- Beast Within: Instant-speed Vindicate, negligible drawback, reasonable price tag.
- Devil's Play: Moar Fireballz r always good, espcially with flashback.
- Fossil Find: Cheap recursion spell, not sure if the random clause is any good or not.
- Grizzly Fate: Makes a lot of tokens, flashback is pretty nice as well.
- Lava Flow: Reprint of Fissure, not sure if either one is needed.
- Ranger's Path: Slightly worse than Hunting Wilds. If I ever need another 4cc ramp spell...
- Stunted Growth: Not sure if this is a jerk thing to do or not. I imagine it's in the same category as Plow Under.
- Vicious Shadows: Because I don't yet have a deck with this card in it.
- All Suns' Dawn: Functional reprint of Restock in this list.
- Ant Queen: One of those cards I just never wanted to cast, unless I had nothing better to do.
- Bramblecrush: Sorcery speed makes this a lot slower. For one more mana, I get a Rootgrapple at instant-speed that might randomly cantrip with Reach of Branches.
- Frenzied Tilling: I have enough ramp already, and there are other removal spells that can also take out pesky lands.
- Gaea's Bounty: Doesn't put the lands into play.
- Harrow: Too risky, and at three mana, there are too many better options that don't have any risk at all.
- Incendiary Command: Not a great sweeper, not a great draw spell, the other two modes are almost always useless.
- Into the Maw of Hell: Not necessary after Fissure AND Lava Flow. The LD bonus doesn't mean anything for me.
- Into the North: Even if I had snow-lands, this wouldn't be any better than Rampant Growth.
- Molten Disaster: Damages players as well, which could be dangerous. Also, Blasphemous Act is a better sweeper.
- Mwonvuli Acid-Moss: Same as Frenzied Tilling.
- Plow Under: Nobody likes the guy who conspires this card.
- Reclaim: Functional reprint of Noxious Revival, and the Phyrexian mana could potentially matter somehow.
- Restock: As mentioned before, I hate cards that self-exile.
- Revive: The limitation was annoying at times.
- Soul's Majesty: Slow and easy to get blown out by removal, plus I don't have that many creatures.
- Sprout Swarm: Making a 1/1 creature is not worth tapping 2 lands and/or creatures.
- Sylvan Scrying: Doesn't put the land into play, and I don't have that many specialty lands.
- Vengeful Rebirth: See Restock, etc.
- Chaos Warp: Solid removal spell, but very expensive.
- Decimate: Sorcery-speed removal with a (relatively) huge price tag.
- Krosan Grip: Turns out it CAN be conspired, and it's obviously a very good removal spell.
- Mosswort Bridge: I run very few non-basics, and the Bridge costs more than all my other non-basics combined. That being said, I do have a random foil copy...
- Past in Flames: Flashback is a pretty powerful mechanic, and most of my spells would be better if they had flashback.
- Rampaging Baloths: There are a lot of landfall triggers in this list, and a bunch of extra 4/4s wouldn't be the worst thing ever.
- Wheel of Fortune: $7 is too much to pay for a draw spell.
Couple of quick notes on strategy (I'll put up an individual card break-down later):
- I didn't want to make just another token deck. At the time I made this deck, there were already two Riths and a Rhys the Redeemed in my current meta, so tokens had been done to death.
- I didn't want to change the commander to Riku because I'd just be tempted to copy Time Warps and that's no fun.
- I didn't want to turn into a land-destruction deck, despite the fact that a lot of really good cards for Wort will inevitably push me in that direction. Nobody likes that guy, and ramping is much easier than LD-ing.
- So, no Frenzied Tilling, no Plow Under, etc.
- Lavaball Trap makes the deck because it's an instant-speed sweeper and sweepers are hard enough to come by.
The current total for this deck is $45.35 on ChannelFireball, $69.45 on StarCity, and $55.85 on Troll & Toad.
As always, comments and suggestions are appreciated.
This deck looks like a lot of fun to play. What changes do you see with the new Dark Ascencion cards, if any?
Also, Beast Within should go in there, and it's now in the price range on channelfireball to stay under budget.
