Both the land and artifact ramp builds have struck me as a bit slow and defenseless during the early game.. They seem to lack in both removal and board presence. I hadn't seen a creature ramp version yet, at least not one that doesn't nuke itself, check this build out.
The Birds and Cobras can provide very explosive starts, and the Cobras are especially potent with KotR and the Titan. Dauntless Escorts can be sacced to protect your creatures from D-Force or a DoJ, but that's only a fallback. The real goal is to get out a Primeval or Knight early, drop Sejiri Steppes to protect your mana critters and then cast Force on your second main. Both Knight and Primeval survive if unattended, so you are left in a virtually unbeatable position, and as an added benefit to the high creature count, you stand a good chance of winning even without Force, either through Garruk overrunning, Primeval pooping out manlands or 8/8 Knights making a mess of things. Initial testing has shown Ajani Vengeant to be lackluster in this deck. Gideon is testing well, but I have yet to try Elspeth and I have a feeling she would be good as well. I'd still like a bit more removal, as it still feels lacking, but I don't know what I could take out.
The sideboard needs some work, but the reasoning for each card should be apparent, with the exception of Path which is there for Mythic Conscription and the like. Again, any criticism is welcome.
I especially like how KOTR works with the new wildfire.
Looks crazy, I honestly don't know what to say about it. It looks kinda fun, but it feels like its trying to do two things instead of focusing on one thing.
Anyways, I took my swing at the token build, after discussing it with my friend. Here's what we got.
So my friend wasn't too pleased that I was switching to RDW for the Arizona Regionals next week (I'm still doing it) and he wanted to know if I gave up on the deck, and I said no I'm not done with the deck yet. I asked him since he had been in the position (Been playing Magic a lot more than I have) I asked him, what do you do when you're aggro deck can't beat constant board wipes?
He said, "Simple. Make your deck more wrath resilient." So for a mono-white build this is what we've come up with.
You'll notice to start there are no pro-bears in the main deck. (Sideboard is being figured out still). Our pro's help us fight our enemy colors, which are seeing less and less play each tournament. So we deiced to ditch them to the sideboard.
We decided that we needed to be more wrath resilient and we came up with a few ideas.
1.) Using a Splash of Blue to Negate and try and Counter the Wrath effects.
2.) Using a Splash of Green for Dauntless Escort which honestly is house in the current meta.
3.) Having enough creatures or way to recover from board wipes that it lets you almost ignore wrath effects.
So we decided to go with 3, I'll probably build sample decks for the other two.
In the deck we have our standard threats of Steppe Lynx, Student, and Ranger to Fetch them for us. To join our threats we also decided with BSA.
We have Emeria Angel, Captain of the Watch to give us tokens as bodies. As well as Elspeth and Conqueror's Pledge to feed us even more tokens. A long side the tokens we also have the monument to give us a hand with the final push. Honor of the Pure to also buff.
Oblivion Ring for removal specifically for Gideon Jura as he is probably the decks biggest weakness.
The mana base may be a bit too thing at 22, We may bump it to 24. Emeria, the Skyruin allows us to bring back our creatures (Specifically Captain, BSA, and Emeria, Sometimes Student) to bring us more tokens and ignore board wipes.
Thoughts, ideas, opinions.
I like the build however from my play testing the Landfall requirements are counterproductive for the Sky Ruin Trigger. because the deck gets thinned I do not get to the thresh hold needed as often as playing a non thinning mana base. Just from my experience is all.
Now, I have been wanting to add the Kor equipment Toolbox for some extra card advantage Ala Boss Naya but I have not been able to really test it in this build.
I still feel the Monument Build gives this card the Killer instinct it needs to compete with all the Tier 1 decks out there. Dropping a monument gives this deck the reach it needs to kill your opponent even after they have taken board from you in Mid-late game.
This looks like a solid deck, what kind of success have you had using this build and what match ups have you played against?
+2 sarkhan deals 3 damage to target creature
-1 sac a creature put a 4/4 flying dragon into play
-7 sac a dragon put an 8/8 legandary dragon into play with flying and double strike
2 loyalty
I especially like how KOTR works with the new wildfire.
