I have been assembling a deck for a while now and I have won matches with it but it lacks any theme or focus. I feel it is too much a jack of all trades and just not a master of any. I could use some suggestions on cards. Here is what I have.
Lands:
9x Mountain
6x Island
1x Izzet Boilworks
Creatures:
1x Covert Operative
1x Gelectrode
1x Izzet Chronarch
1x Platinum Angel
2x Akroma, Angel of Fury
1x Aven Fateshaper
2x Tidewater Minion
1x Llawan, Cephalid Empress
Instants:
1x Pyromatics
1x Frazzle
1x Convolute
1x Peel From Reality
4x Lightning Blast
Sorceries:
2x Mind Spring
1x Banefire
4x Illuminate
3x Ghitu Fire
1x Wash Out
1x Vacuumelt
Enchantments:
2x Freed From The Real
1x Aboshan’s Desire
1x Confiscate
1x Insolence
As you can see I have alot of cards and not many repeats. I can never make up my mind of what to drop and what to buy more of. I only have a few real combos built in to the deck as well. I just took out 8 cards from my deck earlier so I have 8 additional slots to fill as well as organizing my deck better. Can you help?
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Ok i want to make a mage i’ve tried before and heres my summy so far: i made a high elf LOTS of magic at start but it says i take worse damage then other races and after the sewers i went to the runins across the lake and i fought a dark elf and if im right i believe they have a high resistence to fire but i don’t know where to get a ice or lightning spell and i used the sign of the mage and the class mage now i need some tips i want to know what race sign and should i make my own and if so can you give me like the favored skills and major skills and then can you give me tips how to be a powerful mage on there like what to do to lvl me up and then where to go to get new spells stuff like that because i got the kaj’it and made it into a theif like char but screwed up on his skills so now he hits hard but is weak as in cant take a hit while my friend who made a lizard and theif like char can kill 10 guards at once no sweat at lvl 7 so if anyone knows what they are doing help would benice
sorry i mispelled a bit after sign i want to know if i should make my own class sorry i diden’t type that

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In fable 1 and 2 there were drawbacks to the magic system. Fable 3 should be a mix of them. Here’s why.
•Manna replenishment was a big concern in the first one. We could do without will potions just to make it fair, and a faster base replenishment for the will bar. The charging is too long, bring back the manna bar/ magic power level ups SO WE DON’T HAVE TO SPEM SLOW TIME!.
• I liked how as you developed lightning in the first one, it could link to more enemies. Keep the targeted attack
•What happened to multi arrow? That would have put arrows on par with the guns, nuff said!
•I do like the idea of combining assassin rush with time slow time, and the same for enflame/fireball (I liked how fireball had explosive damage in the first one though) but the rest should have stayed the same as the first.
• Multi strike was great for spell warriors; it could have been the targeted version of blades by simply charging then melee attack. For area damage, double tap B (which should not impale, but act as ghost sword from the first one, since ghost sword and summon are the same thing basically)
•Berserk was great for spell warriors, especially as a villain.
•Chaos is horrible, just give us turncoat and make sure they fight FOR us.
•Physical shield was easy to spam, just do away with will potions, and this becomes a last resort for a mage.
•Heal life/ drain life should have stayed, but only one should be available depending on alignment like fable 1. We pure mages aren’t so tough you know. Targeting and area damage should be available for drain life, and a variable (either the combat multiplier or number of enemies killed in that battle) should strengthen heal life.
•Vortex was cool to watch… I would ask the Bungie community to vote on whether or not they would really like to see this one again.
•Give us three magic slots again; flipping through all those spells with just one is ridiculous.

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