Howdy all. Figure I may as well crank out an EDH deck on here whenever I've got down time (which is often, retail job when it's not Christmas = crap hours for me). In this thread I'm gonna talk to you about one of my personal favorite decks, one with Adun Oakenshield at the forefront. Before we get into specifics, let's see the decklist:
Also finally picked up an English Adun Oakenshield, so much cooler than the Italian one I had :D.
Well now that we've got that out of the way, let's dig a little deeper shall we? I can't guarantee anything will be immensely insightful, but it might be worth something to someone.
Core Tactics
The name of the game is recursion. Whether it's creatures via the General and others, or just anything via Eternal Witness and All Suns' Dawn, it shouldn't be too difficult to get a lot of mileage out of any given card.
To recur your guys, you gotta get them in the yard first right? Well luckily we've got Viscera Seer and Attrition to make it so that we don't have to do something useless like swing into a superior army just to get our guys in the yard. Although don't be afraid to pop that Bloodfire Colossus to help get a card back, as stuff like that still impacts opponents (and every once in a while kills them lol).
I've recently added Birthing Pod, and while I didn't even see it for a few games, I've had it in play a few times now, and wow. Certainly not Survival-level awesomeness, but it does it's job very well, and I'm impressed by it. Obviously the srocery-speed restriction was needed to keep it's power level down, but it's still a very versatile card. My curve may not be perfect for it, but I've got enough dudes at 5 and 6 that are nice to toolbox. Acidic Slime for a troublesome artifact/land/enchant, Conquering Manticore for that game-ending Threaten, Phyrexian Delver to recur the one guy I need, etc. Your mileage may vary, but in any creature-based green deck with even a mediocre range of mana costs should look into it.
Fauna Shaman has replaced Survival in my deck, but for a really dumb reason. I'm getting into Legacy, and needed to trade my Survival lol. I'm alright with the switch honestly, I've still got enough other search, and Fauna is easier to recur than the Enchantment anyway.
As far as recursion goes, we've got a couple ways to get our opponent's guys back, but it's mainly relying on our own guys to put in work. For that, we've got:
Charnelhoard Wurm - regrowth on a Wurm. can be better than Eternal Witness at times, if that's possible. Deadwood Treefolk - gets 2 guys back. great chump blocker too. Doomed Necromancer - this guy is nice for bringing guys directly back into play, and just back into your hand, and you're all set with a nice little loop. Eternal Witness - Does this need an explanation? Recurring a recursion engine is good though, I hear. Phyrexian Delver - same deal as Doomed Necromancer. The life loss is usually negligible (don't return Terastodon too often at least), I don't see him around too much, but he's put in a good bit of work for me. Puppeteer Clique - this guy's a staple black card in my opinion. Getting an opponent's dead guy, swinging with it, and exiling it EOT? and do it again when clique dies with persist? just awesome. Get it back for 2 more go's? Pure amazing.
As far as spell-based recursion goes, we've got:
All Suns' Dawn - one of the best recursion spells for 3+ color decks. It's just so versatile. Cauldron Dance - one of my favorite cards ever. If you're in RB with creatures, play this card. Seriously. Living Death - sort of an "oops, I win" card, but it's just so sweet. Not hard to set up a backbreaking one too, say after Wheel of Fate goes off, with Survival, or just over the course of the game in general really. Rise from the Grave - grabs guys fro many yard. good deal. Torrent of Souls - another one of my favorite revival spells. If you've got any kind of sizable force out, it's just so versatile. Even using it just to resurrect one guy, get his effect, and swing with him pumped is usually EASILY worth the 5 mana. Victimize - I've known about this card for a while, but only recently found a few copies in the 10-cent bin of my local store, so I decided I'd give it a try. Man is this thing sweet! The last game I played with this deck I managed to get a Birthing Pod/Eternal Witness/Victimize loop going, much to everyone else's dismay. Play Eternal Witness, get Victimize back. Sac a dude to the Pod, then play Victimize, sacrificing Witness, getting back the guy I just Podded and another guy, or whatever 2 guys I need. Having them coming into play tapped is mildly annoying at times, but it's still totally worth it.
