![]() ] grabs earthcraft and kioras follower and fertile ground. I recommend narrowing down which combos you want to run and tuning around them. Keeps ALL graveyards clear until you need them un-clear and gives +2/+2 with. If you add too many tutors and not enough versatility and you turn your deck into a bad turn 4 deck that annoys your playgroup to boredom. Also Maelstrom Wanderer would be awesome with Maelstrom Archangel. ] adds even more redundancy and can combo with ] or any land untapping dork in ] combo. ] fetches either half of the midnight gond combo, plus it fetches ] to grab back something from your graveyard or ] if you want to add a layer of redundancy. Ramp is really important to these sorts of strategies and yours appears to be play a mana dork on 1 then drop a cradle on 20. You should be flashing derevi at the end of your opponent's turn/ icy manipulating so you get to untap as normal. Unwinding clock doesn't really work with static orb and winter orb. There are games where you're sitting there with midnight guard, mind over matter, and bioshift and your azami, presence of gond, and ooze are sitting at the bottom of your library. The janky 2 card combos, while fun, need redundancy to pull off. The stax effects, while competitive, won't be consistent without the tutors and ramp that c-edh uses. Your derevi deck has a mix of one-man-army type cards, stax effects, and janky 2 card combos. Maelstrom Archangel ( 5 ) Creature Angel (5/5) Flying Whenever Maelstrom Archangel deals combat damage to a player, you may cast a spell from your hand without paying its mana cost.
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