The most important card (Storm Crow) and a not as important, but still important card (Arcanum Wings) both cost two mana. Muddle the Mixture is worth considering as it can counter most removal that would come your way and tutor for these important pieces. Have you considered adding white? This would open up access to cards like Heliod's Pilgrim and Open the Armory to help search for the Auras.
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Ok, I think the best way to achieve something worthwhile is too break down the different aspects of the key card and work up from there. Wharf Infiltrator is the focus of the deck, so a way to fetch it would be useful. It costs two mana, so my first choice, other than 1 mana cantrips, is Muddle the Mixture as it is both a counter spell and a tutor. If you go UB, Dimir Infiltrator can also tutor for it. Next, Wharf Infiltrator is a Human Horror, which means Thing in the Ice won't bounce it. Can't think of any other interactions at the moment. Our Infiltrator is a 1/1 with Skulk, meaning anything with 2+ power can't block it. So, we should consider things that trigger when the creature deals damage /combat damage to the opponent. Cards with Cipher come to mind as they can help flip Thing in the Ice, but cards like Curiosity help keep your hand full for Wharf Infiltrator's discard trigger. The loot ability for dealing combat damage is nice, but it also opens up to Madness abilities. I like Big Game Hunter with this especially because of the Infiltrator's last ability. Other Madness stuff is worth looking into. Now, the Infiltrator's last ability suggests the need for lots of creatures, but a warning: don't use so many creatures that you leave out useful noncreature effects. In addition to Madness that I already suggested, look for other things that like to be discarded or be in the graveyard. The Unearth mechanic comes to mind, but I also think Haakon, Stromgald Scourge is worth considering. With all this in mind, decide on what section(s) you want to concentrate on and decide from there.
Boosters:Always Watching Gaea's Anthem Glorious Anthem Spear of Heliod Hives:Awakening Zone Growing Ranks (needs a token to already be out) Parallel Lives Honden of Life's Web Anointed ProcessionFrom beyond Sprout Swarm These are just the ones I would consider using, depending on my needs.
I'd move Baloth to side for testing, that way you can at least side them back if against discard.
It's a good card. The problem I'm seeing is what would you take out for it?
So, I took a modified Ponza list to WMCQ last year and made it to the top 8. Turn 2 Moon hoses so many top Modern decks it's not funny (for them at least). I even kept the Moon in against RDW as it keeps them off their White for Path and Lightning Helix; and it keeps them off Green for Atarka's Command. Praise for an awesome deck aside, I'd like to point out a few changes I made to my list before attending the WMCQ:The removal of Bonfire of the Damned: Personally, I don't like this card. Yes, with all the ramp you can deal a good amount of damage, but it was too inconstant for me. Its power lies in the Miracle trigger, which is unreliable as there's no deck manipulation in Ponza. And not casting it for the Miracle cost, because it wasn't nessisary to that turn, puts it in your hand, forcing you to pay double X later. My last gripe, the mana dumped into the X (or double X) pulls mana away from playing other, more reliable cards.The Addition of Mizzium Mortars: Taking out Bonfire meant I needed a replacement sweeper main deck. I settled on Mizzium Mortars for its Overload. 4 damage is often sufficient enough to kill most things that might be a threat, but that can also be followed up by an attacking Inferno Titan's 3 damage on whatever might have survived. I also worked in 3 Goblin Dark-Dwellers, which meant I could nuke a creature for 4 with its EtB.Working in Goblin Dark-Dwellers: This was originally done because I was testing 2 Boom // Bust in place of 2 Stone Rain. The idea was to Boom targeting the opponent's non fetch land and my fetch land, activate the fetch in response and only the opponent loses a land. Then later I target Boom with the Goblin and select to cast Bust. Sadly, Drawing Boom // Bust while Moon was out meant I also lost a land early on, so I brought Stone Rain back to 4 copies. I kept the Goblin because I found it interacted well with Stone Rain, Beast Within, and Mizzium Mortars.The Addition of Chandra, Flamecaller: I originally wanted to run 4 Inferno Titan, and while looking for a fourth, I put 1 Chandra in its slot while testing. Turns out I couldn't get a 4th Titan in time for WMCQ, but that was OK because Chandra did a darn good job in the deck. As I mentioned already, nuking the board for 4 damage is often enough to turn things in my favour. And if I didn't need to nuke with her [-X], her [+1] was a constant 6 damage that creature removal couldn't permanently deal with.Oh, and just a small note on the deck's archetype: while it contains land destruction, it is not a dedicated land destruction deck. Instead, Ponza is a mana denial deck, specifically a colour mana denial deck.
