Strategy:
The way to play this deck is too out tempo your opponent and play highly resilient creatures that apply pressure as fast as you can and proceed to beat face. By turn three or four you are swinging big with a Sword equipped creature with Planswalkers and Titans backing you up if the aggressive plan doesn't work first.
One major point to this deck is you do not want to play any spells or creatures with a mana cost of two. The power that starts off with this deck is it's 3cmc cards that you play on turn two. Crusader or Sword take your pick. Also in the current meta don't always expect your mana dorks to stay alive... This deck does not live or die by them. Sure you won't be able to play a turn two Crusader or Sword but a turn three isn't so bad... Where still talking about a Sword or Crusader here. Follow it up with a Hero and you are good to go. If the game takes longer that is where the Planeswalkers help you grind out a win. The point I am tying to make is I have tried most decent 2cmc cards and they really throw the tempo off and set you back.
Card Choices: Planeswalkers Gideon Jura - Might be the best Planeswalkers in standard now. Completely controls combat, giving you an opening for a alpha strike and can also protect you from direct damage. Targeted removal on creatures that are tapped.. A big 6/6 body for 5 mana that can end the game.
Garruk, Primal Hunter - He provides what alot of green decks need. Card draw! Excellent synergy with Gideon to draw six.
Creatures
1cmc Birds of Paradise - This card helps accelerate the deck and quick. Double white is hard but what this little birdy does is allows you a turn two Mirran Crusader or a turn two Sword. Another added bonus is if you can attach a Sword to this guy he become very formidable.
Avacyn's Pilgrim - This guy smooths out the mana of the deck and allows some very explosive turn two plays. Double white can be difficult but this guy helps you achieve this too. He does not have the added bonus of flying or creating any color mana you would like but he does trade as a chump blocker.
2cmc
Just skip... The power to this deck is to out tempo your opponent. With all the mana dorks where running you need to jump straight to either a 3cmc creature or a Sword. This forces your opponent to deal with each threat you play NOW!
3cmc Mirran Crusader - Double strike... pro black and green... what is not to like about this guy. He is a finisher especially equipped with a Sword. Doom Blade, Go for the Throat, and Dismember... use those cards on the other guys lol...
4cmc Thrun, the Last Troll - Control annoying you? Well annoy them back with Thrun lol. Mana Leak... have no fear... play this guy. RDW burning all your creatures? Try again... Doom Blade saying hello... Well hello to my little Troll. And regen... now here is a solid blocker.
Hero of Bladehold - She is one card your opponent must answer now because next turn she is swinging for at least 7 depending how many creatures you have on the field. If you run this card it needs to be a four of because she is going to attrack alot hate.
6cmc Wurmcoil Engine - Chances are by the time this guy hits the field your opponent has run out of answers because of your other creatures. Very difficult to get rid of because if you destroy him you now have two tokens with deathtouch and lifelink. This card alone can stabilize the board.
Artifacts Sword of War and Peace - Swing and connect... you gain life and force more damage to your opponent depending on there hand size. Can finish a game quick!
Sword of Feast and Famine - Untap your lands and your opponent discards. Alot of synergy with Gavorny Township. Not as important in the current meta. I would only run maybe one copy unless you have a meta with alot of zombies then up the count on this sword.
Enchantments Oblivion Ring - The second best removal spell in standard. Also hits Mirran Crusader which is something our other targeted removal can't do. This is the only removal I use in this deck.
Angelic Destiny - At times I actually find this enchantment better then a Sword. Turn two Crusader into a turn three enchantment means you are swinging for 12 damage on turn three and flying too. If that doesn't create pressure for your opponent I don't know what will.
Lands Gavony Township - Can help pump your creatures. Run no more then three copies.
Round One: 0-0
Game 1
Was up against Wolf Run Green. Turn two Dungrove Elder... my turn two Mirrian Crusader in a turn three Angelic Destiny. It was over pretty quick.
Game 2
I don't sideboard. He draws more red and is able to deal with my mana dorks quicker. Of course mulling down to four didn't help me at all and he ramps perfectly. I'm stuck with nothing to play due to me needing one more white source which I never draw. I O-ring a Wurmcoil and next turn he drops down a Titan. It was over for me pretty quickly after that.
Game 3
I don't sideboard. I slow play my dorks and drop down a Hero on turn three. He is pulling nothing but ramp. About three rampant growths and a couple of Sad bots. It was over in about two more turns.
Round 2: 1-0
Game 1
I am up against a U/B control. I mull down too five due to either no lands or all plains. Kept one forest and one plain with one dork. Wouldn't you know it... No more lands for me and drawing into all my mana cost cards of four or more. It's over quickly when Grave Titan hits the field.
Game 2
Side in one Thrun for one Hero. Again I end up mulling down to four. Getting mana screwed. One forest and two dorks. I play two pilgrams and I have three forest on the field. Black Sun's Zenith tells me you can't have anymore white sources. I end up drawing into Gideon and Garruk with only three forests on the field. Grave Titan says hello...
Round 3: 1-1
Bye
Round 4: 2-1
Game 1
I am up against mono black infect. Mirran Crusader into SoWap with Gideon showing up to back me up. Gideon controls the field so no more infect on me...
Game 2
I can't find my notes so I am not sure what I sided... pretty sure I didn't. Phyrexian Crusader into SoFaF puts me into a pretty bad spot. Where trading with Crusaders. Top deck into a O-Ring and I exile SoFaF. Geth Verdict my Crusader and he plays Plaque Stinger. I play Thrun and he swings with his Crusader. I play Gideon and have control of the board again. He swings into Gideon and I play Angelic Destiny onto my Thrun. Swing for 8. Swings into Gideon again and I swing with Thrun. He concedes and shows me his hand. Nothing but targeted removal...
Ended the night with a 3-1
Match Ups:
Wolf Run
I am pretty much main boarded to hate on them as is. Jund and Mono Green I don't seem to have a problem against. Naya and alot of Red is what can cause you alot of problems. If I see a bunch of Inferno Titans or Slagstorm I will do the following.
With WRG and Jund it is basically a race to see who can deliver the most damage fastest but against Naya and WRR you have to land threats but do not over extend. Day of Judgment and a well placed Slagstorm can be backbreaking. Play the Crusaders no more then two on the field and only one for Hero. Save the o-rings for Primeval Titan and Wurmcoil and the Purges for Inferno Titan.
U/B Control
This is a difficult match up but then again I just don't like control period so it might all be in my head lol... The way to win this match up IMO is just throw as many cards as you can on the field and hope they don't have enough counters, Black Sun's Zenith, Tragic Slip, and Curse of Death's Hold. Of course also playing it smart to not over extend into a BSZ. Here is what I do post board...
The swords IMO won't help you in this match up because there are just too many answers to it like Negate. When you play creatures you only have to worry about the usual Dissipate and Mana Leak. Same goes for the Destiny but with it being a cheaper mana cost and bigger effect like evasion and the +4. Put it on a Crusader you are swinging for 12. On a Wurmcoil you are swinging for 10 and gaining 10. On a Hero you are swinging for 7 and still producing more tokens. With all three creatures you only have to worry about there Consecrated Sphinx and killing that guy is a plus because no more card draw for them. So the Destiny's are worth it over the Swords.
You need more creature threats and that is where Elesh and Wurmcoil come in. You can either trade with there Wurmcoil or Batterskull and Elesh will help you ignore affects like Curse of Death's Hold. If your control opponent wants to wipe the board with a BSX there going to have to tap at least 9. She will also help you keep Grave Titan in check by not allowing his zombies.
RDW
Probably one of my easiest match ups especially game 2 and 3.
Just throw your dorks out there to be killed... They will waste there time by tapping there mana to kill them. Time is all you need because the longer the game goes the better position you will be. Crusader will not help you here because they will be siding in more burn for him. What you are looking for is an equipped Hero or Wurmcoil.
