About me and How I started this deck as well as its deck history
This is my current Maelstrom Wanderer deck which was previously a Riku of Two Reflections deck. Honestly at one point not too long ago after seeing the prices of magic cards just start going sky high I quit. I was done, MTG was not fun anymore for myself I was tired of having to put so much money into the game to see things leave a year later or things that really shouldn't be over $5 jump to $10. Might as well not play a game if it isn't fun to you anymore...
Then it hit me the problem is more just that, fun...Why try to win all the time when its funner (I know not for everyone but for a good bit of people) to just go balls to the wall with crazy spells and let others fight it out.
Deck History
The deck has been a work in progress since late February to early march slowly looking at all forms of hug decks and cards to piece by piece put this together. I have had experience with another hug decks in two multiplayer tournaments. With the other hug deck I earned a tie for first as well a second place finish. With this one I recently took it to my third tournament and once again tied for first. While this deck does not win any rounds it is very consistent at second place and that allows it to out point other decks who are fluxrating into different spots.
The Group Hug
Definition -noun; an instance of three or more people embracing one another simultaneously, typically to provide support or express solidarity:
I know most of you have seen the Bant version of the Group Hug deck usually with Phelddagrif My only real issue with that build is its still too controlling....Look when we play this game in a sense we are these all powerful magic man or women who are summoning these things to help us....well when you think of it that way I want you to see me as the most insane magic user you can imagine as I throw all these crazy things at you and hope for second place....this is what this deck does and it has show it can be crazy very well. I decide I would do Riku cause of the access of Red over White (allows more crazy plays) and the fact Riku can double down on the crazy spells and creatures causing even more fun! With time I found that While Riku is a good choice and a reasonable choice as a General this build has some consistency issues with his ability, While the general Maelstrom Wanderer Doesn't have to hit consistency with the ability it comes out and starts hugging.
Why to do a group hug and why to not do it
Group hug is not for everyone sadly
Reasons to do it
1) Budget Deck
- Most the cards in any form of group hug is really quiet cheap, Sure some of the Artifacts can be a bit costy, but generally most the cards are .50 cent or less
2) Not caring about a win
-Nothing wrong exactly with wanting to win a game of MTG, but if you don't really mind losing then its not really a bad deck
3) Wacky plays
-Group hug allows for some of the most outrageous plays not only from you but from other players you are going against as well.
Reasons to Not do it
1) Card difficultly
-Some of these cards really are not at small mom and pop card shops just because most the time no one ask for them. It can take some time to gather everything if you don't use online sources
2) you have to win!
-If you have to win MTG then move on this deck is not for you. Yes it can win but its not ment to
3) Don't like to help others
-Generally any group hug deck will help other players, if you don't like this then you should also consider moving along.
Why Pick the Wanderer over more well know hug generals such as Phelddagrif
While many will forever consider Phelddagrif the king of the hug, Wanderer is also built to hug. With his built in double cascade ability and the mana cost of 8 he will cascade you can hit any hug card in the deck besides two cards.Allowing for a intense play for your general right away.
In this day and age of Magic the gathering White doesn't give you the most outrageous and fun cards to play as its more concentrated on control. Take a look at other group hug decks and consider what what if giving you that is random and goofy...Now take a look at red and relies that Possibility Storm is not even a year old and it fits such a randomness that only a hug deck can do.
Now if you want a reason to not play Wanderer is it this. He is heavy mana concentrated. you have to play the Wanderer (which is 8 covereted mana cost) to Phelddagrif (4 mana cost). Phelddagrif will start giving people something the first mana you put into after playing him and may stay out to give things to many players. While Wanderer gets played and gives potentially two group hug cards then becomes a great defender. if your play base is very heavy in wrath effects I personally recommend Wanderer as it will come in give two extra spells and soon be back in the command zone to repeat the process.
Currently the deck average mana is just under the 4 cost and that isn't really so bad. I would advice staying away from a lot of spells that require three of a color (example 6GGG) but some do not hurt...Honestly its just too hard to turn away cards like Warp World, thought it has RRR as part of its cost.