Removal
Removal is an important aspect of any EDH deck. You've gotta be able to get rid of pesky permanents, before they get rid of you. Let's take a look at what we've got for this section:
Eliminating enemy creatures:
Mass Removal: Bloodfire Colossus - wraths the board most of the time and hits players as a bonus Decree of Pain - mass kill and a crap-load of draw most of the time. A very versatile sweeper. Cycling it has it's uses as well. Lavalanche - for that one guy with the Token Army. Can also be used a fancy Blaze if you just need to finish someone off.
Targeted Removal: Duplicant - this guy shouldn't need explaining. Almost every deck should run him if you can get your hands on enough copies. Flametongue Kavu - snipes a lot of utility creatures, and a good few generals Shriekmaw - same as Flametongue, but usually a lot more versatile. Evoking it for cheap when needed is perfectly fine too. Putrefy - Multipurpose kill. Great card.
Getting Rid of Pesky Artifacts and Enchantments: there's so many of these things running around at almost any time, it never hurts to have kill for these types of permanents handy
Acidic Slime - fairly standard card Terastodon - really versatile removal. Blow up your own useless stuff if you need the Elephants, or take out anything (noncreature) of your enemy's, even Planeswalkers. Viashino Heretic - I love this guy. Everyone gets really hesitant to play artifacts almost at all if I have him untapped and 1:symr: up. Wickerbough Elder - pump my guy to kill something? sure. Woodfall Primus - Terastodon-level versatility, Persist is just gravy Vithian Renegades - He hasn't disappointed me yet, almost always has targets Krosan Grip - one of THE best atifact/enchantment removals ever. Barring the occasional lucky Counterbalance flip, pretty much uncounterable. Hull Breach- versatility is a good thing.
And keep in mind everything's recur-able one way or another of course.
Card Draw / Tutoring / Mana Accel
This stuff (-mana accel) is at a premium if you're not in blue. Black is pretty much 2nd-best in this department though, so that definitely helps. Card advantage wins games, and card draw is one of the easiest ways to get ahead. Being able to tutor for any number of specific cards is definitely a good thing as well, we'll throw them in here. And accelerating your mana is akin to getting extra turns, as by turn 6-7, you could be playing with the resources of the average turn 9-10. So definitely go get that mana.
Let's see what we've got that fits this bill:
Fierce Empath - click the spoiler for the VERY impressive list of what this guy grabs, he's one of my favorite creatures, so versatile:
Krosan Tusker - mana fixing and card draw. awesome. Phyrexian Gargantua - life loss? who cares. Card Draw? yes please Sakura-Tribe Elder - needs no introduction Solemn Simulacrum - staple creature, multiple uses of both his abilities definitely add up Yavimaya Elder - see STE Chord of Calling - one of the greatest creature tutors ever made. Instant-speed is a huge bonus, tapping Plant tokens to make it cheaper is sweet too. Obviously with 30+ creatures, you should be able to find something relevant. Explosive Vegetation - 2 lands. yep Search for Tomorrow - cheap, and throws the land in untapped Harmonize - it's a good draw spell. nuff said. Genesis Wave - wins games Warp World - see above Wheel of Fate - would be Wheel of Fortune if I had one obviously. The discard isn't a huge deal, plus it can mess up opponent's plans if they can't dump their hand quick enough. Phyrexian Arena - fairly staple card. Defense of the Heart - haven't had this go off as often as I like, but I'm pretty sure it's still worth it
Mana is almost never an issue with this deck. One of my favorite openers involves Sakura-Tribe Elder in the first few turns. Just get him, sac him, bring Adun out, recur him, then repeat. Also works nicely with Yaviamya Elder. It's just so much land. It's not unlikely to get almost half my land onto the field in any given game.
Win Conditions
So what are we gonna do when we wanna win? Well there's a few options that'll usually put you in a superior position, poised for victory. Not always of course, but whatever.
Genesis Wave - If this resolves, your field should grow like a hemorrhoid on a hobo. With 4/5 of your deck eligible to come in off it, enough mana pumped into it should put you within arm's reach of winning. All the effects of your guys coming in should greatly help.
Warp World - similar to Genesis Wave, with the potential to be so much more badass. With 4/5 of you deck warp-able, obtaining an amazing field post-warp shouldn't be too awful difficult. And warping into Eternal Witness and the mana to cast WW again is always classic. Avenger of Zendikar off the first warp is just wow in that case lol. Speaking of...
