Looks pretty good. I have been researching alot of Rith decks as I prepare to convert Mayael into Rith for 1 vs 1 matchups. There's only a few cards I see here that I personally would change out.
Out: Serra Ascendant - Great tempo card, but seems underwhelming in EDH. Doesn't really match the build either Suture Priest - Capable of gaining you some substantial life, but with Rith and his giant hoard, I can't think of very many scenerios where you would be in danger of losing to combat damage aside from general damage, in which case lifegain is useless anyways. Hazezon Tamar - I hate saying it but with his delayed trigger, it's almost better to have a way to sac him before the tokens come into play, otherwise opponents sit back with an instant removal spell and target him the second the tokens unleash and they all go bye-bye. He's so much better in decks that run spot removal spells and sac outlets like Greater Good.
One more thing I might look at is cutting alot of ramp and adding Perilous Forays. It's just an idea but if you cut Solemn, Sakura, Coalition, Cultivate, Journey and Reach, you free up space for Idyllic Tutor, Sterling Grove, and Enlightened Tutor + 3 more slots. You would have more tutor options, more slots for threats, and still have big mana with Mirari's Wake, Mana Reflection, and the Oracle. In the end, Forays actually makes for bigger Avenger plants and fuels Rampaging Baloths nicely too. I love being able to tutor enchantments in Naya. Tutoring up Epic Struggle is a cute little wincon too.
So Aeon-Phoenix beat me to the punch on a few of these cards, but here's what I would suggest cutting: Suture Priest-Lifegain isn't that important in EDH. If it pinged your opponents when a creature entered the battlefield under your control, it would be awesome. Sadly, it doesn't. Sakura-Tribe Elder-In a deck that barely uses its graveyard, Sakura-Tribe Elder is rampant growth. It's also occasionally a chump blocker, but if you don't have any of those, you have bigger problems. Signal Pest-It's good in standard where momentum is key. For EDH, it's better to have it be something that gives a constant power boost not tied to a creature. Hazezon Tamar-Delayed trigger, takes his guys with him. Hour of Reckoning-It's nice, but if you need to cast it when you are in a bad spot, it will be tough. If you have enough tokens to attack for the kill, the few creatures your opponents have shouldn't matter. Verdant Force-Too expensive and too slow. Gelatinous Genesis-Too expensive. Plus, Rith's ability focuses on quantity, not quality. Akroma's Memorial-Too expensive for something that's basically haste and flying. If you had a way to reliably kill him, I'd suggest Homura, Human Ascendant Chancellor of the Forge-Too expensive, often a "win more" card Awakening Zone-colorless tokens suck with Rith Siege-Gang Commander-You need more than three tokens. If you had more goblin tokens, he'd be worth it, though. Journey of Discovery-It has a net cost of 4 mana (six to play, nets you two), but you have to wait until you have six mana to use it. Hunting Wilds comes out on turn 4, can find your duals, and can occasionally make extra guys White Sun's Zenith-Too expensive. Compare to One Dozen Eyes, which makes twice as many tokens for a 6 mana investment and also scales Selesnya Guildmage-Too expensive for both abilities. There are cheaper and permanent Anthem effects, and cheaper reusable token generators Fires of Yavimaya-Rith makes his tokens after combat, so having as many haste enablers as you do doesn't make sense.