Thrun isn't going to help you in this match up at all... As many clone affects and sacrifice you are better off removing this guy for one Elesh and hope they have used all there clones earlier and Wurmcoil is probably the only creature they do not like to see. Be prepared to see your Crusader cloned and see Sword of War and Peace. Get rid of there Motarpod when you see it because they pull alot of wins out of no where with this card. O-Rings and Purges try to save this for Phyrexian Obliterator and Geralf's Messenger.
Out of the two zombie decks the R/B is the most difficult for me to deal with. The combination of burn and sac effects keeps it difficult for me to keep creatures on the field to block or attack. IMO this is probably the superior zombie deck. Like any burn deck the longer the game goes the better position you will be.
G/R Aggro
This is a 50/50 match but more so in our favor. Reason being is we go big alot faster then they do.
Basically Purge is for there Hellrider or Huntmaster of the Fells. Wurmcoil is just the better body here for life gain and blocker.
U/W Delver
Depending on the build there really is not a whole lot your side board has to offer you vs this deck. If you see alot of Swords or Pikes then side in Naturalize vs O-Ring but really against this deck it is the guy who can get a sword first normally wins. Lucky enough we do it quicker thanks to our dorks but are susceptible to being bounced... Thankfully our decks can produce a number of threats that keep getting pumped to overwhelm Delver decks in the long run. Keep bouncing I'll keep playing them...
U/W Humans
This is another deck that my sideboard really doesn't have a whole lot of answers for but truth be told I find I don't really need to side anything against them. I have a pretty favorable match up being as how I am normally a turn earlier with Crusader or Hero. Land a Sword of War and Peace and you are normally golden. This match up is normally who has the most explosive hand...
B/W Tokens
I might as well just auto concede game one to this deck lol... Still trying to solve the match up here. If I don't open with an explosive hand game 1 and it drags out. I am normally run over by flying 3/3 tokens.
In this match up you want to hold on to your Ratchet Bombs until you want to cast and destroy on the same turn. A smart token player will keep there Lingering Soul in the graveyard if they see a ratchet bomb on the field. You want to destroy Intangible Virtue and Honor of the Pure as soon as you can. Those are the cards that really make this deck powerful. Especially Virture.
Cards that didn't make the 60:
Beast Within - The power behind this deck is being able to go big on turn two and start swinging. Forcing your opponent to deal with threat after threat. Beast Within is a great card but it draw back on leaving your opponent a token really throws off your tempo. You reall don't want to give your opponent a creature. Oblivion Ring is a much better removal card.
Elesh Norn, Grand Cenobite - If this card was only cheaper to cast right lol. She is great in pumping up your creatures and wiping the field of all the little guys but the draw back here is she is just too expensive to cast. She became more of a win more in this deck.
Elspeth Tirel - When this deck started out it is more of a mid range style. Eventually it became more and more aggressive. Elspeth while good in helping throw out chump blockers, gaining life, and stalling out the game she just didn't fit the aggro strategy.
Garruk Relentless - I reserve anything after 4cmc to help me win a game. This card makes my 4cmc makes that spot a bit crowed because I would rather play a Destiny or Hero. Garruk Primal hunter helps me either draw cards to helpe win the game or throw out blockers until I can get that last bit of damage in.
Strangleroot Geist - This card really doesn't fit the way I like to play the deck. Around turn two I was in a position to either play a Crusader, Sword, of Geist. I would rather play the Crusader. The only time this creature became relevant was if my mana dork was killed on turn 1. Yeah when that happened I wasn't able to play a 3cmc card on turn two but I can still play it on turn three. I have gone back and forth but as long as I have been playing this deck he just kept throwing off my tempo.
Sun Titan - By the time you are able to play a 6cmc creature you should be in a position to win the game. By the time this guy came out he did very little or didn't do enough to stabilize a bad board position.
Primevil Titan - Pretty much the same concerns as Sun Titan but even worst. Grabbing lands was not doing enough to win you the game.
Please be patient with me guys as I try to transfer everything we worked hard on over here... Could use some help I guess in creating a Primer if anyone wants to get there hands dirty... not much of a writer and I can be very opinionated lol...
Since Innistrad discussion is now allowed, I've posted here all the cards that I think could possibly have relevance to this deck and a little bit of my thoughts why.
Angelic Overseer 3WW
Creature - Angel
Mythic Rare
Flying
As long as you control a Human, Angelic Overseer has hexproof and is indestructible.
Good finisher in Human heavy decks.
Fiend Hunter 1WW
Creature - Human Cleric
Uncommon
When Fiend Hunter enters the battlefield, you may exile another target creature.
When Fiend Hunter leaves the battlefield, return the exiled card to the battlefield under its owner's control.
I have a feeling this card is going to be very important. Whether or not it has a slot in this deck remains to be seen.
Mikaeus, the Lunarch xW
Legendary Creature - Human Cleric
Mythic Rare
Mikaeus, the Lunarch enters the battlefield with X +1/+1 counters on it.
{T}: Put a +1/+1 counter on Mikaeus.
{T}, Remove a +1/+1 counter from Mikaeus: Put a +1/+1 counter on each other creature you control.
I'm unsure about him. He boosts all your early game creatures, making them much more dangerous. But he's a little slow.
Nevermore 1WW
Enchantment
Rare
As Nevermore enters the battlefield, name a nonland card.
The named card can't be cast.
Destroys troublesome enchantments, planeswalkers, artifacts, and lands. Might be too expensive though, perhaps a sideboard card.
Garruk Relentless // Garruk, the Veil-Cursed 3G
Planeswalker - Garruk
Mythic Rare
When Garruk Relentless has two or fewer loyalty counters on him, transform him.
0: Garruk Relentless deals 3 damage to target creature. That creature deals damage equal to its power to him
0: Put a 2/2 green Wolf creature token onto the battlefield.
//
{BG}
+1 : Put a 1/1 black Wolf creature token with deathtouch onto the battlefield.
-1 : Sacrifice a creature. If you do, search your library for a creature card, reveal it, put it into your hand, then shuffle your library.
-3 : Creatures you control gain trample and get +X/+X until end of turn, where X is the number of creature cards in your graveyard.
New Garruk is very powerful. It removes one of their small creatures and transforms or spits out 2/2 wolves for free every turn. When he is transformed he becomes a nightmare for your opponent, creating wolves that can carry swords that your opponent will have to make tough decisions on whether to block or not. He tutors for whatever creature you need, and his final ability ends the game.
Prey UponG
Sorcery
Common
Target creature you control fights target creature you don't control.
Cheap green creature removal.
Tree of Redemption 3G
Creature - Plant
Mythic Rare
Defender
{T}: Exchange your life total with Tree of Redemption's toughness.
Just revealed in the visual spoiler, could be powerful, not sure what to make of it yet. Thoughts?
Mid Range deck players... If you can please post your deck list post rotation and if you can explain some of your card choices. I would to narrow down the card pool so I can get a better feel for a sample deck list. Plus there is no sense anymore to suggest cards used in the Zendikar block.
Control deck players... I don't play this version and could really use your help with card choices and why too please!
Also anyone that would to see there list in the Sample deck list please just let me know... I'll add it as soon as I can!
[deck]
EDIT: Well, I guess M11/Zendikar discussion is no longer allowed despite it being legal for another two weeks, so I've amended my deck to reflect how I will change it when the rotation occurs.
Just noticed the same thing... I have updated my deck list in the sample decks to reflect it and would you like me to add your deck list?
Since Innistrad discussion is now allowed, I've posted here all the cards that I think could possibly have relevance to this deck and a little bit of my thoughts why.
Just revealed in the visual spoiler, could be powerful, not sure what to make of it yet. Thoughts?
From this list.. The only cards I really think that might actually fit into this deck is new garruk, bramblecrush, fiend hunter and for sideboard nevermore and stony silence. I don't really think mikaeus fits. Maybe angelic overseer for the non control. This is just imo but mikaeus isn't as good as he looks. You could play him like turn 3. Turn 4 make your guys bigger then wait until turn 6 until another time to pump your guys up. by turn 6 or something you could have better better things. That could fit the slot that mikaeus might get. Oh well... I'm probably wrong. It might fit in aggro...