Avenger of Zendikar - the one-man army. Goes good with ramp spells (more pumps, more tokens in the first place). Recurs well too. I also don't mind at all when an opponent O-Rings it. Getting it back is so much fun :). The tokens it creates are also prime candidates for a humongous Torrent of Souls-pump-induced swing. Usually 18-24 damage, sometimes more.
Vulturous Zombie + Lord of Extinction - Both of these suckers can get huge, the Zombie a little slower of course, but he does fly to make up for it. Can definitely speed things up if unimpeded.
And of course there's other ways to win, Bloodfire Colossus occasionally, random creature beatdown, being enough of a jerk to make all your opponenets ragequit :). But really the sheer inevitability of the entire deck should be enough to grind out long past other player's resources.
Stuff that hurts
Sitting on a cactus. Eating a needle sandwich. Oh, and graveyard hate.
That third one is something that a lot of people are lacking in (fortunately for us), those first 2, well, um, if you need to worry about them, I'd suggest a change of playgroup, or counciling, or something.
But obviously a well-timed Tormod's Crypt can put a damper in your day. Try not to let your yard get too laden with goodies, unless you know you're clear to fire off a Living Death or some sort. I've had half my creatures exiled though, and still come back with the ones I had left. The quality of most of the creatures is high enough that it doesn't take too awful many.
Just be aware of the possibility.
Well, that's that. As always, any advice is appreciated, feel free to derive what wisdom you will from this thread.
Please cut Carnage Alter that card's the worst. Not only does it not do anything... it costs mana as a sac outlet. You should play either Phyrexian Alter or Greater Gargadon instead. You should probably be Playing Greater Gargadon anyway.
Please cut Carnage Alter that card's the worst. Not only does it not do anything... it costs mana as a sac outlet. You should play either Phyrexian Alter or Greater Gargadon instead. You should probably be Playing Greater Gargadon anyway.
I think altar of dementia is a great choice myself. You can mill yourself some answers and return them to your hand with Adun.
I ru one similar but with Kresh as my General, however i think i'll switch to Adun as soon as pick one.
I also run Warp World and trying to fit Genesis wave into the final list. One thing i dont like is the amount of non-permanent spells you have right now.I think the count is too high if you want to have a Warp World+Genesis Wave deck. Chek on that.
Cards that might be good for you that im running: (from the top of my head)
yeah so I haven't posted on this thread in forever. If this is considered a necro or something, sorry mods, but I figure I shouldn't make a 2nd thread for the same deck. If I am doing something wrong, PM me :D.
And speaking of this being the same deck, it actually still really is for the most part, only a few cards have changed. We'll get to that first:
In:
1 Search for Tomorrow
1 Anger
1 Birthing Pod
1 Fauna Shaman
1 Sheoldred, Whispering One
1 Victimize
I've realized that Signets in Green decks are stupid. I'd rather have any of the plethora of land-ramp spells available to me than an artifact that can die to so many things, even just getting caught in the crossfire of a board wipe, or because somebody just picks it as the second target for a Return to Dust/[card]Hull Breach. So the Signets are out.
I've recently been getting into Legacy, and had to trade my Survival so that's why it's out. And honestly, Fauna Shaman works enough for me. I have other tutors still, and added Birthing Pod (which I've been impressed with so far), and Fauna Shaman is easier to recur anyways, so yeah.
I've used Hammer Mage like once. Once. So he went out for Anger, which I have no idea wasn't in here before. I may have just not had one when I built the deck. But it's in here now, and I expect it to do good things.
And I've been happy with Victimize and Sheoldred. Victimize can do ridiculous things, especially with E-Wit lol. And Sheoldred is nice in the later game as sort of a nail in the coffin.
Anyways, the list in the first post has been updated, and a few things added to the sections below the list. Hopefully someone can take way from this something they can use. Thanks guys!