Generally there is no type of deck this runs bad against, its more of the people at the table...Some may love you forever when you play it and some will hate you just hearing the words group hug. But lets be honest...The same thing happens when people hear Zur the Enchanter, but a lot less people are going to love you for playing that lol.
Card combos I love to do Deadeye Navigator + Any come into play creature but mostly Tempting Wurm
- This allows those great abilities that the opponents want to see to be done again, and again, and again! Dual Nature + Any come into play creature
-Now that the legend rule is gone (in the sense legends dont kill each other) Dual is now a AMAZING hug card. and it has a welcome in this deck always. Wild Evocation + Possibility Storm
- As random as random can get! Random card from hand and if its a spell then you have to use storm to find a the next one that matches its type....Im insane! I know but its so fun to do!
Cards going in and out
A. Cards tooken or to be taken out
1) Grip of Chaos - Card felt to become more annoying to players if more then 20 targets was on the field. Considering EDH is a big multiplayer game I removed it so not to annoy people so often and delay the game.
2)Risky Move - Slow the game down bit by bit, Favors the token generator a bit more then the normal creature player and worst of all is cursed with a RRR as part of its cost.
3)Horn of Plenty - High mana cost and doesn't feed the hands right away sadly turns this big tuba into scrap metal...EH EH Get it!
4) Timesifter - really annoying to players and generally unfair to lower cost decks. Can stop players from ever getting a turn.
5) Windfall - This was a personally preference honestly. It more often then not made more enemies then allies.
6) Otherworld Atlas - Just too slow before draw starts, and generally a most costly temple bell that just wasn't worth it.
7) Chaosphere - While this card sounds wacky when read, it just can not hold up in this deck. Usually being a dead draw it finally saw its way out of the deck.
8) Well of Knowledge - While this looks good on paper it usually is forgotten on the field and seen as unwanted as it gives a "false hope" for being able to draw and then no really doing anything else.
9) Teferi's Puzzle Box - If it allowed a extra draw with this ability then it would of stayed in. While the puzzle box is fun, the randomness is show to be more unfriendly to players and leads to targeting at times un-needly.
10) Spectral Searchlight - usually forgotten or used by the controller to give self extra mana, which other rocks could do better. Was not worth the mana cost
11) Clear the Land - Lead to bad aggro as the lands created were few and far between
12) Unexpected Results - Results were concluded to be weak. usually not giving the mana worth and could be replaced with a solid hug card.
13) Eye of the Storm - Extreme aggro when the list of cards remove were grow beyond two. causing too long of turns and very hard aggro against the owner.
14) Unifying Theory - Most forgotten with time on the field with very very little play early game.
15) Shah of Naar Isle - Simply did not work out due to not getting his echo ability fast enough. Was simply better that work right away.
16) Liege of the Hollows - With this deck mana is few and far between for many players. She never really gave good amounts of Squirrels to any player she ever saw and no one was really ever happy to see her.
17) Game Preserve - Hitting in multiplayer games is harder then it seems and since it has to match with every player at once, this is to the level of impossible to use most of the time.
18) Riku of Two Reflections - The first General of this deck. While he is welcoming to have as a general many times he was never getting played as it took him too long to get a good copy going, or later game the hand might dump out too soon making him simply inconsistent.
19) Whirlpool Warrior - Card While had its moments ended up most the time more lackluster then useful. if it allowed a extra draw on your part for use of her ability then it would of been possibly a different story.
20) Iwamori of the Open Fist - Played in Many Tournaments and Never once did it help with the ability so it ended with the boot. Looks very huggie but just can't cut it.
21) Confusion in the Ranks - Caused too much heat against you due to people having to constantly do this
22) Oath of Scholars - Didn't give enough to really pay for its mana cost in most games
23) Horn of Greed - Same as Oath, it really does look good, but it usually ends up lack luster.