Mid Range deck players... If you can please post your deck list post rotation and if you can explain some of your card choices. I would to narrow down the card pool so I can get a better feel for a sample deck list. Plus there is no sense anymore to suggest cards used in the Zendikar block.
Control deck players... I don't play this version and could really use your help with card choices and why too please!
Also anyone that would to see there list in the Sample deck list please just let me know... I'll add it as soon as I can!
I'm not sure if you'd call my blend control or mid range. I call it mid range, but there are definitely elements of control. Here, let me explain my card choices.
Maindeck
Birds of Paradise
It ramps, it color fixes, it blocks, and it can even carry a sword to hit my opponent with its flying.
Spellskite
It absorbs removal targeted at things I care about, it blocks, and it carries swords.
Viridian Emissary
It blocks, I ramp. I attack every turn, they block, I ramp. They don't block, they take 2 damage every turn. Also holds swords.
Skinshifter
A versatile creature. Attacks for 4 in the early game, can become evasive with a sword or when they have blockers. Also can become a substantial blocker, but I rarely use it for this purpose.
Solemn Simulacrum
The ultimate card advtange creature, ramps and color fixes, then replaces itself when it dies.
Sun Titan
A large vigilant attacker/blocker, recurs Birds of Paradise, Spellskite, Viridian Emissary, Skinshifter, Oblivion Ring, Swords, and lands. Admittedly less useful since the loss of Squadron Hawk, Tectonic Edge, and Stirring Wildwood. I may reconsider his inclusion.
Wurmcoil Engine
Game ending attacker that widens the gap against aggro and RDW. Very tough to remove.
Elesh Norn, Grand Cenobite
Absolutely devastating when she hits the table. Even if she immediately gets removed she's killed all of their small creatures. If she stays around the game ends very quickly.
Beast Within
All purpose removal. Late game I can blow up one of my lands to gain an extra attacker.
Dismember
The best removal spell currently in standard.
Day of Judgment
Even though my deck is in many ways an aggro deck, Day of Judgment still has a place. Sometimes I need to kill everything if a more aggro player gets out of hand. My planeswalkers remain and can continue the battle after all creatures are destroyed. Admittedly, the loss of my manland, Stirring Wildwood makes Day much worse in my deck, but I'm going to continue testing with 2 maindeck.
Oblivion Ring
The second best removal spell in standard. Also hits Mirran Crusader which is something our other targeted removal can't do.
Gideon Jura
Might be the best Planeswalkers in standard now. Completely controls combat, giving you an opening to attack and protecting from damage. Targeted removal on creatures that tapped or attacked last turn. A big 6/6 body for 5 mana that can end the game.
Garruk, Primal Hunter
Creates a 3/3 attacker/blocker every turn while building loyalty. His second ability refills your hand late game. His final ability, which I admittedly rarely play nonetheless ends the game against many decks.
Sideboard
Grand Abolisher
Ruins control if they can't remove it right away and is an efficient early game attacker.
Revoke Existence
I play in an artifact heavy meta. Kills Wurmcoil Engine dead.
Thrun, the Last Troll
I don't maindeck him because he's a bland 4/4 regenerator against many decks and there are better things to play. However, many control decks have a very hard time dealing with him, which is why he has a slot here.
I'm not sure if you'd call my blend control or mid range. I call it mid range, but there are definitely elements of control. Here, let me explain my card choices.
Maindeck
Birds of Paradise
It ramps, it color fixes, it blocks, and it can even carry a sword to hit my opponent with its flying.
Spellskite
It absorbs removal targeted at things I care about, it blocks, and it carries swords.
Viridian Emissary
It blocks, I ramp. I attack every turn, they block, I ramp. They don't block, they take 2 damage every turn. Also holds swords.
Skinshifter
A versatile creature. Attacks for 4 in the early game, can become evasive with a sword or when they have blockers. Also can become a substantial blocker, but I rarely use it for this purpose.
Solemn Simulacrum
The ultimate card advtange creature, ramps and color fixes, then replaces itself when it dies.
Sun Titan
A large vigilant attacker/blocker, recurs Birds of Paradise, Spellskite, Viridian Emissary, Skinshifter, Oblivion Ring, Swords, and lands. Admittedly less useful since the loss of Squadron Hawk, Tectonic Edge, and Stirring Wildwood. I may reconsider his inclusion.
Wurmcoil Engine
Game ending attacker that widens the gap against aggro and RDW. Very tough to remove.
Elesh Norn, Grand Cenobite
Absolutely devastating when she hits the table. Even if she immediately gets removed she's killed all of their small creatures. If she stays around the game ends very quickly.
Beast Within
All purpose removal. Late game I can blow up one of my lands to gain an extra attacker.
Dismember
The best removal spell currently in standard.
Day of Judgment
Even though my deck is in many ways an aggro deck, Day of Judgment still has a place. Sometimes I need to kill everything if a more aggro player gets out of hand. My planeswalkers remain and can continue the battle after all creatures are destroyed. Admittedly, the loss of my manland, Stirring Wildwood makes Day much worse in my deck, but I'm going to continue testing with 2 maindeck.
Oblivion Ring
The second best removal spell in standard. Also hits Mirran Crusader which is something our other targeted removal can't do.
Gideon Jura
Might be the best Planeswalkers in standard now. Completely controls combat, giving you an opening to attack and protecting from damage. Targeted removal on creatures that tapped or attacked last turn. A big 6/6 body for 5 mana that can end the game.
Garruk, Primal Hunter
Creates a 3/3 attacker/blocker every turn while building loyalty. His second ability refills your hand late game. His final ability, which I admittedly rarely play nonetheless ends the game against many decks.
Sideboard
Grand Abolisher
Ruins control if they can't remove it right away and is an efficient early game attacker.
Revoke Existence
I play in an artifact heavy meta. Kills Wurmcoil Engine dead.
Thrun, the Last Troll
I don't maindeck him because he's a bland 4/4 regenerator against many decks and there are better things to play. However, many control decks have a very hard time dealing with him, which is why he has a slot here.
I really like elspeth in my deck. If you haven't tried her maybe think about her.
I really like elspeth in my deck. If you haven't tried her maybe think about her.
I've thought about Elspeth, but when I've played her before she seemed to either give me three tokens then die or gain me 0-3 life, then die. Admittedly, it has been awhile since I gave her a shot, and without the looming spectre of evasive Squadron Hawks pecking her to death, she might stick around more. There might be some synergy here with Garruk's, Wurmcoil Engine's, and Timely Reinforcements's tokens too. Perhaps worth some testing.
I really don't think the township belongs. It's too slow and clunky, not providing enough benefit for the upset in the mana base it causes.
I think it is worth testing... I am finding that I am sitting on mana after turn five with not a whole lot to do with it... looking for a mana sink... I don't think as a four of or even it being necessary but I believe that it is worth testing... sitting here waiting for this meta to shift is killing me lol...
Also what are your thoughts about the following cards...
Ambush Viper
Creature - Snake Common
Flash
Deathtouch
2/1
Witchbane Orb
Artifact
When Witchbane Orb enters the battlefield, destroy all Curses attached to you.
You have hexproof.
I think it is worth testing... I am finding that I am sitting on mana after turn five with not a whole lot to do with it... looking for a mana sink... I don't think as a four of or even it being necessary but I believe that it is worth testing... sitting here waiting for this meta to shift is killing me lol...
Also what are your thoughts about the following cards...
Ambush Viper
Creature - Snake Common
Flash
Deathtouch
2/1
Witchbane Orb
Artifact
When Witchbane Orb enters the battlefield, destroy all Curses attached to you.
You have hexproof.
I think the viper is more of a limited card. Its a cute trick but if a titan or wurmcoil is attacking blocking and killing it doesn't really solve your problem like a removal spell does.
The orb is like a colorless, more easily removed Leyline of Sanctity. What was so good about the leyline was that as an enchantment it was hard for the color it most hosed and it could come into play before the first turn for free. So it could have a sideboard slot but I'm still not sure about it.
