deck as I use them for activating Mystic Gate which can lead to Celestial Colonnade defense or downtime attacking, Gaea's Revenge + Supreme Verdict , AEtherling + Supreme Verdict . and I may not pull it enough to be worth a slot.

Plasm Capture ; way to situational in my point of view, though I see it working well when plains and water are tight from luck and I need to drop SupV + Finisher + Counterspell to retake the board.

Ayumi, the Last Visitor ; have 3x of her because she is cheap and can pull her out very early with no plains or islands in play; forces burning of removals, and does unstoppable damage a good percentage of the time.

Icy Manipulator ;I really like this card as it has saved my early/mid/late game in all of my matches, not to mention Supreme V proof, and can be cost from any colors.

Worldslayer ; Very situational, though I can use effectively with my ramp of lands + Gaea's haste, Ayumis landwalk and Aetherlings activated mana unblockable & exile, plus I like to think I may have an advantage if the board clears because of my rampiness, although still very situational.

Celestial Colonnade ; quite expensive plain and island cost, might not pull often enough to warrant the defense and aggressiveness of it ( Vigilance + Flying ).

Overrule + Sphinx's Revelation ; not a combo, but I use both for regaining health as I tend to leave myself open in hopes they'll drop more fodder, and 'hand' themselves out of cards. both seem to be very expensive and stop me from dropping supreme V and Finishers when I need to, and I can hardly rely on Overrule as X cost, though I've had good luck with it against their decks.

Oracle of Mul Daya ; if i get her early, she is OK, but I have her at 2x so I get Centaurs more often ( 4x ). Generally don't have 2 lands in hand past turn 4 or so, but with the additional 'card machines and draws' ( Centaur land machine and Sorcery Draw cards ), I see her maybe having a use for dropping 2 lands mid game to boost my reserves.

Prophet of Kruphix ; never actuallly had a chance to play her, thought she seems good in theory, can flash Gaea/Aetherling/Dungrove Elder to kill attackers, Ayumi has 3 toughness, doesn't seem like it would work well there, as mostly likely pull Prophet late game.

What would you recommend I drop if I wanted to keep the Supreme V + Aetherling + Gaea + Counter combo's, to streamline this?

Should I add in more counterspells? Or more creature defense against early game damage? Do I really need ramp in this deck (if feels like I do late game as I'm using my resources as efficiently as possible as still generally ending up with 0 untapped lands when I pull a hat trick)?

So if I barraged you with text and thoughts which may be incomplete, and thank you for your time.

I think the Card draws will be very important to get over non-land humps when I do have Courser / Mul Daya out, not mention getting the counter spells I need at the right times.

April 22, 2014 2:58 p.m.

Noresha says... #3

Horn of Greed ;

Could this replace some 'draw card' spells? With Icy and Horn reserves, am I leaving myself short on counter spells?

April 22, 2014 3:13 p.m.

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