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Zeige Revision 85. There is a more recent version of this deck.
Selecting the right lands depends on the colors you want to focus. My deck is centered in Naya colors (Red, white, green), and its land base tends to go for green for ramp.
Disclaimer: If you like to go with the "Perfect mana base" of [10 fetch + 10 shocks + 10 multicolored + 8 utility lands], that ok, but that is not my personal pick for this deck because I want it to be Foil and that foiled mana base is out of my budget.
5 Colors lands
All this lands gives you the five colors you need to play. With just one of them in you can play more than the 80% of the deck without having mana issues. With two, you fixed all your mana.
Bond lands
The 10 of them are efficient and simple. I just play 5 of them because I like variety
Basics
I play 2 basics of each type to ramp with Myriad Landscape and to prevent blood moon and magus of the moon effects.
Fetch
Utility
Shocks
The recommended hand to start playing is the one with at least 2 lands of different colors and a at least one ramp card we can play in before turn 3. You prefer green mana to play ramp spells early and you thrive for at least 1 white mana before turn 5. The other cards in the deck are not so important in the early game. If you can ramp and has white mana, you can play General Tazri as tutor what you need before anyone has the chance to respond.
My pick
Other solid options
This is a creatures-centered deck so our main strategy is to fill the board with creatures as fast as we can and protect them during the course of the match. In this section I divided the creatures by colors, in this deck each of them has a specific function.
Quantity
This is the most difficult to balance. I tend to run between 31 to 33 creatures, all of them tutoreable allies. This is a low value for a "Creature heavy deck" but since Tazri is always refilling our hands with creatures, I preferred to keep that numbers. Bellow 30 you won't have enough allies in the board in time.
A five colors army
I choose 3 principal colors for the deck and splash the others 2 of them.
A note for changeling
White, the color of Peace
Red, the color of blood
Green is the color of growth
Blue is the color of knowledge
Multicolored
All of our protection spells has more than one utility. The first one is obviously to protect or army. The other is the plus.
The removal es simple
I recommend to follow this guide to have an idea of the basic building of the deck. The card listed here are just examples, and can be changed to the ones you prefer to play.
Recommended starting point
37 lands, 33 creatures, 30 spells
Colors
I recommend to choose 3 principal colors for the deck, and 2 to splash on it.
Lands
Start the deck with 36 to 40 lands. I recommend start with 37 at first. At least 10 of them should be basics, and never less than 2 plains, swamps, forest and islands. This is a good way to evade blood moon or similar effects
Ramp
Add 8 to 10 mana accelerators (ramp), green is always better in this section.
Farseek, Cultivate, Kodama's reach are excellent options.
Target removal
Add some target removal, 5-7 should be ok. This cards are needed to deal with problematic creatures, enchantments, artifacts, and planeswalkers.
Anguished unmaking is a great example of a versatile removal.
Decimate can deal with a lot of problems in one turn if the setting is done.
Board wipes
Add some board wipes, 3-5 should be ok. This will help you to reset the table when other players are dominating the field. Try to focus in the board wipes that breaks the parity, in general, allies have less than 4 toughness, so Citywide Bust is our better call here.
Card advantage and tutoring
Add cards that give you "card advantage". 3-5 should be ok.
General Tazri is our reliable creature tutor. It can be used to find the ally we need in the moment we need it.
Bring to light is a flexible tutoring tool that lets us find creatures, sorceries and instants if we can pay the colors.
March from the Tomb is a huge recovery spell that let us return our death creatures for less than their actual cost.
Creatures
Add 30 to 38 of allies. I recommend to start with 33 or 34 and lower this number is you have enough card draw. The allies that you will put here should be trying to help the other sections.
Beastcaller savant and harabaz druid can be count as ramp | Sea Gate loremaster can help with the card draw
Use this spaces to full fill and reinforce the weaker part of the deck.
Protections
Add 3-7 protective spells. This is heavily dependent of the amount of creatures and play style you want. More creature orientated decks, require to have a better set of protection.
Rootborn Defenses is a great example of a good protection spell.
Shenanigans
"Survive, adapt, overcome". Try to use cards that give you versatility.
Golgari charm is a good example. It lets you deal with enchantments, or clean the board if there are a lot of small creatures, or even protect your creatures when the board wipe arrives.
