Owlman 3 - IMO some good additions exist.
- current Owlman 3 | Open
- 2 Auntie's Snitch
4 Blighted Agent
4 Darkslick Shores
4 Frogtosser Banneret
2 Harbor Bandit
4 Invisible Stalker
3 Island
3 Morsel Theft
1 Mox Jet
1 Mox Sapphire
4 Nightshade Stinger
3 Notorious Throng
4 Oona's Blackguard
2 Oona's Prowler
4 Polluted Delta
4 Stinkdrinker Bandit
6 Swamp
4 Underground Sea
1 Urborg, Tomb of Yawgmoth
Especially
Triton Shorestalker and
Inkfathom Infiltrator are cards I miss.
Another interesting one could be
Sygg, River Cutthroat. While he himself isn't unblockable or similar, he will get Owlman some cards quite fast
-
True-Name Nemesis. A rogue with protection from a player! hard to remove, unblockable and still sporting 3 attack for 3. Sounds pretty solid to me
-
Latchkey Faerie. Can be (probably) played for its prowl cost, so a 3/1 flying for 3 mana which lets you draw a card. This deck has a very low mana curve, having some means to draw cards is just fine
On the other hand, some of the used cards I really don't like.
-
Blighted Agent. Sure, a extremly powerful card - and the only one with infect. Yay.
-
Harbor Bandit. Its a 3/3 for 3 that can gain unblockable. If you control an island. There are 7 of them. Well, most of the times it will be a good 3 drop, granted, but I rather would use
True-Name Nemesis or
Latchkey Faerie-
Auntie's Snitch. Completely underpowered for its cost. Even when played for 2, it is a 3/1 which can't block. It will be completely useless as soon as a creature with 4 toughness appear. Its recursion is pretty useless, too, since Owlman is a rush-type deck. If he needs
Auntie's Snitch to win, well, something has gone wrong
- why 4 times
Nightshade Stinger? I would reduce their number to two and add 2
Prickly Boggart instead. They are hard for some decks to deal with, just like
Nightshade Stinger- only 3
Morsel Theft? This card is powerful. Extremly so. It is 3 damage for 2, you gain 3 life AND you draw a card. Which will be useful to get more Morsel Thefts or cheap drops. IMO a core card, I would rather reduce
Notorious Throng by one and increase
Morsel Theft...
- Owlman suggestion | Open
- 4 Darkslick Shores
2 Frogtosser Banneret
2 Invisible Stalker
4 Island
4 Morsel Theft
1 Mox Jet
1 Mox Sapphire
2 Nightshade Stinger
2 Notorious Throng
4 Oona's Blackguard
2 Oona's Prowler
4 Polluted Delta
4 Stinkdrinker Bandit
4 Swamp
4 Underground Sea
1 Urborg, Tomb of Yawgmoth
1 Rogue's Passage
4 Triton Shorestalker
2 Prickly Boggart
3 True-Name Nemesis
2 Inkfathom Infiltrator
1 Sygg, River Cutthroat
2 Latchkey Faerie
EDIT: Could I get some insight into
- Oberon 3 | Open
- 4 Secluded Glen
4 Drowned Catacomb
1 Swamp
7 Swamp
4 Island
4 Island
4 Scion of Oona
4 Bitterblossom
3 Wasp Lancer
4 Glen Elendra Liege
1 Vendilion Clique
4 Despise
4 Spellstutter Sprite
4 Violet Pall
4 Sower of Temptation
1 Wydwen, the Biting Gale
3 Faerie Trickery
-
Faerie Trickery is just a counterspell since there is no tribal outside of creatures going on
-
Despise, simply used because it is a strong card? Albeit it can be pretty useless in lategame/specific decks?
- 4
Violet Pall, are so many high cost removals really needed?
What about:
-
Zephyr Sprite-
Sprite Noble (all creatures are flying anyway)
-
Faerie Swarm (a lot of blue creatures here)
- one OOna, Queen of the Fae
-
Favorable Winds (as I said, flyer.)
-
Gravitational Shift (albeit pretty expensiv, it can be devastating for the opponent when he relies on power < 3 creatures
Any thoughts?