![]() ![]() In a free for all game, doing something "unfair" gives you an advantage. You're going to need the extra lands to play mass reanimation spells. You need to hit your land drops, or even cheat/double up on land drops. get more ways to play lands from your graveyard. If you want to go with the mill a bunch of creatures plan, I'd recommend two things: 1. You'll have a few zombie tokens from milling yourself but I don't see this deck really flooding the board, and if it does, what are you doing with the zombies? There are a few lords but not a ton of reliable ways to get them out. You have a high curve, and most of your reanimation cards are 1 for 1. ![]() ![]() I think that the problem is that the deck is kind of all over the place in terms of focus. And a new issue also arose, that I didn't feel like I had enough reanimation spells or mill in there, although that might just be unfortunate.Īny suggestions on how to tune the deck? Have I gone too hard on creatures (currently at 50, giving me a 88% chance of hitting a creature with Sidisi's mill)? I playtested it on Cockatrice a few times over the last week, and still found I was lacking in both departments. ] has been added as both token-synergy and removal, and ], ], ] and ] (as well as the Mutineer) for just removal. I've added cards that can be used from the GY in ], ], ] and ] and card draw in ]. My main issues have been card advantage and interaction, with the deck running out of steam late on and folding to must-removal issues. I've been playing ] for a couple of years now and while I really enjoy playing the deck, I have found myself struggling to win any games unless I have ] out and I'm considering ditching that card because turns can take ages with it out. ![]()
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