I don't think you have enough ramp or lands to run this curve. I'd drop rubblebelt raiders and giant growth and move ruric thar to the sideboard to fit 3 lands and a set of either farseek, zhur taa druid, or elvish mystic.
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Looks good. Effectively flips off control, while keeping enough lifegain to beat aggro. Nice and balanced.
If you don't know what to take out, I'd honestly suggest a few mana elves. Yes, ramp is essential in this build, but 18 ramp spells (23 if you count urban evolution and unexpected results) seems a bit much.
And I can see a lot more organization now with all of the enchantments :) fencing ace is great with these enchantments if you can pick up a few copies. Dark favor alone lets him do 8 damage a turn. With ethereal armor and gift of orzhova equipped it just gets crazy
If you switch llanowar elves out for elvish mystic, this will be standard legal. :)
I like it with blue alot. Getting two bounty triggers from unexpected results is great. A card that I thought of as soon as I saw bounty was master biomancer. Noncreature spells make him bigger, and then when you cast creatures your beasts will be at least 5/5s, more then likely 8/8s. It might be a bit "win more", but you should test it out. :)
Maybe sideboard...even then, I'd rather kill their creature than pacify it. Passive and triggered abilities can still hit hard.
I made some revisions. Moved huntmaster to the sideboard to increase the ghor clan rampager count and add lightning mauler. Thoughts?
Yeah maybe. Good old craterhoof behemoth works too.
Needs some ramp, imo. I'd drop the hellhole flailer for a set of farseek.
First off I would drop the c ards that don't really do anything, namely pillarfield ox and vampire warlord. Neither one is strong enough to justify their mana cost, and the vampire actually puts you at a disadvantage with creature count. Then I would switch out the promenades for orzhov guildgates or even basics. The promenade just slows you down too much.Other stuff that seems weak:Moorland inquisitor - good effect but too expensive. Something with base first strike (precinct captain, elite inquisitor) would fit betterMaze abomination - not enough multicolored creatures to justify it, and not enough first strike multicolored creatures to combo with it.Archangel - too expensive for a card that enters the battlefield really late and has no immediaten impact.Corpse hauler - really slow, definitely not worth running 4Divine favor - don't get me wrong, its a decent card, but only when you use other enchantments or lifegain cards with it.Mind rot - seems out of place...you're better off dropping all 4 and going to 24 lands.Cards that would be good in here:Fencing ace, gift of orzhova, ethereal armor, dark favor, dying wish. You could make a pretty good enchantment deck with these cards.More tithe drinker & kingpin s pet, syndic of tithes, pontiff of blight, crypt ghast, could make for a good extort deck.Serra angel is a good bomb that comes out early enough.More removal (tragic slip, ultimate price, oblivion ring, orzhov charm, whichever you like)Basically you have some good cards but it just seems a little unfocused. Pick a theme more central and specific theme, go with it, and you should be good to go. :)
Yeah he's very nice. I just needed something to reliably evolve the renegade krasis, and considering that I would already need double green to cast the krasis the tusker fit the bill perfectly.
I would say so. Maybe one less clan defiance for a fourth dissipate could work
I would only drop one garruk and two syncs for three clan defiance, that's the removal I had in mind. Kill and a potential finisher is very nice. I wish these colors had something other than burn to kill stuff with though... :/ as far as these colors go I think you're set though.
This shell is definitely plausible with a few tweaks. First off, drop fog and into the wilds, then add another primeval bounty. That will bring you to 60 cards and thats where you want to be. Then I would consider oblivion ring over pacifism. Many creatures have passive abilities, and pacifism doesn't help there. You want those creatures gone instead. As for creatures, drop angelic skirmisher, battle sliver, steelform sliver, and sentinel sliver. Go to 4 striking, 3 megantic, 4 bonescythe, 4 blur, and 4 predatory. That will make the deck faster, more consistent, and it will make you hit harder. Lastly move the elixir to the sideboard and add another garruk. He will allow you to constantly drop multiple creatures a turn and keep your hand full. If you do all of that, the main deck should win pretty consistently around turn 4 and will hit harder each turn after that. :)
Love this kind of deck. A few less syncopates, less garruk, and more removal would be good. Maybe clan defiance...plasm cap into defiance seems really mean. Also, scavenging ooze. Then I think this will be competitive. :)
I think you have enough ramp to try out the new garruk in here. His +1 will get you tons of creatures and enable the gilt leaf quickly, while allowing a consistent flow of creatures. I could be wrong (I do standard more than modern and don't know much about the meta) but it seems effective to me.
Nice list, looks hard to deal with. Blood baron of vizkopa would be sweet in here, at least in the sideboard. Good synergy with archangel, and he's immune to most removal with pro black and white. Esper's worst nightmare. Ready // willing would be nice too to protect against supreme verdict. I'd consider dropping enchantments to make room, mostly sphere of safety and deaths presence. Good luck
When he goes down in price a set of kalonian hydra would be great. Hes stupid good with scavenging ooze, predator ooze, and exp 1
One of ooze flux is fun in hydra decks. "Doom blade" "in response, make a 12/12 token for 2 mana"
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