Updated 12/8/11
Adun's Army
1 Adun Oakenshield
Creatures
Stuff that kills other stuff
-Artifacts/Enchantments
1 Acidic Slime
1 Terastodon
1 Viashino Heretic
1 Wickerbough Elder
1 Woodfall Primus
1 Vithian Renegades
-Creatures
1 Bloodfire Colossus
1 Duplicant
1 Flametongue Kavu
1 Shriekmaw
-Graveyards...kinda
1 Faerie Macabre
Recursion
1 Sheoldred, Whispering One
1 Charnelhoard Wurm
1 Deadwood Treefolk
1 Doomed Necromancer
1 Eternal Witness
1 Phyrexian Delver
1 Puppeteer Clique (for enemy's stuff anyway)
Mana Accel / Card Draw / Tutors
1 Fauna Shaman
1 Fierce Empath
1 Krosan Tusker
1 Phyrexian Gargantua
1 Sakura-Tribe Elder
1 Solemn Simulacrum
1 Viscera Seer
1 Yavimaya Elder
Dudes that make a lot of dudes and/or are just freakin' huge
1 Avenger of Zendikar
1 Lord of Extinction
1 Verdant Force
1 Vulturous Zombie
1 Butcher of Malakir
1 Conquering Manticore
1 Homura, Human Ascendant
1 Pelakka Wurm
1 Stingscourger (Bounce?!?!)
1 Anger
Recursion
1 All Suns' Dawn
1 Cauldron Dance (so awesome...)
1 Living Death
1 Rise from the Grave
1 Torrent of Souls
1 Victimize
Tutors / Card Draw / Accel
1 Chord of Calling
1 Explosive Vegetation
1 Search for Tomorrow
1 Harmonize
1 Genesis Wave (almost Warp World #2, so awesome)
1 Warp World
1 Wheel of Fate
Removal
1 Decree of Pain
1 Hull Breach
1 Krosan Grip
1 Lavalanche
1 Putrefy
Enchantments
1 Defense of the Heart
1 Attrition (sac outlet AND repeatable kill, what's not to love?)
1 Lurking Predators (free stuff is good, right?)
1 Mana Reflection
1 Phyrexian Arena
Artifacts
1 Darksteel Ingot
1 Deathrender
1 Birthing Pod
1 Akoum Refuge
1 Blood Crypt
1 Bojuka Bog
1 Dragonskull Summit
1 Evolving Wilds
1 Fire-Lit Thicket
6 Forest
1 Golgari Rot Farm
1 Graven Cairns
1 Gruul Turf
1 Jund Panorama
1 Kazandu Refuge
1 Lavaclaw Reaches
1 Mirrodin's Core
1 Mossfire Valley
3 Mountain
1 Overgrown Tomb
1 Raging Ravine
1 Rakdos Carnarium
1 Rocky Tar Pit
1 Rootbound Crag
1 Rupture Spire
1 Savage Lands
1 Shadowblood Ridge
1 Stomping Ground
3 Swamp
1 Terramorphic Expanse
1 Twilight Mire
Also finally picked up an English Adun Oakenshield, so much cooler than the Italian one I had :D.
Well now that we've got that out of the way, let's dig a little deeper shall we? I can't guarantee anything will be immensely insightful, but it might be worth something to someone.
Core Tactics
The name of the game is recursion. Whether it's creatures via the General and others, or just anything via Eternal Witness and All Suns' Dawn, it shouldn't be too difficult to get a lot of mileage out of any given card.
Because you're recurring guys so often, why not get a little more mileage out of them via sweet ETB abilities? Why not indeed. I've got 19 guys in here at the moment in that category, that do everything from bounce enemy creatures (in Red?!?!), to recur anything from my yard, to bring a friend with them, to make me an insta-army. You get the idea.
More may come in this section, stay tuned.
Major Themes
Sacrifice and recursion
To recur your guys, you gotta get them in the yard first right? Well luckily we've got Viscera Seer and Attrition to make it so that we don't have to do something useless like swing into a superior army just to get our guys in the yard. Although don't be afraid to pop that Bloodfire Colossus to help get a card back, as stuff like that still impacts opponents (and every once in a while kills them lol).
I've recently added Birthing Pod, and while I didn't even see it for a few games, I've had it in play a few times now, and wow. Certainly not Survival-level awesomeness, but it does it's job very well, and I'm impressed by it. Obviously the srocery-speed restriction was needed to keep it's power level down, but it's still a very versatile card. My curve may not be perfect for it, but I've got enough dudes at 5 and 6 that are nice to toolbox. Acidic Slime for a troublesome artifact/land/enchant, Conquering Manticore for that game-ending Threaten, Phyrexian Delver to recur the one guy I need, etc. Your mileage may vary, but in any creature-based green deck with even a mediocre range of mana costs should look into it.