I would add to replace them: Austure Command-You need more cards that affect the battlefield, and this card works perfectly with tokens since you can have it spare your tokens will taking out the big guys and any annoying artifacts or enchantments. A usually better version of Hour of Reckoning Hallowed Burial-Takes care of powerful generals that would run rampant over your deck and serves as another way to affect the other side of the board. Beast Within-A great green utility spell. See above about affecting the other side of the board. Terastodon-Ditto Sacred Mesa-Good token producer. Makes better tokens than ant queen and is immune to Wrath Rhys the Redeemed-Good token producer when you draw it early and late Rampaging Baloths-Makes nice tokens for free Emeria angel-Ditto Perilous Forays-Mana acceleration that also combos with the above two cards. Also can find your dual lands Marshall's Anthem-Pumps your guys and acts as a multiple cheap Resurrections late game Glory of Warfare-Good pump effect Yavimaya Elder-Card advantage, which is tough to come by in this color combo Hunting Wilds-As I said above, same net cost as Journey of Discover, but comes out 2 turns sooner and finds duals One Dozen Eyes-Makes a lot of tokens, which you want, and scales Mirror Entity-Amazing pump effect. With an army of 1/1s, it reads "1X:Creatures you control get +X/+X". Note that anthems go on after this, so if you have a base 1/1 out and Marshall's Anthem and use Mirror Entity for X=2, your 1/1 will be a 3/3, not a 2/2.
I like almost all of Aeon-Phoenix's suggestions except Sigil Captain, since he punishes you for playing Anthems. I'm also unsure about Rise of the Hobgoblins since you probably would rather make green tokens and since first strike won't help the most of the tokens generated by other effects. It's not a whole lot different than Goblin Offensive, but it's hard to say whether either of those cards would be worth a slot.
Looks pretty good. I have been researching alot of Rith decks as I prepare to convert Mayael into Rith for 1 vs 1 matchups. There's only a few cards I see here that I personally would change out.
Out: Serra Ascendant - Great tempo card, but seems underwhelming in EDH. Doesn't really match the build either Suture Priest - Capable of gaining you some substantial life, but with Rith and his giant hoard, I can't think of very many scenerios where you would be in danger of losing to combat damage aside from general damage, in which case lifegain is useless anyways. Hazezon Tamar - I hate saying it but with his delayed trigger, it's almost better to have a way to sac him before the tokens come into play, otherwise opponents sit back with an instant removal spell and target him the second the tokens unleash and they all go bye-bye. He's so much better in decks that run spot removal spells and sac outlets like Greater Good.
One more thing I might look at is cutting alot of ramp and adding Perilous Forays. It's just an idea but if you cut Solemn, Sakura, Coalition, Cultivate, Journey and Reach, you free up space for Idyllic Tutor, Sterling Grove, and Enlightened Tutor + 3 more slots. You would have more tutor options, more slots for threats, and still have big mana with Mirari's Wake, Mana Reflection, and the Oracle. In the end, Forays actually makes for bigger Avenger plants and fuels Rampaging Baloths nicely too. I love being able to tutor enchantments in Naya. Tutoring up Epic Struggle is a cute little wincon too.
I like a lot of your suggestions.
I'm a little skeptical about Fresh Meat, as it generally requires that I keep four mana open whenever it's in my hand, unless I can kill my own tokens (not that many effects in this deck). Flame Fusillade and Furystoke Giant feel like win-more cards, and the effect isn't permanent. Also, they are unplayable unless I already have a token army on the board, unlike an enchantment buff.
I'm still on the fence about Nullmage Shepherd. It feels like I don't have enough tokens to use it, or I have so many that I'd rather be swinging with them than tapping them to destroy artifacts/enchantments. Particularly given my additions of Austere Command and Beast Within (discussed below).
I've added Dauntless Escort and Rhys, and I'm trying to find a cheap Elspeth for the reasons you've listed. I've also made the cuts you recommended.
As for the pumps: I still feel like I'm not making enough tokens. Once I have enough token producers, I'll revisit your pump list.
