The deck seems to be doing fairly well. We'll have to see how it matches up after rotation. I won't loose anything and I'll gain 4 dual lands with temple garden which will improve consistency and maybe allow for benalish Marshall. It matched up very favorably to merfolk in my playgroup as well as constrictor as long as you save your seal away . It had good consistent card draw especially late game. I think it is still outmatched by teferi control decks but we'll see how the chips fall with rotation.
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Looks like a nice low to the ground build. I think two cards that deserve a for sure spot in here would be sanguine bond and vampire nighthawk. Another useful card might be dash hopes to fit your "direct damage through spells" and it gives you potentially a nice counter option.
Fun theme build!
Thanks! I've been debating between R/W or R/W/G.
I like to win as much as the next guy but my playgroup is very casual so I don't try to build anything to insane unless I'm trying for some type of more competitive setting. I took a look at your deck, pretty hot stuff man. I think I need to study more to really learn how it all goes together.
Ahhh! Nice addition! I dig that! Time to rifle through my kamigawa stuff and snag some of those .
True that- I edited my play by play. My milling dreams only slightly crushed ??.
I've been playtesting it lately and it can be a beast man, just trying to get a final tune. I added siren's ruse to mine because with medallion out I can cast for one, re-trigger one of the pirates and draw a card!
Hey Pushkin, just wanted to let you know I copied your deck with a few mods. I added a few of the new ixalan cards. I just didn't want to post it without giving you a heads up. Thanks for posting man!
You should pull your sideboard down to 15 so the deck legalities show accurately. Cool deck idea!
Looks like you have a lot of the good cards on the list. You just need to get the deck idea a little further along for us to effectivly tune/suggest. I think a few good pump cards would be good. I really like metallic mimic in a deck like this, craterhoof behemoth is good as is coat of arms. Wirewood symbiot is very effective at protecting your pumpers .
No need for exclamation points ?? I'll concede my argument. Nasty combo
The break up comment was referencing the argument on the website that was referenced. The effects trigger in layers on the stack as follows : You apply power/toughness changing effects in a series of sublayers in the following order: (a) effects from characteristic-defining abilities; (b) effects that set power and/or toughness to a specific number or value; (c) effects that modify power and/or toughness but don’t set power and/or toughness to a specific number or value; (d) changes from counters; (e) effects that switch a creature’s power and toughness. This card’s effect is always applied in (b), which means that effects applied in sublayer (c), (d), or (e) will not be overwritten; they will be applied to the new value. That is what allows Diminish to work. TtF is different though, because it has multiple effects triggering on the same card, one of which occurs in sublayer (a). In this case we have a layer (a) effect that is characteristic changing ( tree looses ability).The chartaristic changing abilities resolve first ( tree looses its ability) THEN the power and toughness effects take place making it a 1/1. Reference comprehensive rules section 613. The trees effect taking place is dependent on the tree having that ability. Dependency overrules timestamps (section 613.7). While tree has the earlier timestamp it is trumped by dependency. As turn to frog resolves first , in the order and layers described above tree no longer has the ability to activate the power/toughness changing effect. It looses said ability in layer 6, power and toughness change in layer 7b. It looses the ability before the power and toughness are changed. Let's use a simpler example. Goblin fireslinger taps to deal one damage to target player. Player A taps to deal the damage to player B. In response player B casts turn to frog targeting the goblin. TtF resolves and the goblin remains tapped but no damage is felt because the goblin has no activatable abilities. It's the same thing.
I looked at the referenced explanation but I don't know that I agree. If you activate tree of perdition the effect goes on the stack, then you cast turn to frog on the stack turn to frog resolves taking away the trees activated ability. It remains tapped but does nothing. Diminish definitely works. Let's say instead you activate three tree, priority then passes to me (I get the chance to respond) and I cast unlicensed disintegration. It resolves first killing the tree; the trees ability is gone because of the spell that resolved before it's ability resolved. Turn to frog is no different- if a spell resolves, it resolves completely, you can't break it up saying part of it happens now and part later. If it worked that way you could just use tragic slip to make the tree a 0/0 and kill your opponent. If the trees abikity still resolved after a card on the stack above it said it couldn't then cards like stifle and disallow would be completely pointless (countering an activated ability).
No worries! Thanks for checking out the deck. I always appreciate any suggestions to improve it
Why is not Modern Legal? I just realized I had set the format wrong above, sorry about that.
So far the deck has done ok, defiantly not the undefeated status I had hoped for but not bad. I've found that it has been running about 1 turn behind against top tier infect and have split games going against similar storm type builds.
I ended up deciding on Creakwood Liege for my pump . I've played with several of the options and that seems to be the best option for the deck. Konda's was too limited with only being able to attach to Legendary, Door of Destinies too slow. Creakwood gives a good pump, happens immediately, and doesn't help my opponent. Right now I am debating on Kashi Tribe elite v.s champion of Lambhalt. Kashi has the pro of being a snake and fitting the deck theme, but I have to think Champion is flat out a better card. Any thoughts welcome-
So I am seeing this- a group of cards that all have some solid functions but don't have a clearly defined objective. It looks a bit like Elf/Stomp style deck (use elf ramp to get out big green creatures). These can be very effective decks and I think with a bit of refinement it could be a great deck to start with. I will list my thoughts with a modified decklist . I will try to leave in some of the cards you've selected even though they may not be the same creatures I would select for the spot so the deck retains your design.3 Deadly Recluse4 Elvish Mystic2 Garruks Companion2 karametra's Acolyte3 Mwonvuli Beast Tracker2 Roil Elemental3 Sage Owl2 Thorn Elemental3 Wood Eleves3 Kalonian Hydra2 Rite of Replication 2 Counterspell2 Mystic Snake2 Rampant Growth (Natures Lore is better is you have them)2 Overrun3 Hunters insightYour recluses are there to be your early two drops, with to make sure you get them. They also set up a really nice deathtouch fence that your opponent will want to think twice about screwing with . Elvish mystic is there for ramp. The garruk's companion is an ok midrange creature. I'm sure there might be some better but he's ok. The beast tracker will let you look for the Kalonian hydra , unfortunately it wont fetch the Thorny for you. The Roil Elemental is pretty cool as a pseudo removal/control provided you have the land drops late game for it to trigger- the wood elves and rampant growth will do that as long as you wait to use them and don't burn them early for mana ramp. Rite of replication is a super powerful card if you can kick it; unfortunately your only real target for it is Thorn Elemental (or whatever nastiness your opponent has on the field). I almost want to suggest taking that out for some removal or bounce- maybe prey upon would work well.Overrun is there as a wincon potentially. I'd throw in a some counter since you are running blue and Hunter's insight can be great mid to late game card draw. There are probably a million better builds out there than this but I wanted to try to stick to some of what you had. Good Luck!
Ahh! Nice! What do you think, maybe take out one swift spear, 1 faithless looting, maybe the sol ring? That would give me room for 3 spirit guides to increase the odds off getting him first turn.
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