Fauna Shaman has replaced Survival in my deck, but for a really dumb reason. I'm getting into Legacy, and needed to trade my Survival lol. I'm alright with the switch honestly, I've still got enough other search, and Fauna is easier to recur than the Enchantment anyway.
As far as recursion goes, we've got a couple ways to get our opponent's guys back, but it's mainly relying on our own guys to put in work. For that, we've got:
Charnelhoard Wurm - regrowth on a Wurm. can be better than Eternal Witness at times, if that's possible.
Deadwood Treefolk - gets 2 guys back. great chump blocker too.
Doomed Necromancer - this guy is nice for bringing guys directly back into play, and just back into your hand, and you're all set with a nice little loop.
Eternal Witness - Does this need an explanation? Recurring a recursion engine is good though, I hear.
Phyrexian Delver - same deal as Doomed Necromancer. The life loss is usually negligible (don't return Terastodon too often at least), I don't see him around too much, but he's put in a good bit of work for me.
Puppeteer Clique - this guy's a staple black card in my opinion. Getting an opponent's dead guy, swinging with it, and exiling it EOT? and do it again when clique dies with persist? just awesome. Get it back for 2 more go's? Pure amazing.
As far as spell-based recursion goes, we've got:
All Suns' Dawn - one of the best recursion spells for 3+ color decks. It's just so versatile.
Cauldron Dance - one of my favorite cards ever. If you're in RB with creatures, play this card. Seriously.
Living Death - sort of an "oops, I win" card, but it's just so sweet. Not hard to set up a backbreaking one too, say after Wheel of Fate goes off, with Survival, or just over the course of the game in general really.
Rise from the Grave - grabs guys fro many yard. good deal.
Torrent of Souls - another one of my favorite revival spells. If you've got any kind of sizable force out, it's just so versatile. Even using it just to resurrect one guy, get his effect, and swing with him pumped is usually EASILY worth the 5 mana.
Victimize - I've known about this card for a while, but only recently found a few copies in the 10-cent bin of my local store, so I decided I'd give it a try. Man is this thing sweet! The last game I played with this deck I managed to get a Birthing Pod/Eternal Witness/Victimize loop going, much to everyone else's dismay. Play Eternal Witness, get Victimize back. Sac a dude to the Pod, then play Victimize, sacrificing Witness, getting back the guy I just Podded and another guy, or whatever 2 guys I need. Having them coming into play tapped is mildly annoying at times, but it's still totally worth it.
Removal
Removal is an important aspect of any EDH deck. You've gotta be able to get rid of pesky permanents, before they get rid of you. Let's take a look at what we've got for this section:
Eliminating enemy creatures:
Mass Removal:
Bloodfire Colossus - wraths the board most of the time and hits players as a bonus
Decree of Pain - mass kill and a crap-load of draw most of the time. A very versatile sweeper. Cycling it has it's uses as well.
Lavalanche - for that one guy with the Token Army. Can also be used a fancy Blaze if you just need to finish someone off.
Targeted Removal:
Duplicant - this guy shouldn't need explaining. Almost every deck should run him if you can get your hands on enough copies.
Flametongue Kavu - snipes a lot of utility creatures, and a good few generals
Shriekmaw - same as Flametongue, but usually a lot more versatile. Evoking it for cheap when needed is perfectly fine too.
Putrefy - Multipurpose kill. Great card.
Getting Rid of Pesky Artifacts and Enchantments:
there's so many of these things running around at almost any time, it never hurts to have kill for these types of permanents handy
Acidic Slime - fairly standard card
Terastodon - really versatile removal. Blow up your own useless stuff if you need the Elephants, or take out anything (noncreature) of your enemy's, even Planeswalkers.
Viashino Heretic - I love this guy. Everyone gets really hesitant to play artifacts almost at all if I have him untapped and 1:symr: up.
Wickerbough Elder - pump my guy to kill something? sure.
Woodfall Primus - Terastodon-level versatility, Persist is just gravy
Vithian Renegades - He hasn't disappointed me yet, almost always has targets
Krosan Grip - one of THE best atifact/enchantment removals ever. Barring the occasional lucky Counterbalance flip, pretty much uncounterable.
Hull Breach- versatility is a good thing.
And keep in mind everything's recur-able one way or another of course.
