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Intruder Alarm is way too cool with Godsire. On paper, this works well enough and is pretty funny in my opinion. Suggestions to improve the deck are welcome as always!
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I don't know if I like Elvish Archdruid in a build that only has 6 elves total. For starters though, I do recommend Druid of the Anima, Quirion Elves, and Noble Hierarch, any of which could easily replace the the Skyshroud Elf, and/or the Archdruids. The Noble Hierarch's don't tap for the red you might need, but it's still a 1-drop that can tap for any of the other 3. Another thing you could consider in something like this is something like Soul Warden, Soul's Attendant, or Essence Warden, giving yourself infinite life along with the infinite creatures created by your Intruder Alarm/Godsire combo, something that could buy you time until you find/drop your Pandemonium and win the game. Presence of Gond could also make for some interesting synergy with your Stonybrook Schoolmasters, giving you another potential way to combo off. Anyway, just throwing a few ideas out there, take them how you will, lol.
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It was late at night when I was editing the deck so when I woke up and saw the lack of synergy with the Elvish Archdruids I kind of laughed at myself haha. I like the life gain part, but I don't know how to fit that into the deck at this point. I'm also considering Angelic Chorus. Thanks for the ideas!
Holy crap. With intruder alarm/godsire you just got an infinite amount of 8/8 beasts in a single turn. The only 2 suggestions I have are Fervor so those little tokens get haste and swap out archdruid for noble hierarchs.
Thanks for the suggestions!
I would also highly recommend the addition of Splinter Twin and Kiki-Jiki, both easily combo to infinity with Intruder Alarm, and would let you do so with any creature. Even though those tokens produced would die at the end of turn, they all have haste! Likewise, even in case of Fog or whatnot, Stonybrook Schoolmaster with Splinter Twin would still produce an ungodly amount of 1/1 tokens that DONT go away at the end of turn.
Splinter Twin would be pretty interesting here... I'll work on trying to squeeze it in for even more options. Thanks for the heads up.
Infinite Hasty 8/8's. Something about that seems fundamentally wrong in casual, lol. I do still recommend switching out the Skyshroud Elf for something like either Quirion Elves or Druid of the Anima. Both of them do effectively the same thing, but better.
Man, so much hate for the Skyshroud Elf. I like him better than Druid of the Anima in ANY deck, and I like him better than Quirion Elves in this deck for the following reasons: Skyshoud Elf > Druid of the Anima: Druid can tap and make White, Red, or Green mana. He's basically a 1/1 Jungle Shrine. Skyshroud Elf can make Green, just like Druid of the Anima, and he can make White and Red mana from any source, including himself (Tap Skyshroud Elf for Green, use that green mana for his second ability to make White or Red). And if I need multiple Red or White? Druid of the Anima can't help me out with that, but the Skyshroud Elf can. Skyshroud Elf > Quirion Elves (for this deck) I'm not THAT worried about picking up Blue mana somewhere. Also, there are only 4 Blue mana symbols in the entire deck (1 per Intruder Alarm). I can pull 6 different lands that can either provide or fetch Blue mana sources, I have 4 Birds of Paradise, 3 Lotus Cobra, and 2 Noble Hierarch. That's 15 different ways to get Blue mana to play the game winning card so I like my odds enough without the Quirion Elves, therefore I prefer the versatility of the Skyshroud Elf.
I can agree with that logic, put that way. I don't know for sure if you'll have mana fixing problems either way, but I'll concede the point.
ya, it appears that skyshroud and druid might as well be the same card, given the same casting cost and everything
Well ryan, my point was that the Skyshroud Elf is in fact BETTER than the Druid of the Anima for ANY casual deck.
I see that now, because you can pay 1 for each white or red you need, whereas with the druid you have to tap it to produce only 1 mana of those colors
What about knotvine mystic and behemoth's herald? i mean the mystic is alright but the herald is pretty kick butt for your deck if you ask me lol
The Behemoth's Herald is nice if you're running all multicolor creatures, but I don't even have a red creature in the deck because they don't really help the deck. I'm looking for fast mana and enchantments. The Knotvine Mystic I considered, but he costs 3 to play so I'm sticking with the smaller guys.
Funny deck man, it looks like it needs a quicker way to get to the Godsire though.
Any ideas there, sir? I'm fresh out haha.
Fauna Shaman is the most recent thing i can think about
or even Altar of Bone... but that's only if you find either addition more valuable than what you have in there.
nm, these only allow you to fetch the Godsire if you haven't drawn it yet. i like your current build more than with either of these additions. summoning trap though? i know this doesn't fit well here either, but Omnath could be sick coupled with Genesis Wave.
