Preliminary update after 2 years
Revision 6Added/removed cards:
-1
Aligned Hedron NetworkNeat, but probably not what this deck wants to spend its mana doing. The best interaction is comboing off.
-1
Arch of OrazcaAnytime the game got to the point where I was activating this, I basically had already lost. At that point you're just fishing for the
Dualcaster Mage combo.
-1
Invigorated RampageCutting all the pump spells since I found winning via combat to be this deck's weakest option.
-1
RileCan't believe I ever included this before I put slowtrips back in.
-1
Temple of the False GodThis deck's curve basically stops at 5 mana, I don't know why I thought this was a good idea?
-1
Temur Battle RageThis really need a critical mass of pump spells to be good, and I've removed all of those.
-1
Tilonalli's SummonerI never found it worth it to activate this, and it's pretty slow and expensive for what it does.
+1
Dwarven MineExcited for this, seems very low cost.
+1
Fists of FlameSuper exciting addition, except for having to keep track of how big each token gets.
+1
Krenko, Tin Street KingpinHanweir Garrison 2: Now In Goblin
+1
Legion WarbossWant to test this out, since Garrison tokens often survive, I'm optimistic about these.
+1
PanicProbably the best of the slowtrips. (
Balduvian Rage requires attacking.)
+1
Purphoros, God of the Forge*sighs, opens wallet*
+1
Reality ScrambleIndomitable Creativity 2; I am concerned that I have very few creatures in the deck, but worst case it can loop my existing real creatures.
+1
Runaway Steam-KinVery excited for this to enable some wild turns.
Changed amounts:
-1
MountainGoing down to 37
lands from 39, since the curve is so low. Not sure if this is the right call; the deck really wants to hit its first four land drops at minimum.