It's nuts against any type of deck. It hoses all nonland permanents, only leaving one of each.
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The tokens don't have haste. -1/-1 and 1 damage across the board are common sweepers in Pauper, especially after sideboarding. Armorer protects me from that.
You'd be surprised how often they act as Lightning rods for kill spells. A lot of people hate them once they realise how much life you can gain off of them. They also only cost 1 mana, making them easy to cast.
Sadly, I'm missing some key cards to test this, specifically Pyromancer Ascension; Past in Flames; and Goblin Electromancer. I also don't have the lands, but testing with my Dragonstorm deck has shown that I can use a very budget version, as I stated in the Description.
That's the beauty of Sprout Swarm. While it's a bit more difficult to go infinite with the Swarm, you can produce a LOT of them every turn, and being an instant lets you do it in response to most removal.
My jaw dropped when I saw it (figuratively, of course); and it'll definitely be a good addition, especially since you get to choose two creatures to keep, the Gearhulk as your Artifact choice, and another creature for your creature choice.
Also, Stony Silence doesn't kill the Ascendancy, like Fracturing Gust would.
I'm looking forward to trying out Chandra, Torch of Defiance in my build.
Murder or Grasp of Darkness. Kill will be needed most games, and these two are currently the best for black in Standard.
Surgical Extraction can hit nonbasic lands in the graveyard. So it acts like a mini Splinter. Natural State is another 1 mana artifact hoser the can hit enchantments too, though it's limited to cmc 3 or less. Luckily lands cost less than 3. Ancient Stirrings can dig for Liquimetal Coating, or any other Artifacts or even a land. Adding red is worth considering, even if only for Ancient Grudge.
Commune with the Gods does the same job as Commune with the Nature, just better as it can dig for an enchantment too. I love Charms, but I'm not sure why you're suggesting Evolution Charm. I don't really need land search; the return a creature option is not necessary due to the redundancy in the deck; and the deck goes wide, so granting flying is unnecessary too.
Was going through my cards and I found Deep-Sea Kraken, which got me thinking, isn't there red and black Suspend cards that give the opponent options? After a quick search on Gatherer, I found these:Pardic Dragon - the opponent gets the option to increase its Suspension time. Combo this with Eidolon of the Great Revel and he'll take damage for most of his spells, or you get a Dragon with Haste. Nihilith - similar to the Dragon. Remember, playing nonpermanent spells results in cards going to graveyard. Same for permanents dying, which brings me to this one:Curse of the Cabal - the opponent can sacrifice permanents to increase the Suspension time, and if he / she doesn't, they have to sacrifice half their permanents.
This deck is tagged Modern. I think he only wants to use Modern legal cards.
Sadly, that card is not Modern legal.
I ran a similar deck for a while (before CoCo existed) and found Ezuri's "Overrun" to be more than enough for a finisher. Even had one game where I killed the opponent with two Llanowar Elves. Admittedly, they where 13+/13+ with trample at the time, but still, the bragging rites. What some people forget is that you can tap your Elves that have Summoning sickness to Heritage Druid's ability. This makes Elvish Promenade very, very broken.
The problem with that card is the line "...only if you've cast another green spell this turn."I'm not sure about anyone else, but my experience with it was less than optimal.
Thrumming Stone - Spells you cast have ripple 4. Not normally an ability you want in Commander; but in combination with Shadowborn Apostle, you can get a ton of them out for {B}; but this does require more Apostles.Door of Destinies - calling Human can make the Apostles very big very quickly.Obelisk of Urd - similar to Door of Destinies. Doesn't scale like Door does, but convoke makes it easy to play.Xathrid Necromancer - Gives you a 2/2 Zombie token each time a human you control dies. Abused with the enchantment Conspiracy.Unburial Rites - Returns a creature from the graveyard to the battlefield and has a white flashback. Good for getting your Demons back.If you really want life gain:Deathgreeter - gain 1 life per creature dying.Soul Warden - gain 1 life per creature entering the battlefield.Soul's Attendant - gain 1 life per creature entering the battlefield.Auriok Champion - gain 1 life per creature entering the battlefield.Blood Artist - gain 1 life per creature dying and the opponent loses 1 life per creature dying.Suture Priest - you gain 1 life per creature entering the battlefield on your side and the opponent loses 1 life per creature entering the battlefield on his / her side.Zulaport Cutthroat - gain 1 life per creature you control dying and the opponent loses 1 life per creature you control dying.Pious Evangel - gain 1 life per creature entering the battlefield under your control.Wayward Disciple (Pious Evangel flipped) - gain 1 life per creature you control dying and the opponent loses 1 life per creature you control dying.Blighted Steppe - Sacrifices to gain 2 life per creature you control.Vault of the Archange - gives all your creatures lifelink and deathtouch
Intruder Alarm's ability says; "Creatures don't untap during their controllers' untap steps." This does not stop them being untapped via other means.Merrow Commerce's ability says; "At the end of your turn, untap all Merfolk you control." This happens duting your end step, not during your utap step, so it is unaffected by Intruder Alarm.
If I where to include another mill effect, I'd prefer Sword of Body and Mind as it'll double mill with the double strike from Fireshrieker. If I did include the Sword; I'd probably remove Hands of Binding for it.Also just had an idea. Picture this: Hands of Binding encoded onto Frost Titan >:)
Sprouting Phytohydra? It costs 5 mana for a 0/2; and without a way to reliabley damage it without it dying, you'll only have 1 of it out most of the time. Have you thought of swapping Cultivate for Nissa's Pilgrimage? Effectively the same thing in a mono green deck, but with a chance to be slightly better thanks to Spell mastery. Khalni Garden is also worth considering. It drops a 0/1 Plant, which works well with Avenger of Zendikar.
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