Per request in a recent tribal thread, this is my current scarecrow build. It's about average competitiveness for a casual environment. It's budget friendly (Tinker(s) the exception), and is fun to pilot. I can not really classify this colored breakdown as it is mostly artifacts with hybrid. Goals are first, then the list, then evolution of the deck, then lastly, Tips and Tricks below.
Goals:
- Have a nice varied selection of 'crows for variety - they have fun varied abilities
- Support the theme of "colored creatures" matter
- Have a mana base to play Reaper King
- Incorporate a small base of spells to deal with opponent's permanents
Evolution:
- Initially tried a untapping suite with Pila-Pala and stuff like Flame Whip, the blue aura that gives "T: Draw a card" and something else. Kept getting downed with removal - the old 2 for 1. Removed.
- Tried the other hybrid auras, but settled on two, reasons below.
Tips and Tricks:
- Play with as many Tinker as you can afford or allowed. An early Reaper works very well for you.
- The scarecrow colored core enabler is a combination of Scrapbasket, Scuttlemutt and/or Transguild Courier. Scuttlemutt helps to land Reaper and accels you.
- Auras aren't very playable but two seem to work here. Shield of the Oversoul grants indestructibility so you stuff won't always be removed. Steel of the Godhead typically allows both a large unblockable hit and gain in life, often saving you or ending the game. The auras should go on the Courier or Scrapbasket.
- The Tower and Stronghold ($) are not required, but Tower gets black for Reaper and Stronghold gets dead 'crows back. If you have both, Reaper, and a live or dead Heapdoll, you can recur the Doll each turn to ENSURE your King reaps each turn.
- You can vary your removal suite to your liking, just be mind full of your mana base.
- The rest of the scarecrows can be tweaked as well. I went with about 2 of the 2 ability cycle each.
- Warcrawler is a beast.
- Mana base probably needs work. I typically have no problem with it as 'crows are artifacts, but more Vivid lands would probably be better than the Grottos.
- You might consider an alternative way to cast Reaper King. Dramatic Entrance may be one way. Natural Order is awesome if you can afford them.I haven't had too many problems actually.
Thanks for reading. Comments, suggestions, etc. welcome.
@AEIOUandsometimesY: but that is not really getting into the spirit of scarecrow tribal. It is a reaper king deck, but not really a tribal scarecrow deck.
Also, the Transguild Courier really enables the deck as it turns on all the less than spectacular scarecrows.
As for the original deck, you could use some things to speed you up. Even though they make colorless, I like Temple of the False God and Winding Canyons for that deck. The canyons is really just for fun since it lets you vindicate at instant speed and make blockers, but the temple is nice since you can cast men faster.
Only one of the artifact lands each, partly for - flavor, convenience, not messing up TE. subbed out the warcrawler for Scarecrone, for recursion and CA. I upped the caliber of the problem handlers a bit, too. very flavorful and fun methinks, thanks for the base build Warden :).
I kind off agree with AEIOU, this deck is really dependent of Reaper and Courier, but i think it'd be possible to create something around that, maybe using some Scarecrows with dependency on just certain colors, maybe 2-3 (Painter's Servant seems a must go), because the lack of the right color on that exacly moment will make the scarecrow a not very good creature.
Maybe green with Utopia Sprawl or Fertile Ground, or triple colors with Trace of Abundance that will go even deeper (fix + ramp + pumping green based scarecrows); or even some Oblivion Ring (removal + pumping white based scarecrows), all along side Courier/King (4-of since it's so important). Just some start idea, that you can base off.
I'll try to figure out something around this....
I've build a different version, and have been testing with a certain sucess (there are still some REALLY BAD MUs, mostly fast decks, and combo).
It's closer on creature picks to AEIOU ones, and with a similar idea, just ramping through spells instead of Sculptor. Also i'm not running these kind of fetchers just because, i'm trying to build something more "cheaper" first, then switching to more broken spells, so went to digging.