So Aeon-Phoenix beat me to the punch on a few of these cards, but here's what I would suggest cutting: Suture Priest-Lifegain isn't that important in EDH. If it pinged your opponents when a creature entered the battlefield under your control, it would be awesome. Sadly, it doesn't. Sakura-Tribe Elder-In a deck that barely uses its graveyard, Sakura-Tribe Elder is rampant growth. It's also occasionally a chump blocker, but if you don't have any of those, you have bigger problems. Signal Pest-It's good in standard where momentum is key. For EDH, it's better to have it be something that gives a constant power boost not tied to a creature. Hazezon Tamar-Delayed trigger, takes his guys with him. Hour of Reckoning-It's nice, but if you need to cast it when you are in a bad spot, it will be tough. If you have enough tokens to attack for the kill, the few creatures your opponents have shouldn't matter. Verdant Force-Too expensive and too slow. Gelatinous Genesis-Too expensive. Plus, Rith's ability focuses on quantity, not quality. Akroma's Memorial-Too expensive for something that's basically haste and flying. If you had a way to reliably kill him, I'd suggest Homura, Human Ascendant Chancellor of the Forge-Too expensive, often a "win more" card Awakening Zone-colorless tokens suck with Rith Siege-Gang Commander-You need more than three tokens. If you had more goblin tokens, he'd be worth it, though. Journey of Discovery-It has a net cost of 4 mana (six to play, nets you two), but you have to wait until you have six mana to use it. Hunting Wilds comes out on turn 4, can find your duals, and can occasionally make extra guys White Sun's Zenith-Too expensive. Compare to One Dozen Eyes, which makes twice as many tokens for a 6 mana investment and also scales Selesnya Guildmage-Too expensive for both abilities. There are cheaper and permanent Anthem effects, and cheaper reusable token generators Fires of Yavimaya-Rith makes his tokens after combat, so having as many haste enablers as you do doesn't make sense.
I would add to replace them: Austure Command-You need more cards that affect the battlefield, and this card works perfectly with tokens since you can have it spare your tokens will taking out the big guys and any annoying artifacts or enchantments. A usually better version of Hour of Reckoning Hallowed Burial-Takes care of powerful generals that would run rampant over your deck and serves as another way to affect the other side of the board. Beast Within-A great green utility spell. See above about affecting the other side of the board. Terastodon-Ditto Sacred Mesa-Good token producer. Makes better tokens than ant queen and is immune to Wrath Rhys the Redeemed-Good token producer when you draw it early and late Rampaging Baloths-Makes nice tokens for free Emeria angel-Ditto Perilous Forays-Mana acceleration that also combos with the above two cards. Also can find your dual lands Marshall's Anthem-Pumps your guys and acts as a multiple cheap Resurrections late game Glory of Warfare-Good pump effect Yavimaya Elder-Card advantage, which is tough to come by in this color combo Hunting Wilds-As I said above, same net cost as Journey of Discover, but comes out 2 turns sooner and finds duals One Dozen Eyes-Makes a lot of tokens, which you want, and scales Mirror Entity-Amazing pump effect. With an army of 1/1s, it reads "1X:Creatures you control get +X/+X". Note that anthems go on after this, so if you have a base 1/1 out and Marshall's Anthem and use Mirror Entity for X=2, your 1/1 will be a 3/3, not a 2/2.
I like almost all of Aeon-Phoenix's suggestions except Sigil Captain, since he punishes you for playing Anthems. I'm also unsure about Rise of the Hobgoblins since you probably would rather make green tokens and since first strike won't help the most of the tokens generated by other effects. It's not a whole lot different than Goblin Offensive, but it's hard to say whether either of those cards would be worth a slot.
I've accepted most of your cut suggestions, with a few exceptions. I cut Urabrask for the time being, but haste effects have been crucial to many of my victories, and I am loathe to cut any more. I may even put him back in.
Perilous Forays: Not sure I have enough lands for it. I've added Land Tax instead.
Marshal's Anthem: Great idea, but I'm not convinced I have enough token producers yet. It'll be the first pump I add. After that is Mirror Entity.
What do you mean when you say One Dozen Eyes scales?