B. Cards being considered and/or gotten
Currently None
please recommend more!
ChangeLog
Tooken Out:
11/30/13
Confusion in the Ranks
Oath of Scholars
horn of Greed
9/21/13
GuildGates
Whirlpool Warrior
Iwamori of the Open Fist
9/9/13
Shah of Naar Isle
Eye of the Storm
Spectral Searchlight
Teferi's Puzzle Box
Unexpected Results
Unifying Theory
Clear the land
Riku of two reflections
Liege of the hollows
Grip of Chaos
Risky Move
Horn of Plenty
Timesifter
Windfall
Otherworld Atlas
Chaosphere
Well of Knowledge
Added In:
11/30/13
Prophet of Kruphix
Curse of the Swine
Swan Song
9/21/13
Awakening
Mikokoro, Center of the Sea
Reflecting Pool
hinterland Harbor
Sulfur falls
9/9/13
Chaos Warp
Forbidden orchard
Forced Fruition
Oath of Scholars
Shizuko, Caller of Autumn
Varchild's War-Riders
Vex
Yavimaya Dryad
Kami of the Crescent moon
Psychic Battle
Whirlpool Warrior
Deadeye Navigator
Unexpected Results
Zhur-taa Ancient
Weird Harvest
Rainbow Vale
Final Thoughts
As I said to start this isn't for everyone, but if you want to build something cheapish and just have a crazy good time this is for you! Give it a try sometime and see that Magic isn't all about Wins and Losses, who know you may really enjoy it!
While working on the Maelstrom Wanderer deck I came across a copy of Angus Mackenzie and started looking into his build. All in all there are only 23 cards that change out between these two decks including the basic lands and the general itself. That being said I completed the deck recently and have them sleeved for easily switching making this deck a two in one deck.
I'm currently using him in my riku build and when he is on the table everyone gets a nice hug, but eventually learns to hate it.
I feel like this could easily be a "I'm covered with poison ivy" group hug approach.
It seems like it can be a bit mean sometimes. Especially with that Deadeye navitgator + Tempting Wurm strategy. I could totally see a Tempting wurm flickering a few times off of the navigator to coax your opponents into a serious board wipe.
Awesome idea! And I have been looking to make Riku my next EDH general. Plus I have always enjoyed the idea of a "hug" type deck. Definitely a support role in EDH Emperor that my group plays. Could be fun.
I can understand some cards not going in due to budget. Still really feel that this deck would be great fun to play!
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I am R and U. I am both emotional and rational, valuing logic but following my gut when appropriate. At my best, I am intuitive and creative. At my worst, I am scattered and unpredictable.
@Bionut911 it is the decks goal to not do that thought. I want everyone making wild wacky plays and doing what they want to do, not go and be tricking them unless its like a Wrap World kind of thing.
Love Zhur-tar its a big body who wants to hug! I will have to try and get one Thank you for pointing that out!
@rkdowdy77 Doesn't really need single draw when the draw engine gets going everyone will get plenty of cards. Ritees and Jace are both already in the deck as well :).
I turned away cards like Mindmoil as it only effects me and Jace's Archivist i felt too slow to start getting him going and after a couple times could be seen as threatful.
Also its not really a budget deck in the sense as I made it budget but moreso that only like 3 cards in it are at or more then $5. I have considered winds but have no come across one just yet to buy Maybe one day.
Lastly @rkdowdy77 Where in NC are you I am in NC as well!
Well, I did a bit of research into using Riku. And I did find quite a bit.
I tried running a Red/Blue Niv-Mizzet the Firemind EDH deck. Niv can pop off nicely, but some see him coming or the deck was just too slow to get going. Riku and adding in green seems to help quite a bit. Mana ramping, upping card draws, and then factor in the hug aspects means players aren't quite as likely to swing out at you.
True, I do supposed the hug aspects to generate plenty of card drawing capability. As well as providing an interesting aspect of defense, as some players will want to utilize the shared abilities. I am going to start going through my cards and evaluate a few things. I definitely like your deck, and think that some things can be worked in.
