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I was searching for a funny way to (ab)use the undying mechanic and stumbled upon "Ion Storm". It's ability is expensive, but it lets you re-use undying creatures and re-evolve creatures with evolve that are at your deck's cap. This deck exists only on this site and has never been played against another deck. Regardless I'm open to all suggestions and ideas that may help to improve this deck.
The deck tries to use the use the +1/+1 counter creatures from 'undying'-creatures and the charge counters from "Mirrodin's Core" as ammunition for "Ion Storm"."Trading Post" is the main source of +1/+1 counters for creatures as it allows to sacrifice our undying creatures. In combination with "Ichor Wellspring" and "Mycosynth Wellspring" it also helps with carddraw and ramp."Deathrender" can convert sacrificed creatures ("Trading Post") into stronger creatures...like "Young Wolf" + "Deathrender" into "Flayer of the Hatebound". GreetingsMuktol
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NOTE: Set by owner when deck was made.
Am I missing your artifact removal? Seems you've set this up to keep bouncing artifacts to your grave yard and back but not getting how.
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I'm guessing Trading Post
No, the Artifacts are only here to get some carddraw (and ramp through "Mycosynth Wellspring"). If you really need one of them, you can recycle a "Undying"-creature with the "Trading Post".
I like this plan of doing things with the undying counters, maybe think of evolve green creatures? you will get counters to ion storm and they will re evolve when your undying creatures come back into play
That sounds like a nice idea.First thought was to remove the "Sakura-Tribe Elder" and replace it with "Gyre Sage". I will try a 2-2 split for testing. Without the ramp, I could also change to some of the duallands to stabilize the manabase. The advantage of the ramp plan however is, that you draw less lands in later rounds. Second thought was to switch to "Experiment One" but at the moment I am unsure which creature I should take out for this. Only thing that concerns me is that most of the evolve creatures won't go for more than 3/3 in most games. "Flayer of the Hatebound" is the only creature that would be able to push them further.
Maybe give a look to Power Conduit then. Would be useful to have a back up in case Ion doesn't come out. Then you can beef up one and keep your others undying or maybe put some counters on your Cores.
The artifact I disliked most during my test-games was "Mycosynth Wellspring". I will give the "Power Conduit" a try and remove the Wellspring for it. The plan to charge up the Cores won't work, because they are no artifacts. But any other artifact on the field can carry them, so they wont be lost.
Lightning Coils? whenev a nontoken you control dies put a charge counter on, if you have 5 or more you can take them all off to put that many 3/1 elemental tokens onto the battlefield for a turn
The Coils would be an alternative to the "Ion Storm", at least if you have enough "Power Conduit" out and working. Apart from that I have no idea which permanent I could remove for the Coils.
Brilliant with trading post and artifacts, and the idea of using a card like Ion storm to remove counters. I have just one suggestion, some equips or enchantments that could also help bypass a strong defense. This isn't exactly a life gain deck so I don't see why sylvok lifestaff deserves to have four copies. Deathrender would do much better as you could potentially get out flayer of the hate-bound and Hound of griselbrand more easily. Those are your real game winners here. And you can always do something to take advantage of double strike, like giving it flying or unblockable somehow. Also, your English is very good, sir. Ooh and now I have to plug my decks! Please take a look at my most recent one (which is sorta also my oldest one) and tell me what you think.
I did a quick revision of the deck and did some changes. The thing I'm concerned about when looking at this deck is it's mana curve. Ramp via "Trading Post" and "Mycosynth Wellspring" sounds fine, but you need 4 mana to activate this. The only low cmc ramp spell I have in here would be "Sakura-Tribe Elder" and I'm not sure if that is enough.
Well, Gruul turf helps a little, but you're right. You'll take a beating before this deck really get's rolling. There are some decent red rep instants and sorceries but you're already running red green so I mean, there are always elves. Whatever you use to ramp could take the place of a one or two undying copies, sakura tribe, or your trample instant which is just going to drain more mana. There's also an artifact, I don't remember the name, that multiplies any kind of counters. It was used for poison counters back when it came out. I think the ability was called proliferate if you want to give it a look. And in regards to your trample, I've seen enough elf decks to know that bramblewood paragon has what you need, and if you do decide to ramp with elves, she could give a little more bang for your buck, maybe as a side board card.