It's a ramp deck, with tons of CA, that uses the Cauldron + Poppet sinergy to remove critters from board. From sac outlets: Scarecrone (that can grab back from grave key pieces and provide some CA) and Ironworks (free sac with mana ramp)
If you manage to have Cauldron + Poppet + Reaper + Ironworks (scarecrone works too, but then you'll depend on the amount of mana, but will draw alot of cards while killing), you won. Each comeback from Poppet (persist) with Reaper into play will let you kill some permanent (mostly lands) while accumulating -1/-1 and killing all opponent's critters.
Cauldron by itself can save your dudes many times.
Flask is there for deck thinning, and mana base fixing in case i want to cast Rampant or Ritual, but there is no wanted land yet.
It just can't do great games vs fast decks, and i really don't know how to control it avoding stape cards to deal with this specific concern. Thought about Silent Arbiter (can be rescued by Scarecrone)
Tried even to let the deck Shadowmoor block only, just for fun, but there is no land fetch (lands or spells), nor regeneration.
That's it, let's see more oppinions flowing, then might even show up other builds, or at least, some fixing ideas to ours.
I'll build your deck and try to do some tests too.
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12 white land sources
12 black land sources
12 green land sources
12 blue land sources
+ pili-pala all color
+ paradise mantle all color
+ damage blockage of all opponent spells
+ tons of scarecrows to combine with the king
12 white land sources
12 black land sources
12 green land sources
12 blue land sources
+ pili-pala all color
+ paradise mantle all color
+ damage blockage of all opponent spells
+ tons of scarecrows to combine with the king
Vess: Nexus would be fun! Shard Converg is awesome and I run it in my Domain deck. Like I said, my mana base needs some work. It probably could shift to a more standard 5C green base with fixing... Harrow, Shard, Rampant Growth, Land searcher quest, etc to make it better.
Sanity's Eclipse: Oooo... I forget about Scarecrone... different set. I may get some of him.
Halted: Glad to share. Sounds like you may have forgotten something; scarecrows care about colored creatures, not non-creature perms like Trace of Abundance. I tried Grim Poppets I think, but they just turned out way to expensive for my tastes.
King T: Cute deck. Too bad I'd have to take out a loan to pay for that mana base.
Halted: Glad to share. Sounds like you may have forgotten something; scarecrows care about colored creatures, not non-creature perms like Trace of Abundance. I tried Grim Poppets I think, but they just turned out way to expensive for my tastes.
Geez, indeed, my bad, thought it was about colored permanents, but you're completely right, like people say, reading is tech!
In that case, since you use Reaper King, 4-of reaper king, 4-of scrapbasket seems enough. 8 creatures to activate 10 scarecrows. Transguild Courier seems a bit over the theme. But that's just a thinking, not tested.
Goals:
- Have a nice varied selection of 'crows for variety - they have fun varied abilities
- Support the theme of "colored creatures" matter
- Have a mana base to play Reaper King
- Incorporate a small base of spells to deal with opponent's permanents
5 Forest
2 Plains
2 Island
2 Swamp
2 Mountain
2 Vivid Grove
1 Selesnya Sanctuary
1 Gruul Turf
4 Shimmering Grotto
1 Phyrexian Tower
1 Volrath's Stronghold
1 Tinker
3 Naturalize
3 Pacifism
2 Shield of the Oversoul
2 Steel of the Godhead
Creatures
3 Heapdoll
3 Scuttlemutt
2 Wingrattle Scarecrow
3 Scrapbasket
2 Watchwing Scarecrow
2 Transguild Courier
2 Blazetrhorn Scarecrow
2 Wicker Warcrawler
2 Thornwatch Scarecrow
2 Rattleblaze Scarecrow
3 Reaper King
- Initially tried a untapping suite with Pila-Pala and stuff like Flame Whip, the blue aura that gives "T: Draw a card" and something else. Kept getting downed with removal - the old 2 for 1. Removed.
- Tried the other hybrid auras, but settled on two, reasons below.