How would a burn spell like Devil's Play or Fireball work with conspire? Would you have to pay X both times, or just once? if just once, would that be a good addition?
Protip: Play Manamorphose (which for some reason is a dollar).
That card is unbelievably sweet in wort. It can trips by itself or with Wort its a free divination that nets you 2 mana.
You might also wanna try out a small treefolk package because you are already playing Rootgrapple and reach of branches. Treefolk Harbinger works because you can conspire with it later and it can find a forest if need be. Nemata, Grove Guardian can replace Ant queen. They are about on par as far as strength but you can sometimes get huge swings in with nemata. Verdeloth the Ancient might not be horrible here either, although he is rather expensive.
Also early harvest and rude awakening are great conspired. I cannot tell you how many games I have won off of Rude awakening.
Lastly, Acid Moss is one of my favorite cards in the deck. Conspired it can really hurt and 4 really isn't too much for ramp. But if you are very LD opposed I understand.
EDIT: In my experience Galvanoth was a bit too slow to actually play, plus its really awful with X spells.
EDIT 2: Also how has Tower of Fortunes been for you? It always seemed sweet but also really vulnerable and expensive
Private Mod Note
():
Rollback Post to RevisionRollBack
I really don't like Goodstuff, which makes me a Self-Proclaimed EDH Hipster. I'm also an avid theory-crafter, most of which are terrible.
This deck looks like a lot of fun to play. What changes do you see with the new Dark Ascencion cards, if any?
Also, Beast Within should go in there, and it's now in the price range on channelfireball to stay under budget.
How would a burn spell like Devil's Play or Fireball work with conspire? Would you have to pay X both times, or just once? if just once, would that be a good addition?
@DKA: Hadn't really thought too much about it for this deck yet. A lot of my efforts have been on trading into Legacy and my Grimgrin deck. A few first-glance observations:
- Alpha Brawl seems situational. I feel like there are times when it'll be Plague Wind and times when it'll be a dead draw. Same goes for Blood Fued.
- I don't like Faithless Looting. It doesn't net me any cards. Same goes for Shattered Perception.
- Wrack with Madness seems like it could MAYBE turn into a sorcery-speed Terminate for four mana. No thanks.
After looking at it some more, there's really nothing in the set that this particular deck needs. Unfortunately, red and green are pretty well focused on werewolves and flipping cards, which is not what this deck is all about.
@Beast Within: $2 probably won't break the budget in half, so it's in the conversation now. Still working on finding more draw spells, though.
@burn spells: You don't have to pay X twice. You pay it once, and copy the spell you paid for with conspire.
@Manamorphose: I'm aware of the interaction between it and Wort, but I'm also aware that it's a $2 card (Legacy combo) that does nothing more than cycle itself without Wort. It doesn't impact the board or anything else.
@treefolk package: Eh, it doesn't really appeal all that much. There are a few good Treefolk in this format, but they don't really mesh well with what this deck is trying to do.
@mana doublers: Most of those help the opponent out as well, which isn't something I like to do. Mana Reflection is a $7 card, which really breaks the budget. Finally, I really hate Vorinclex...it's such a jerk move to make.
@Early Harvest, etc: I think it would take at least 10-12 lands in play to make these worthwhile, and it's still just an overgrown Dark Ritual, which is totally unplayable. I am aware that Early Harvest combos with Reiterate, but that just doesn't happen very often.
@Galvanoth: I haven't actually been able to cast him since I put him in here. I will agree that if I have to wait until my next upkeep for something to happen, it's probably not going to be good, but I'll at least need to cast it once or twice first. I thought the same thing about Charmbreaker Devils, but it managed to survive and worked quite well.
@Tower of Fortunes: Same as Galvanoth...haven't drawn it yet (irony!).
- Decimate: It's hard enough to find enough legal targets to cast this once. Finding enough to conspire would take forever.
- Hunting Wilds: Slightly worse than Skyshroud Claim and Explosive Vegetation, and at four mana I don't need too many ramp spells.
- Krosan Grip: Can't be conspired, too expensive, plenty of other ways to Disenchant.
- Wheel of Fortune: $7 is too much to pay for a draw spell.
