Maybe replace it with [[Heartstone]], which will save you a ton of mana, and is relatively cheap.
Permalink
Seems like [[Chromatic Star]] would be a perfect fit here. Too bad it's not a food. This whole thing looks promising though, just the sort of build that ignites my imagination. I'm not super jazzed about the 3-drop nature of Heaped Harvest, but the back end of getting 2 lands out of it with the Cat trigger is probably worth it.
Since you're going with vintage, you can take advantage of some of the OP vintage cards, like [[Sol Ring]] and [[Skullclamp]]
The problem with Peregrine Mask is it also comes with Defender, so you can't do much but block with the critter.
I'm thinking Cloak and Dagger for the theme over the functionality. Peregrine Mask doesn't do much functionally, and you've already got a mask, so you can probably go without it.
I am the biggest fan in the world of running the full eight 1-drop discard cards to basically guarantee a turn 1 slow down.
[[Mask of Griselbrand]][[Mask of Memory]][[Cloak and Dagger]][[Vito, Thorn of the Dusk Rose]][[Smallpox]][[Plague Engineer]]Just some more ideas
Sure seems like a joke doesn't it. I find it to be super intriguing, as it combos well with lots of fun mechanics
I had Sagas in and said, 'you know what, screw em. I'm gunna save some cash'. But you're right, of course, they deserve to be in there. I'm too outside the meta to have a good idea on what to run to deal with all the bullshit that's hip nowadays. But you're right, Murktide would be a bitch to deal with as is. That's just a 2-3 turn clock.
Maybe [[Thermo-Alchemist]] over the Mystic because of the 18 lands (5 of which hit tapped)? Obviously both are balanced completely differently, but 4-drop scares me a bit in this build, even with the fun draw stuff/island cycling.
Only real problem I see here is the high curve giving opponent the jump and plenty of time to deal with threats as you field them.
No problem, let me know how it goes
Consider cuts down the curve, filters through things you don't need, and gets you to your bosses and removal. Simic is TERRIBLE at dealing with certain types of threats, cause you can't just Lightning Bolt away a problem, so being able to dig through the deck a little faster helps when your answers are either limited in number or are big critters that out-big what's happening. Realistically, most decks want to run them (or the better versions like [[Ponder]]) if they can.
The main one would be to cut down the curve, up the lands, and fill out some staple spots to help things along. I'd cut:2x Beetleform MageColossus of AkrosNimbus Swimmer2x Selkie Hedge-MageGelatinous Genesis2x Urban Evolution3x Plasma CaptureFavor of the Over BeingTemple of the False GodAll of which are either underpowered, overpriced, or don't fit the theme as well as other options that are cheap and readily available. That gives you 14 spots to fill. I'd go with2x [[Evolving Wilds]] (specifically)4x [[Consider]] (specifically)[[Nadu, Winged Wisdom]][[Prophet of Kruphix]][[Decisive Denial]][[Hydroid Krasis]]And more of your two-drop flyers and three-drop flyers.
Are you going for budget casual here?
Storefront isn't bad. Only downside is you can't control when you crack it, but that shouldn't be a problem here. Myriad Landscape is great for triggers, but it's slooooooow, cause everything enters tapped. So you're trading off triggers for speed. I guess it depends on what you're comfortable with.To show the cards, put double brackets around the name [[card name here]]. You've gotta put the whole name though, and it doesn't work with possessives for some reason, which is lame but whatever
Your best bet for a fetch land setup on a budget is 4x [[Seething Landscape]] and 4x [[Evolving Wilds]]. I'd trim out the Halimar Depths and 4 islands to make that happen, as it has the same disadvantage as Wilds but double trips the crabs, and Landscape is just perfect for what you want here and has very little drawback (shame you can't use the cycling, but oh well). The sort-of-scry is nice, but in reality you'd much rather have a double mill off a crab, especially since it's not actually a Scry, so you can't toss away stuff you don't need.
To clarify, are you going for that combo as the point of the deck, or is it just a fun feature that happens to pop up? Otherwise, I assume this is budget modern goblin combos that do very similar things, right?
Running 16 lands with no fetches is sort of anti-synergy with your crabs. You want to drop at least 1 land each turn, preferably a fetch to double trigger the crabs.There's also a few mill staple cards to take a look at:[[Thought Scour]][[Archive Trap]][[Field of Ruin]]
I like [[Hearth Elemental // Stoke Genius]] quite a lot in a build like this.
141-160 of 2,535 items