Tips and Tricks:
- Play with as many Tinker as you can afford or allowed. An early Reaper works very well for you.
- The scarecrow colored core enabler is a combination of Scrapbasket, Scuttlemutt and/or Transguild Courier. Scuttlemutt helps to land Reaper and accels you.
- Auras aren't very playable but two seem to work here. Shield of the Oversoul grants indestructibility so you stuff won't always be removed. Steel of the Godhead typically allows both a large unblockable hit and gain in life, often saving you or ending the game. The auras should go on the Courier or Scrapbasket.
- The Tower and Stronghold ($) are not required, but Tower gets black for Reaper and Stronghold gets dead 'crows back. If you have both, Reaper, and a live or dead Heapdoll, you can recur the Doll each turn to ENSURE your King reaps each turn.
- You can vary your removal suite to your liking, just be mind full of your mana base.
- The rest of the scarecrows can be tweaked as well. I went with about 2 of the 2 ability cycle each.
- Warcrawler is a beast.
- Mana base probably needs work. I typically have no problem with it as 'crows are artifacts, but more Vivid lands would probably be better than the Grottos.
- You might consider an alternative way to cast Reaper King. Dramatic Entrance may be one way. Natural Order is awesome if you can afford them.I haven't had too many problems actually.
Thanks for reading. Comments, suggestions, etc. welcome.
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Have you play tested Maelstrom Nexus in this?
Me thinks it would just add that off the wall craziness this deck needs to push it over the edge.
Also since your running all 5 of the basic lands how about Shard Convergence?
Yes I know it's slow but it really could be clutch. I think it deserves a shot at least.
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Also, the Transguild Courier really enables the deck as it turns on all the less than spectacular scarecrows.
As for the original deck, you could use some things to speed you up. Even though they make colorless, I like Temple of the False God and Winding Canyons for that deck. The canyons is really just for fun since it lets you vindicate at instant speed and make blockers, but the temple is nice since you can cast men faster.
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3 Scuttlemutt
3 Heap Doll
3 Scrapbasket
2 Wingrattle Scarecrow
2 Blazethorn Scarecrow
2 Watchwing Scarecrow
2 Thornwatch Scarecrow
2 Rattleblaze Scarecrow
2 Transguild Courier
2 Scarecrone
2 Shield of the Oversoul
2 Steel of the Godhead
3 Putrefy
3 Mortify
4 Terramorphic Expanse
3 Forest
3 Swamp
3 Plains
2 Island
2 Mountain
1 Ancient Den
1 Seat of the Synod
1 Vault of Whispers
1 Great Furnace
1 Tree of Tales
Only one of the artifact lands each, partly for - flavor, convenience, not messing up TE. subbed out the warcrawler for Scarecrone, for recursion and CA. I upped the caliber of the problem handlers a bit, too. very flavorful and fun methinks, thanks for the base build Warden :).
--- Meren of Clan Nel Toth --- Jhoira of the Ghitu --- Prime Speaker Zegana ---
--- Drana, Kalastria Bloodchief --- Ghoulcaller Gisa --- Akroma, Angel of Fury --- Titania, Protector of Argoth ---
I kind off agree with AEIOU, this deck is really dependent of Reaper and Courier, but i think it'd be possible to create something around that, maybe using some Scarecrows with dependency on just certain colors, maybe 2-3 (Painter's Servant seems a must go), because the lack of the right color on that exacly moment will make the scarecrow a not very good creature.
Maybe green with Utopia Sprawl or Fertile Ground, or triple colors with Trace of Abundance that will go even deeper (fix + ramp + pumping green based scarecrows); or even some Oblivion Ring (removal + pumping white based scarecrows), all along side Courier/King (4-of since it's so important). Just some start idea, that you can base off.
I'll try to figure out something around this....
I've build a different version, and have been testing with a certain sucess (there are still some REALLY BAD MUs, mostly fast decks, and combo).