That deck right now is pretty rough since a bunch of stuff left........
Here are the cards that I really like(ISD):
Elder of Laurels
Boneyard Wurm
Ambush Viper
Doomed Traveler
Elite Inquistor
Paraselene
Spectral Rider
Gavony Township
Mikaeus, the Lunarch
Fiend Hunter
Spider Spawning
Chapel Geist
Midnight Haunting*****THINKING ABOUT THIS instead of Rampant Growth????
EDIT-----------------------
Ambush Viper since it can take out unsuspecting wurmcoils and other things that are a pain in the _ _ _
I like Gavony Twonship so much that i would be willing to add two in the deck but it might hurt the mana base and with 22 lands i think im cutting it close will have to see though might increase land to 23/24
Also(Gavony Township) I have times where i don't have many creatures so I would love to add counters to them and Mikeaus, the Lunarch provides a good opportunity to do that
Here is what I want to turn the deck into:
Token Creating Machine/Little Creatures that Uses Garruk's Ultimate for the final kill.....I like this theory very much Using Body and Mind for 2/2 tokens as well as garruk's token generator + little creatures
Is there a card in Standard(after two weeks) that makes a bunch of tokens(not Timely Rienforcements)
Is there a 1/1 Flyer for One Mana cost(in Standard) i always wanted one or a 2 mana cost 2/2 flyer(trying to get rid of skinshifter) Doomed traveler looks like a good card that is a two for one and i would be willing to replace skinshifter with him
Anybody consider Essence of the Wild? If you want to make tokens, why not make them all 6/6? Could potentially be a killer 6 drop after Garruk hits the field, either Garruk works well here.
This also may give Jade Mage a spot in the deck. 3 mana for a 6/6 just because I've got nothing better to do...
On the one hand, I don't like the idea of it turning all my utility creatures into vanilla 6/6's.
On the other hand, it becomes insane with cards like Timely Reinforcements, Elspeth, both Garruks, etc.
However, if you base your deck on making tokens and hoping to get out the Essence, if it gets countered or removed all you have are a bunch of mediocre creatures that are insta-gibbed by Ratchet Bomb. Really Ratchet Bomb is a problem for this strategy even if you keep the Essence alive.
As for the earlier discussion, test out the Township and report back how it does. You'll have to tell me what you think of it after testing with it, but it just seems like win-more to me. It takes 4 mana and the tap of a land just to buff all your creatures slightly. I was willing to include a colorless mana producers with Tectonic Edge because of how great it was against nearly every deck in Standard, but I don't think I'm similarly willing with the Township. Time will tell.
I think you could definitely take this deck in a much more controlling direction, and then rely on the synergy of Primeval Titan + Garruk and/or Dungrove Elder to seal the game. Something like this, maybe - this is a shell I was working on shortly after M12 came out:
I have heard vague rumors of a moustache-dispensing vending machine in a distant laundromat, across the street from a tattoo parlor. However, this information is shaky, and time is of the essence.
Yeah I agree im gonna go one of in my deck(Township) since i think it might mess with the mana I feel like Essence of the Wild needs to be the center of a deck so i don't think it really fits here but u could O-Ring/Beast Within Ratchet Bomb so i don't think its gonna be that big of a problem I might make a deck with Essence if i get a playset
Yeah I agree im gonna go one of in my deck(Township) since i think it might mess with the mana I feel like Essence of the Wild needs to be the center of a deck so i don't think it really fits here but u could O-Ring/Beast Within Ratchet Bomb so i don't think its gonna be that big of a problem I might make a deck with Essence if i get a playset
Well you could also use...
Stony Silence 1w
Enchantment
Activated abilities of artifacts can't be activated.
Also what about Caravan Vigil instead of Rampant Growth???
What do you guys think about the new version of this deck that i came up with i want to rely on more flying creatres since well i was lose to flying creatures at my local shop where everybody plays blue lol and flyer just kill me so Chapel Geist/Birds/Doomed Traveler should take care of those and i don't know if i will be using Dismember MD anymore so i threw it in the sideboard
I think you could definitely take this deck in a much more controlling direction, and then rely on the synergy of Primeval Titan + Garruk and/or Dungrove Elder to seal the game. Something like this, maybe - this is a shell I was working on shortly after M12 came out:
Looks promising... you mind creating a deck and maybe explain some of the card choices for me so I can work on the control archetype? I don't really play it and not sure what should be what... honestly I am not even a control player lol...
Looks promising... you mind creating a deck and maybe explain some of the card choices for me so I can work on the control archetype? I don't really play it and not sure what should be what... honestly I am not even a control player lol...
I don't if this is what you would call a control type but i think this might be a base:
4x Obilivion Ring
4x Beast Within
4x Dismember
Maybe 4x Grand Abolisher
-----Other Enchantments/Sorceries/Instants +Big Creatures
3x Gideon Jura
2x Garruk, Primal Hunter
Creatures - 20
4x Birds of Paradise
4x Avacyn's Pilgrim
4x Mirran Crusader
2x Thrun, the Last Troll
4x Hero of Bladehold
2x Wurmcoil Engine
2x Sword of War and Peace
1x Sword of Feast and Famine
Enchantments - 7
4x Oblivion Ring
3x Angelic Destiny
Lands - 25
7x Forest
7x Plains
3x Gavony Township
4x Sunpetal Grove
4x Razorverge Thicket
1x Wurmcoil Engine
1x Elesh Norn, Grand Cenobite
3x Naturalize
4x Celetrial Purge
3x Ratchet Bomb
3x Timely Reinforcements
Strategy:
The way to play this deck is too out tempo your opponent and play highly resilient creatures that apply pressure as fast as you can and proceed to beat face. By turn three or four you are swinging big with a Sword equipped creature with Planswalkers and Titans backing you up if the aggressive plan doesn't work first.
One major point to this deck is you do not want to play any spells or creatures with a mana cost of two. The power that starts off with this deck is it's 3cmc cards that you play on turn two. Crusader or Sword take your pick. Also in the current meta don't always expect your mana dorks to stay alive... This deck does not live or die by them. Sure you won't be able to play a turn two Crusader or Sword but a turn three isn't so bad... Where still talking about a Sword or Crusader here. Follow it up with a Hero and you are good to go. If the game takes longer that is where the Planeswalkers help you grind out a win. The point I am tying to make is I have tried most decent 2cmc cards and they really throw the tempo off and set you back.
Card Choices:
Planeswalkers
Gideon Jura - Might be the best Planeswalkers in standard now. Completely controls combat, giving you an opening for a alpha strike and can also protect you from direct damage. Targeted removal on creatures that are tapped.. A big 6/6 body for 5 mana that can end the game.
Garruk, Primal Hunter - He provides what alot of green decks need. Card draw! Excellent synergy with Gideon to draw six.
Creatures
1cmc
Birds of Paradise - This card helps accelerate the deck and quick. Double white is hard but what this little birdy does is allows you a turn two Mirran Crusader or a turn two Sword. Another added bonus is if you can attach a Sword to this guy he become very formidable.
Avacyn's Pilgrim - This guy smooths out the mana of the deck and allows some very explosive turn two plays. Double white can be difficult but this guy helps you achieve this too. He does not have the added bonus of flying or creating any color mana you would like but he does trade as a chump blocker.
2cmc
Just skip... The power to this deck is to out tempo your opponent. With all the mana dorks where running you need to jump straight to either a 3cmc creature or a Sword. This forces your opponent to deal with each threat you play NOW!
3cmc
Mirran Crusader - Double strike... pro black and green... what is not to like about this guy. He is a finisher especially equipped with a Sword. Doom Blade, Go for the Throat, and Dismember... use those cards on the other guys lol...
4cmc
Thrun, the Last Troll - Control annoying you? Well annoy them back with Thrun lol. Mana Leak... have no fear... play this guy. RDW burning all your creatures? Try again... Doom Blade saying hello... Well hello to my little Troll. And regen... now here is a solid blocker.
