The entire manabase is basic to make Wastelands sad as well as to play with Early Harvest.
Wort should always come out on turn 4, whether it be with two ramp spells or a Mana Flare effect.
If you get to untap with Wort once, conspiring a lot of ramp spells, especially with Amulet of Vigor, can get you so many lands that your opponents won't be able to hate her out with removal. Pulling out every single land in the deck is not unusual.
Conspiring or otherwise copying spells with additional costs works great because you get the bonus multiple times. For instance, conspiring a kicked Primal Growth gets you four lands that come into play untapped. Conspiring a Nostalgic Dreams becomes card advantage.
Resolving a Praetor's Counsel with some untapped mana usually means you win, because you can recast all your mana ramp and just keep going--especially if you have Mana Flare effect(s) too.
If you untap with Wort and a draw engine, generally no one else will get another turn.
Amulet of Vigor with any of your ramp spells lets the lands come into play untapped. This is extremely powerful if you have Wort out, because then you can use the mana from those lands to play more ramp spells.
Reiterate + a spell that untaps all your lands = infinite mana if you have enough lands.
Green Sun's Zenith conspired for X = 7 usually ends the game (Avenger of Zendikar + Regal Force.) You just draw so many cards that you can keep going and going.
Genesis Wave seems bad in a deck with mainly instants/sorceries, but think of it as a gigantic ramp spell. Additionally, Avenger of Zendikar off it will see all those lands coming into play. Casting it for X > 20 is not uncommon.
Suggestions?
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A mere ten days after the Mending, a young knight of Valeron and a young ranger of Eos made a discovery that would change Alara forever.
I don't know if the people you play with would like it, but wouldn't kozi or ulamog fit well as powerful win conditions? Possibly taking out a fireball and something else for them?
Edit: nvm, I see you have them in the board for spawnsire.
In that case, wouldn't eye of ugin be good in here?
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I play Magic and fighting games competitively.
Standard: UW UW Pike
Mtgo Pauper: U Tempo
Mtgo Block: RW Aggro
I'm 14, shout-outs to all other young magic players out there!
Quotes:
Fiend Hunter is not a good answer to a Titan.... red will Shock it.
I've been running a Raidmother deck for a while now, and a few things I'd suggest are..
Chord of Calling is amazing in this deck. It's instant, and can be convoked.
Mana Echoes is completely insane in this deck. This is how you create non-infinite four-digit fireballs that kill the entire table. That Avenger of Zendikar entering the battlefield with his plant tokens, with 10 lands in play? Oh, that'll be 101 colorless mana you get to add to your mana pool. Play Wort and add 9. The way I typically will end up with four-digit mana is making a play like Avenger of Zendikar or Goblin Offensive, generating three-digit mana, then casting another Goblin Offensive (regrowing it if it was used for the first step) and casting it again and dumping the 101 mana into it, which will get you into five-digit mana territory.
26 Forest
8 Mountain
Mana Ramp: 19
1 Frontier Guide
1 Rampant Growth
1 Everflowing Chalice
1 Harrow
1 Deep Reconnaissance
1 Reap and Sow
1 Omnath, Locus of Mana
1 Explosive Vegetation
1 Lotus Cobra
1 Oracle of Mul Daya
1 New Frontiers
1 Skyshroud Claim
1 Search for Tomorrow
1 Wood Elves
1 Primal Growth
1 Primeval Titan
1 Hunting Wilds
1 Growth Spasm
1 Cultivate
Mana Doubling: 10
1 Extraplanar Lens
1 Heartbeat of Spring
1 Keeper of Progenitus
1 Mana Flare
1 Vernal Bloom
1 Mana Reflection
1 Overabundance
1 Magus of the Candelabra
1 Gauntlet of Power
1 Doubling Cube
Draw Power: 10
1 Collective Unconscious
1 Seer's Sundial
1 Font of Mythos
1 Diviner's Wand
1 Wheel of Fortune
1 Slate of Ancestry
1 Rites of Flourishing
1 Harmonize
1 Regal Force
1 Howling Mine
1 Genesis Wave
1 Fireball
1 Wolfbriar Elemental
1 Fanning the Flames
1 Volcanic Geyser
1 Avenger of Zendikar
1 Comet Storm
1 Kaervek's Torch
1 Unwilling Recruit
1 Spawnsire of Ulamog
1 Rolling Thunder
1 Goblin Offensive
1 Banefire
1 Gelatinous Genesis
1 Chameleon Colossus
Others: 11
1 Reiterate
1 Reverberate
1 Fork
1 Mirari
1 Nostalgic Dreams
1 Praetor's Counsel
1 Early Harvest
1 Rude Awakening
1 Amulet of Vigor
1 Green Sun's Zenith
1 Primal Command
1 Kozilek, Butcher of Truth
1 Ulamog, the Infinite Gyre
1 It That Betrays
1 Hand of Emrakul
1 Ulamog's Crusher
1 Artisan of Kozilek
1 Pathrazer of Ulamog
1 Eldrazi Conscription
1 Skittering Invasion
1 Broodwarden
Some interesting notes, synergies, and combos:
The entire manabase is basic to make Wastelands sad as well as to play with Early Harvest.