4x Destructive Force
4x Rolling Terrain
4x Cultivate
3x Rampant Growth
3x lighting bolt
3x condemn
2x World Queller
3x Primeval Titan
4x Overgrown Battlement
[Planes Walkers] (5)
2x Garruk, Wildspeaker
3x Ajaine Vengeant
4x Arid Mesa
4x stirring wildwood
4x raging ravine
5x mountain
5x plains
3x forest
2x Abyssal Persecutor
4x Bloodbraid Elf
4x Lotus Cobra
3x Stoneforge Mystic
3x Elspeth, Kight Errant
2x Behemoth Sledge
1x Basilisk Collar
3x Maelstrom Pulse
3x Trace of Abundance
2x Terminate
3x Forest
2x Mountain
2x Plains
2x Swamps
3x Arid Mesa
3x Verdant Catacombs
2x Marsh Flats
3x Raging Ravine
3x Stirring Wildwood
3x Savage Lands
This is what Im trying out. I want to try to move in Blightning but Im not sure there is room.
3x Sprouting Thrinax
3x Garruk, Wildspeaker
3x Elspeth, Knight Errant
2x Sarkhan, the Mad
3x Blightning
3x Maelstrom Pulse
3x Stoneforge Mystic
2x Behemoth Sledge
1x Basilisk Collar
3x Trace of Abundance
4x Lotus Cobra
3x Jungle Shrine
1x Savage Lands
2x Marsh Flats
3x Verdant Catacombs
1x Arid Mesa
4x Terramorphic Expanse
2x Rootbound Crag
3x Forest
2x Mountain
2x Plains
2x Swamp
Help with mana base please.
I like the build however from my play testing the Landfall requirements are counterproductive for the Sky Ruin Trigger. because the deck gets thinned I do not get to the thresh hold needed as often as playing a non thinning mana base. Just from my experience is all.
Now, I have been wanting to add the Kor equipment Toolbox for some extra card advantage Ala Boss Naya but I have not been able to really test it in this build.
I still feel the Monument Build gives this card the Killer instinct it needs to compete with all the Tier 1 decks out there. Dropping a monument gives this deck the reach it needs to kill your opponent even after they have taken board from you in Mid-late game.
This looks like a solid deck, what kind of success have you had using this build and what match ups have you played against?
3x Elspeth, Knight Errant
3x Captain of the Watch
4x Ranger of Eos
3x Baneslayer Angel
4x Student of Warfare
3x Knight of the White Orchid
4x Soul Warden
3x Conqueror's Pledge
4x Oblivion Ring
3x Eldrazi Monument
3x Emeria, Sky Ruin
These are a few tweeks and its runs a little bit better
3x Captain of the Watch
3x Ranger of Eos
4x Baneslayer Angel
4x Student of Warfare
3x Knight of the White Orchid
4x Soul Warden
4x Conqueror's Pledge
2x Path to Exile
3x Eldrazi Monument
4x Emeria, Sky Ruin
This has been pretty fun to play with. what do you all think?
2 Garruk, Wildspeaker
4 Putrid Leech
4 Sprouting Thrinax
2 Terminate
3 Master of the Wild Hunt
4 Bloodbraid Elf
4 Siege-Gang Commander
4 Lightning Bolt
2 Maelstrom Pulse
3 Eldrazi Monument
4 Verdant Catacombs
4 Savage Lands
4 Raging Ravine
2 Dragonskull Summit
1 Rootbound Craig
1 LavaClaw Reaches
2 Swamp
3 Mountain
3 Forest
1 Orien-Rief, The Vastwood
This is what I am running and having success with/
+2 gain life equal to the power of all creatures your opponent controls
0 search your opponents library for a colorless eldrazi card and remove it from the game
-2 tap target creature. It doesn't untap during your opponents next untap step
(3)
-1 sac a creature put a 4/4 flying dragon into play
-7 sac a dragon put an 8/8 legandary dragon into play with flying and double strike
2 loyalty