Don't use inferno, use Flame Wave instead or preferably, neither one.
First things first, I am only quoting things where I have some source of disagreement. If I don't quote it, then I think it is at least somewhat good advice.
Here, if you are going to run flame wave, then you should also run inferno. While it may seem expensive, inferno basically kills everything on the field. Since you are probably going to be having the much smaller army whenever you NEED a wipe, the 6 damage one that hits all 4 people can be just as good as the 4 damage one that hits just one person. The damage from inferno can also be a reliable finisher if your opponent's are below the bar and your team is not, since its 12 damage. 12 damage immediately is A LOT in 2HG when you are running the burn deckHunter's Strength:
Send in the chumps. Don't enchant them except with rancor as you can get them back. They're fat enough already for very little mana
I disagree with the second part. oakenform on a garruk's packleader or a gloomwidow can win the day sometimes, especially when you just got a 6/5 trample turn 3 Run 2 healing artifacts. Others have already adopted this and their decks are doing better. Just imagine when Primevil Bounty hits the board.
While I am against these personally, they can be semi-justified here..... just don't use the thing if you have nothing on the field and can cast a creature. Run Green Sun's Zenith and DO NOT SAVE IT FOR SOMETHING BIG. 4 mana, get a ooze or a wolf
Configure lands carefully with this deck. 22 to 24 seem ideal.
I am against the wolves personally.Masks of the Dimir(my favorite as you can tell)
Instead of arguing with him here, I am going to give you a priorities list for what colors to hit with discard, when given a choice.
BLUE first
BLACK is second most dangerous
The Single Mono Red and the White Decks are probably tied
Green is situational until you see their turn 2; if it's chant, they get bumped up to 2nd here tied with B, if its the other two, they are tied with the above tier
Mana Maze
This is mostly good advice for the second deck in a row. So... first don't run the staffs. Control cards are more important here. Second, run all counterspells in the deck. They are all worth it. Don't leave a single one out. After that, run frost breath and most of the flying creatures in the deck, no matter what the flying dude's mana cost is. Only serra angel should be immediately left out. You also want the 4 copy illusions, the 4 lord of the unreal, and the 4 bears. Whatever is left doesn't really matter.Deadwalkers:
Add in 1, or more viable, 2 nightmares. You'll be partnering with demons often and you need something of high hp to block baneslayer angels
The nightmare's aren't worth it until you have mikaeus, both titans, and both corrupt in the deck. Even then..... the 7 mana card beats these first. After running all 6 of those.......... isn't your deck getting a little top heavy? Give up the Cruel Revivals. Consider running an Avatar of Woe.
The first is good advice. The second...... htis depends on your partner honestly, but it isnt a terrible choice at least so................ Give up the 1 or 2 mana zombies that have no special abilities, like undying. By all means, keep those in as well as those you can easily return from graveyard
So..... you want to run the gravecrawlers, the cats, and the lords at least. The 2 damage etb messengers also and the fleshbag marauders. After that......... the rest can be taken or left there.Chant of the Mul Daya
You'll want to drop a couple of eldrazi creatures for more versatile green creatures
Only run the artisans Run 23 or 24 lands as well as Eye of Ugin
Run at least 24. Use 2 All is dust at most
I don't know what to say here. Field wipe is a field wipe, and when you are dealing with two opponen'ts, these can really help. Consider ramp as deck thinning. Your goal is to get rid of lands out of your deck so you only have spells to cast
This is technically correct. Just don't run every single piece of ramp. Some of it's not worth itAvacyn's Glory
You might want to drop the human flood strategy and concentrate more on defense
Bad mojo here. Prepare to drop Mentor Late game instead of early. Try to save a low mana human to draw.
Contradicts the first statement Do not put Mikaeus out unless by doing so it has at least 4 defense.
This is smart. He should not be played early fiend Hunter is easy to destroy so now it becomes a delay rather than effective
Run them all. Now. Don't even think about it. What is "it"? You know what "it" is. Doomed traveler can survive board wipes. Very useful now, maybe more so than before expansion.
Yes. Really look at using Seraph of the Dawn x 3. Very useful flyer with lifelink
1 or 2.... 3 is a little much Use Restoration Angel mostly because it's a 4 drop with 4 defense, but also a surprise defense.
You also have a ton of etb like mentor, goldnight, fiend hunter, etc. Use Baneslayers, Requiem angel, Avacyn, Angel of Hope, Deathless Angel, Sunblast, Martyr's Bond and angelic overseers
Don't use requiem angel, angel of hope, deathless angel, or martyr's bond. Do use the others and twilight shepherd Harrow now has more uses, but still feels like not enough to use more than 1
Don't put this in Requiem is used to survive board wipes. Avacyn is to survive late game as is Deathless Angel
Okay maybe requiem. But shepherd does it better with her persist Consider running Dearly Departed and Twilight Shepherd.
Dont' run departed.Sliver Hive:
Consider/try the deck 2 colors and see if it fits better.
This is shooting yourself in foot.Enter the Dracomancer
I can't add anything. That was all pretty much good advice, and nothing THAT important was left out.Dodge and Burn
Have fun with it kids. Don't run the tiny creatures.Lords of Darkness
run 60 cards and try to put in about 23 or 24 lands
If you can't tell, Shadowcran likes to go light on the land. 24 or 25 is the sweet spot here, definitely 25 if you aren't using hte heartless summonings.Hall of Champions
Drop most of your plans for attacking alone. Go more defensive instead.
Your partner will screw you over if you try to use exalted about 60 - 70 percent of the time they have a creature. Run 24 lands at least. 4 telemorphic At 60 cards
This deck gets screwed so often that 25 is the minimum. Try to load up on creatures instead. Take advantage of the specialty ones.
This and everything past it is Good advice. Work as many of the mana efficient flyers in your deck as you can.
Consider running an Iridescent Angel. I've always been able to cast it when I draw one
except maybe this Only cast pariah on creature directly across from you. You can put it on diagonal creatures when playing vs Burn styles.
don't use pariah in 2HGSylvan Might:
You have 3 taunting elves. Use every one of them. This is basically the only removal you have.
You only have 2, but run both Due to lack of removal, consider teaming with removal heavy decks
Ascetism is extremely useful. Not just the hexproof, but the regeneration
The enchants are nice, but you can achieve as much effect or more dropping another elf for that mana
run the rancorSwords of the Samurai:
Run all 4
glory of warfare for the toughness boost on your turn when blocking and the attack boost on their turn. In 2HG, this has a much more dramatic effect in the slower format.