Some comments here:
Decimate does not require an entirely separate set of targets to be conspired. You MAY choose new targets for the copy, but you do not have to. It's perfectly legal with one artifact and one enchantment in play to cast Decimate targeting both of those, a land, and a creature, and then conspire it and have the copy target the same artifact/enchantment but different creature/land. Hunting Wilds - IMO, this is so negligibly worse than Claim/EVeg that it's definitely worth including alongside them. The fact that both lands come into play is huge, and makes it better (IMO) in a deck like this than Cultivate/Kodama's Reach, since it gives you the same amount of fixing/card advantage but an extra point of ramp each cast, for only one mana more. In addition, the Kicker is occasionally very useful, especially with your general. You can have a surprise 12 points of damage coming out of nowhere, or just give yourself extra bodies to conspire with. Krosan Grip - You actually CAN conspire it. You can't play spells or activated abilities while a Split Second card is resolving, but Conspire is neither of those. It's a triggered ability that triggers on the spell being cast. When you cast K Grip, you put the conspire trigger onto the stack above it, and then resolve that, creating a copy if you wish, which you then stack above the original, resolve, then resolve the original. Wheel of Fortune - This is arguably red's strongest spell. If you can find the room for it budgetarily, I would absolutely include it.
Private Mod Note
():
Rollback Post to RevisionRollBack
My Moderator Helpdesk
Currently Playing:
Legacy: Something U/W Controlish EDH Cube
Hypercube! A New EDH Deck Every Week(ish)!
I ran a budget wort deck focuing on burn spells. Here's some of the icing on the cake:
@Galvanoth: Totally worth the spot. In a deck with high instant/sorcery numbers, getting a 'conspired' free spell on each of your turns becomes quite the threat.
Mitotic Slime: Deceptively powerful in wort. 12/12 worth of power for only 5 mana; and those tappers keep coming back!
Grizzly Fate: Allstar! Threshold is very easy to achieve. Repeatable play. Lot's of Bears if conspired. A bear has never been more threatening.
EDIT: My bad. Saw that you have this guy already... Fissure: I haven't played it yet because I obtained the card after I took my wort deck apart, but a kill spell in red is great! (cause you sure aren't finding one in green ) While 5 mana is a fair amount, the spell grants flexibility for spotLD.
I want to say that I love this deck. I've made a few semi-not-really-budget-but-kinda-budget changes, such as more dual lands (my decklist below). I really like fissure, because by the time you play it, you can conspire it (and maybe copy it).
If he didn't cost so much, what would you think about adding Omnath, Locus of Mana? While he only keeps green mana, that ability would be devestating with the several X spells you have, as well as just being a beast for 2G. I'm curious to hear your thoughts.
I want to say that I love this deck. I've made a few semi-not-really-budget-but-kinda-budget changes, such as more dual lands (my decklist below). I really like fissure, because by the time you play it, you can conspire it (and maybe copy it).
If he didn't cost so much, what would you think about adding Omnath, Locus of Mana? While he only keeps green mana, that ability would be devestating with the several X spells you have, as well as just being a beast for 2G. I'm curious to hear your thoughts.
And thanks for making such an awesome deck!
Thanks! I'm glad you like it!
@Omnath: I generally find that I use up all of my mana every turn, so there's not much for him to store.
I know you didn't want to make a token deck, but this needs a few more creatures. Pestilence is begging to be put in, and the tokens work exceptionally with skullclamp.
I know you didn't want to make a token deck, but this needs a few more creatures. Pestilence is begging to be put in, and the tokens work exceptionally with skullclamp.
I'm so very confused...Pestilence is a black card, and therefore not legal in this deck. Are you thinking of Pyrohemia? Even if it was legal, killing the few tokens that I have so that it could die as well would be a bad idea.
The current deck list is 98 cards + the general. It looks like a nonbasic land is missing from the list (the heading says six, but only five are included).
The current deck list is 98 cards + the general. It looks like a nonbasic land is missing from the list (the heading says six, but only five are included).
I love Wort. My version is all ramp, Earthquakes, Fireballs and burn (multiplayer kill the table style.)
