Said on 2015-07-03 update of ......
2
Well, I've playtested your deck quite a bit and more often than not, I have been consistent turn 6 wins. The one problem I was having was that there were a bunch of tap lands, preventing me from casting the stuff I need. What I would suggest is take out quite a few of the tap lands to add basics and/or fetch lands. I also notice that you have a ton of pain lands, which are really unnecessary. You only need a minimum of 2 of each of the pain lands. So this is what I would suggest for your land base.
Land BaseNow, another I noticed was you have a lot of small creatures, but not a lot of finishers. And most of the time on turn 5, I have been getting the opponent down to one, but then I have to wait a whole turn just to finish them off. Also, I felt like Alesha was just getting in the way most of the time. That mana could be used to cast spells that deal massive damage in the turn rather than just bring back a low cost creature. What I would suggest would be to add 1 or 2 finishers that can help end the game in the blink of an eye. Here's what I would suggest for your creature base.
Creature BaseNow the spell base. This seemed pretty balanced, but the Ride Down seemed to be lacking to be honest. It's more for a creature heavy base, but only a fourth of your deck contains creatures. And even when you have creatures out, it just seems like it doesn't create enough of an impact. As for the Center Soul, it was ok, but I prefer Gods Willing because of 2 reasons.
It costs 1 mana less, which can be used to cast other spells that progress you to your goal. And it makes it so you don't need 2 mana open when you need a blocker and survive the impact.
The scry trigger is crucial because it can get you the stuff you want on top and the stuff you don't on the bottom. That way you can plan ahead for the right time, depending on your situation.
The rest of your spell base seems to work out well. I only feel like you might need an end game spell that can be used in case your creatures aren't able to so. So here's what I would suggest your spell base to be.
Spell BaseNow on to your sideboard. This doesn't necessarily need to be changed, except I would swap out the Center Souls for either Anger of the Gods or Bile Blight. You need more cheap board sweepers for those fast-paced aggro decks (Selesnya Aggro) so that you don't get overwhelmed.
All in all, your deck was good, but it just needs a few tweaks, but only minor ones. Other than that, I feel like it would do pretty well in the meta your in. Good luck and have fun. Hope these suggestions help. In the end, it's all up to you. These are only suggestions after all. :)
July 3, 2015 11:07 a.m.
SirFowler says... #1
Well, I've playtested your deck quite a bit and more often than not, I have been consistent turn 6 wins. The one problem I was having was that there were a bunch of tap lands, preventing me from casting the stuff I need. What I would suggest is take out quite a few of the tap lands to add basics and/or fetch lands. I also notice that you have a ton of pain lands, which are really unnecessary. You only need a minimum of 2 of each of the pain lands. So this is what I would suggest for your land base.
Land Base
2x Battlefield Forge
2x Caves of Koilos
2x Nomad Outpost
3x Temple of Triumph
3x Temple of Malice
2x Temple of Silence
4x Bloodstained Mire
2x Windswept Heath
2x Plains
1x Mountain
1x Urborg, Tomb of Yawgmoth
Now, another I noticed was you have a lot of small creatures, but not a lot of finishers. And most of the time on turn 5, I have been getting the opponent down to one, but then I have to wait a whole turn just to finish them off. Also, I felt like Alesha was just getting in the way most of the time. That mana could be used to cast spells that deal massive damage in the turn rather than just bring back a low cost creature. What I would suggest would be to add 1 or 2 finishers that can help end the game in the blink of an eye. Here's what I would suggest for your creature base.
Creature Base
4x Monastery Swiftspear
3x Seeker of the Way
2x Ojutai Exemplars
2x Soulfire Grand Master
3x Master of the Feast
1x either Dragonlord Kolaghan or Kolaghan, the Storm's Fury
Now the spell base. This seemed pretty balanced, but the Ride Down seemed to be lacking to be honest. It's more for a creature heavy base, but only a fourth of your deck contains creatures. And even when you have creatures out, it just seems like it doesn't create enough of an impact. As for the Center Soul, it was ok, but I prefer Gods Willing because of 2 reasons.
It costs 1 mana less, which can be used to cast other spells that progress you to your goal. And it makes it so you don't need 2 mana open when you need a blocker and survive the impact.
The scry trigger is crucial because it can get you the stuff you want on top and the stuff you don't on the bottom. That way you can plan ahead for the right time, depending on your situation.
The rest of your spell base seems to work out well. I only feel like you might need an end game spell that can be used in case your creatures aren't able to so. So here's what I would suggest your spell base to be.
Spell Base
4x Crackling Doom
2x Kolaghan's Command
4x Lightning Strike
4x Myth Realized
2x Valorous Stance
1x Spear of Heliod
3x Gods Willing
1x Crater's Claws
Now on to your sideboard. This doesn't necessarily need to be changed, except I would swap out the Center Souls for either Anger of the Gods or Bile Blight. You need more cheap board sweepers for those fast-paced aggro decks (Selesnya Aggro) so that you don't get overwhelmed.
All in all, your deck was good, but it just needs a few tweaks, but only minor ones. Other than that, I feel like it would do pretty well in the meta your in. Good luck and have fun. Hope these suggestions help. In the end, it's all up to you. These are only suggestions after all. :)
July 3, 2015 11:07 a.m.