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| elf lvr | 
 Posted: Thu Jul 12, 2007 11:59 am | 
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Joined: 13 Jun 2006
Posts: 3065
Location: Rivendell
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Lands: (24)
 
Orzhov Basilica
 
Swamp x6
 
Plains x17
 
 
Creatures: (2 
 
Angel of Salvation (Flyer, damage prevention)
 
Angel of Despair (Flyer, removal)
 
Calciderm x2
 
Blind Hunter
 
Knight of Sursi
 
Cavalry Master
 
Aven Riftwatcher x2
 
Amrou Seekers x3
 
Riftmarked Knight x2
 
Outrider en-Kor x2
 
Blightspeaker
 
Amrou Scout x2
 
Errent Doomsayers x3
 
Blade of the Sixth Pride x4
 
Knight of the Holy Nimbus
 
Soltari Priest
 
Children of Korlis (Life gain)
 
 
Enchantments: (2)
 
Bound In Silence (can be fetched by Amrou Scout or Blightspeaker)
 
 
Sorceries: (2)
 
Sunlance 
 
Marshaling Cry
 
 
Instants: (4)
 
Dawn Charm x3
 
Mortify
 
 
This deck is... sorta all over the place. It has flyers (for easy damage), flankers (to get rid of the blockers they have) and some cards that stop the opponent’s creatures from blocking you (Bound In Silence and Errant Doomsayers). A bit of creature protection (Dawn Charm, Angel of Salvation). Some just plain beatdown (Calciderm). And a little lifegain (Blind Hunter, Children of Korlis).
 
 
Again, what sets could I buy to make this better? In what direction should I take this deck? | 
 
Happy Hunting! Elf Lvr
 
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| Felipe Musco | 
 Posted: Thu Jul 12, 2007 1:07 pm | 
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Joined: 18 May 2006
Posts: 2434
Location: Florianópolis, SC, Brasil
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And yet again, too much going on at once! But don’t worry, it’s normal to do that when you’re just starting, either for lack of deeper knowledge of the game, or for plain lack of cards. SO, let’s focus on the rebels, now, shall we? Rebels are all about chaining, so you should keep as many rebels around as possible. Some creatures that do not fit are ok to have aroung if they’re specially good, but keep in mind that you shouldn’t overdo it. Now, in order for this deck to be awesome, you should be able to bury your opponent in card advantage! I’d suggest the non-budgetary Phyrexian Arena for doing so, but it’s going down with 9th edition, so stay clear of it for now, and keep a sharp eye for the Cho-Manno, Revolutionary _ Pariah combo that will be brought back with 10th edition (i other words, by the monowhite starter from 10th edition, they are both in it.
 
So, I’d start from here:
 
 
4 Amrou Scout
 
4 Blightspeaker
 
4 Rathi Trapper
 
4 Aven Riftwatcher
 
4 Griffin Guide
 
4 Bound in Silence
 
4 Big Game Hunter
 
2 Ramosian Revivalist
 
4 Mortify
 
4 Calciderm
 
 
Sideboard:
 
3 Ghostway
 
3 Tormod’s Crypt
 
4 Errant Doomsayers
 
1 Angel of Despair
 
1 Angel of Salvation
 
3 Circle of Protection: Red
 
 
Now, I’m not good with rebels, so all I did was mainly cram the better ones together, making for a steady stream AND adding the revivalist to both recur creatures and Bound in Silence to keep more and more threats at bay. I moved your Angels to the sideboard so they’re only used when necessary, as well as Doomsayers, the Trapper is just plain better. CoP: Red is great against some of the most proeminent beatdowns. The rest, well, check the THallid dcks, it’s pretty much for the same reason, although Big Game Hunter and Mortify make your deck more resilient to big threats, but a steady stream of them, or a "bomby" one WILL spell trouble. | 
 
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