really a blow at the lands ... Really Mr. 3 aggro decks all with 22/21 lands your self and you don't even think to consider that chromatic lantern is there to provide me additional mana which btw brings me to 22 which btw is the same as every deck you posted with exception to you blue control which you have 24 try to troll someone else.
P.S. swapped omniscience with hold the gates for now, that toughness and vigilance comes in real handy
June 28, 2013 10:49 a.m.
Formortiis says... #3
and you don't even think to consider that chromatic lantern is there to provide me additional mana which btw brings me to 22
Chromatic Lantern != land.
June 28, 2013 11:04 a.m.
Formortiis is right, you really need more lands. Also, you need to be aware that just because you threw in a bunch of charms and guildmages, it will not be a competitive deck. Most of those cards just aren't good. I'd recommend cutting all the the nonland cards except elixir and Crackling Perimeter , then add some fog/wipe effects like Fog and Supreme Verdict , in addition to about 5 more lands and maybe some Saruli Gatekeepers s.
June 28, 2013 11:13 a.m.
Yeah needs more land and more of Maze's End . You need to try and focus on more of a concise strategy and just one or two win conditions.
June 28, 2013 11:25 a.m.
I Could Swap The Orzho Charm With Merciless Eviction, Or Supreme Virdict To Combo With Duskmantle Guildmage.The Only Real Increase In Lands I Pull Off wOuld Require A Card Count Increase Which Would LeaD To Futher Delude The Little Consistency It Has now.
June 28, 2013 1:02 p.m.
Formortiis says... #7
Not when you have more than enough cards that absolutely need to be cut.
June 28, 2013 5:58 p.m.
If running Maze's End - You need to be more of a control player. You've just got too many effects, and nothing of great value.
June 29, 2013 10:44 a.m.
i am not running Maze's End it is just simply there the intent is to field the mages use their various abilities to swing and screw with my opponent and if something goes wrong I can still win in under 15/20 turns. The two instant wins are just simply there they are not the end all of the deck they just complement what I am carry.
June 29, 2013 12:05 p.m.
I do appreciate your comments though cause I did modify the bulk pretty enchants for some more efficient versions Bred for the hunt and Hold the Gates. Crackling gates is something i use before i start my turn so that no land ever goes to waste. I am applying the tactics to my other decks though and it does make them more efficient there is just something special about this layout to me.
June 29, 2013 12:10 p.m.
MTG_Player says... #11
you don't have enough land, and you have 1 too many cards in the sideboard
June 29, 2013 6:24 p.m.
FINALLY got to competition test this baby and i will concede on where there where some major gaps. First was the land the mages are powerful but not powerful enough when i am scraping the bottom for mana. The other big thing I noticed is that while the charms are powerful there where to many ways for them to be counter most noticably fricken hex-proofing everything I was going to zap.
My two major fixes where beefing my lands to 26 seemed mana heavy but really is more like just right. The basic lands allow for the action now to start on turn 2 which is good enough for any agro deck. Also in a multiway if you want to make friends utilize the support tools you got I can make even the crappiest decks win with my added power,
The layout is still pretty much the same this is a competitive version so sorry for the high cost of the deck. If anything when playing a white or black flyer's deck I would switch my Glaring Spotlight with Akroma's Memorial since those tend to start to tear me up. The good news is that flyers tend to take a min to build so a 7 drop is not that rough the bad news is i need an Akroma's Memorial . Since i don't have i guess i will just have to clinch and hope i can get off Domri Rade or have New Prahv Guildmage keep up.
June 30, 2013 9:50 a.m.
OR i could just play a Bower Passage after all turn about is fair play which does make for a whole new line of attacking starts when combined with New Prahv Guildmage hum,,,,,,
June 30, 2013 9:55 a.m.
HughBalzac says... #15
This Deck Is Great I Hope It Does Well I Always Love These Decks AggroMulTi Guild Power!
I love The Death's Presence
Aweomse Card!
July 1, 2013 1:11 p.m.
Formortiis says... #16
if something goes wrong I can still win in under 15/20 turns.
This is funny because you somehow think you won't be dead long before then.
Also, adding in planeswalkers and a shit ton of land doesn't automatically make your deck better. This is especially true when you're running 75 cards now.
July 1, 2013 10:52 p.m.
I'm really tickled by the deck. I wouldn't play it in a tournament setting myself, but I remember the days when I loved cycles of cards more than anything, and would have played any and every cycle in a single deck. You should have lots of fun playing it with your friends at the kitchen table.
July 2, 2013 5:27 p.m.
i have seen suggest: Gatecreeper Vine
but what about Greenside Watcher ?
July 3, 2013 10:50 a.m.
Formortiis says... #20
Both are fine if they cause you to completely redo your creature base. Seriously, GUILDMAGES ARE NOT GOOD.
Formortiis says... #1
This deck is even more hilariously bad when you think you can run it on only 21 land. Even aggro needs more land than that.
June 27, 2013 1:49 p.m.