I like the concept. Quite pricey though.
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I think it would count as a creature entering the battlefield, because prior to the bestowed upon creature dies, all bestows count as enchantment auras. When it dies, the bestows should turn into creatures, triggering the effect, but I'm not entirely sure.
Summoning Trap could also be something to sideboard, if you end up facing a lot of blue decks. That is, if you don't mind legality.
Artifact card draw: Staff of Nin, Temple Bell, Howling Mine, to name a few. I would probably run the first two, not the third.Other spell suggestions: Warleader's Helix, Aurelia's Fury, Starstorm, Sudden Spoiling, Armillary Sphere, Decree of Pain, Wrath of God, Incendiary Command, Annihilate, Pristine Talisman, Wild Ricochet, Army of the Damned, Baleful Force.I know that's a lot at once, but I hope that gives you some ideas. :D
It's based on that. :)
... Why didn't I know about this card sooner? There's only one problem, and that being that it's put on the battlefield, not cast. I want those extra turns, damnit! :D
Viridian Acolyte trades one colorless for a colored mana. In that sense, I'm not getting any further ahead in terms of mana production.Thanks for your input. It's greatly appreciated. :)
I've taken a look, and Veridian Acolyte is a strange one to suggest for a mono green deck. I might pop a couple of Elvish Mystics in there, but that's as far as I'd go, I think. I don't like having non-land mana sources anywhere but in EDH, but it might be what this deck needs.
That card is very expensive, not just in mana but also price. Unless I take the leap up to 65 or maybe even 70 cards, I can't see myself being able to cast Emrakul on a consistent basis. Creature based mana might be the way to go, but it's always felt unreliable.If you know a good way to cast Emrakul, with the current deck in mind, I'd love to hear your suggestions.
Dreamstone Hedron could be a card to look into. It ramps up your colorless mana production and when you don't need it anymore, you can sacrifice it to draw cards.
Taking some damage early on is fine, in my opinion. There's very few people in my circle of MtG friends that play that kind of decks, so not having any creature plays until turn 4 and up is all good in my book. I'll look into your suggestions, but the question is: What should I take out to make room for them?
It doesn't have to be legal, but I do want it to work well as a whole. Much of the ideas for this deck is based on a deck available in the Magic 2014 game on Steam.
Didn't really think about that question at the time of posting this deck, but I want an Eldrazi ramp deck for a reasonable price (i.e. not above $500) that I can have fun playing with against my friends. There's no official FNM scene around where I live, so along those lines would be nice.
Not sure why you have Paranoid Delusions when you can't really take advantage of the cypher mechanic. Swapping it out for some more direct milling could be an option. Coerced Confession, maybe?
Followed Footsteps could be a card to look into. Would have expected more creature removal though. Cards like Vapor Snag, Recoil and Doomblade would fit well in this, I think.
Traumatize and Undercity Plague could be two cards to look into. Considering you have Deathcult Rogue, which is basically unblockable, you'd have a way to keep your opponent's offense to a minimum with Undercity Plague.