PDA

View Full Version : Just got back into magic...need deck help


Toji
09-14-2009, 07:26 PM
Hey,

I've just got back into magic after about a year out and i have to budget build cos im skint lol.

here is what i have come up with:

============
LAND
============

8x Swamp
7x Island
6x Plains

============
CREATURES
============

4x Sphinx of the Steel Wind
4x Salvage Slasher
4x Glaze Fiend
4x Tidehollow Strix
4x Master of Etherium
4x Etherium Sculpter
4x Ethersworn Canonist
2x Ethersworn Adjudicator
2x Sen Triplets

=============
SPELLS
=============

4x Demonic Tutor

=============
ARTIFACTS
=============

4x Executioners Capsule

TOTAL = 60

please rate and help/Fix. Please tell me if i got stuff in there that ISN'T T2 as its supposed to be T2.

Thanks a lot

Toji

Catastrophe_2
09-21-2009, 11:20 AM
Demonic Tutor isn't Standard legal. Divine vs Demonic cards are only legal in whatever formats their original reprints are legal.

As for the deck itself:

I see that you have 21 lands. While some aggressive, low-curved decks can function fine with 21 lands, most decks use at least 23-24 of them. You might want to acquire some Arcane Sanctums, since they can provide all 3 colors of mana you need. The Alara Reborn Borderposts can also serve as dual lands (like the good old Invasion Tap-Lands, if you were playing then).

Creature-wise, some of your choices are sub-par. Esper Strombaldes are usually superior than Salvage Slashers, especially if you have Borderposts in your manabase. Glaze Fiend is also not very good in my experience, since it forces you to commit too much resources on to the battlefield (that's just asking to be blown-out by a Jund Charm/Infest/Volcanic Fallout). Veldaken Outlanders are much more useful (it can slow down Jund Aggro decks, which are very common in Standard and Block). As for Sun Triplets, they are too costly for their effect (besides, most aggro decks will have empty hands by the time her abilities activate). 4 Sphinxes are a bit too much (drawing them early is useless), you'll be fine with only 2 (alternatively, you could remove them all-together and put two Sharuums instead).

For the spell base, you might want to add some more spells. Doom Blade is better than the Capsule in most cases. Thopter Foundry can help lessen the effects of enemy spot-removal. Path to Exile can also clear the way for your machine horde (Oblivion Ring can also work, but is more vulnerable to Maelstrom Pulse).

tl;dr:

- 4 Glaze Fiend
- 4 Salvage Slasher
- 4 Etherium Sculptor
- 2 Sphinx of the Steel Wind
- 2 Sun Triplets
- 4 Demonic Tutor
- 4 Executioner's Capsule

+4 Arcane Sanctums
+4 Esper Stormblade
+4 Veldaken Outlander
+4 Doom Blade
+4 Thopter Foundry
+4 Path to Exile

Wish you luck!