Stalwart Shield-Bearers - {1}{W} for a 0/3 defender that gives all your other defenders +0/+2Plumeveil - {W/U}{W/U}{W/U} for a 4/4 defender with flying, and most importantly, flash.
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Remember, the Spear is legendary, so you can only have one out at a time. Tempered is not legendary, so you can have multiple out.
Ultimately, there's no synergy between your cards. Nothing cares for the creature type (beyond Avenger of Zendikar's etb), nor does anything care for the fact that they are tokens. Add to that the absurdly high mana requirement to do anything, I'm thinking this needs a complete overhaul. Here's a few examples of what I mean:I have an Elf token deck that runs Elvish Promenade to create an Elf Warrior token for each Elf I control. In the same deck I run Elvish Archdruid (+1/+1 to all Elves); Heritage Druid (tap three Elves for three green mana), Ezuri, Renegade Leader to give all my Elves +3/+3 and trample. Another deck I have is a black and white token deck that plays a lot of mana efficient spells to create white creature tokens. In this deck I run Honor of the Pure (+1/+1 to all my white creatures) and Intangible Virtue (+1/+1 and Vigilance to all my token creatures).
Glint-Nest Crane - Helps you "dig" for Aetherworks Marvel. It's also a 1/3 flying chump blocker. Glassblower's Puzzleknot - Scry 2 + {E}{E} for {2}; then again for {2}{U}. Good for "digging" for Aetherworks Marvel and supplies some of the {E} for it.
And that is why I put Batwing Brume in the sideboard for my black decks :P
Just looked up Safe Haven. It got a Time Spiral print (Time Shifted, purple symbol), so it's legal in Modern. Sadly, the effect is nothing like Brooding Saurian, and from all the prints I read, never has been. In fact, I can only find one land that can do similar: Homeward Path.Now; Emeria, the Sky Ruin is Modern legal; but because it requires that I control 7+ Plains to trigger, and that the creature I want to be in the graveyard, in which case I may as well just play a reanimation style deck...
Raven's Crime is good. It gives a use for the unnecessary lands drawn mid to late game.
First and foremost, you could fill out the Deck Description and the How to Play sections. That way people who look at this deck will understand what you're looking to achieve in this build, thus being able to make appropriate suggestions.
I'm sure there's a way to combo Norin the Wary's ability with Cloudstone Curio? I can't think of a good one at the moment, but I'm sure it's worth looking into. *reads tags*{stolen idea????}You do realise that nothing on the internet is "Original"? The rules of the internet say it clearly:21. Original content is original only for a few seconds before getting old.22. Copy 'n paste is made to ruin every last bit of originality.23. Copy 'n paste is made to ruin every last bit of originality.24. Every repost is always a repost of a repost.
Another possible price drop is switching Tentacruel for a 3rd Elixir of Immortality.
Don't forget about Darksteel Citadel
Windbrisk Heights should be easy enough to trigger. Attack with Flickerwisp, an Elf, and one more and we're in business. Mosswort Bridge is also easy to trigger, but by the time I have 10+ power across my creatures, shouldn't I be winning already? On a side note, I think Spinerock Knoll might be worth considering in Ponza, as a singleton.
I'm not sure what the correct quantities should be, but Boros Garrison; Gruul Turf; and Selesnya Sanctuary can help get regular landfall triggers. Groundswell - {G} instant +4/+4Rancor - While not landfall related, this will help Steppe Lynx / Plated Geopede get through.
Elesh Norn was in, until I realised that if the opponent chooses it, any Elves; Birds; and Flickerwisps that where on the battlefield before I cast Challenge will die before I can flicker it. Very counter productive. Similar reasoning for not including Massacre Wurm.
I think you're talking about Homeward Path. This land was only ever printed in Commander sets, and Commander set cards are not Modern legal (unless they're printed in a different set that is legal in Modern). I've included the Modern legal most likely to be considered noncreature cards that can regain control of your creatures in the sideboard. Voyager Staff is interesting as a potential turn one play, but Otherworldly Journey / Long Road Home / Turn to Mist seem like the best noncreature options.
My first point of advice is to fill out the Deck Description and the How to Play sections. That way people who look at this deck will understand what you're trying to achieve and can give advice / suggestions accordingly.
There's actually a build of this I want to try that runs Stormbreath Dragon and Thunderbreak Regent instead of Pia and Kiran Nalaar and Eternal Scourge. Sadly, I'm struggling to find more copies of Koth :'(
The changes where dependent on what I needed. I have a method that uses the number of mana symbols in the deck, which Vault thankfully sums up on the right, to help determine what is needed after adding special and / dual lands. It's not an exact science, like your paper strips system, but after doing it for so long, I kind of got a feel for how much of what is needed. My method may not be for everyone, but it hasn't failed me yet.
I don't really have a problem with the mana, especially since it's based off a mana base I already know well (Ponza). The only tweaks to the mana I'd do, if any, if the number of Temple Garden; Canopy Vista; and Plains. Forests are most important and the only real reason for including white is to had cast Flickerwisp / Glimmerpoint Stag and to include Path to Exile.
New version:http://www.mtgvault.com/dedwards/decks/the-challenge/Revered back to flickering the creatures, but also included See the Unwritten as an extra "Challenge"effect. Sample hands drawn on the Vault look promising. Can't wait to test on XMage.
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