I've been tinkering on a mono green Elf Warrior deck for a couple of years now. If you want to take a look, here is the current version:http://www.mtgvault.com/dedwards/decks/aggressive-elf-warriors/Maybe you could get a few idea from it?
> Brighthearth Banneret reduces the cost of Warriors by {1}. This works on Obsidian Battle-Axe as it is technically a Warrior too. > Bramblewood Paragon gives Warriors a +1/+1 counter if they enter the battlefield after her. She also grants trample to your creatures if they have at least one +1/+1 counter, regardless of how or where the counter came from. > Giantbaiting can produce two 4/4 Giant Warriors with haste. Sadly they're exiled at the end of the turn.
Ooo, Sins of the Past + Worldfire, me likey :P Looting is easy in both blue and red and getting to {4}{B}{B} is a lot easier than {6}{R}{R}{R}.
Joraga Warcaller + Bramblewood Paragon is a strong combo in my Elf Warrior build. It's so good that I'm thinking of working in some Metallic Mimic. This would limit you to Elves though, but that also opens up to Ezuri, Renegade Leader (as suggested below by ClockworkCopper).
I just was a good combo that would fit this deck nicely: Eldrazi Displacer + and Splicer. I specifically saw it done with Blade Splicer.
Worldslayer sadly runs into a similar problem to Sway of the Stars as it survives the end of the world brought on by its own ability.
Gyre Sage works well with Hardened Scales and can help towards paying for all those high mana / {X} mana spells.
I forget that is something some of you look at. It never bothers me much. Not saying I'm rich or anything. In fact, I can barely afford to play this game, but when everything depends on the exchange rate between the USD and ZAR, prices mean little as everything is expensive (especially after adding on postage and packaging).
I guess I can relate, although for me it's Elves. Currently tinkering with an update for my Elf Warriors deck. The dual tribal works surprisingly well. Lorwyn / Shadowmoor was so good for tribal :D
Fun trick, put your Commander in the sideboard section. Makes it easier to see who the Commander is.
Ok, you have stuff with EtB effects, and flicker cards, but I'm not seeing an overall plan here. How do you intend to win? Explaining this in the Deck Description and How to Play sections helps people like me who would like to give ideas / advice, but without knowing your gameplan, I can't say much.
I just looked at the creature types and a vast majority of your fairies are Rogues, including the tokens from Bitterblossom. With Oona's Blackguard's ability being (imo) so powerful, I'd swap the numbers of Oona's Blackguard and Metallic Mimic to 4 Blackguard, 2 Mimic. Or at least a 3-3 split. With increased Blackguards, I would consider lowering the number of Thieving Sprite in favour of more Quickling. Quickling is awesome in not only reusing all your other fairies' EtB effects, but it can also protect other fairies from removal. Mimic Vat seems a little odd here. I can see its potential, but personally I'd replace it with another Quickling to get more use out of Spellstutter Sprite, and the rest of the EtB fairies.
Ponder and Preordain are two of the best one mana draw spells you could include. Lull is a good fog as it can be cycled. Which works well with Jace's Erasure. Tangle is another good fog. It keeps the opponent's attacking creatures tapped for a turn. Downsize can be Overloaded to give all the opponent's creatures -4/-0.Lethargy Trap costs {U} if you're being attacked by 3+ creatures.Quicksand is something I personally add to all my Pauper builds. It's surprising how many creatures in Pauper die to the -1/-2.
Something I've found useful in every Pauper deck I've put together is Quicksand (printed as a common in Worldwake). It's surprising how many things in Pauper die to the -1/-2 Quicksand gives them. I run two to three copies in every Pauper deck I run, even my Naya Aggro Sliver deck and my Midnight Gond combo deck.
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