Summoning Trap might be a good way to go... Hmmm
Maybe survival of the fittest...
everdev_22 has deleted this comment.
this is a disgusting casual deck. i'm jealous i didn't think of this.
milkman has deleted this comment.
sterling grove and enlightened tutor are nasty fetchers for your win conditions too.
Plus they protect my win conditions. Enchantments own.
biermann1 has deleted this comment.
The deck is really good, and the idea is great, but how exactly you go about doing it could use some revising. If your deck completely revolves around that kind of combo, you should make it 40 cards while still having 4 godsires and 4 intruder alarms. this will increase the chance that you actually get to use this combo. I will also suggest that you put similar cards with that ability ({t} put a copy of this creature into play). also, the godsires have a high mana cost, therefore you probably shouldn't bace a deck around them unless you have a surefire way to get them out. I will suggest for this deck to add elvish piper, who's ability is {t}{g}: put a creature card from your hand into play. 4 of them will do nicely. lastly, a ping card or two will go nicely because it will keep untapping whenever your creature comes into play, and you can completely kill them that way. (ping is the ability - {t}: this creature deals 1 damage to target creature or player) I hope that you add these suggestions to a revised deck which it will probably kick @$$! and again you have a really nice idea going. (:
also the presence of gond (would be 2-4x) and enlightened tutor (would be 2x) are good ideas in this deck. also a search deck for creature spell card will be helpfull.
Ah, the Elvish Piper is what I'm missing. Unfortunately, I don't have any =( I think with that, I'd be a lot less worried about trying to get out the Godsire. Also, I've never played anyone with less than a 60 card deck so it's not really an option. The Cunning Sparkmage, it's kind of going against the theme of the deck, I'm going heavy on enchantments in order to win here, and with Pandemonium I can essentially do the same thing but better than the Cunning Sparkmage + Intruder Alarm. Thanks for the tips!
The concept of this deck is great. However I think you can easily boost this into a 4 turn win deck. Turn this into a blue black deck. This is general idea: -first turn play swamp, and use a spell to discard a card from your hand - discard Godsire -second turn play island and use reanimate on Godsire (will cost 8 health as well) -third turn play land and Intruder Alarm, then tap Godsire and make infinite army. -fourth turn attack. Benefits to being a blue black deck, is search and draw cards, to increase the likelyhood of this combination. In the setup shown you even have a spare mana on turn 2.
also, because this revizement of the deck relies on a specific combo, it should be 40 cards. this will increase the chance you actually get to use the combo, and all of the cards titanwalker (the commenter above) has stated, there should be 4 of. also a diobolic tutor, or long term plans might be found usefull in this revisement of the deck.
You could still make it 60 standard deck; but you'd simply have to fill it with scry and search cards. You may not get the 4th turn win; however it would still be very powerful and very scary.
you are right, however i'm just thinking in terms of 1 vs 1 matches, where you want to kill your enemy as fast as you can. your 60 card deck proposal would be good for multiplayer, however you wouldn't just have to look through your deck for godsire in your deck but also the discard card(s) and Intruder alarm, however this will still work quite nicely with 60 cards
Well that depends on your opponent; and if your playing with people that allow you to play a 40 card deck. Either way there is decks that win in first turn, that do not allow the other person to play. So it's relative to you're opponents deck either way. Really we'd have to know his friends and the games he likes doing to really see what it should be.
The rules of magic for normal constructed decks require a minimum of 60 cards.... 40 really isn't an option unless you're doing a limited format like draft or sealed decks.
titanwalker has deleted this comment.
Very nice combo indeed, but again, not quite in line with the enchantment theme like I mentioned above. And for some reason, I almost despise playing black. That's why my last two decks are everything but black haha.
well then; you have a really good base. However you have multiple different infinite engines in this deck. Just try to weed it down, and focus around one. Because if you can't win with one infinite engine, well there is problems. So try just cutting random things down, and focusing your mana a bit more.
