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Autor Thema: Kynaios and Tiro of Card Draw - Comments  (Gelesen 105 mal)

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Kynaios and Tiro of Card Draw - Comments
« am: Mai 08, 2017, 09:54:26 Vormittag »
Kynaios and Tiro of Card Draw

This topic has been created automatically to discuss this deck.
Dieses Thema wurde automatisch erstellt, um dieses Deck zu diskutieren.

pagan

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Re: Kynaios and Tiro of Card Draw - Comments
« Antwort #1 am: Mai 08, 2017, 09:54:39 Vormittag »
Maybe you could afford removing one or two lands since your average cmc is low and you'll be drawing a lot of cards and you are providing people with some mana doubling. BTW, I don't know if it's a good idea to provide BOTH card draw and mana to other players. It'll probably help them combo really early and end the game for everyone including you, so if you want to keep both things, I'd suggest you go to a control-heavy strategy (counterspells, boardwipes, lots of instants)

I don't think people will be playing too many creatures, specially considering giving mana/draw to players mostly gives them ways to wipe the board; and the ammount of pillowfort/tax enchantments in your deck would probably mean you don't have to worry so much about dying to attacks. So you should worry less about dying to combat and more about protecting your cards/stopping combo. That said, I'd remove Bident of Thassa, Gwafa Hazid, Profiteer, Gisela, Blade of Goldnight, Insurrection and Reins of Power. Edric, Spymaster of Trest could be an interesting addition, though.

Artifact Mutation and Aura Mutation aren't versatile enough and require specific colors of mana. I'd replace them with Forsake the Worldly and a Naturalize of sorts (Rending Vines replaces itself if you are worried about card draw)

Treacherous Terrain seems weak when games don't last as long enough.

Prosperity is outshined by Minds Aglow (comes with the prebuild) since someone might help you pay for it.

Thought Vessel seems necessary in your deck. And maybe even a Praetor's Counsel so you can get some recursion in emergencies.

Archmage Ascension works wonders in your deck and prevents you from losing from decking out if you manage to reach 6 counters, which shouldn't be too difficult.

Mind's Dilation is insanely good at annoying people/getting some extra value.

WINNING THE GAME
You might want to consider Molten Psyche (specially if you draw it after casting stuff such as The Great Aurora or resolving a Jace's Archivist/Windfall effect).

Vicious Shadows can be very strong if played at the right time (before a wrath, for instance. So if you dropped a Nevinyrral's Disk the previous turn, drop this and pop the disk for a quick kill).

Gaze of Adamaro, Fateful Showdown, Spiraling Embers, Sudden Impact or Master of the Way might work depending on your deck, but would require some tweaks to the deck in order for you to survive long enough to cast them effectively.

Inner Calm, Outer Strenght can be used as a finisher (you can even buff someone else's commander or something like that)

Fireball is a sweet finisher when you have a bunch of mana, and Kydele, Chosen of Kruphix ramps you considerably in a draw-matters type of deck. Inner Fire would also be insane with Fireball.

Thoughts of Ruin can lock everyone down when you have the board the way you want. (A Psychosis Crawler and some of your enchantments that increase draw)

FINDING YOUR CARDS
I don't think you actually need tutors when you have abundant card draw. Paying 6 mana for a Plea for Guidance is just too much. You might do better with something such as Whirpool Warrior, which doubles up as a good way of ending the game with the aforementioned win cons.

CONTROLLING THE TABLE
Opressive Will is a nice, cheap counterspell. As with most single-target removal, just be sure to save it for the right target since it puts you at card disadvantage (you and the person countered get -1 card whilst the rest keep the same count)

Split Decision is great against combo-decks since it's cheap and will always counter a game winning spell since others will help you with it. You might also want to consider putting other counterspells in there.

If you manage to make people attack each other, Vow of Duty, Vow of Flight, Vow of Lightning and Vow of Wildness might work.

Web of Inertia makes you invulnerable to attacks with Rest in Peace, but Rest in Peace is kinda expensive. Ground Seal does it's job quite well against most reanimator decks.

Arcane Laboratory, Eidolon of Rhetoric and Rule of Law all help hosing combos.

Mindlock Orb, Widespread Panic and Aven Mindcensor help against tutors.

Meishin, the Mind Cage can protect you against creature-based decks, but won't work as well against combos.

Tragic Arrogance is pretty good against a lot of strategies since it'll be YOU choosing what each player keeps.

Cyclonic Rift doesn't need introductions.

Sublime Exhalation is even better than Wrath of God if you are playing in a 4+ player game.