Have you thought about adding Jori En, Ruin Diver? My build will be running 2-3 of it.
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Silence is a popular choice for the Scepter.
Restoration Angel Momentary BlinkCloudshift
Young Pyromancer is actually a very good card in here. With a total of 28 instants and sorceries, it'll produce a lot of creatures. Also, you don't want to go lower than 15 creatures, no use having all these spells and nothing to benefit from them.
Would be nice to include a description for your "5turn kill" for those who can't see it. I cansee it, just would be nice to use the description and how to play features of this site. Titan's Strength costs {1} less than Brute Strength for the same power boost and with Firemantle Mage granting Menace, I don't really see the need for Brute Strength's trample, so I suggest swapping Brute Strength for Titan's Strength. Plus Titan's Strength has Scry 1. I suggest taking Zada down to 3x. He's legendary, thus duplicates are dead in hand, but you still want to see him every game, so 3 is a nice sweet spot. With the extra slot open, I'd add one more land as 20 lands is too fee for your mana curve. Speaking of lands, you need mana fixing. Evolving Wilds helps a lot, and you can still use Wind-Scarred Crag. Battlefield Forge is worth considering too.
Mutagenic Growth is worth considering. With a Prowess trigger, the targeted creature would get +3/+3 for the cost of one green or two life. Artful Dodge might be better than Slip Through Space. While it doesn't draw you a card, it does have flashback, allowing it to be cast twice.
I wouldn't remove Send to Sleep all together. Maybe move some of them to sideboard. With enough spells cast, your creatures should be big enough to kill in two turns, thus making Send to Sleep's ability pretty darn good against creatures too big to burn.
Me likey :pI'm trying to make something very similar and going through your list has given me some ideas. Thanks.
The rest of the deck is mostly ok without the fixing, but Ojutai's {W}{W} is concerning. Also, there are up sides to the lands I suggested:Evolving Wilds thins the deck by 1, increasing the chance to draw a non-land.Wind-Scarred Crag gains you 1 life, which is especially helpful against burn and other aggro decks.Battlefield Forge doesnât enter tapped, and you only take damage when you need the colour. With the low mana curve of this deck, the damage from the land should be mostly meaningless as you'll be tapping for colourles a lot of the time. I have personally experienced multiple losses due to lack of the correct colour and have found that even though these dual lands enter tapped, the mana fixing far out weighs the miniscule speed reduction.
-3 Plains; -9 Mountain; +4 Evolving Wilds; +4 Wind-Scarred Crag; +4 Battlefield ForgeIf Battlefield Forge is outside your budget:-1 Plains; -7 Mountain; +4 Evolving Wilds; +4 Wind-Scarred Crag
http://www.mtgvault.com/card/delay/FUT/
I actually use Nissa, Vastwood Seer. Her +1 is, in most cases, a draw.
Manamorphose is another "free" cantrip.
Elvish Visionary does similar. If you want a higher toughness creature that draws you a card, Carven Caryatid is a good option. Alternatively, Manamorphose is a 'free' draw, as is Gitaxian Probe.
Liquimetal Coating / Myr Landshaper plus artifact hate (which green has a LOT of) would make for a good control method in green. You could even Splinter a basic land (or anything else) to great effect. Hurricane / Squall Line is great for that last push for damage. Bonds of Mortality is a good sideboard option. Obviously hybrid cards are allowed in this challenge, but what about Phyrexian cards? Dismember is a good kill spell. Surgical Extraction is great control, just getting the problem card into the graveyard... Gitaxian Probe is a good cantrip.
I never had enough Commune With the Gods to test how good it is, but now that my deck revolves around Sprout Swarm and only contains the Midnight Gond combo, I don't think it'll help me much. Here's my build:http://www.mtgvault.com/dedwards/decks/sprouting-tokens-pauper/
Nicely done. I ran Midnight Gond in Pauper for a while, but through constant tweaking, I ended up winning more off Sprout Swarm (which I have mainbord) than off the infinite combo. Turns out people know exactly how to hate the combo, but struggle to retaliate to a non infinite, steady supply of Saprolings.
This can easily be made Modern legal. Preordain > Serum VisionsCounterspell > Stoic RebuttalMemory Lapse > Remand or Delay Seat of the Synod > Darksteel Citadel
You can also try including a set of Gitaxian Probe. It's a "free" draw spell that triggers all of your creatures and lets you see the opponent's hand. Similarly, Mutagenic Growth is a good pump spell for Monastery Swiftspear and Stormchaser Mage; and Surgical Extraction is a solid sideboard choice. And if you don't mind sinking life into a spell, Dismember is a great sideboard option for getting rid of creatures that are indestructible.
The 'normal' version of this deck runs Melira, Sylvok Outcast; and I think I may have found a budget friendly replacement for her: Ivy Lane Denizen. Just like Anafenza's bolster effect removes the Persist -1/-1 counter, Ivy Lane Denizen's effect will also remove it. It may cost more mana, but it is a lot cheaper $ wise. Looking at your land base, I suggest adding a set of Evolving Wilds, it'll help a LOT with getting the correct colour mana.
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