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Messages - Arctures

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I'm just getting back into the game myself, so if I'm way off the mark feel free to shoot me.

My first reaction is to replace the Abundant Growths with some Temple Gardens, then even out your land::spell ratio accordingly.  Chaining them with your Arbor Elves with them will easily straighten out whatever mana situation you may find yourself in, and better allow you to get out your Call of the Conclaves and Selesnya Charms much faster.  Maybe add a couple Sunpetal Groves as well if you're so inclined.  That alone would get you down to 60 cards, if you're still concerned about that.

I might also see to replacing the Collective Blessing with something quicker.  It's a nice boost for mid-late game, but to me it ultimately seems too bulky and unnecessary given the hoard of tokens you'll have likely accumulated by that time.  Those tokens alone at that point in the game, plus the Wayfaring Temples that they boost, should be enough to set you over the edge.  If anything, I think you might be better off with some Maybe even another Cathar's Crusade could help you out.  Gavony Township seems okay to this end, although I fear it'd eat up too much of your mana pool and you wouldn't get a great chance to use it early on while you're setting up.  I'd have to see it in action though to get a better sense of how it works.


I tentatively agree with AeroSigma about cutting a couple of your higher CMC beasts if you want to go for speed, maybe the Armada Wurm and Giant Adephage.  Maybe only have 1 Akroma's Memorial, since it's unlikely you'll ever have to depend on that being on the field as your main win condition.  Assuming you do make it to late-game, I would suggest a Craterfoot Behemoth as a final smash win condition.  I would ideally want to go with Overrun, but since it's not T2 anymore Craterfoot may have to do the trick.

As for other suggestions, something Garruk-related always does the trick for token-based decks.  I'm a personal fan of Primal Hunter, you may benefit from one or two as well.  Gifts of Orzhova could be a nice touch as well, but I'd rather leave those sort of ancillary/ornamental for after the rest of the deck is set.

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Deck Reviews / Elf Clan (Standard) Seeking Recruits
« on: March 08, 2013, 02:27:01 am »
I've been honing this deck down for a number of weeks now, and it's finally to the point where I'm mostly satisfied.  I'd like some feedback though, so feed me back.

http://deckstats.net/decks/2252/6459-elf-clan/en

PREMISE:  Ramp with the few mana-generating elves that are still T2 legal.  If you've got any beaters available, throw them down turn 3 with the 6 mana you'll be able to run.  A good amount of emphasis on making the Clan Defiances work, especially with Increasing Savagery on Gyre Sage and the Chandras.  Throw in a splash of white/Boros for Boros Charm as an answer to whatever mass creature kills the opponent may have, plus a Boros Reckoner or two as extra back-up and potentially doubling Clan Defiance's damage.  The Garruks are intended more for drawing extra cards than for beatdown, since I find myself losing my hand quickly, although with the Craterhoof Behemoth they definitely up the beatdown ante.

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