In:
[CARD]Beast Within
Sacred Mesa
Land Tax
Rhys, the Redeemed
Elspeth Tirel
Austere Command
Hallowed Burial
Helm of Possession
Academy Rector
Emeria Angel
Yavimaya Elder
Rampaging Baloths
Dauntless Escort
Swords to Plowshares[/CARD]
See above quotes for reasons.
Helm is obviously an awesome Vedalken Shackles.
Tirel is a token producer; we'll see if she makes the cut once I get her 4CMC version.
Rector is to find Wake or Doubling Season, depending on which is required.
I meant One Dozen Eyes scales in that if you have extra mana, you can entwine it. The vast majority of the time, you will be playing it for 5G and putting five 1/1s into play. If you have extra mana, you can pay an extra GGG and get a 5/5 too. With a lot of mana, White Sun's Zenith is the better card to draw. However, that evaluation is based in a vacuum. Your general likes green creatures better than white ones, so I would say that even with a lot of mana you'd still rather have One Dozen Eyes
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Obviously the theme is to generate a giant token army and swing for the win!
Cards are arranged in ascending order of Converted Mana Cost.
1 Rith, the Awakener
Lands: 37
1 Exotic Orchard
1 Jungle Shrine
1 Krosan Verge
1 Command Tower
1 Fire-Lit Thicket
1 Stomping Ground
1 Selesnya Sanctuary
1 Temple Garden
1 Wooded Bastion
1 Marsh Flats
1 Verdant Catacomb
1 Misty Rainforest
1 Boros Garrison
3 Plains
1 Vivid Meadow
1 Windbrisk Heights
3 Mountain
1 Vivid Crag
8 Forest
1 Khalni Garden
1 Mosswort Bridge
1 Oran-Reif, the Vastwood
1 Vivid Grove
1 Contested War Zone
1 Reliquary Tower
1 Strip Mine
Creatures:20
1 Signal Pest
1 Rhys, the Redeemed
1 Eternal Witness
1 Yavimaya Elder
1 Dauntless Escort
1 Solemn Simulacrum
1 Oracle of Mul Daya
1 Wolfbriar Elemental
1 Academy Rector
1 Emeria Angel
1 Anger
1 Ant Queen
1 Genesis
1 Juniper Order Ranger
1 Mycoloth
1 Dragon Broodmother
1 Rampaging Baloths
1 Avenger of Zendikar
1 Chancellor of the Furnace
1 Elesh Norn, Grand Cenobite
1 Mana Crypt
1 Sol Ring
1 Skullclamp
1 Sensei's Divining-Top
1 Lightning Greaves
1 Sword of Feast and Famine
1 Sword of Fire and Ice
1 Coalition Relic
1 Helm of Possession
1 Akroma's Memorial
Instants: 2
1 Swords to Plowshares
1 Beast Within
Sorceries: 12
1 Cultivate
1 Journey of Discovery
1 Kodama's Reach
1 Harmonize
1 Conqueror's Pledge
1 Hallowed Burial
1 Austere Command
1 Titanic Ultimatum
1 Tooth and Nail
1 Storm Herd
1 Martial Coup
1 White Sun's Zenith
Enchantments: 16
1 Land Tax
1 Goblin Bombardment
1 Luminarch Ascension
1 Survival of the Fittest
1 Sylvan Library
1 Aura Shards
1 Awakening Zone
1 Beastmaster Ascension
1 Fires of Yavimaya
1 Sacred Mesa
1 Glare of Subdual
1 Doubling Season
1 In the Web of War
1 Mirari's Wake
1 Mana Reflection
1 Vicious Shadows
1 Ajani Goldmane
1 Elspeth Tirel
BRGotta Get or Get GotRB
(Avatar courtesy of Heylookitsamoose)
Out:
Serra Ascendant - Great tempo card, but seems underwhelming in EDH. Doesn't really match the build either
Suture Priest - Capable of gaining you some substantial life, but with Rith and his giant hoard, I can't think of very many scenerios where you would be in danger of losing to combat damage aside from general damage, in which case lifegain is useless anyways.