Hero of Bladehold - She is one card your opponent must answer now because next turn she is swinging for at least 7 depending how many creatures you have on the field. If you run this card it needs to be a four of because she is going to attrack alot hate.
6cmc
Wurmcoil Engine - Chances are by the time this guy hits the field your opponent has run out of answers because of your other creatures. Very difficult to get rid of because if you destroy him you now have two tokens with deathtouch and lifelink. This card alone can stabilize the board.
Artifacts
Sword of War and Peace - Swing and connect... you gain life and force more damage to your opponent depending on there hand size. Can finish a game quick!
Sword of Feast and Famine - Untap your lands and your opponent discards. Alot of synergy with Gavorny Township. Not as important in the current meta. I would only run maybe one copy unless you have a meta with alot of zombies then up the count on this sword.
Enchantments
Oblivion Ring - The second best removal spell in standard. Also hits Mirran Crusader which is something our other targeted removal can't do. This is the only removal I use in this deck.
Angelic Destiny - At times I actually find this enchantment better then a Sword. Turn two Crusader into a turn three enchantment means you are swinging for 12 damage on turn three and flying too. If that doesn't create pressure for your opponent I don't know what will.
Lands
Gavony Township - Can help pump your creatures. Run no more then three copies.
YouTube Vids:
03/22/12 vs R/B/G Wolf Run Jund: Click Here
03/22/12 vs U/B Heartless Summoning: Click Here
03/22/12 vs U/G Something: Click Here
03/01/12 vs U/W Humans: Click Here
02/24/12 vs U/R Delver Tempo: Click Here
02/24/12 vs Mono Green: Click Here
10/15/11 vs G/W/R Natural Justice: Click Here
10/15/11 vs U/B Heartless Summoning: Click Here
10/13/11 vs R/G Wolf Run: Click Here
09/17/11 vs U/B Control: Click Here
09/09/11 vs Valakut: Click Here
09/05/11 vs U/B Control: Click Here
09/04/11 vs RUG Pod: Click Here
09/02/11 vs Mono Green Control: Click Here
08/21/11 vs U/B Control: Click Here
FNM Reports:
I rarely play at my LGS because my LGS is a good hour drive from me.
3x Gideon Jura
3x Garruk, Primal Hunter
Creatures - 20
4x Birds of Paradise
4x Avacyn's Pilgrim
4x Mirran Crusader
2x Thrun, the Last Troll
4x Hero of Bladehold
2x Wurmcoil Engine
Artifacts - 4
2x Sword of War and Peace
1x Sword of Body and Mind
1x Sword of Feast and Famine
4x Oblivion Ring
2x Angelic Destiny
Lands - 24
9x Forest
4x Plains
3x Gavony Township
4x Sunpetal Grove
4x Razorverge Thicket
1x Thrun, the Last Troll
2x Witchbane Orb
3x Grafdigger's Cage
3x Timely Reinforcements
3x Naturalize
3x Surgical Extraction
Round One: 0-0
Game 1
Was up against Wolf Run Green. Turn two Dungrove Elder... my turn two Mirrian Crusader in a turn three Angelic Destiny. It was over pretty quick.
Game 2
I don't sideboard. He draws more red and is able to deal with my mana dorks quicker. Of course mulling down to four didn't help me at all and he ramps perfectly. I'm stuck with nothing to play due to me needing one more white source which I never draw. I O-ring a Wurmcoil and next turn he drops down a Titan. It was over for me pretty quickly after that.
Game 3
I don't sideboard. I slow play my dorks and drop down a Hero on turn three. He is pulling nothing but ramp. About three rampant growths and a couple of Sad bots. It was over in about two more turns.
Round 2: 1-0
Game 1
I am up against a U/B control. I mull down too five due to either no lands or all plains. Kept one forest and one plain with one dork. Wouldn't you know it... No more lands for me and drawing into all my mana cost cards of four or more. It's over quickly when Grave Titan hits the field.
Game 2
Side in one Thrun for one Hero. Again I end up mulling down to four. Getting mana screwed. One forest and two dorks. I play two pilgrams and I have three forest on the field. Black Sun's Zenith tells me you can't have anymore white sources. I end up drawing into Gideon and Garruk with only three forests on the field. Grave Titan says hello...
Round 3: 1-1
Bye
Round 4: 2-1
Game 1
I am up against mono black infect. Mirran Crusader into SoWap with Gideon showing up to back me up. Gideon controls the field so no more infect on me...
Game 2
I can't find my notes so I am not sure what I sided... pretty sure I didn't. Phyrexian Crusader into SoFaF puts me into a pretty bad spot. Where trading with Crusaders. Top deck into a O-Ring and I exile SoFaF. Geth Verdict my Crusader and he plays Plaque Stinger. I play Thrun and he swings with his Crusader. I play Gideon and have control of the board again. He swings into Gideon and I play Angelic Destiny onto my Thrun. Swing for 8. Swings into Gideon again and I swing with Thrun. He concedes and shows me his hand. Nothing but targeted removal...
Ended the night with a 3-1
Match Ups:
Wolf Run
I am pretty much main boarded to hate on them as is. Jund and Mono Green I don't seem to have a problem against. Naya and alot of Red is what can cause you alot of problems. If I see a bunch of Inferno Titans or Slagstorm I will do the following.
Out
-1x Garruk Primal Hunter
-2x Oblivion Ring
In
+1x Wurmcoil Engine
+2x Celetrial Purge
With WRG and Jund it is basically a race to see who can deliver the most damage fastest but against Naya and WRR you have to land threats but do not over extend. Day of Judgment and a well placed Slagstorm can be backbreaking. Play the Crusaders no more then two on the field and only one for Hero. Save the o-rings for Primeval Titan and Wurmcoil and the Purges for Inferno Titan.
U/B Control
This is a difficult match up but then again I just don't like control period so it might all be in my head lol... The way to win this match up IMO is just throw as many cards as you can on the field and hope they don't have enough counters, Black Sun's Zenith, Tragic Slip, and Curse of Death's Hold. Of course also playing it smart to not over extend into a BSZ. Here is what I do post board...
Out
-2x Sword of War and Peace
-1x Sword of Feast and Famine
-1x Angelic Destiny
-1x Oblivion Ring
In
+1x Wurmcoil Engine
+3x Celestial Purge
+1x Elesh Norn, Grand Cenobite
The swords IMO won't help you in this match up because there are just too many answers to it like Negate. When you play creatures you only have to worry about the usual Dissipate and Mana Leak. Same goes for the Destiny but with it being a cheaper mana cost and bigger effect like evasion and the +4. Put it on a Crusader you are swinging for 12. On a Wurmcoil you are swinging for 10 and gaining 10. On a Hero you are swinging for 7 and still producing more tokens. With all three creatures you only have to worry about there Consecrated Sphinx and killing that guy is a plus because no more card draw for them. So the Destiny's are worth it over the Swords.
You need more creature threats and that is where Elesh and Wurmcoil come in. You can either trade with there Wurmcoil or Batterskull and Elesh will help you ignore affects like Curse of Death's Hold. If your control opponent wants to wipe the board with a BSX there going to have to tap at least 9. She will also help you keep Grave Titan in check by not allowing his zombies.
RDW
Probably one of my easiest match ups especially game 2 and 3.
Out
-4x Mirrian Crusader
-1x Sword of Feast and Famine
-2x Garruk Primal Hunter
-2x Gideon Jura
In
+1x Naturalize
+3x Timely Renforcments
+1x Wurmcoil Engine
+4x Celestrial Purge
Just throw your dorks out there to be killed... They will waste there time by tapping there mana to kill them. Time is all you need because the longer the game goes the better position you will be. Crusader will not help you here because they will be siding in more burn for him. What you are looking for is an equipped Hero or Wurmcoil.
Try to save your removal for there Chandra's Phoenix and Stormblood Berserker.
