

I'd much rather run any 1-2cmc ramp like ] or ] over it unless I was looking to combo. Aether also doesn't help with any other casts, like flip cards or any other spells in your deck. ] really goes off when you can cast your morph creatures for free, but that requires more than just Aether to do so. Yes, you draw extra cards, but the value of your cards plummets if they're just vanilla 2/2s. I would much rather have 2 morph creatures on the battlefield and the mana to flip either of them / cast instants in hand than have 4 morph creatures on the battlefield and be tapped out. However, keep in mind that this deck is a Draw Go deck, as in, you want to regularly keep untapped mana up to cast instants and flip your cards.
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The biggest issue with ramp is that you often play it in place of more impactful cards, but you can drop this and then use it to drop a morph, which is amazing.įeel free to tell me why I'm wrong, because if I'm missing something I definitely want to know. It's a well-known staple that most players would be happy to have in almost any 3 color or less deck, and it works even better with morphs. Now that I'm looking again another thing that baffles me is your removal of Thran Dynamo, and my argument is similar to Temple. I'm not sure if I'll run both, but Obscuring Aether in particular I think is worth it. Also for Obscuring Aether specifically it's a great turn one play which allows you to drop a turn two morph (turn two ramp is better, but you won't always have that option). So you could very easily chain into several creatures per turn and Kadena only helps you on the first one. You base this on the fact that Kadena gives you a free morph per turn, but you seem to be negating the fact that she also draws you a card every time you play one. However it does still tap for one in the meantime, and I think even out of the box the land base and ramp is good enough that it won't really matter that it's colorless mana.Īnother issue I have is your argument against Dream Chisel and Obscuring Aether. Shrine of the Forsaken Gods is a bit more understandable because seven lands is significantly different from five. Furthermore the guys from the Command Zone as well as several other prominent content creators use Temple in most of their decks, and consider it essentially a staple. I've almost never had problems with it, and the few times I have were when I was mana screwed anyway and I don't think one more usable land in its place would've saved me. Five lands (counting itself, notably) isn't a lot to ask, so if you're having trouble getting to five I think you have much bigger issues than Temple being a dead card.

In my experience it's a great land, especially if you can ramp well. I don't get that because they both seem great here, especially TotFG. You called Temple of the False God a trap, and thus removed it along with Shrine of the Forsaken Gods.

I'm by no means an expert, and I don't want to attack anybody, but I'm a bit confused by a few of your decisions.
