I know this is a stupid deck

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rkoelsch

Guest
But I want to make a domain deck. Any help would be appreciated. I want to stick to basic lands I know that makes the deck less consistant but that is okay. It's not like I will ever play it against anyone.

4-Groundskeepers
4-Quiron Elves
1-Llanowar Knight
1-Charging Troll
1-River Boa
1-Arc Mage
1-Devout Witness

4-Harrow
2-Worldly Tutor
3-Mystical Tutor
2-Worldly Counsel
2-Tribal Flame
2-Foil
2-Rethink
2-Global Ruin
2-Stone Rain
1-Frenzied Tilling
1-Blaze

12-Forest
5-Islands
4-Mountains
3-Plains
 
M

Mikeymike

Guest
Dragon Legend as a finisher, you need some type of beef. Jolrael would make a nice finisher also.

Fact or Fiction, this card pretty much makes any deck with islands in it better than it was.

2 Swamp, you've got Harrow, might as well take advantage of your "x basic lands in play" card, also makes your Global Ruins more effective.

Seismic Mage, Global Ruin won't take out everything but he can. Groundskeeper and your many lands can make sure he keeps firing. He is better than the 1

Dream Thrush, I love this card and I think it would be very useful in your deck. It works well with just about everything.
 
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rkoelsch

Guest
I was thinking of putting swamps in but I didn't know what to take out. Lets try it.

4-Groundskeepers
4-Quiron Elves
1-Llanowar Knight
1-Charging Troll
1-River Boa
1-Seismic Mage
1-Devout Witness
1-Blazing Specter
1-Dream Thrush
1-Crypt Angel(I do Like Angels)


4-Harrow
4-Vampiric Tutor
2-Worldly Counsel
2-Tribal Flame
2-Foil
2-Rethink
2-Global Ruin
1-Frenzied Tilling
1-Urza's Rage

12-Forest
4-Islands
4-Mountains
2-Plains
2-Swamps
 
M

Mikeymike

Guest
I don't know if I'd cut down on the islands b/c now your foils are much less effective. Maybe replace the foils with, hmmm, there aren't many great splashable counters right now. How about Power Sink?

Crypt Angel is a cool idea, what about the Blue or Red Djinn. They are pretty nasty too in this deck.
Coalition Victory could even work (especially with the Vampirics).

Armadillo Cloak is also worth a look in here, along with the old Clear the Land.

I wish I could tell you what to take out, but thats always the tough part. The cards in here I'm not crazy about are
Urza's Rage--If you plan on paying the kicker it doesn't work too well with the Global Ruins. You probably won't have 12 mana
Rethink--I have just have bad luck w/ this card
Foil--As mentioned above
Llanowar Knight--Not sure why this guy is in here


I would probably go
11 Forests
5 Islands
4 Mountains
2 Plains
2 Swamps
 
D

Duel

Guest
Try this:

4 Global ruin
4 Harrow
4 Tribal flames
3 Collective restraint
4 Scouting trek
4 Clear the land
4 Bop
3 Top
1 Croisus
1 Darigaaz
4 Armadillo cloaks
4 Recoil

10 forests
4 plains
4 mountains
4 swamps
4 islands
 
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rkoelsch

Guest
the djinns would probably be good. I had the knight in there because he was a 2cc drop and has protection from black(hate black) and I had one. The foils are cast with Alternate cost most of the time. I was thinking of 2 prohibit or 2 disrupt.
so take out the knight for blue djinn and 1 less groundskeeper for red djinn. I hate going below 12 forests because if I don't get one in the 1st 8 cards I am screwed.
I also didn't include any artifacts or enchantments on purpose but I could probably change that.
 
K

krichaiushii

Guest
The white giant (Wandering, I think) that gets +1/+1 for each basic land type you control? Sure, he costs 5W to cast, but the principle is sound.

Or Veteran Explorer? A one drop that is bound to get killed off quickly. Yes, your opponent(s) get land as well, but I would think it can greatly accelerate your plans, thin your deck, and maybe deal some damage before dying off.

Yavimaya Granger fetches a basic land, as well.

And the Nomadic Elf. Doesn't he convert mana? That would be more useful than a Quirion Elf, providing an additional attacker, as well as mana conversion. If its pure mana you want, then stick with BoP and Utopia Tree.

Though some of these take the deck away from type 2, I do think they might smooth things out a bit.

That's it.
 
D

Duel

Guest
I agree. Nomadic elf provides mana solutions AND a beatdown. It's your best bet. Plus he doesn't tap.

Okay, i was out of line suggesting scouting/land tech. It is decent, but this is CASUAL players. Anyways, I'd use things like Raze and a couple other 1 for 1 deals. After a global ruin, they could be worth it.
 
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rkoelsch

Guest
3-Groundskeepers
3-Quiron Elves
1-Wayfaring Giant
1-Charging Troll
1-River Boa
1-Seismic Mage
1-Devout Witness
1-Blazing Specter
1-Dream Thrush
1-Crypt Angel(I do Like Angels)
1-Halam Djinn
1-Zunam Djinn

4-Harrow
4-Vampiric Tutor
2-Worldly Counsel
2-Tribal Flame
2-Foil
2-Prohibit
2-Global Ruin
1-Frenzied Tilling
1-Urza's Rage

12-Forest
4-Islands
4-Mountains
2-Plains
2-Swamps

Played on 3 games on apprentice last night. 1 game against a red green creature deck with ports. The global ruin works well. 2 games against U/W millstone deck. early groundskeeper beatdown allowed me to finish with the rage one game and devout witness another.
I prefer the quiron elves to nomadic because this deck is mana intensive. I really haven't run into too many wrong mana problems.
the groundskeepers were excellent
 
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rkoelsch

Guest
But I just wanted to let you know. this deck is 6 for 6. Playing a RG rush,UW Mill, and 5 color coalition victory
 
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