Zombies
This is a difficult match up. I'm still doing alot of testing vs this deck so this match up plan will change.
vs U/B Zombies
Out
-1x Garruk Primal Hunter
-2x Sword of War and Peace
-1x Gideon Jura
-1x Angelic Destiny
-2x Thrun, the last Troll
-1x Oblivion Ring
In
+4x Celetrial Purge
+1x Wurmcoil Engine
+1x Elesh Norn, Grand Cenobite
+2x Naturalize
Thrun isn't going to help you in this match up at all... As many clone affects and sacrifice you are better off removing this guy for one Elesh and hope they have used all there clones earlier and Wurmcoil is probably the only creature they do not like to see. Be prepared to see your Crusader cloned and see Sword of War and Peace. Get rid of there Motarpod when you see it because they pull alot of wins out of no where with this card. O-Rings and Purges try to save this for Phyrexian Obliterator and Geralf's Messenger.
vs R/B Zombies
Out
-4x Mirrian Crusader
-1x Garruk Primal Hunter
-1x Angelic Destiny
-1x Oblivion Ring
-1x Sword of War and Peace
In
+3x Timely Reinforcments
+1x Wurmcoil Engine
+4x Celestrial Purge
Out of the two zombie decks the R/B is the most difficult for me to deal with. The combination of burn and sac effects keeps it difficult for me to keep creatures on the field to block or attack. IMO this is probably the superior zombie deck. Like any burn deck the longer the game goes the better position you will be.
G/R Aggro
This is a 50/50 match but more so in our favor. Reason being is we go big alot faster then they do.
Out
-1x Sword of War and Peace
-1x Gideon Jura
-1x Angelic Destiny
In
+2 Celetrial Purge
+1 Wurmcoil Engine
Basically Purge is for there Hellrider or Huntmaster of the Fells. Wurmcoil is just the better body here for life gain and blocker.
U/W Delver
Depending on the build there really is not a whole lot your side board has to offer you vs this deck. If you see alot of Swords or Pikes then side in Naturalize vs O-Ring but really against this deck it is the guy who can get a sword first normally wins. Lucky enough we do it quicker thanks to our dorks but are susceptible to being bounced... Thankfully our decks can produce a number of threats that keep getting pumped to overwhelm Delver decks in the long run. Keep bouncing I'll keep playing them...
U/W Humans
This is another deck that my sideboard really doesn't have a whole lot of answers for but truth be told I find I don't really need to side anything against them. I have a pretty favorable match up being as how I am normally a turn earlier with Crusader or Hero. Land a Sword of War and Peace and you are normally golden. This match up is normally who has the most explosive hand...
B/W Tokens
I might as well just auto concede game one to this deck lol... Still trying to solve the match up here. If I don't open with an explosive hand game 1 and it drags out. I am normally run over by flying 3/3 tokens.
Out
-1x Sword of Feast and Famine
-1x Gideon Jura
-4x Oblivion Ring
-2x Garruk Primal Hunter
In
+3x Naturalize
+1x Wurmcoil Engine
+1x Elesh Norn, Grand Cenobite
+3x Ratchet Bomb
In this match up you want to hold on to your Ratchet Bombs until you want to cast and destroy on the same turn. A smart token player will keep there Lingering Soul in the graveyard if they see a ratchet bomb on the field. You want to destroy Intangible Virtue and Honor of the Pure as soon as you can. Those are the cards that really make this deck powerful. Especially Virture.
Cards that didn't make the 60:
Beast Within - The power behind this deck is being able to go big on turn two and start swinging. Forcing your opponent to deal with threat after threat. Beast Within is a great card but it draw back on leaving your opponent a token really throws off your tempo. You reall don't want to give your opponent a creature. Oblivion Ring is a much better removal card.
Elesh Norn, Grand Cenobite - If this card was only cheaper to cast right lol. She is great in pumping up your creatures and wiping the field of all the little guys but the draw back here is she is just too expensive to cast. She became more of a win more in this deck.
Elspeth Tirel - When this deck started out it is more of a mid range style. Eventually it became more and more aggressive. Elspeth while good in helping throw out chump blockers, gaining life, and stalling out the game she just didn't fit the aggro strategy.
Garruk Relentless - I reserve anything after 4cmc to help me win a game. This card makes my 4cmc makes that spot a bit crowed because I would rather play a Destiny or Hero. Garruk Primal hunter helps me either draw cards to helpe win the game or throw out blockers until I can get that last bit of damage in.
Strangleroot Geist - This card really doesn't fit the way I like to play the deck. Around turn two I was in a position to either play a Crusader, Sword, of Geist. I would rather play the Crusader. The only time this creature became relevant was if my mana dork was killed on turn 1. Yeah when that happened I wasn't able to play a 3cmc card on turn two but I can still play it on turn three. I have gone back and forth but as long as I have been playing this deck he just kept throwing off my tempo.
Sun Titan - By the time you are able to play a 6cmc creature you should be in a position to win the game. By the time this guy came out he did very little or didn't do enough to stabilize a bad board position.
Primevil Titan - Pretty much the same concerns as Sun Titan but even worst. Grabbing lands was not doing enough to win you the game.
Original Threads:
Click Here
Click Here
Commander
G Ezuri, Renegade Leader G
GW Sigarda, Host of Herons WG
Legacy
GU 12 Post UG
Trade Thread: Click Here
Image Disclaimer: Please review User Notes before clicking infraction.
i like it but would side the nexus probably
Currently Playing
UTron
Tahngarth, Talruum Hero
TRADE ME!!!
3 Avacyn's Pilgrim
4 Birds of Paradise
3 Mayor of Avabruck
3 Mirran Crusader
3 Blade Splicer
2 Sun Titan
1 Elesh Norn, Grand Cenobite
2 Beast Within
Sorceries
2 Day of Judgment
Enchantments
2 Oblivion Ring
Artifacts
1 Sword of Feast and Famine
1 Sword of War and Peace
Planeswalkers
2 Garruk Relentless
2 Gideon Jura
2 Elspeth Tirel
2 Garruk, Primal Hunter
1 Karn Liberated
2 Gavony Township
2 Razorverge Thicket
4 Sunpetal Grove
7 Plains
9 Forest
3 Grand Abolisher
3 Timely Reinforcements
3 Spellskite
1 Day of Judgment
3 Dismember
WUR Geist Midrange WUR
Commander
W Nahiri's Celestial Foundry W
WB Orzhov Inquisition (Cleric Tribal) WB
WUBRG Progenitus's Prismatic Domain WUBRG
WURG Kynaios and Tiro of Meletis Love You WURG
WUG Rafiq of the Many Auracrafting WUG
WRG Hazezon Tamar Overrun WRG
G Seton's Druid Ramp G
Commander
G Ezuri, Renegade Leader G
GW Sigarda, Host of Herons WG
Legacy
GU 12 Post UG
Trade Thread: Click Here
Image Disclaimer: Please review User Notes before clicking infraction.
Angelic Overseer 3WW
Creature - Angel
Mythic Rare
Flying
As long as you control a Human, Angelic Overseer has hexproof and is indestructible.
Good finisher in Human heavy decks.
Fiend Hunter 1WW
Creature - Human Cleric
Uncommon
When Fiend Hunter enters the battlefield, you may exile another target creature.
When Fiend Hunter leaves the battlefield, return the exiled card to the battlefield under its owner's control.
I have a feeling this card is going to be very important. Whether or not it has a slot in this deck remains to be seen.
Mikaeus, the Lunarch xW
Legendary Creature - Human Cleric
Mythic Rare
Mikaeus, the Lunarch enters the battlefield with X +1/+1 counters on it.
{T}: Put a +1/+1 counter on Mikaeus.
{T}, Remove a +1/+1 counter from Mikaeus: Put a +1/+1 counter on each other creature you control.
I'm unsure about him. He boosts all your early game creatures, making them much more dangerous. But he's a little slow.
Nevermore 1WW
Enchantment
Rare
As Nevermore enters the battlefield, name a nonland card.
The named card can't be cast.
Every deck that runs white will run this card.
Spectral Rider WW
Creature - Spirit Knight Uncommon
Intimidate
Early game unblockable creature against non-white, non-artifact creature decks.
Stony Silence 1W
Enchantment
Rare
Activated abilities of artifacts can't be activated.
