Llanowar Elves and Elvish Mystic are good cards. Only reason I didn't use them in my Midnight Gond deck is I didn't have space. It was them or the Wardens. Pros - Can cast Midnight Guard turn 2, enchanting it turn 3 to go infinite. Con - Lose consistent life gain from the Wardens. I personally chose to keep the Wardens, but the choice is yours.
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Mana Web does have a small down side that I noticed while looking up ways to abuse War's Toll, specifically, the opponent can tap lands for mana before Mana Web tapps the lands. It does, however, force the opponent to use all their mana in one phase. Another card you could consider for sideboard is Dawn Charm. It's a modal instant that counters a spell that targets you; fogs; or regenerates target creature.
Centaur's Herald; Call of the Conclave; and Gather the Townsfolk seem slightly out of place here. They don't help the main combo at all. The conventional way to build the Midnight Gond combo is to fill the deck with search effects to assemble the combo. To do this, we can use the card Open the Armory to search for Presence of Gond. Commune with Nature digs for a creature, so it digs for Midnight Guard. Commune with the Gods digs for a creature or enchantment, so it digs for either pice of the combo. OR you can go the way I did and include redundancy. Devoted Druid enchanted with Sigil of the Nayan Gods and Presence of Gond gives the same result as Midnight Guard enchanted with Presence of Gond. The closest thing to Presence of Gond is Sprout Swarm. Which is why I included Nettle Sentinel. Might Guard untaps when the Saproling enters the battlefield. Nettle Sentinel untaps because Sprout Swarm is green. Devoted Druid (enchanted with Sigil of the Nayan Gods) untaps to its own ability.
I just don't have the time to read through everything. Additionally, 90%+ of the decks I do click on that don't have tags, don't have anything filled out in the Deck Description nor the How to Play, so what's the point?
It didn't have any when I first commented. The four limit stops trolls from spamming them, so I personally don't mind the limit.
Might I suggest tagging your deck. I normally ignore decks without tags, as I'm sure a lot of other people do too.
Lightning Bolt > Shock
Turn 2: Burning-Tree; Burning-Tree; Burning-Tree; Reckless Bushwhacker; swing for 11
Lone Rider / It That Rides as One is worth considering. On its human side it has First Strike and Lifelink. Flipping it should be easy, so it'll then give First Strike, Lifelink, and Trample. Equip It That Rides as One with Basilisk Collar and you'll have one of my favourite ability combinations: deathtouch + trample. Trample states that you need only assign what would normally be lethal damage to each blocking creature, and the rest "tramples" over. Deathtouch says that just one damage is lethal. So, regardless of the blocking creature's toughness, you need only assign one damage and the rest tramples over. Add in first strike and your creature survives most combats. On a side note, trample + double strike allows you to deal lethal with the first strike and whatever damage is left tramples over, including all the damage from the second strike.
Madcap Skills?
First Strike / Double Strike with Deathtouch is awesome. Basilisk Collar gives both deathtouch and lifelink.
Oh, that deck. I unsubscribed from it when the comments became idiotic. I don't see the need to get upset by idiots that won't listen to reason backed up by hard facts. When I first commented, it looked like it had potential, and that's why I commented. But just throwing in random stuff that got suggested is idiotic. As for having one of each basic with fetches, modern has an extra reason for it. Where Legacy has Swords to Plowshares, Modern has to settle for Path to Exile. Preparing to get something out of a bad situation is common practice for me. Then, which I probably don't need to point out, there's also the cases of playing against RDW, where you need to be conscious of your life total, at least more so than against most other archetypes.
Remind me which deck you're talking about. I've been commenting so much these last few weeks that not all my recent deck comments are showing. That or I unsubscribed from the deck.
Smelt is better than Crush, with Oxidize only slightly better because of the "can't be regenerated" clause. I've found that sometimes you do want more than one Liquimetal Coating out because you have the mana and cards to destroy more than one artifact, but are only able to turn one thing into an artifact. Cool things about Ancient Stirrings is lands are colourless too, so you can use it to put a land in hand and cycle excess Liquimetal Coating / Myr Landshaper to the bottom of the library. With the relatively low curve here, I personally wouldn't go higher than 6 mana dorks. Where you're trying to hate out all lands, I've come to understand that hating all except one colour is more than enough to devastate most decks. Goblin Dark-Dwellers is great, and I'm using them in my deck I'm taking to WMCQ, but I'm not sure about it with the current mana curve.
People, myself included, can get very defensive at the slightest of things (different triggers for different people). I can't remember how many times I've typed out paragraph after paragraph of hate, just to delete it.
Price of Glory is not Modern legal. Sad, because I have a set :(RG Landfall is very nice, though it can go two directions: Aggro or Combo / Midrange. Depending on your choice, I could suggest different cards.
Without the Amulet out, you'd have to produce 8 mana, 4 for Scapeshift, and floating 4 more for Splendid Reclamation. Without Scapeshift to sacrifice your lands, Splendid Reclamation is a dead card. Might I suggest working in some other way to get lands into your graveyard for Splendid Reclamation? The best cards I can think of would require you to run a second colour, specifically red or black. You may want to consider more landfall triggered cards. Personally, I've taken a liking to Zendikar's Roil as, unlike Rampaging Baloths, it's safe from conventional removal. You may want to look into other forms of land search; like Search for Tomorrow; Harrow; and Khalni Heart Expedition. The landfall triggers are somewhat more important than the Scapeshift + Splendid Reclamation combo. Not saying to remove the combo, just saying that you may want to include some more reliable landfall triggers in addition.
Less trickery and more reliability is always good in this type of deck.
Felidar Sovereign is a deck of its own, one that requires a very different build.
Muddle the Mixture and Shred Memory would be awesome in here. All the combo pieces for both combo's cost 2, and these two cards can Transmute for them. I see Muddle the Mixture being most relevant here as it's a counter spell, though limited in what it can counter.
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