With all of your card draw, have you considered Laboratory Maniac? With all the cards draw, drop him when you're about to deck out and win.
Or what about Helix Pinnacle? It's just simple thing to dump excess mana into, especially if you just pair it up with Upwelling. And if memory serves, those are all fairly inexpensive options.
Plus they provide you a win condition where you don't attack or hurt anyone, thus maintaining the "hug" effect.
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I am R and U. I am both emotional and rational, valuing logic but following my gut when appropriate. At my best, I am intuitive and creative. At my worst, I am scattered and unpredictable.
I really like your random shenanigans that you have going on. I understand that the following that I am about to recommend might not seem like much, but take a peek.
Combo --- Izzet Statiscaster + Sprouting Phytohydra + Intruder Alarm -> Have statiscaster ping the sprotuing hydra, then combo's with Intruder alarm. It can give you infinite blockers and is a nice little budget combo.
Other recommendations --- Helm of Awakening - Who doesn't want their spells to be cheaper? Otherworld Atlas - Player Draw Card engine. works well into Laboratory Maniac. Propaganda - Attack deterrent, great with above defense combo. Defense Grid - An interesting control element, helps to deter player's from messing with you on your turn, but also helps them on their turn. Terastodon - Potential beater with built in hug. Charmbreaker Devils - Helps with recursion, potential beater if needed. Hive Mind - To add to your wacky randomizing spell fun.
Hope some of these help, or are at least interesting! Once I get my hands on a Riku, I am goign to start testing my own copy of this deck.
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I am R and U. I am both emotional and rational, valuing logic but following my gut when appropriate. At my best, I am intuitive and creative. At my worst, I am scattered and unpredictable.
most of that stuff is sadly a bit out of the reach of what im trying to do, but thanks for the mentions It took me a bit to read into those and think about it lol
Looking good man! I hope to have some cards in for me version of the Broku. Will post it up when I have a complete list and a couple of play tests. Cheers!
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I am R and U. I am both emotional and rational, valuing logic but following my gut when appropriate. At my best, I am intuitive and creative. At my worst, I am scattered and unpredictable.
Went to a local EDH tourament and oddly tied for 1st cause a friend gave up allowing me to win in the final pod (it used a 3 person pod with points given out depending on your elimination this was done twice and final pod was with 5 people)
I personally would run some enchantments so you can abuse Angus's fog effect. Ramp hella hard then fog every turn. Doesn't do much to some combo decks but a lot of decks require creatures to get in for damage.
yea I got awaken in there for that and the new U/G untapper will be in it soon as well. If I come across a fair priced seedborn muse I would also add her lol.
About me and How I started this deck as well as its deck history
Then it hit me the problem is more just that, fun...Why try to win all the time when its funner (I know not for everyone but for a good bit of people) to just go balls to the wall with crazy spells and let others fight it out.
Deck History
The deck has been a work in progress since late February to early march slowly looking at all forms of hug decks and cards to piece by piece put this together. I have had experience with another hug decks in two multiplayer tournaments. With the other hug deck I earned a tie for first as well a second place finish. With this one I recently took it to my third tournament and once again tied for first. While this deck does not win any rounds it is very consistent at second place and that allows it to out point other decks who are fluxrating into different spots.
The Group Hug
Definition -noun; an instance of three or more people embracing one another simultaneously, typically to provide support or express solidarity:
I know most of you have seen the Bant version of the Group Hug deck usually with Phelddagrif My only real issue with that build is its still too controlling....Look when we play this game in a sense we are these all powerful magic man or women who are summoning these things to help us....well when you think of it that way I want you to see me as the most insane magic user you can imagine as I throw all these crazy things at you and hope for second place....this is what this deck does and it has show it can be crazy very well. I decide I would do Riku cause of the access of Red over White (allows more crazy plays) and the fact Riku can double down on the crazy spells and creatures causing even more fun! With time I found that While Riku is a good choice and a reasonable choice as a General this build has some consistency issues with his ability, While the general Maelstrom Wanderer Doesn't have to hit consistency with the ability it comes out and starts hugging.