Shuts down equipment and other artifact based strategies. Sideboard possibly.
Bramblecrush2GG
Sorcery
Uncommon
Destroy target noncreature permanent.
Destroys troublesome enchantments, planeswalkers, artifacts, and lands. Might be too expensive though, perhaps a sideboard card.
Garruk Relentless // Garruk, the Veil-Cursed 3G
Planeswalker - Garruk
Mythic Rare
When Garruk Relentless has two or fewer loyalty counters on him, transform him.
0: Garruk Relentless deals 3 damage to target creature. That creature deals damage equal to its power to him
0: Put a 2/2 green Wolf creature token onto the battlefield.
//
{BG}
+1 : Put a 1/1 black Wolf creature token with deathtouch onto the battlefield.
-1 : Sacrifice a creature. If you do, search your library for a creature card, reveal it, put it into your hand, then shuffle your library.
-3 : Creatures you control gain trample and get +X/+X until end of turn, where X is the number of creature cards in your graveyard.
New Garruk is very powerful. It removes one of their small creatures and transforms or spits out 2/2 wolves for free every turn. When he is transformed he becomes a nightmare for your opponent, creating wolves that can carry swords that your opponent will have to make tough decisions on whether to block or not. He tutors for whatever creature you need, and his final ability ends the game.
Prey Upon G
Sorcery
Common
Target creature you control fights target creature you don't control.
Cheap green creature removal.
Tree of Redemption 3G
Creature - Plant
Mythic Rare
Defender
{T}: Exchange your life total with Tree of Redemption's toughness.
Just revealed in the visual spoiler, could be powerful, not sure what to make of it yet. Thoughts?
WUR Geist Midrange WUR
Commander
W Nahiri's Celestial Foundry W
WB Orzhov Inquisition (Cleric Tribal) WB
WUBRG Progenitus's Prismatic Domain WUBRG
WURG Kynaios and Tiro of Meletis Love You WURG
WUG Rafiq of the Many Auracrafting WUG
WRG Hazezon Tamar Overrun WRG
G Seton's Druid Ramp G
Mid Range deck players... If you can please post your deck list post rotation and if you can explain some of your card choices. I would to narrow down the card pool so I can get a better feel for a sample deck list. Plus there is no sense anymore to suggest cards used in the Zendikar block.
Control deck players... I don't play this version and could really use your help with card choices and why too please!
Also anyone that would to see there list in the Sample deck list please just let me know... I'll add it as soon as I can!
Edit:
Just noticed the same thing... I have updated my deck list in the sample decks to reflect it and would you like me to add your deck list?
Commander
G Ezuri, Renegade Leader G
GW Sigarda, Host of Herons WG
Legacy
GU 12 Post UG
Trade Thread: Click Here
Image Disclaimer: Please review User Notes before clicking infraction.
From this list.. The only cards I really think that might actually fit into this deck is new garruk, bramblecrush, fiend hunter and for sideboard nevermore and stony silence. I don't really think mikaeus fits. Maybe angelic overseer for the non control. This is just imo but mikaeus isn't as good as he looks. You could play him like turn 3. Turn 4 make your guys bigger then wait until turn 6 until another time to pump your guys up. by turn 6 or something you could have better better things. That could fit the slot that mikaeus might get. Oh well... I'm probably wrong. It might fit in aggro...
Decks I'm Playing:
Modern:
W Soulsisters
Legacy :
BUG BUG 'creature less' Control
I'm not sure if you'd call my blend control or mid range. I call it mid range, but there are definitely elements of control. Here, let me explain my card choices.
Maindeck
Birds of Paradise
It ramps, it color fixes, it blocks, and it can even carry a sword to hit my opponent with its flying.
Spellskite
It absorbs removal targeted at things I care about, it blocks, and it carries swords.
Viridian Emissary
It blocks, I ramp. I attack every turn, they block, I ramp. They don't block, they take 2 damage every turn. Also holds swords.
Skinshifter
A versatile creature. Attacks for 4 in the early game, can become evasive with a sword or when they have blockers. Also can become a substantial blocker, but I rarely use it for this purpose.
Solemn Simulacrum
The ultimate card advtange creature, ramps and color fixes, then replaces itself when it dies.
Sun Titan
A large vigilant attacker/blocker, recurs Birds of Paradise, Spellskite, Viridian Emissary, Skinshifter, Oblivion Ring, Swords, and lands. Admittedly less useful since the loss of Squadron Hawk, Tectonic Edge, and Stirring Wildwood. I may reconsider his inclusion.
Wurmcoil Engine
Game ending attacker that widens the gap against aggro and RDW. Very tough to remove.
Elesh Norn, Grand Cenobite
Absolutely devastating when she hits the table. Even if she immediately gets removed she's killed all of their small creatures. If she stays around the game ends very quickly.
Beast Within
All purpose removal. Late game I can blow up one of my lands to gain an extra attacker.
Dismember
The best removal spell currently in standard.
Day of Judgment
Even though my deck is in many ways an aggro deck, Day of Judgment still has a place. Sometimes I need to kill everything if a more aggro player gets out of hand. My planeswalkers remain and can continue the battle after all creatures are destroyed. Admittedly, the loss of my manland, Stirring Wildwood makes Day much worse in my deck, but I'm going to continue testing with 2 maindeck.
Oblivion Ring
The second best removal spell in standard. Also hits Mirran Crusader which is something our other targeted removal can't do.
Sword of Feast and Famine
Sword of War and Peace
Swords aren't as good without Squadron Hawk, but even equipped to Birds of Paradise they can be game ending.
Gideon Jura
Might be the best Planeswalkers in standard now. Completely controls combat, giving you an opening to attack and protecting from damage. Targeted removal on creatures that tapped or attacked last turn. A big 6/6 body for 5 mana that can end the game.
Garruk, Primal Hunter
Creates a 3/3 attacker/blocker every turn while building loyalty. His second ability refills your hand late game. His final ability, which I admittedly rarely play nonetheless ends the game against many decks.
Sideboard
Grand Abolisher
Ruins control if they can't remove it right away and is an efficient early game attacker.
Timely Reinforcements
Extremely powerful against decks that are more aggro than me.
Revoke Existence
I play in an artifact heavy meta. Kills Wurmcoil Engine dead.
Thrun, the Last Troll
I don't maindeck him because he's a bland 4/4 regenerator against many decks and there are better things to play. However, many control decks have a very hard time dealing with him, which is why he has a slot here.
WUR Geist Midrange WUR
Commander
W Nahiri's Celestial Foundry W
WB Orzhov Inquisition (Cleric Tribal) WB
WUBRG Progenitus's Prismatic Domain WUBRG
WURG Kynaios and Tiro of Meletis Love You WURG
WUG Rafiq of the Many Auracrafting WUG
WRG Hazezon Tamar Overrun WRG
G Seton's Druid Ramp G
I really like elspeth in my deck. If you haven't tried her maybe think about her.
Decks I'm Playing:
Modern:
W Soulsisters
Legacy :
BUG BUG 'creature less' Control
I've thought about Elspeth, but when I've played her before she seemed to either give me three tokens then die or gain me 0-3 life, then die. Admittedly, it has been awhile since I gave her a shot, and without the looming spectre of evasive Squadron Hawks pecking her to death, she might stick around more. There might be some synergy here with Garruk's, Wurmcoil Engine's, and Timely Reinforcements's tokens too. Perhaps worth some testing.
WUR Geist Midrange WUR
Commander
W Nahiri's Celestial Foundry W
WB Orzhov Inquisition (Cleric Tribal) WB
WUBRG Progenitus's Prismatic Domain WUBRG
WURG Kynaios and Tiro of Meletis Love You WURG
WUG Rafiq of the Many Auracrafting WUG
WRG Hazezon Tamar Overrun WRG
G Seton's Druid Ramp G
So I think there is another card we might have overlooked... I think I am going to do a two two split between Inkmoth Nexus and Gavony Township.
Land Rare
{T}: Add 1 to your mana pool.