Hazezon Tamar - I hate saying it but with his delayed trigger, it's almost better to have a way to sac him before the tokens come into play, otherwise opponents sit back with an instant removal spell and target him the second the tokens unleash and they all go bye-bye. He's so much better in decks that run spot removal spells and sac outlets like Greater Good.
As for what I would look at adding:
Dauntless Escort - resist the wrath!
Rhys the Redeemed - MOAR tokens
Fresh Meat - post-wrath bomb
Flame Fusillade - creature spot removal and direct damage
Furystoke Giant - same as Fusillade. So good.
Nullmaid Shepherd - great utility removal
Elspeth, Knight-Errant - she creates tokens, and with so many blockers it seems likely to hit her ultimate.
Rise of the Hobgoblins - I just love the art.
It appears you have sufficient buffs for your tokens, but here's a few more I was considering:
Sigil Captain
Glory of Warfare
Glorious Anthem
Gaea's Anthem
Nemata, Grove Guardian
Selesnya Guildmage
Tolsimir Wolfblood
One more thing I might look at is cutting alot of ramp and adding Perilous Forays. It's just an idea but if you cut Solemn, Sakura, Coalition, Cultivate, Journey and Reach, you free up space for Idyllic Tutor, Sterling Grove, and Enlightened Tutor + 3 more slots. You would have more tutor options, more slots for threats, and still have big mana with Mirari's Wake, Mana Reflection, and the Oracle. In the end, Forays actually makes for bigger Avenger plants and fuels Rampaging Baloths nicely too. I love being able to tutor enchantments in Naya. Tutoring up Epic Struggle is a cute little wincon too.
Modern
RBig RedR
GMean GreenG
WWW AlliesW
BGScavengeBG
WUVenser SilenceWU
EDH
RWAurelia 1 vs 1RW
GWURoonGWU
GWSaffiGW
Suture Priest-Lifegain isn't that important in EDH. If it pinged your opponents when a creature entered the battlefield under your control, it would be awesome. Sadly, it doesn't.
Sakura-Tribe Elder-In a deck that barely uses its graveyard, Sakura-Tribe Elder is rampant growth. It's also occasionally a chump blocker, but if you don't have any of those, you have bigger problems.
Signal Pest-It's good in standard where momentum is key. For EDH, it's better to have it be something that gives a constant power boost not tied to a creature.
Hazezon Tamar-Delayed trigger, takes his guys with him.
Hour of Reckoning-It's nice, but if you need to cast it when you are in a bad spot, it will be tough. If you have enough tokens to attack for the kill, the few creatures your opponents have shouldn't matter.
Verdant Force-Too expensive and too slow.
Gelatinous Genesis-Too expensive. Plus, Rith's ability focuses on quantity, not quality.
Akroma's Memorial-Too expensive for something that's basically haste and flying. If you had a way to reliably kill him, I'd suggest Homura, Human Ascendant
Chancellor of the Forge-Too expensive, often a "win more" card
Awakening Zone-colorless tokens suck with Rith
Siege-Gang Commander-You need more than three tokens. If you had more goblin tokens, he'd be worth it, though.
Journey of Discovery-It has a net cost of 4 mana (six to play, nets you two), but you have to wait until you have six mana to use it. Hunting Wilds comes out on turn 4, can find your duals, and can occasionally make extra guys
White Sun's Zenith-Too expensive. Compare to One Dozen Eyes, which makes twice as many tokens for a 6 mana investment and also scales
Selesnya Guildmage-Too expensive for both abilities. There are cheaper and permanent Anthem effects, and cheaper reusable token generators
Fires of Yavimaya-Rith makes his tokens after combat, so having as many haste enablers as you do doesn't make sense.