Why to do a group hug and why to not do it
Reasons to do it
1) Budget Deck
- Most the cards in any form of group hug is really quiet cheap, Sure some of the Artifacts can be a bit costy, but generally most the cards are .50 cent or less
2) Not caring about a win
-Nothing wrong exactly with wanting to win a game of MTG, but if you don't really mind losing then its not really a bad deck
3) Wacky plays
-Group hug allows for some of the most outrageous plays not only from you but from other players you are going against as well.
Reasons to Not do it
1) Card difficultly
-Some of these cards really are not at small mom and pop card shops just because most the time no one ask for them. It can take some time to gather everything if you don't use online sources
2) you have to win!
-If you have to win MTG then move on this deck is not for you. Yes it can win but its not ment to
3) Don't like to help others
-Generally any group hug deck will help other players, if you don't like this then you should also consider moving along.
Why Pick the Wanderer over more well know hug generals such as Phelddagrif
In this day and age of Magic the gathering White doesn't give you the most outrageous and fun cards to play as its more concentrated on control. Take a look at other group hug decks and consider what what if giving you that is random and goofy...Now take a look at red and relies that Possibility Storm is not even a year old and it fits such a randomness that only a hug deck can do.
Now if you want a reason to not play Wanderer is it this. He is heavy mana concentrated. you have to play the Wanderer (which is 8 covereted mana cost) to Phelddagrif (4 mana cost). Phelddagrif will start giving people something the first mana you put into after playing him and may stay out to give things to many players. While Wanderer gets played and gives potentially two group hug cards then becomes a great defender. if your play base is very heavy in wrath effects I personally recommend Wanderer as it will come in give two extra spells and soon be back in the command zone to repeat the process.
The Deck
1 Boldwyr Heavyweights
1 Braids, Conjurer Adept
1 Deadeye Navigator
1 Eternal Witness
1 Heartwood Storyteller
1 Hunted Wumpus
1 Indentured Djinn
1 Kami of the Crescent Moon
1 Magus of the Vineyard
1 Noble Benefactor
1 Nullmage Advocate
1 Prophet of Kruphix
1 Sakura-Tribe Elder
1 Shizuko, Caller of Autumn
1 Tempting Wurm
1 Varchild's War-Riders
1 Veteran Explorer
1 Whirlpool Warrior
1 Yavimaya Dryad
1 Zhur-taa Ancient
1 Awakening
1 Conjured Currency
1 Dual Nature
1 Eladamri's Vineyard
1 Forced Fruition
1 Heartbeat of Spring
1 Hive Mind
1 Impulsive Maneuvers
1 Mana Flare
1 Possibility Storm
1 Psychic Battle
1 Rites of Flourishing
1 Wild Evocation
1 Cultivate
1 Curse of the Swine
1 Explosive Vegetation
1 Flux
1 Hypergenesis
1 Kodama's Reach
1 Minds Aglow
1 New Frontiers
1 Scrambleverse
1 Temporal Cascade
1 Thieves' Auction
1 Warp World
1 Weird Harvest
1 Anvil of Bogardan
1 Font of Mythos
1 Gate to the AEther
1 Horn of Plenty
1 Howling Mine
1 Temple Bell
1 Arcane Denial
1 Chaos Warp
1 Dream Fracture
1 Fold into AEther
1 Metamorphose
1 Remand
1 Swan Song
1 Vex
1 Command Tower
1 Forbidden Orchard
14 Forest
1 Gruul Turf
1 Hinterland Harbor
8 Island
1 Mikokoro, Center of the Sea
8 Mountain
1 Rainbow Vale
1 Reflecting Pool
1 Rootbound Crag
1 Sulfur Falls
Other bits of info
Currently the deck average mana is just under the 4 cost and that isn't really so bad. I would advice staying away from a lot of spells that require three of a color (example 6GGG) but some do not hurt...Honestly its just too hard to turn away cards like Warp World, thought it has RRR as part of its cost.