2{G}{W}, {T}: Put a +1/+1 counter on each creature you control.
Commander
G Ezuri, Renegade Leader G
GW Sigarda, Host of Herons WG
Legacy
GU 12 Post UG
Trade Thread: Click Here
Image Disclaimer: Please review User Notes before clicking infraction.
I really don't think the township belongs. It's too slow and clunky, not providing enough benefit for the upset in the mana base it causes.
WUR Geist Midrange WUR
Commander
W Nahiri's Celestial Foundry W
WB Orzhov Inquisition (Cleric Tribal) WB
WUBRG Progenitus's Prismatic Domain WUBRG
WURG Kynaios and Tiro of Meletis Love You WURG
WUG Rafiq of the Many Auracrafting WUG
WRG Hazezon Tamar Overrun WRG
G Seton's Druid Ramp G
I think it is worth testing... I am finding that I am sitting on mana after turn five with not a whole lot to do with it... looking for a mana sink... I don't think as a four of or even it being necessary but I believe that it is worth testing... sitting here waiting for this meta to shift is killing me lol...
Also what are your thoughts about the following cards...
Ambush Viper
Creature - Snake Common
Flash
Deathtouch
2/1
Witchbane Orb
Artifact
When Witchbane Orb enters the battlefield, destroy all Curses attached to you.
You have hexproof.
Commander
G Ezuri, Renegade Leader G
GW Sigarda, Host of Herons WG
Legacy
GU 12 Post UG
Trade Thread: Click Here
Image Disclaimer: Please review User Notes before clicking infraction.
I think the viper is more of a limited card. Its a cute trick but if a titan or wurmcoil is attacking blocking and killing it doesn't really solve your problem like a removal spell does.
The orb is like a colorless, more easily removed Leyline of Sanctity. What was so good about the leyline was that as an enchantment it was hard for the color it most hosed and it could come into play before the first turn for free. So it could have a sideboard slot but I'm still not sure about it.
WUR Geist Midrange WUR
Commander
W Nahiri's Celestial Foundry W
WB Orzhov Inquisition (Cleric Tribal) WB
WUBRG Progenitus's Prismatic Domain WUBRG
WURG Kynaios and Tiro of Meletis Love You WURG
WUG Rafiq of the Many Auracrafting WUG
WRG Hazezon Tamar Overrun WRG
G Seton's Druid Ramp G
Innistrad Cards: http://www.wizards.com/magic/tcg/article.aspx?x=mtg/tcg/innistrad/cig# (might post this in the primer)
2x Gideon Jura
3x Garruk Relentless
CREATURES (19)
4x Doomed Traveler
2x Mikaeus, the Lunarch
3x Primordial Hydra
4x Birds of Paradise
4x Chapel Geist
2x Sun Titan
NONCREATURES (13)
2x Sword of Feast and Famine
2x Sword of Body and Mind
4x Oblivion Ring
2x Beast Within
3x Rampant Growth
1x Gavony Township
7x Forest
7x Plains
4x Sunpetal Grove
4x Razorverge Thicket
4x Timely Reinforcements
3x Grand Abolisher
2x Day of Judgement
2x Dismember
4x Naturalize
That deck right now is pretty rough since a bunch of stuff left........
Here are the cards that I really like(ISD):
Elder of Laurels
Boneyard Wurm
Ambush Viper
Doomed Traveler
Elite Inquistor
Paraselene
Spectral Rider
Gavony Township
Mikaeus, the Lunarch
Fiend Hunter
Spider Spawning
Chapel Geist
Midnight Haunting*****THINKING ABOUT THIS instead of Rampant Growth????
EDIT-----------------------
Ambush Viper since it can take out unsuspecting wurmcoils and other things that are a pain in the _ _ _
I like Gavony Twonship so much that i would be willing to add two in the deck but it might hurt the mana base and with 22 lands i think im cutting it close will have to see though might increase land to 23/24
Also(Gavony Township) I have times where i don't have many creatures so I would love to add counters to them and Mikeaus, the Lunarch provides a good opportunity to do that
Here is what I want to turn the deck into:
Token Creating Machine/Little Creatures that Uses Garruk's Ultimate for the final kill.....I like this theory very much Using Body and Mind for 2/2 tokens as well as garruk's token generator + little creatures
Is there a card in Standard(after two weeks) that makes a bunch of tokens(not Timely Rienforcements)
Is there a 1/1 Flyer for One Mana cost(in Standard) i always wanted one or a 2 mana cost 2/2 flyer(trying to get rid of skinshifter) Doomed traveler looks like a good card that is a two for one and i would be willing to replace skinshifter with him
This also may give Jade Mage a spot in the deck. 3 mana for a 6/6 just because I've got nothing better to do...
On the one hand, I don't like the idea of it turning all my utility creatures into vanilla 6/6's.
On the other hand, it becomes insane with cards like Timely Reinforcements, Elspeth, both Garruks, etc.
However, if you base your deck on making tokens and hoping to get out the Essence, if it gets countered or removed all you have are a bunch of mediocre creatures that are insta-gibbed by Ratchet Bomb. Really Ratchet Bomb is a problem for this strategy even if you keep the Essence alive.
As for the earlier discussion, test out the Township and report back how it does. You'll have to tell me what you think of it after testing with it, but it just seems like win-more to me. It takes 4 mana and the tap of a land just to buff all your creatures slightly. I was willing to include a colorless mana producers with Tectonic Edge because of how great it was against nearly every deck in Standard, but I don't think I'm similarly willing with the Township. Time will tell.
WUR Geist Midrange WUR
Commander
W Nahiri's Celestial Foundry W
WB Orzhov Inquisition (Cleric Tribal) WB
WUBRG Progenitus's Prismatic Domain WUBRG
WURG Kynaios and Tiro of Meletis Love You WURG
WUG Rafiq of the Many Auracrafting WUG
WRG Hazezon Tamar Overrun WRG
G Seton's Druid Ramp G
4 Dungrove Elder
4 Primeval Titan
2 Sun Titan
2 Wurmcoil Engine
3 Gideon Jura
3 Garruk, Primal Hunter
4 Day of Judgment
4 Beast Within
3 Oblivion Ring
Well you could also use...
Stony Silence 1w
Enchantment
Activated abilities of artifacts can't be activated.
Would stop magnets and ratchet bombs...
Commander
G Ezuri, Renegade Leader G
GW Sigarda, Host of Herons WG
Legacy
GU 12 Post UG
Trade Thread: Click Here
Image Disclaimer: Please review User Notes before clicking infraction.
What do you guys think about the new version of this deck that i came up with i want to rely on more flying creatres since well i was lose to flying creatures at my local shop where everybody plays blue lol and flyer just kill me so Chapel Geist/Birds/Doomed Traveler should take care of those and i don't know if i will be using Dismember MD anymore so i threw it in the sideboard
Looks promising... you mind creating a deck and maybe explain some of the card choices for me so I can work on the control archetype? I don't really play it and not sure what should be what... honestly I am not even a control player lol...
Commander
G Ezuri, Renegade Leader G
GW Sigarda, Host of Herons WG
Legacy
GU 12 Post UG
Trade Thread: Click Here
Image Disclaimer: Please review User Notes before clicking infraction.
I don't if this is what you would call a control type but i think this might be a base:
4x Obilivion Ring
4x Beast Within
4x Dismember
Maybe 4x Grand Abolisher
-----Other Enchantments/Sorceries/Instants +Big Creatures
GW Midrange Tokens
4 Rampart Growth
1 Gideon Jura
1 Elspeth Tirel
4 Dismember
2 Timely Reinforcement
2 Day of Judgment
4 Oblivion Ring
4 Birds of Paradise
2 Hero of Bladehold
4 Blade Splicer
4 Mirran Crusader
2 Essence of the Wild
2 Mikaeus, the Lunarch
2 Slayer of the Wicked
2 Thrun, the Last Troll
1 Tree of Redemption
1 Gavony Township
4 Sunpetal Grove
7 Forest
7 Plains
4 Razorverge Thicket