I like the idea but personally I'm not a huge fan of 4 color decks. If you plan to run Intruder alarm, my quicker and more easily streamlined idea is simply Intruder Alarm + Splinter Twin + any creature with at least 1 power. This is easily a turn 4 win. Personally, if the goal is infinite creatures, this seems like a much better option although I will concede it would be sweet to have an infinite amount of godsire. If you do go with my option though, the deck can be simply red and blue using lots of burn, counters, cheap card draw (preordain, etc.), and cheap creatures as simple even as memnite really. Anyways, good luck with your deck no matter how you build it.
forbidden orchard+defense of the heart=godsire keep giving opponent creatures and set of defense of the heart.
really nice deck btw, was thinking about that combo at one point but didnt have godsires or intruder alarm lol have a couple infinite creature decks on my profile also, with the schoolmaster theres an equipment that allows you to tap for any color mana, setting off intruder alarm as well and giving you infinite mana cant remember the name of the equipment at the moment though
Paradise Mantle? Pretty sick idea.:) Utopia Vow would also work virtually just as well for this and still fit the enchantment theme (plus can sort of serve as removal in a pinch).
Idyllic Tutor could go into this deck pretty well (Because your deck isn't entirely based off speed, idk if it's any better/worse than Enlightened Tutor as the card goes to your hand directly. Can't find artifacts I guess...).
Nice infinite combo. Check out my infinite damage and life gain with clerics and zombies. http://www.mtgvault.com/ViewDeck.aspx?DeckID=122016
i was going to suggest shrieking drake (type format permiting) but you simply dont need it with godsire (really fooking cool card) graet combo youve found !, concourdant cross roads may be a cheaper alternative to fever just drop it for one mana the go your gonna kill !, cool concept this one well done - love it !.
the odd equilibrium would give you control and remove nasty chompers.
Only 1 Piper seems strange...even with all the elves, you can lose pretty easily before you get enough mana for straight casting a Godsire. Don't forget that your mana-producing creatures are delicate 0/1 or 1/1 creatures. Throwing some Tooth and Nails into the deck, while being pretty expensive cards, would help with "get things out quickly." Since they also allow you to search, they'd help with a "where the hell are they" aspect.
Well originally I was running the deck without any Elvish Piper, but I suppose a Fauna Shaman additionally would be pretty good. I don't know, I like the excess of mana as it is and unless I really lay out plans for new combos, it's not really worth just adding one thing at a time. Feel free to do your own version of the deck!
Holy dang! I didn't see at first how it worked, but now...DANG!
Put in more elvish pipers.
Isn't there only 1 tap step tho or does that only pertain to attacks?
Main phase can go on as long as all players do not pass priority consecutively. The combat phase is different than the main phase.
Try putting in Brion Stoutarm, shooting 8 damage in the face few times usually is enough to kill someone.
if you want to avoid NEEDING your godsire to win, you could pull another infinate loop with sprout swarm... maybe a fire whip?
Check out my deck i built, maybe people can add a few ideas :) http://www.mtgvault.com/ViewDeck.aspx?DeckID=125855 I like constructive criticism, so if u find something thats completely just not there....just say it ^_^ please give reasons also!
Great Idea man! I saw a 8/8 beast token one day and wondered what the hell it was for, when I saw godsire that led me here. I think this build is pretty nasty but to be honest with you I think the red is slowing you down. While splinter twin and fervor are pretty cool they are the only 2 red spells in your deck and you need 2 red to cast splinter twin. If you had more red in here I would say go for it and I realize taking away the ability to hard cast godsire is not optimal but if you put in more elvish pipers, took out splinter twin, fervor and perhaps a few other enchantments and put in quicksilver amulet and dragon arch which allow you to play creatures from you hand you really dont need that paltry 3 red mana and I think the intruder alarm combo can stand on its own without splinter twin, I mean honestly just because your tokens dont have haste what the hell is your opponent going to do the turn after you replicate 1 million 8/8 beasts. Hypergenesis is risky but could be another thing to look at but since you dont have a shit ton of stuff that is big and expensive you might want to pass on that one. LIke I said splinter twin is bad ass and does synergies well I think you could however extend the lethal strike of the core combo which is endless creature replication, splinter twin compliments it and does add a little more but I think waiting a turn is worth the space it will be freeing up.
My bad I see pandemonium is red too and that is an awesome enchantment
I built a slightly different one, sans red http://www.mtgvault.com/ViewDeck.aspx?DeckID=137131 I was thinking about running a traditional Godsire build but you inspired me. Check it out, perhaps we can start boiling this thing down to brass tacks.
ok so I can see where the haste and pandemonium would come in handy, but for some reason I just dont like the red in this build so I am going to test a few prevention measures like silence and leyline of sanctity, perhaps brave the elements. I am going to play-test this stuff again and see what happens.
Add more blue to make it worth it