Wort should always come out on turn 4, whether it be with two ramp spells or a Mana Flare effect.
If you get to untap with Wort once, conspiring a lot of ramp spells, especially with Amulet of Vigor, can get you so many lands that your opponents won't be able to hate her out with removal. Pulling out every single land in the deck is not unusual.
Conspiring or otherwise copying spells with additional costs works great because you get the bonus multiple times. For instance, conspiring a kicked Primal Growth gets you four lands that come into play untapped. Conspiring a Nostalgic Dreams becomes card advantage.
Resolving a Praetor's Counsel with some untapped mana usually means you win, because you can recast all your mana ramp and just keep going--especially if you have Mana Flare effect(s) too.
If you untap with Wort and a draw engine, generally no one else will get another turn.
Amulet of Vigor with any of your ramp spells lets the lands come into play untapped. This is extremely powerful if you have Wort out, because then you can use the mana from those lands to play more ramp spells.
Reiterate + a spell that untaps all your lands = infinite mana if you have enough lands.
Green Sun's Zenith conspired for X = 7 usually ends the game (Avenger of Zendikar + Regal Force.) You just draw so many cards that you can keep going and going.
Genesis Wave seems bad in a deck with mainly instants/sorceries, but think of it as a gigantic ramp spell. Additionally, Avenger of Zendikar off it will see all those lands coming into play. Casting it for X > 20 is not uncommon.
Suggestions?
Emille, Seven-Sting Dancer Shalin Nariya
handicapping your own mana base by just playing basic's so your opponent can't use Wasteland seems I don't know...abit like overkill?
You do have Early harvest, but even with that 1 card I would add the land destruction package a.k.a.
Crucible of worlds, Strip mine, wasteland, Ghost quarter, tectonic edge, Dust bowl.
Because isn't it the whole point of Wort to out-ramp your opponents? you can play alot of ramp, or hinder your opponents ramp, the outcome is the same
Cards that would do both at the same time, and are awesome to conspire:
Mwonvuli acid-moss
Frenzied Tilling
Reap and sow (Which you already have)
other cool suggestions that i've seen played:
- Slice in twain
- Wild Ricochet
- Fissure
- Creeping Mold
- Into the core
(Bye bye Blightsteel!)- hull breach
- decimate
`I like your draw power btw, and can only suggest the ever present sensei, or perhaps Crystal Ball
I feel this deck needs more 2cmc land fetch. What all am I missing besides the P3K card Three Visits?
Emille, Seven-Sting Dancer Shalin Nariya
Edit: nvm, I see you have them in the board for spawnsire.
In that case, wouldn't eye of ugin be good in here?
Standard:
UW UW Pike
Mtgo Pauper:
U Tempo
Mtgo Block:
RW Aggro
I'm 14, shout-outs to all other young magic players out there!
Quotes:
Farseek as well, though it will only get a mountain.
No Prototype Portal for tutoring?
Emille, Seven-Sting Dancer Shalin Nariya
Signature by Inkfox Aesthetics by Xen
[Modern] Allies
Emille, Seven-Sting Dancer Shalin Nariya
Chord of Calling is amazing in this deck. It's instant, and can be convoked.
Mana Echoes is completely insane in this deck. This is how you create non-infinite four-digit fireballs that kill the entire table. That Avenger of Zendikar entering the battlefield with his plant tokens, with 10 lands in play? Oh, that'll be 101 colorless mana you get to add to your mana pool. Play Wort and add 9. The way I typically will end up with four-digit mana is making a play like Avenger of Zendikar or Goblin Offensive, generating three-digit mana, then casting another Goblin Offensive (regrowing it if it was used for the first step) and casting it again and dumping the 101 mana into it, which will get you into five-digit mana territory.
That's all I have for now.