Kapol wrote:Memo, if you're looking for advice, here's some feedback. What shouldn't have been in the deck, then what should have been.
Unless you were doing it for the fun value, you shouldn't play Ornithopter I feel. It's not -that- bad when you're running stuff like the burning fist. But it's still not very good. Even with Ensoul Artifact. Hot Soup is bad as well. There was a decent amount of damage being done that I saw, so I don't think it's worth a slot. With those changes, Ensoul Artifact itself just doesn't make the cut. Invisibility isn't that great for a similar reason to Soup. But in this case, there's also the fact that this is a set with enough walls that it won't always be basically unblockable. Might Makes Right also really shouldn't be in there. It's too slow for what it does, and you won't always have the highest strength. You also had a lot of high drops in your deck already. Similarly, I really dislike Miner's Bane. Those high drops mean you likely didn't end up doing much before turn 3-4 from the looks of it. I might say that thopter might be necessary for creatures early on. But it seems you had enough unused lower red cards that it wouldn't have been necessary.
But in your pool... I see quite a few good things that you didn't use. Aetherspouts can be a real blowout and I feel it should have made the cut. Forge Devil is a decent pinger and can actually kill a solid number of things. I would have run both inferno fists. It's really good. Goblin Roughrider is a solid early creature that can usually trade up later. And Torch Fiend is a decent creature that has some utility (I noticed artifacts played a decent role). To help bring down your curve, you likely should have played the Bloodseeker too. I also feel like another Pathmage would have been good, as being unblockable is a solid ability.
Also, you were running 10 non-creature spells from what I count. That's too many for most limited decks. Even if all 10 are, say, murder-level removal, that just means you're not putting enough threats on the board.
MowDownJoe wrote:Aww, Memo, you fell for the Ornithropter trap. You really don't have enough stuff that hinges on artifacts for Ornithropter to be playable (2 cards is not enough, even in spite of the dream of Ensouling a Thropter). Meanwhile, Sacred Armory is perfectly playable, and a 5/5 Ensouled Armory is still scary. You were definitely in the right colors, but I would've built differently. (Those AEtherspouts, man!)
I think you're definitely in the right colours for your pool... none of your other colours look very strong to me.
Cut Radiant Fountain. Especially with all those double-blue and double-red spells, you don't want a land that can only tap for colourless, and gaining 2 life isn't much of an upside.
Cut Ornithopter, it's really only good if you get Ensoul Artifact on it, otherwise it does absolutely nothing except being a waste of a card in your hand. On the same note, cut Ensoul Artifact, as you don't have enough artifacts to make it good... it's relatively often going to be just sitting in your hand with no targets... I'd want at least 4-5 artifacts in the deck to run that card.
I'm not super impressed by Invisibility... it lets you get through in a stalled board, but it's super easy to get 2-for-1ed with it. I'd much rather run more Pathmages - you can't get 2-for-1ed as easily with those, and you can also change what you're giving unblockable to if something new comes up. Especially with Hot Soup in the deck as well... you don't need that many ways to make things unblockable.
Mercurial Pretender doesn't seem that good for you... basically the only things you really want to clone are the Soul and the Dragon, and either of those will win the game pretty quickly on their own, you don't need two of them. And if you don't have those, you're copying, like, a Frost Lynx or a Pathfinder or something... not awful, but you'd rather just have another solid creature in your deck than be dependent on copying something solid.
Might Makes Right is a bad card, and seems even worse than normal in your deck... again, it seems like it'll only really work if you have Soul or Dragon, and if you have those you're already winning.
Meteorite doesn't seem like it's doing a lot for you... at 5 mana you can already cast the vast majority of things in your deck, and probably won't need it for fixing... and most 2 toughness stuff won't be super relevant any more by that stage of the game. With the number of 6s and 7s in your deck it's not terrible, but it's definitely on the boarder line.
On the other hand, looking at your sideboard: I'd probably run a second Pathmage, maybe even all 3... that card is sweet. I'd also run the second Inferno Fist, removal is removal, and putting it on something that you've made unblockable with Pathmage is a good way to punch through some extra damage. You're also pretty light on creatures, so I'd probably add in Roughrider and Will-Forged Golem to bring the count up a bit... neither of them are amazing cards, but they're solid. Golem also acts as another enabler for Tinkerer, given I'm already cutting to artifacts. Tinkerer's still playable as just a 3-mana 2/3, but having ways for it to gain flying makes it a lot better.
Aetherspouts is also a card in your sideboard I'd have my eye on... I don't know if it's as good as I think, but if nothing else I'd definitely be ready to bring it in if playing against an aggressive deck. In the same "borderline" category goes Miner's Bane... I'm just not a fan, but I think it's probably playable.
So, yeah... that's probably what I'd do differently if that was my pool:
- Radiant Fountain
- Ensoul Artifact
- Mercurial Pretender
- Might Makes Right
- Amphin Pathmage x2
- Inferno Fist
- Will-Forged Golem x2
- Goblin Roughrider
To be fair, I realized the Ornithropter was a trap after Game 1, so in Game 2 of every round, I swapped that out for AEtherspout.
I disagree about Hot Soup, though, as that was what was getting damage in most games I won. Whether it was ensouled or equipped, it just kept the damage going.
But if I cut them out, yeah, I agree that the Ensoul Artifact should come out.
Regarding Miner's Bane, I never actually drew it, so I have no clue.
Might Makes Right: I see your point and agree now.
Torch Fiend I left on the sideboard in case of artifacts.
Forge Devil I left out because my previous amount of advice said I valued 1-drops too highly, so I cut it this time.
I was considering adding the Roughrider, but cut him just because he was vanilla.
I cut the Altac Bloodseeker because I didn't have enough removal for the ability to matter, though I can see the argument now for it.
Regarding another Pathmage, I never even got to play the ability on my first one, despite it coming out frequently, so that wouldn't've mattered, I don't think.
I don't know why 10 non-creature spells matters, though.
Sacred Foundry was one of my last cuts, to be honest.
Radiant Fountain: It only came out once anyway, but I can see your point.
I only saw Meteorite twice and played it once. I can see the issue with it now, having played it.
I was totally considering a Golem, but felt it wasn't strong enough that high on the curve.
So, all in all, give me a basic, high-concept of where I'm going wrong, though, without reference to specific cards. I want stuff I can move forward with, not stuff that only pertains to this specific sealed pool.