I agree the three to remove are the epic experiments.
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Garruk also pumps the craterhoof's ability with token creatures. I have a craterhoof deck I recently put together if you wouldn't mind checking it out here http://www.mtgvault.com/kuvetd/decks/bless-the-behemoth/ It focuses on the horde aspect of selesyna a bit more.
Definitely a good idea to keep counter magic open but evil twin is practically a counter to any creature already so I wouldn't let counter magic sway you to much on that one.
Collective blessing would be a hell of a finisher
Try cyclonic rift instead of unsummon and forbidden alchemy instead of index. Seems like you have a good attack plan. I'd main deck evil twin too
Harbor bandit is a great addition and is a lot easier to cast with only one black mana cost. There is only one other change I'd make before trying to consider removal and that is -3 curiosity and +3 forbidden alchemy. The reason: curiosity is an awesome enchantment in concept BUT not all that great in application sadly. It doesn't make your creature any stronger and makes for an easy two for one card trade if your opponent removes your enchanted creature. Forbidden alchemy digs you deeper faster and this deck really needs a card that can tutor for your key enchantments. Now onto removal. First thing is what to remove. I'd say -4 Latch Seeker (he's easy to remove and has an annoying double blue cost). Now what to add is a good question. I'd say sever the bloodline is the best bet to take out both token strategies and single problem creatures (and it has flashback). Another good choice could be stab wound though. Its not quite removal but you generally won't be killing their creatures so if you can enchant an opponent creature with stab wound you'll be that much closer to ending the game with your unblockable creatures. To sum it up: -3 curiosity, +3 forbidden alchemy-4 Latch seeker, +4 sever the bloodline OR +4 stab wound
Looks pretty good. I like the flail with the unblockable creatures especially when paired with an enchantment or exalted trigger. Removal is definitely going to be your biggest challenge here and maybe holding off an enemy assault (although duty-bound dead will do some work here). Think twice is nice but I think you can do without it and instead use forbidden alchemy to dig deeper (those cards you throw away will either be redundant or useless in the situation most likely). Curiosity is probably another one that you can drop especially if you switch to alchemy and instead put in another combat enchantment like mark of the vampire or tricks of the trade (first two that came to mind). I love unblockable decks though and this one looks solid. I'd like to know how it performs. If you playtest it let me know the results if its not too much of a hassle.
I'm not sure how the stack would resolve but of you could play this where you can growing ranks your seance token that'd be sick.
I'd say less unsummon more counter magic. Might as well essence scatter or syncopate the creature for a similar cost especially with your goblin discount. I like the deck though. I will say that guttersnipe will probably be killed before being useful (sadly). At least in my experience
Geist of saint traft is a good replacement for archon. He gets the exalted trigger and then hits for an extra four with the angel. Otherwise tricks of th trade might be a thought if you are going for an unblockable theme or rogues passage. And last but not least I'd say to toss mizzium skin. I'd rather have syncopate in its place
Got doored at my last fnm. Its a terrible feeling
I like the idea of ramp, but in the current meta I've found it hard to play ramp effectively. If you are going to try I would suggest adding some keyrunes. They are much harder to remove than your other mana dorks and (unlike somberwald) can be used to pay for noncreature spells. I'd suggest selysna keyrune in place of borderland, at least until gatecrash hits.
Syncopate could replace the double cost of cancel as well and in my playing experience is probably one of the best counters there is in the standard format.
If you're going for more synergism I'd say doomed traveller instead of talrand's. It's a great block against aggro and it fills your empty one drop slot. Geist would be great too of course, especially if you can populate after he attacks to get a free angel.
For the sake of keeping it standard. I would say rolling temblor to deal with aggro and to sneak some damage in on your doll. I would think to replace at least unsummon with it seeing as unsummon actually works against your purpose (if your purpose is to cast blasphemous act for as cheap as possible). I like the idea though. Oh and I'm not sure what wingcrafter aims to do here, but I really don't see him getting you anywhere.
I know you have a lot of two drops already but I have to say that I really dislike Caravan vigil as a card. I've tried playing it in all sorts of green decks but when push comes to shove, its one of the first things I cut. I'd suggest farseek. The turn you lose farseeking will make itself up the next turn in my mind.
I second that comment. He's an awesome card although he might be tough to play with your 20 lands
No blood artist or Falkenrath noble? Those cards really add extra umphf to any sac based deck
Syncopate instead of dissipate. It allows you a turn two counter to anything
Ghostly flicker isn't half bad either at the common level. A bit more bang for one card too.
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