That'll be the deciding factor, I think, if some shenanigans start going down in a PTQ. or whatever.
Enter hand = you lose good day sir
I wonder if we'll get a Wrath miracle for white.
I can't even think what the green ones would be. Ramp? Make a bunch of creatures? Overrun for 1 mana?
Temporal Mastery is going to be a complete dud in Standard. It'll find a home in decks like Time Warp did but it's not going to be a staple in every single blue deck. For most decks it's simply not going to be worth the hassle and the risk of an essential mulligan to start the game.
I just saw they finally printed the long overdue instant Flicker for 1 mana.
To think that back in Urza's, Flicker was 1W, rare and sorcery speed.
During "devign" (the section of time in between design and development), the design team, based on notes from the development team, tried having the miracles reduce their mana cost instead of producing an additional ability. Both versions of the miracles were handed off to development to allow them to pick which one worked better. The one other big change made during development was to limit the miracles to only working on the first draw of the turn.
I wonder if we'll get a Wrath miracle for white.
I can't even think what the green ones would be. Ramp? Make a bunch of creatures? Overrun for 1 mana?
I like soulbound a bit more now that I understand how it works. It's much better if another creature can enter the battlefield and pair to your unpaired sb-er. Still kinda janky but solid at least.
I maintain that miracle sounds broken as fuck. That blue card lol. Come on.
Hopefully wolfir count as werewolves.
I dunno bro, ryusei was worse than Jugan.I just hope it's not something god awful like +1/+1 counters. I opened Jugan, the Rising Star at the Champions of Kamigawa prerelease and I was so disappointed it wasn't any other dragon.
I dunno bro, ryusei was worse than Jugan.
Okay, besides Ryusei.
its all about keiga [and yosei to a lesser extent].
I'm not sure if you've modified your decklist since I last saw it but saying it's "centered around Exalted" is being a bit generous. You only have 5 cards with Exalted, with Finest Hour being a win condition and costing 6cc (it's not even that expensive, you can probably pick up a playset for <$5). Although you have Supply/Demand to fetch stuff, it is still costing you a turn just to setup your basic combo. Fable of Wolf and Owl, while a great card considering your multicolor theme, doesn't really work well with Exalted at all.
Then you have a couple of 6-7cc bombs for no clear reason!
Your deck suffers from a lack of consistency and focus. I understand that this is just for funsies, there are lots of ways it could be improved. The biggest obstacle to your deck is your multicolor rule. If you dropped that I think it could be much better.
As an example, compare your deck to this.
23 cards with "Exalted", or about 1/3rd of his deck. On a perfect hand and draw, (one or two creatures every turn ending on Finest Hour on turn 6), he can have 6-7 cards with Exalted, and a high chance of one with evasion (flying or unblockable), double swinging for 16 (Squire) or 22 (Angel). He has 4 Bant Charms and 3 Journey to Nowheres to establish board control, and Curiosity to generate card advantage thanks to its synergy with Exalted. Everything in the deck was intended to get that big Exalted guy in twice for the kill. Having this goal up front and obvious is what makes his deck "Exalted Aggro".
(I tried my best not to sound too mean but I think I failed. Please don't feel bad about it. When I played casually I also threw Treva into a W/U/G Sliver deck for no good reason other than that I liked Treva.)
Ok, two predators it is. No comments on Stoic Angel? I'll only be using one creature at a time generally with exalted and don't really have any tap abilities on my creatures. And I still have those Unbender Tines lying around.
How long do games last between you and your friends?
As in, how many turns?
It's difficult to give good advice without knowing the kind of environment you're playing in, because most of us assume that you're trying to win on turn 7-8 as consistently as possible (which is what most aggro decks want to do, sometimes as early as 3-4 in older formats). My initial reaction to "I need to deal with flying" is something like "just damage race them", which I realize might not be feasible in your playgroup.
You know one of guys wants to jump on this: http://sales.starcitygames.com/carddisplay.php?product=376347
I have to wonder if anyone would even open it after they bought it.
I checked the stock when they first put that listing up, and they've already sold 3 in just a few days.
So risky though.
Well, the thing is your deck is probably not Modern ready unless you're willing to spend a few hundred on it, except if you do, your friends will resent you for playing a competitive deck.
It's a lose lose situation.
Also, there is really no such thing as a "generally good deck", it all depends on format and local meta. A good deck in one area might be poor in another, a good deck in one format might be illegal or too slow in another, etc.
Well, the thing is your deck is probably not Modern ready unless you're willing to spend a few hundred on it, except if you do, your friends will resent you for playing a competitive deck.
It's a lose lose situation.
Also, there is really no such thing as a "generally good deck", it all depends on format and local meta. A good deck in one area might be poor in another, a good deck in one format might be illegal or too slow in another, etc.
Well I certainly won't be competing. I just want the best deck I can make that's fun and cheap before anything else. Definitely only going to build one deck though.