Card Draw / Tutoring / Mana Accel
This stuff (-mana accel) is at a premium if you're not in blue. Black is pretty much 2nd-best in this department though, so that definitely helps. Card advantage wins games, and card draw is one of the easiest ways to get ahead. Being able to tutor for any number of specific cards is definitely a good thing as well, we'll throw them in here. And accelerating your mana is akin to getting extra turns, as by turn 6-7, you could be playing with the resources of the average turn 9-10. So definitely go get that mana.
Let's see what we've got that fits this bill:
Fierce Empath - click the spoiler for the VERY impressive list of what this guy grabs, he's one of my favorite creatures, so versatile:
1 Woodfall Primus
1 Bloodfire Colossus
1 Duplicant
1 Charnelhoard Wurm
1 Deadwood Treefolk
1 Krosan Tusker
1 Phyrexian Gargantua
1 Avenger of Zendikar
1 Verdant Force
1 Pelakka Wurm
1 Homura, Human Ascendant
1 Conquering Manticore
1 Butcher of Malakir
1 Sheoldred, Whispering One
Phyrexian Gargantua - life loss? who cares. Card Draw? yes please
Sakura-Tribe Elder - needs no introduction
Solemn Simulacrum - staple creature, multiple uses of both his abilities definitely add up
Yavimaya Elder - see STE
Chord of Calling - one of the greatest creature tutors ever made. Instant-speed is a huge bonus, tapping Plant tokens to make it cheaper is sweet too. Obviously with 30+ creatures, you should be able to find something relevant.
Explosive Vegetation - 2 lands. yep
Search for Tomorrow - cheap, and throws the land in untapped
Harmonize - it's a good draw spell. nuff said.
Genesis Wave - wins games
Warp World - see above
Wheel of Fate - would be Wheel of Fortune if I had one obviously. The discard isn't a huge deal, plus it can mess up opponent's plans if they can't dump their hand quick enough.
Phyrexian Arena - fairly staple card.
Defense of the Heart - haven't had this go off as often as I like, but I'm pretty sure it's still worth it
Mana is almost never an issue with this deck. One of my favorite openers involves Sakura-Tribe Elder in the first few turns. Just get him, sac him, bring Adun out, recur him, then repeat. Also works nicely with Yaviamya Elder. It's just so much land. It's not unlikely to get almost half my land onto the field in any given game.
Win Conditions
So what are we gonna do when we wanna win? Well there's a few options that'll usually put you in a superior position, poised for victory. Not always of course, but whatever.
Genesis Wave - If this resolves, your field should grow like a hemorrhoid on a hobo. With 4/5 of your deck eligible to come in off it, enough mana pumped into it should put you within arm's reach of winning. All the effects of your guys coming in should greatly help.
Warp World - similar to Genesis Wave, with the potential to be so much more badass. With 4/5 of you deck warp-able, obtaining an amazing field post-warp shouldn't be too awful difficult. And warping into Eternal Witness and the mana to cast WW again is always classic. Avenger of Zendikar off the first warp is just wow in that case lol. Speaking of...
Avenger of Zendikar - the one-man army. Goes good with ramp spells (more pumps, more tokens in the first place). Recurs well too. I also don't mind at all when an opponent O-Rings it. Getting it back is so much fun :). The tokens it creates are also prime candidates for a humongous Torrent of Souls-pump-induced swing. Usually 18-24 damage, sometimes more.
Vulturous Zombie + Lord of Extinction - Both of these suckers can get huge, the Zombie a little slower of course, but he does fly to make up for it. Can definitely speed things up if unimpeded.
And of course there's other ways to win, Bloodfire Colossus occasionally, random creature beatdown, being enough of a jerk to make all your opponenets ragequit :). But really the sheer inevitability of the entire deck should be enough to grind out long past other player's resources.
Stuff that hurts
Sitting on a cactus. Eating a needle sandwich. Oh, and graveyard hate.
That third one is something that a lot of people are lacking in (fortunately for us), those first 2, well, um, if you need to worry about them, I'd suggest a change of playgroup, or counciling, or something.
But obviously a well-timed Tormod's Crypt can put a damper in your day. Try not to let your yard get too laden with goodies, unless you know you're clear to fire off a Living Death or some sort. I've had half my creatures exiled though, and still come back with the ones I had left. The quality of most of the creatures is high enough that it doesn't take too awful many.