The Mana cost of the deck lays out as follows
0 =1 (tho technically a 3 cost see Hypergenesis )
1 =7
2 =11
3 =18
4 =8
5 =5
6 =6
7 =2
8 =3 (counting General)
Lands =39
-----------------
Total: 100
Generally there is no type of deck this runs bad against, its more of the people at the table...Some may love you forever when you play it and some will hate you just hearing the words group hug. But lets be honest...The same thing happens when people hear Zur the Enchanter, but a lot less people are going to love you for playing that lol.
Card combos I love to do
Deadeye Navigator + Any come into play creature but mostly Tempting Wurm
- This allows those great abilities that the opponents want to see to be done again, and again, and again!
Dual Nature + Any come into play creature
-Now that the legend rule is gone (in the sense legends dont kill each other) Dual is now a AMAZING hug card. and it has a welcome in this deck always.
Wild Evocation + Possibility Storm
- As random as random can get! Random card from hand and if its a spell then you have to use storm to find a the next one that matches its type....Im insane! I know but its so fun to do!
Cards going in and out
A. Cards tooken or to be taken out
1) Grip of Chaos - Card felt to become more annoying to players if more then 20 targets was on the field. Considering EDH is a big multiplayer game I removed it so not to annoy people so often and delay the game.
2)Risky Move - Slow the game down bit by bit, Favors the token generator a bit more then the normal creature player and worst of all is cursed with a RRR as part of its cost.
3)Horn of Plenty - High mana cost and doesn't feed the hands right away sadly turns this big tuba into scrap metal...EH EH Get it!
4) Timesifter - really annoying to players and generally unfair to lower cost decks. Can stop players from ever getting a turn.
5) Windfall - This was a personally preference honestly. It more often then not made more enemies then allies.
6) Otherworld Atlas - Just too slow before draw starts, and generally a most costly temple bell that just wasn't worth it.
7) Chaosphere - While this card sounds wacky when read, it just can not hold up in this deck. Usually being a dead draw it finally saw its way out of the deck.
8) Well of Knowledge - While this looks good on paper it usually is forgotten on the field and seen as unwanted as it gives a "false hope" for being able to draw and then no really doing anything else.
9) Teferi's Puzzle Box - If it allowed a extra draw with this ability then it would of stayed in. While the puzzle box is fun, the randomness is show to be more unfriendly to players and leads to targeting at times un-needly.
10) Spectral Searchlight - usually forgotten or used by the controller to give self extra mana, which other rocks could do better. Was not worth the mana cost
11) Clear the Land - Lead to bad aggro as the lands created were few and far between
12) Unexpected Results - Results were concluded to be weak. usually not giving the mana worth and could be replaced with a solid hug card.
13) Eye of the Storm - Extreme aggro when the list of cards remove were grow beyond two. causing too long of turns and very hard aggro against the owner.
14) Unifying Theory - Most forgotten with time on the field with very very little play early game.
15) Shah of Naar Isle - Simply did not work out due to not getting his echo ability fast enough. Was simply better that work right away.
16) Liege of the Hollows - With this deck mana is few and far between for many players. She never really gave good amounts of Squirrels to any player she ever saw and no one was really ever happy to see her.
17) Game Preserve - Hitting in multiplayer games is harder then it seems and since it has to match with every player at once, this is to the level of impossible to use most of the time.
18) Riku of Two Reflections - The first General of this deck. While he is welcoming to have as a general many times he was never getting played as it took him too long to get a good copy going, or later game the hand might dump out too soon making him simply inconsistent.
19) Whirlpool Warrior - Card While had its moments ended up most the time more lackluster then useful. if it allowed a extra draw on your part for use of her ability then it would of been possibly a different story.
20) Iwamori of the Open Fist - Played in Many Tournaments and Never once did it help with the ability so it ended with the boot. Looks very huggie but just can't cut it.
