I would suggest replacing the Mirran Mettle with Stoic Rebutal's. The reason being, with distortion strike and vines of the vastwood you have enough pump for your golems already. I feel a couple more good counters can help control the game until you get you own game plan up and running. I would definitely have all 4 Mirran Mettle in the side board though as your golems will need the extra protection against red burn decks. From looking at your deck though it seems to lack a little bit of consistancy both in initial draw and just progressing through the game. Preordain's could help you in this aspect, by smoothing your draw and allowing you to keep hands you would otherwise need to mulligan off. It will improve your chances of finding the counter spell, distortion strike or vines you need etc. It would also allow you to run less numbers of a few cards such as -1 distortion strike -1 everflowing chalice. You definitely want 4 in this kind of deck so what else you cut is up to you. Good luck in finishing your build. It looks good and should be good fun to play. I always wanted to use precursor golem with my vines of the vastwood myself.. Just never got round to designing a deck.
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Where is the Canopy Cover??? Your creature can't be targetd for spot removal with that attached. There is a person in my play group that had a green / white casual aura deck. He played lifelink, pacifism and lignify in it. When you have aura gnarlid and canaopy cover on any other creature the opponent generally can't block. He also played a bunch of totem armours. His only creatures were Kor Spiritdancer, Aura Gnarlid and Umbra Mystic. But he had man lands and khalni gardens too (Its not fun getting taken down with a plant token with canopy cover and a bunch of auras attached!) Plus bear umbra is ridiculous. With spirit dancer you cast a bunch of auras and draw a bunch of cards. Then attack, bear umbra allows you to untap and go through the whole process again. I know you are looking for a standard deck but there are a few ideas there that you could think about.
The most important thing though is that Arrest is an aura. So just like other aura's when it is blinked with the Glimmerpoint Stags ability when it comes back it can be attached to a creature with shroud. But Journey to Knowhere must always target and so has a downfall against creatures with shroud.
Thanks for all the comments so far. Please check out all my other decks or follow me if you like what you have seen. Any comments would be appreciated.
I'm not too sure what the idea of the deck is? You seem to be able to do some unbelievable amount of ramping but have nothing to do with it. My friend has a great blue / black ally deck that does a few things. It mills, discards cards and steals creatures. You should check it out her: http://www.mtgvault.com/ViewDeck.aspx?DeckID=94822 The only thing to say is if you go down the milling route you are best to have a set of Nihil Spellbombs in your sideboard because if your opponent has an Eldrazi your milling will be totally nullified.
It's hard to believe that a lot of time I search for that mortar pod first.
I'm still having Putrefax nightmares lol
I know I can't believe I didn't have that sphine in until just the other day. It worked so well when I tested it. It gives me another nice target for my dragon to find too.
If you can't find room for the Explore or Harrow then I think you did right using the Battlement. It does only tap for green mana but there are only 6 blue spells anyway. Plus I think that since it helps your quest you made the right call. Let us know how the tests go. If you find it's inconsistent and need some card draw in order to find you finishers (You might be forced to drop to mono green and use Explore etc or possibly change for more blue card drawing spells)
He has fetch lands in there to search for either basic land. Plus his mana ramping creatures add any colour of mana to his mana pool and they are all green to cast. So mana fixing shouldn't be much of a problem now.
I like the look of the deck now. You should try a few practice games first using either a full set of Cobra's or a full set of Battlements. See which you find works the best in your setup. The Cobra is awesome if you are using growth Spasm, Fetch lands and Explore but is also weak against burn spells or contagion clasps which is where the Overgrown Battlement is better with its 4 toughness. But there is no substitute for testing it yourself so you can see it in action. (Even if you have to proxy some of the cards in the meantime) Good luck and have fun testing now.
You know I might just put one in again. Because when I took it out I didn't have the fetch lands in. The only way I have ever really needed the Pilgrims Eye before was when my first Hawk got countered and I had no others in hand. That extra flyer in the deck helped find and deal sword damage. But I suppose I am using an extra Skyfisher now as well from when it first started. P.S. If you are worried about online trading, I could always post first and you send on when you receive them. I see people doing it on youtube all the time
The problem with most people on here is that they are looking for the best tournament decks not the most fun decks. They don't realise that passing on what they know, no matter how little it is, will help the other people learn and so they in turn can pass on what they have learned to others. Your deck can be awesome in casual because given the right draw you could just blow out your opponent but as I said before it doesn't interact with your opponent's deck at all and lacks a bit of consistancy but that is common in must prodominantly green decks to be honest. What if your opponent was to counter your spells, or make you discard cards etc. But I suppose you can always use the sideboard for that.
I don't think you will need it. Plus he is pretty useless after your opponent has swept the board. you would rather cast a Cobra, Overgrown Battlementor a Harabaz Druid then
12 Allies is probably your bare minimum to be honest. Even though the druid is awesome (I run it in my ally deck - check it out if you like.) If you ran cards like explore, that could help you find them though. Plus Growth Spasm and the fetch lands will thin the deck a bit too, also helping. I love the idea of accelerating alot of mana - pumping out alot of wolves and just turning them sideways though (The added bonus being the quest will turn them back) That is why I suggested the battlements as they tap for mana helping the quest. The other bet would be to run four Jwari drop to two Turntimbers and drop the packmaster to the sideboard or something like that. That would give you 14 allies, 16 mana ramp creatures (If Jwari copies the druid) and 4 spasms and Garruk also helping the ramp to big finishers like wolf briar and master of the wild hunt or just an overrun.
In all honesty I think you have too many big finishers. I mean do all your creatures need deathtouch if you have an army of them (probably with +3/+3 and trample as well)? The problem running green is that it generally doesn't have good interactions with your opponents. It's more about doing it's own thing and quickly. That's why I would suggest Autumn's Veil - at least in the side board. I think that wolf briar elemental is a better bet than holf of the night pack. because with a few battlements and druids out you could be tapping for 10-12 mana with only say 4 forests in play.
P.S. Drop the Harrow - play four Growth Spasm. The tokens will give you colourless mana and speed you quest along when tapped.
Actually on second thoughts a better idea would be to run 4 quest for renewals instead of the beastmaster ascension. And then run 4 overgrown battlements in place of the jwari shape shifters (I know you have an ally sub-theme). They will tap for mana each turn and then untap thanks to the quest and be able to block again when it is your opponents turn. Unless you have access to Lotus cobra's the battlement / Harabaz Druid / Birds of Paradise is your best acceleration that is still a creature and helping your quest along.
I think Growth Spasm is probably one of the best ramp spells at the minute. Even more so than Harrow. I'll explain: Growth Spasm gives you a tapped land and a creature that can chump block against quick aggresive decks or sac for colourless mana. With Harrow, the lands come in untapped but if it's countered and any decent control player will counter it, you go down a land instead of gaining two. Might be worth looking in to if you really want to excelerate your mana.
Beast master ascension can be awesome, but it seems a bit slow in this deck. How do you find it? The only time I ever seen it work quickly enough was in a deck full of eldrazi spawn.
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