It's closer on creature picks to AEIOU ones, and with a similar idea, just ramping through spells instead of Sculptor. Also i'm not running these kind of fetchers just because, i'm trying to build something more "cheaper" first, then switching to more broken spells, so went to digging.
Here is the deck.
04 Terramorphic Expanse
01 Swamp
01 Plains
01 Mountain
05 Island
08 Forest
04 Heap Doll
04 Scuttlemutt
04 Scarecrone
04 Reaper King
04 Grim Poppet
04 Elsewhere Flask
04 Rampant Growth
04 Scarscale Ritual
03 Welding Jar
03 Caudron of Souls
02 Krark-Clan Ironworks
It's a ramp deck, with tons of CA, that uses the Cauldron + Poppet sinergy to remove critters from board. From sac outlets: Scarecrone (that can grab back from grave key pieces and provide some CA) and Ironworks (free sac with mana ramp)
If you manage to have Cauldron + Poppet + Reaper + Ironworks (scarecrone works too, but then you'll depend on the amount of mana, but will draw alot of cards while killing), you won. Each comeback from Poppet (persist) with Reaper into play will let you kill some permanent (mostly lands) while accumulating -1/-1 and killing all opponent's critters.
Cauldron by itself can save your dudes many times.
Flask is there for deck thinning, and mana base fixing in case i want to cast Rampant or Ritual, but there is no wanted land yet.
It just can't do great games vs fast decks, and i really don't know how to control it avoding stape cards to deal with this specific concern. Thought about Silent Arbiter (can be rescued by Scarecrone)
Tried even to let the deck Shadowmoor block only, just for fun, but there is no land fetch (lands or spells), nor regeneration.
That's it, let's see more oppinions flowing, then might even show up other builds, or at least, some fixing ideas to ours.
I'll build your deck and try to do some tests too.
12 black land sources
12 green land sources
12 blue land sources
+ pili-pala all color
+ paradise mantle all color
+ damage blockage of all opponent spells
+ tons of scarecrows to combine with the king
4 Polluted Delta
4 Breeding Pool
4 Godless Shrine
4 Overgrown Tomb
4 Windswept Heath
4 Hallowed Fountain
4 Pili-Pala
4 Heap Doll
4 Scarecrone
4 Reaper King
4 Painter's Servant
4 Chameleon Colossus
4 Heartstone
4 Paradise Mantle
4 Circle of Protection Red
Lol, nice interaction, Painter's with Circle.
Cards like Deathgrip/Lifeforce (permanent counter) or Sanctuary cicle (Raka, Ana, Ceta, Dega, Necra), might get a spot inside this strategy.
Wow that's amazing, it's hard to wrap my mind around how bat **** crazy good that is.
Trade Thread
Vess: Nexus would be fun! Shard Converg is awesome and I run it in my Domain deck. Like I said, my mana base needs some work. It probably could shift to a more standard 5C green base with fixing... Harrow, Shard, Rampant Growth, Land searcher quest, etc to make it better.
Sanity's Eclipse: Oooo... I forget about Scarecrone... different set. I may get some of him.
Halted: Glad to share. Sounds like you may have forgotten something; scarecrows care about colored creatures, not non-creature perms like Trace of Abundance. I tried Grim Poppets I think, but they just turned out way to expensive for my tastes.
King T: Cute deck. Too bad I'd have to take out a loan to pay for that mana base.
http://forums.mtgsalvation.com/showpost.php?p=4557651&postcount=1
TheWarden's Creative Commons Music Pick Project (Retired):
http://forums.mtgsalvation.com/showthread.php?t=336498
Geez, indeed, my bad, thought it was about colored permanents, but you're completely right, like people say, reading is tech!
In that case, since you use Reaper King, 4-of reaper king, 4-of scrapbasket seems enough. 8 creatures to activate 10 scarecrows. Transguild Courier seems a bit over the theme. But that's just a thinking, not tested.
And i agree with Sanity, Scarecrone is awsome.