I would add to replace them:
Austure Command-You need more cards that affect the battlefield, and this card works perfectly with tokens since you can have it spare your tokens will taking out the big guys and any annoying artifacts or enchantments. A usually better version of Hour of Reckoning
Hallowed Burial-Takes care of powerful generals that would run rampant over your deck and serves as another way to affect the other side of the board.
Beast Within-A great green utility spell. See above about affecting the other side of the board.
Terastodon-Ditto
Sacred Mesa-Good token producer. Makes better tokens than ant queen and is immune to Wrath
Rhys the Redeemed-Good token producer when you draw it early and late
Rampaging Baloths-Makes nice tokens for free
Emeria angel-Ditto
Perilous Forays-Mana acceleration that also combos with the above two cards. Also can find your dual lands
Marshall's Anthem-Pumps your guys and acts as a multiple cheap Resurrections late game
Glory of Warfare-Good pump effect
Yavimaya Elder-Card advantage, which is tough to come by in this color combo
Hunting Wilds-As I said above, same net cost as Journey of Discover, but comes out 2 turns sooner and finds duals
One Dozen Eyes-Makes a lot of tokens, which you want, and scales
Mirror Entity-Amazing pump effect. With an army of 1/1s, it reads "1X:Creatures you control get +X/+X". Note that anthems go on after this, so if you have a base 1/1 out and Marshall's Anthem and use Mirror Entity for X=2, your 1/1 will be a 3/3, not a 2/2.
I would also consider Path to Exile, Swords to Plowshares, and Oblivion Ring if you find you end up watching your opponents do stuff you can't stop.
I like almost all of Aeon-Phoenix's suggestions except Sigil Captain, since he punishes you for playing Anthems. I'm also unsure about Rise of the Hobgoblins since you probably would rather make green tokens and since first strike won't help the most of the tokens generated by other effects. It's not a whole lot different than Goblin Offensive, but it's hard to say whether either of those cards would be worth a slot.
I like a lot of your suggestions.
I'm a little skeptical about Fresh Meat, as it generally requires that I keep four mana open whenever it's in my hand, unless I can kill my own tokens (not that many effects in this deck).
Flame Fusillade and Furystoke Giant feel like win-more cards, and the effect isn't permanent. Also, they are unplayable unless I already have a token army on the board, unlike an enchantment buff.
I'm still on the fence about Nullmage Shepherd. It feels like I don't have enough tokens to use it, or I have so many that I'd rather be swinging with them than tapping them to destroy artifacts/enchantments. Particularly given my additions of Austere Command and Beast Within (discussed below).
I've added Dauntless Escort and Rhys, and I'm trying to find a cheap Elspeth for the reasons you've listed. I've also made the cuts you recommended.
As for the pumps: I still feel like I'm not making enough tokens. Once I have enough token producers, I'll revisit your pump list.
I've accepted most of your cut suggestions, with a few exceptions. I cut Urabrask for the time being, but haste effects have been crucial to many of my victories, and I am loathe to cut any more. I may even put him back in.
Perilous Forays: Not sure I have enough lands for it. I've added Land Tax instead.
Marshal's Anthem: Great idea, but I'm not convinced I have enough token producers yet. It'll be the first pump I add. After that is Mirror Entity.
What do you mean when you say One Dozen Eyes scales?
TL;DR:
Out:
In:
[CARD]Beast Within
Sacred Mesa
Land Tax
Rhys, the Redeemed
Elspeth Tirel
Austere Command
Hallowed Burial
Helm of Possession
Academy Rector
Emeria Angel
Yavimaya Elder
Rampaging Baloths
Dauntless Escort
Swords to Plowshares[/CARD]
See above quotes for reasons.
Helm is obviously an awesome Vedalken Shackles.
Tirel is a token producer; we'll see if she makes the cut once I get her 4CMC version.
Rector is to find Wake or Doubling Season, depending on which is required.
Thoughts? Further Suggestions?
BRGotta Get or Get GotRB
(Avatar courtesy of Heylookitsamoose)