21) Confusion in the Ranks - Caused too much heat against you due to people having to constantly do this
22) Oath of Scholars - Didn't give enough to really pay for its mana cost in most games
23) Horn of Greed - Same as Oath, it really does look good, but it usually ends up lack luster.
B. Cards being considered and/or gotten
Currently None
please recommend more!
ChangeLog
Tooken Out:
11/30/13
Confusion in the Ranks
Oath of Scholars
horn of Greed
9/21/13
GuildGates
Whirlpool Warrior
Iwamori of the Open Fist
9/9/13
Shah of Naar Isle
Eye of the Storm
Spectral Searchlight
Teferi's Puzzle Box
Unexpected Results
Unifying Theory
Clear the land
Riku of two reflections
Liege of the hollows
Grip of Chaos
Risky Move
Horn of Plenty
Timesifter
Windfall
Otherworld Atlas
Chaosphere
Well of Knowledge
Added In:
11/30/13
Prophet of Kruphix
Curse of the Swine
Swan Song
9/21/13
Awakening
Mikokoro, Center of the Sea
Reflecting Pool
hinterland Harbor
Sulfur falls
9/9/13
Chaos Warp
Forbidden orchard
Forced Fruition
Oath of Scholars
Shizuko, Caller of Autumn
Varchild's War-Riders
Vex
Yavimaya Dryad
Kami of the Crescent moon
Psychic Battle
Whirlpool Warrior
Deadeye Navigator
Unexpected Results
Zhur-taa Ancient
Weird Harvest
Rainbow Vale
Final Thoughts
------------------------------------------------------------------------------------------
1 Braids, Conjurer Adept
1 Charmed Griffin
1 Deadeye Navigator
1 Eternal Witness
1 Heartwood Storyteller
1 Hunted Wumpus
1 Indentured Djinn
1 Kami of the Crescent Moon
1 Magus of the Vineyard
1 Noble Benefactor
1 Nullmage Advocate
1 Prophet of Kruphix
1 Pulsemage Advocate
1 Questing Phelddagrif
1 Sakura-Tribe Elder
1 Shieldmage Advocate
1 Shizuko, Caller of Autumn
1 Spurnmage Advocate
1 Tempting Wurm
1 Veteran Explorer
1 Wall of Shards
1 Yavimaya Dryad
1 Awakening
1 Divine Intervention
1 Dual Nature
1 Eladamri's Vineyard
1 Forced Fruition
1 Heartbeat of Spring
1 Hive Mind
1 Island Sanctuary
1 Oath of Lieges
1 Psychic Battle
1 Rites of Flourishing
1 All Suns' Dawn
1 Collective Voyage
1 Cultivate
1 Curse of the Swine
1 Explosive Vegetation
1 Flux
1 Hypergenesis
1 Kodama's Reach
1 March of Souls
1 Minds Aglow
1 New Frontiers
1 Temporal Cascade
1 Weird Harvest
1 Command Tower
1 Forbidden Orchard
14 Forest
1 Glacial Fortress
1 Hinterland Harbor
8 Island
1 Krosan Verge
1 Mikokoro, Center of the Sea
7 Plains
1 Rainbow Vale
1 Reflecting Pool
1 Sulfur Falls
1 Sunpetal Grove
1 Dream Fracture
1 Fold into AEther
1 Metamorphose
1 Oblation
1 Remand
1 Swan Song
1 Vex
1 Anvil of Bogardan
1 Font of Mythos
1 Gate to the AEther
1 Howling Mine
1 Temple Bell
EDH Deck
URGThe Group HugsWUG
I'm currently using him in my riku build and when he is on the table everyone gets a nice hug, but eventually learns to hate it.
I feel like this could easily be a "I'm covered with poison ivy" group hug approach.
It seems like it can be a bit mean sometimes. Especially with that Deadeye navitgator + Tempting Wurm strategy. I could totally see a Tempting wurm flickering a few times off of the navigator to coax your opponents into a serious board wipe.
