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Faceless menace commander most removed cards
Faceless menace commander most removed cards









faceless menace commander most removed cards

I have yet to lose a game once this card resolves ]: I would play ] to kill people with Infect ]: I would run other removal spells such as ], ] to deal with Commanders and they can target other permanents I would rather run ] instead of this to find utility lands It is subjective to play groups and mine has grown accustomed to Tempt cycle spells. ]: The correct answer to this spell is to always refuse to search. ]: You can run better boardwipes in Sultai colors stead of this ]: Not synergistic with the deck, I would run him as a voltron deck commander instead

faceless menace commander most removed cards

]: Decent Morph beatstick but I would rather slot in a protection or counter spell instead Would go for cheaper ramp spells so that Kadena hits the board earlier and we extract value ]: It costs 4 and taps for 3 meaning it is only useful mid to late game. ]: Bouncelands is the second to be removed in precons unless I am playing Landfall decks It is useless in an opening hand and I hate to draw it during early turns especially when i need untapped lands ]: My No.1 card to remove in all precon decks. ]: A worse Sol Ring but still better than Thran Dynamo imo ]: While it is dependent on Opponents, high chances one of them is playing your colors Prioritise sources of Green and Blue based on your color distribution ]/]: I would run all signets after the talisman since they are less useful being unable to tap on their own. ]: I play all 3 talismans in Sultai colors since the talisman can color fix in a pinch and tap for one on their own. ]: Makes your lands tap for any color, very useful especially when opponents think you don't have blue mana to counter or disrupt them ]: Alternative to ], i usually run both cards in most of my decks with Green

faceless menace commander most removed cards

]: Instant speed ramp which can fix two colors instead of one. My personal opinion is to have an abundance of mana instead of being restricted in the resource. My recommendations is to have around 7 - 10 ramp spells to ensure mana is consistent across games. Morph decks are mana and color intensive where you need not just quantity but also colors to pay the respective morph up costs. Hi there, I noticed that your ramp package is abit lacking at 6 spells with some debatable choices.











Faceless menace commander most removed cards