Avatar: The Last Airbender
releases on November 21, 2025!

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Avatar: The Last Airbender
releases on November 21, 2025!

Preorder now on CardKingdom Preorder now on TcgPlayer
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Registered: 13-May-2013 05:09
Posts: 5
Let me know what you guys think. I'm pretty new to deck building and I need feedback. I tried to focus on playing flyers and trying to overwhelm the board with tokens. I just edited it and haven't gotten to play test it yet. The old version did okay but need some obvious tweaks. Looking for any and all advice to try and improve this deck.
Thanks everyone!

http://deckbox.org/sets/387954
Trade score 160 (100%)
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Registered: 31-May-2012 15:27
Posts: 88
Hey there, let me start off by saying I'm by no means an expert and play almost exclusively casual EDH nowadays, but I have a few years under my belt now and I thought I'd weigh in. I'm under the impression this deck is for casual play and you'd like to stay on a budget, you can correct me if this is wrong, but I will gear my advice with this in mind. Lastly, this is your deck and you should by no means feel obligated to make any changes you don't want to, I offer only constructive criticism, so take from it what you like

The cards that should be removed:

Maze Glider- If we break down the deck, we can see that you really don't have many multicolor creatures. A second look shows that all of these creatures have flying and don't need Glider to give it to them

Maze Runner- As above, very few multicolored creatures. You'll find that by dropping this guy from the list, and subsequently the only thing that needs red mana, you can focus on Azorius colors which means fewer gates, fewer comes-into-play-tapped lands, and thus a faster start.

Wake the Reflections- Your tokens are all 1/1's and so paying one mana to make another 1/1 isn't really a deal. You could take these out for Sundering Growth which has the bonus of destroying an artifact or enchantment for one more mana, or you might take them out to put in more Doomed Travelers, Spectral Processions, or Judge's Familiars

Over time you'll find more efficient or more powerful flyers to replace the drakes and the Aven guys. They're fine, but there are better options if you go looking. Magiccards.info is a great resource that I use to look up cards. The advanced search lets you narrow things down based on whatever you're looking for, flyers, tokens, etc.

Now for cards to include:

First thing is first, more land! I may be a bit off base since I've been out of touch with 60 card magic for a while, but I'd say 23-24 is a good place to start. You hate to have Isperia in hand without the mana to cast her.

Here are some other ideas-

Lingering Souls, or if you don't want to buy them, Midnight Haunting- Not as good as Spectral Procession, but they do make flying tokens which this deck likes.

Intangible Virtue- Gives your little tokens +1/+1 and Vigilance. Can't go wrong here

Drogskol Captain- These guys are awesome. On color, inexpensive, and very strong. This is what I mean when I refer to a better, more efficient flyer

Oblivion Ring- Universal removal for three mana. These could replace the Avenging Arrows and the Angelic Edicts.

The last thing I would mention is consistency. Find the cards that work well and run three or four of them! This is especially relevant for cheap-mana cards like Doomed Traveler and some of the things I mentioned above, not so much for bombs like Isperia or Goldknight Redeemer.

Let me know if you have any questions and good luck with the deck!
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Registered: 05-Nov-2012 22:11
Posts: 266
First off, thhilker is pretty much spot on. Some other things to consider.

Arctic Aven is a great replacement for wind drake. By the time you have three mana, you should have one plains out, which makes this guy a 3/2 that you can add lifelink to at any time.

Drop all of the boros/izzet stuff in favor of more Azorius stuff. That'll help keep you from getting mana screwed early game.

Judge's Familiar is a great card in this deck. Do anything you can to get four of them in this deck. Same with Doomed Traveler.

The mana-base here certainly needs some work. I would cut at lot of the stuff that costs over four mana to play. Otherwise, you're going to spend a lot of your early turns doing nothing - which can lose games very quickly. Up the land count to at least 22, and lose the non-azorius guildgates.

Hopefully that helps!
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Registered: 13-May-2013 05:09
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Thanks for all the help so far, I truly appreciate it!

I think that all of your advice makes sense except for adding things like Lingering Soul and Midnight Haunting and getting rid of the Wake the Reflections. I don't have any black mana in here which kind of eliminates Kingering's benefit. Is there a reason why I'd want to pay more mana to a total of 3 mana to play 2 1/1 tokens, when I could just pay 2 mana for two Wake the Reflections and end up with 2 copies of tokens?
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Registered: 31-May-2012 15:27
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30-May-2013 01:15 (Last edited: 30-May-2013 01:19)
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It's a good question, and it's all about card advantage and value. Your deck can only hold so many cards before it becomes inefficient, that's why 99% of decks run the minimum, 60. Wake the reflections only costs you one mana, but it only nets you one guy. You might see this as a better deal than getting two guys for three, but in order to make two guys with Reflections, it takes two cards. This means another draw, and another card invested. An additional point is if you run four Midnight Hauntings, that's eight guys your deck can make rather than only four if you have wake the reflections. Plus if you do get to Four Judge's Familiar's and four Doomed travelers, your deck won't be short of one-mana plays. Feel free to try both options out, then just go for whatever you find works better. It's a difficult concept to explain and I don't think I have done it justice, but you can take my word for it, Haunting is better :P

You raise a good point regarding Lingering Souls. Lingering souls is not a great inclusion without black, that is for sure. If you were to add it, I would suggest you have one or two swamps, then one or two evolving wilds to fetch them. This is more complicated than perhaps your deck wants to be, and without more expensive lands, it is not the most efficient play
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Registered: 13-May-2013 05:09
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thhilker wrote:It's a difficult concept to explain and I don't think I have done it justice, but you can take my word for it, Haunting is better :P

No, I totally understand where you are coming from with that. It makes a WHOLE LOT of sense! Thanks!
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Registered: 31-May-2012 15:27
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No worries! Let me know if you have any other questions.
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