Just be aware of the possibility.
Well, that's that. As always, any advice is appreciated, feel free to derive what wisdom you will from this thread.
Ephara
Dralnu
Rakdos
Angry Bobby
[card=Selvala, Explorer Returned]Selvala[card]
Karlov
Mazirek
Meren
Ezuri
Kaseto Snakes
Jhoira Eldrazi
Anya
Depala Vehicles
Rubinia Enchantments
Sek' Kuar Wurm Tribal
card=Xira Arien]Xira Mass Discard[/card]
Gahiji Beasts
Hazezon Tokens
Karador Spirits
Sidisi Zombies
Yasova
Ruhan Voltron
Shu Yun P/T Switching
Zurgo
K & T
Yore-Tiller Sphinx Tribal
I think altar of dementia is a great choice myself. You can mill yourself some answers and return them to your hand with Adun.
Problem now is, I've got a Kiki-Jiki, Mirror Breaker and Tooth and Nail I wanna try to fit in here. Anyone got any suggestions?
I've never played with Defense of the Heart, anyone have an opinion as to whether or not I should run it alongside Tooth and Nail, or swap it?
Thanks everyone.
Ephara
Dralnu
Rakdos
Angry Bobby
[card=Selvala, Explorer Returned]Selvala[card]
Karlov
Mazirek
Meren
Ezuri
Kaseto Snakes
Jhoira Eldrazi
Anya
Depala Vehicles
Rubinia Enchantments
Sek' Kuar Wurm Tribal
card=Xira Arien]Xira Mass Discard[/card]
Gahiji Beasts
Hazezon Tokens
Karador Spirits
Sidisi Zombies
Yasova
Ruhan Voltron
Shu Yun P/T Switching
Zurgo
K & T
Yore-Tiller Sphinx Tribal
I ru one similar but with Kresh as my General, however i think i'll switch to Adun as soon as pick one.
I also run Warp World and trying to fit Genesis wave into the final list. One thing i dont like is the amount of non-permanent spells you have right now.I think the count is too high if you want to have a Warp World+Genesis Wave deck. Chek on that.
Cards that might be good for you that im running: (from the top of my head)
among other.Hopefully i get to post my list soon so i can have some feed back.
And speaking of this being the same deck, it actually still really is for the most part, only a few cards have changed. We'll get to that first:
Out:
1 Golgari Signet
1 Rakdos Signet
1 Gruul Signet
1 Hammer Mage
1 Survival of the Fittest
1 Masked Admirers
In:
1 Search for Tomorrow
1 Anger
1 Birthing Pod
1 Fauna Shaman
1 Sheoldred, Whispering One
1 Victimize
I've realized that Signets in Green decks are stupid. I'd rather have any of the plethora of land-ramp spells available to me than an artifact that can die to so many things, even just getting caught in the crossfire of a board wipe, or because somebody just picks it as the second target for a Return to Dust/[card]Hull Breach. So the Signets are out.
I've recently been getting into Legacy, and had to trade my Survival so that's why it's out. And honestly, Fauna Shaman works enough for me. I have other tutors still, and added Birthing Pod (which I've been impressed with so far), and Fauna Shaman is easier to recur anyways, so yeah.
I've used Hammer Mage like once. Once. So he went out for Anger, which I have no idea wasn't in here before. I may have just not had one when I built the deck. But it's in here now, and I expect it to do good things.
And I've been happy with Victimize and Sheoldred. Victimize can do ridiculous things, especially with E-Wit lol. And Sheoldred is nice in the later game as sort of a nail in the coffin.
Anyways, the list in the first post has been updated, and a few things added to the sections below the list. Hopefully someone can take way from this something they can use. Thanks guys!
Ephara
Dralnu
Rakdos
Angry Bobby
[card=Selvala, Explorer Returned]Selvala[card]
Karlov
Mazirek
Meren
Ezuri
Kaseto Snakes
Jhoira Eldrazi
Anya
Depala Vehicles
Rubinia Enchantments
Sek' Kuar Wurm Tribal
card=Xira Arien]Xira Mass Discard[/card]
Gahiji Beasts
Hazezon Tokens
Karador Spirits
Sidisi Zombies
Yasova
Ruhan Voltron
Shu Yun P/T Switching
Zurgo
K & T
Yore-Tiller Sphinx Tribal