Eerie Interlude can be used to protect your legions, but in addition can be used to trigger all the ETB effects of your deck, including tutoring with Tazri.
Colors
I recommend to go for Naya (Green, White and Red) with a splash of blue and black
Using this combination, you will have access to the majority of the good cards in a budget.
White hast the biggest numbers of allies, and all the support for them has white. (Retreat to Emeria)
Red favor the creature-based agro strategies and has the best heavy hitters. (Kazuul warlord)
Green is just here because it so good at ramping in a budget that all the allies that’s gives you are just a plus (Harabaz druid)
Lands
Distribute as you see it fits you, pay attention to the following sections to know how to prioritize.
The cheapest way is to play just basics.
I strongly recommend to uses some of the Vivid lands (Vivid marsh for example) and/or the trilands from Tarkir and Alara sets (Sandsteppe Citadel | Crumbling necropolis).
Try to balance the ratio of "Mana fixing" without playing always tapped.
Aether Hub is an excellent card that can be added to help the problem of color fixing.
Ramp
The best way is also the cheapest in this case. FOCUS UN GREEN!
Farseek, Cultivate, Kodama's reach, Circuitous Route, grow from the ashes are excellent options to start. Try to put 8-10 to ensure you can play General Tazri as soon as possible.
Strategy (Counters, Keywords and Blink effect)
+1/+1 Counters: Green/White allies tend to excel at getting counters putting on them while entering the battlefield (Greypelt hunter | hada freblade) so this is the easy strategy. It can be performed simply by adding "+1/+1 Counter support" like Hardened scales a bit of blink effect (cloudshift)
Keywords: Red/White allies tend to give good keywords like "First strike, Lifelink, Double strike", the good part of this is that General Tazri can tutor the keyword that we need, have that in mind
Blink and ETB: Generally, the white and blue cards excels in "Exile our own creatures and returning them to the battlefield" at instant speed triggering a lots of effects even outside of our turn. (cloudshift)
Use the Low budget explanation and add the following
Colors
Use whatever combination you want. I still prefer naya but adding more blue for draw and black for removal.
Lands and ramp
Add the 5 colored lands, (Command Tower, Ally Encampment, Path of Ancestry, Unclaimed Territory).
Add the utility lands. This is up to you. Y recommend no more than 5 colorless lands.
Add Krosan Verge and Myriad Landscape as "Land-Ramp"
Add sol ring and arcane signet replacing some of the ramp spells you have.
CMC and Draw
Try to keep the deck in a CMC of 3.5 or less. This will help you to play more impactful turns whit multiple triggers
Less cost means more need to draw cards. Distant melody or of one Mind are goods additions.
Check my list and make the changes that you see it needs to adapt to your play group
You will tend to go black for tutors, blue for counters and draw...
...Forget all I said before, add a lot of tutors, a wincon and you are done.
Here is an example:
1) "Food chain + squee the immortal" to have infinite mana.
2) Cast General Tazri... tutor Hagra sharpshooter and play it.
3) Use the Hagra sharpshooter to kill General Tazri
4) Recast General Tazri and kill her to start tutoring all the allies in the deck...
5) Chasm Guide gives them haste... but it is possible to kill then just with the ETB of Hagra Diabolist
Turn progression is
Turn 1 (0-1 Mana)
Hada freeblade | Sol ring | hardened scales
Turn 2 (2-3 Mana)
Arcane Signet or Dowsing Dagger // Lost Vale | Ally (CMC 2-3)
Turn 3 (3-4 Mana)
Chromatic Lantern | Herald's Horn | Urza's Incubator | Kodama's Reach | Ally (CMC 2-4)
Turn 4 (5-6 Mana)
Smothering Tithe | Gilded Lotus | Ally (CMC 2-5)
Turn 5 (6-8 Mana)
With at least 3 or four allies, start keeping 1-3 mana open to protect allies from board wipes. Boros charm and Eerie Interlude are your best options.
Turn 6+ (7-10 Mamas)
You have plenty of mana to cast 2 allies per turn, at least 3-4 creatures and some buff and protections and you will manage to draw more than one card at a turn, or at least summon General Tazri.
Now you are ready you can finish the game one opponent at a time.
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