BGGolgari ScavengeGB
RUIzzet DelverUR
Modern
RUB Mishra's SpellbombsBUR
EDH:
UWBDakkon BlackbladeBWU
RUB ThraximundarBUR
If I may ask, I don't notice much in the way of ramping or drawing (more specific to you, not just everyone) such as Ponder or Preordain. Or even Chromatic Lantern and Boundless Realms. Rites of Flourishing and Jace Belernare great hugs.
If anything, have you given thought to Mindmoil, or Jace's Archivist? of even some of the red draw/discards, like wheel of fate or winds of change?
I can understand some cards not going in due to budget. Still really feel that this deck would be great fun to play!
Love Zhur-tar its a big body who wants to hug! I will have to try and get one Thank you for pointing that out!
@rkdowdy77 Doesn't really need single draw when the draw engine gets going everyone will get plenty of cards. Ritees and Jace are both already in the deck as well :).
I turned away cards like Mindmoil as it only effects me and Jace's Archivist i felt too slow to start getting him going and after a couple times could be seen as threatful.
Also its not really a budget deck in the sense as I made it budget but moreso that only like 3 cards in it are at or more then $5. I have considered winds but have no come across one just yet to buy Maybe one day.
Lastly @rkdowdy77 Where in NC are you I am in NC as well!
EDH Deck
URGThe Group HugsWUG
Well, I did a bit of research into using Riku. And I did find quite a bit.
I tried running a Red/Blue Niv-Mizzet the Firemind EDH deck. Niv can pop off nicely, but some see him coming or the deck was just too slow to get going. Riku and adding in green seems to help quite a bit. Mana ramping, upping card draws, and then factor in the hug aspects means players aren't quite as likely to swing out at you.
True, I do supposed the hug aspects to generate plenty of card drawing capability. As well as providing an interesting aspect of defense, as some players will want to utilize the shared abilities. I am going to start going through my cards and evaluate a few things. I definitely like your deck, and think that some things can be worked in.
With all of your card draw, have you considered Laboratory Maniac? With all the cards draw, drop him when you're about to deck out and win.
Or what about Helix Pinnacle? It's just simple thing to dump excess mana into, especially if you just pair it up with Upwelling. And if memory serves, those are all fairly inexpensive options.
Plus they provide you a win condition where you don't attack or hurt anyone, thus maintaining the "hug" effect.
Upwelling just didnt feel that great and people forget it quick oddly.
Also I live closer to the greensboro area myself
EDH Deck
URGThe Group HugsWUG
EDH Deck
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Combo ---
Izzet Statiscaster + Sprouting Phytohydra + Intruder Alarm -> Have statiscaster ping the sprotuing hydra, then combo's with Intruder alarm. It can give you infinite blockers and is a nice little budget combo.
You can even add in Spidersilk Armor to up the defenses.
Other recommendations ---
Helm of Awakening - Who doesn't want their spells to be cheaper?
Otherworld Atlas - Player Draw Card engine. works well into Laboratory Maniac.
Propaganda - Attack deterrent, great with above defense combo.
Defense Grid - An interesting control element, helps to deter player's from messing with you on your turn, but also helps them on their turn.
Terastodon - Potential beater with built in hug.
Charmbreaker Devils - Helps with recursion, potential beater if needed.
Hive Mind - To add to your wacky randomizing spell fun.
Hope some of these help, or are at least interesting! Once I get my hands on a Riku, I am goign to start testing my own copy of this deck.
EDH Deck
URGThe Group HugsWUG
EDH Deck
URGThe Group HugsWUG
EDH Deck
URGThe Group HugsWUG
EDH Deck
URGThe Group HugsWUG
EDH Deck
URGThe Group HugsWUG
EDH Deck
URGThe Group HugsWUG
EDH Deck
URGThe Group HugsWUG
EDH Deck
URGThe Group HugsWUG
EDH Deck
URGThe Group HugsWUG