Criticism welcome!
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Good idea, and an ok start. Green definitely likes to ramp to big scary dudes. But, once you get those dudes, you dont really need overrun. I did a few sample hand draws and found that frequently, there were basically no creatures to play to control the board at all until your massive guys. I'd say, either try to ramp to the big guys, playing a few more board controlling things in the meantime - Overgrown Battlements work great for both objectives, or play just 1 of each of your big guys and play more of green's 2-4 drop guys. This way, you cast overrun on a bunch of smaller dudes, instead of just beefing up an already massive hydra, for example. My recommendation: -3 Chancellor -2 Primordial Hydra -2 Carnage Wurm -1 Vorinclex -4 Khalni (Playing so few lands makes it tough to get the value you want out of these, maybe consider bumping up to 20 lands) -1 Doubling Chant -1 Praetor's Counsel +4 Overgrown Battlement +3 Garruk's Companion +3 Obstinate Baloth +2 Acidic Slime (With the ramp, sometimes you'll be able to kill a land on turn 3, which is pretty effing sweet) +3 Green Sun Zenith (I love having this on turn 2 for 2 to get another battlement) I know, lots of changes. But I think you get the most value out of overrun by swarming the board, rather than having a couple monster creatures. +3/+3 Is nice when it applies to 12 dudes instead of 3!
Hey, I finally put something similar together and will definitely be making some changes thanks to this list. I completely forgot about my metamorphs! Also have to find some spellskites to protect the extractor. I used 2 palladium myrs and 3 alloy myrs instead of the sphere of suns. Also, I put 4 galvanic blasts in to take advantage of the perpetual metalcraft going on. Thundering Tanadon is also quite nice for 6 insta-damage... Nice build, Check out what i have if you could. id 198144
I like it. I just built a similar deck, but don't have stoneforge mystic... Using batterskull, sword of war and peace, argentum, and pennon blade. I'm also playing Kitesail Apprentice and Kor Dualists instead of Vault Skirge. I've found that signal pest is handy when i dont get the quest out early. It still allows for the wee armies to come in for a decent amount on turns 3, 4, 5.