This was my 8 year old daughter's first deck, played in a legacy FNM. Tried to keep the play as simple as possible. Won a few rounds. Pit fight, or just prey upon is a good idea though
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Is there a reason for not having temple garden in the deck?
Had the closet in it initially, but it wasn't do everything it should, and the contagion engine replaced it to give some anti creature, and also pump any counters gavony gives, and bring vensor to ultimate quicker. Witness would be good, but I don't have any, and it's an actual build for Modern tournie. Tried simulacrum, but the forest angle of the elves allows for shock land grab, and the draw card element of the simulacrum doesn't come off with blinking
the later game out and tap for one is the reason for the panorama over evolving wilds
I used the commander, but he kept getting taken out. Had a version using assemble the legion n. That was fun. Cathars crusade and assemble the legion alone are amazing.
managed it on turn 5, but usually turn 7. People think they have control, as my board has parallel lives and cathar's crusade out only. They leave maybe one blocker, and I roll in for 42 damage
Here, i can put out 6x 7/7 humans really easily, and that always hurts
Humans with haste.
I built a pre BotG version of this, using ramp into very early traumatize, and curse of the swine so my defenders could block their attacks. Then Mind grind for 10 or so. Best run was traumatize turn 4, with mind grind for 18 turn 5. The defenders definitely work to ramp and mill. I'd maybe rethink the prophet part. It works, but holds the game a bit longer. Urban evolution will help you draw to phenax and keep the ramp going.
Finally got the isochrons, rebuilding now
Thanks, works well. At times.
I'm building a similar deck, opt is a nice little addition, noxious revival and gut shot also help with storing some mana for flashing fiathless looting, aswell as getting a draw card back
I don't have the path to exile unfortunately. Oblivion ring without a doubt. Pillar of flame too.
Played a deck that did that, the problem was the one turn lag due to tapping of land. The quick decks had it beat before supreme verdict could get out. My maze's end deck (guild of the planeswalkers) was great against anything but quick red decks.
I like the vine in the standard version (see 'Guild of the planeswalkers'), but want more of a 'put onto field' line on this one, plus the expedition map will do similar to the vine without the need for green mana. I like the matrix, but unfortunately don't have any.
It wiped the floor with the red and boros aggro decks. Purpose?. To win. It does. Take your time, it'll come to you.
The stalked prey is when combat damage is done, hellrider damage from ability is non combat damage. I agree on the maulers, but it does help with the ones who don't have haste later on for that last bit of damage. We have had a win at fnm with a change of the deck to use foundry street denizen with Krenko. Very nice when krenko sends out the tokens, denizens pumps up and loyalist gives trampl.
tempered steel would be nice, but takes up space. If going along that road, then the puresteel become accorder's to pump with battle cry and remove a couple of the equipments.Ancient den could be a nice touch, but they are banned in modern i think.
To keep it mono, tormented would be a no no, but i agree about cackler, looks bad, and annoys me. I would possibly plump for the red denizen though. He works nicely on turn 2 if you can play two out with him, letting him hit for three. Currently playing him in a krenko /hellraiser deck, which works very nicely if loyalist is on the board to give trample.Whilst I do love stalked prey, the prevent life gain i find helps if they wipe you, plus you then get the burn for ending the game. Definite sideboarder though.
Ral zarek works well with the gates, helping you to keep the mana up. There is the one turn lag, but to be honest, you don't notice once your going. Tends to land play every turn, so after 4, your keeping up with most other decks.
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