I kinda get the appeal of the flashback part of Ancient Grudge, but its lack of versatility doesn't appeal to me.
Magma Jet seems really weak. Maybe if it read "deal two damage, then Preordain", it would be OK.
Faithless Looting also seems weak on paper since you don't net any cards, but maybe cycling away some junk and keeping the good stuff might not be the worst thing ever.
Even if your meta is ripe with blue players, that's still no excuse to run a narrow spell like Pyroblast.
Blunt the Assault combines two abilities that aren't very good...fogging and life-gain. Putting them together doesn't make them any better.
Faithless Looting also seems weak on paper since you don't net any cards, but maybe cycling away some junk and keeping the good stuff might not be the worst thing ever.
Well it's pretty strong, and you're running stuff like regrowth and Recollect, and the fact it has flashback or helps cards get into the graveyard for flashback is nice. It's just crazy stupid, but the deck doesn't 'quite' run "the graveyard as a resource" concept. Early game, it'll allow you to get to your land quicker. Conspiring it during Midgame is pretty solid. Here's an example:
Last turn you just cast Wort, your opponent is laying it on thick. You have no cards in hand, but then draw a forest. With Faithless Looting in the 'yard, you flash it back, then conspire it. Drawing two cards, each better than the forest. So you do your coinflip choice to keep one of them...pitch the other...and the forest. Now your conspire copy goes off...you draw a mountain...and some other card. It's not quite brainstorm, but it's pretty dam close. Abilities people underuse in EDH: Conspire, Flashback, Rebound, Storm, Retrace, and Replicate. You want a card that has multi-functions, or is reusable. No one plays Fireball when you can Red Sun's Zenith instead.
OK, I'm convinced that I have enough recursion to support Faithless Looting. Just need to find a foil one...
In other news, Ruination has turned out quite nicely, and even with a few non-basics of my own like Kher Keep and Khalni Garden, it's still far more of a blowout for other people who rely on expensive non-basics.
EDIT: Still haven't been able to draw/cast Decimate yet, but I did pick up a nice foil copy.
I built your sharuum deck by the way, with a few minor changes and it is awesome... I cast spine of ish sah 3 times in one turn with it. I was looking to also try this deck but i was wondering if you have play tested it that much and how it runs.
I built your sharuum deck by the way, with a few minor changes and it is awesome... I cast spine of ish sah 3 times in one turn with it. I was looking to also try this deck but i was wondering if you have play tested it that much and how it runs.
It has its ups and downs like all other decks. The ideal strategy involves the following sequence:
- get an early ramp spell, usually by turn four at the latest
- get Wort online and conspire at least one spell before he dies
- start amassing card advantage through either draw spells or recursion
- use the card advantage from conspiring everything to drop a huge spell to knock someone out
Obviously, if you don't manage to hit an early ramp spell or something to draw/recur more gas, you can fizzle out a little bit. At some point, I'll find a place for Faithless Looting in this list, which should help smooth things out.
Update: gonna make the following changes:
+ Faithless Looting: Flashback draw spell seems quite good with or without Wort.
- Wurmcalling: In all the games I've played this deck, I've never really wanted to cast it.
+ Ranger's Path: Functional reprint of a great ramp spell.
- Fanning the Flames: Another card that I've never really wanted to cast, no matter how many times I drew it.
+ Boundless Realms: With 30+ basics, pretty sure this will be an epic ramp spell for me.
- Goblin Offensive: Yet another card that I really didn't ever feel like casting.
+ Heat Shimmer: because other people's Titans are good.
- Magebane Armor: Never got this to work for me.
+ Hunting Pack: Pretty good on my own turn, but even better as an instant-speed conspired army on someone else's turn.
- Mirari: Again, just never seemed to be able to get this online.
Both of them seem like they get better if you already have more stuff in play. Conversely, they also get worse if your board gets emptier. Furthermore, the tokens are just red, whereas more than half of my conspired spells are green, so that isn't quite as helpful.
Cards like Grizzly Fate and One Dozen Eyes that make tokens AND conspire with Wort are still off the list, so the odds of these two making it in are pretty slim.
This is my second $50 budget/salary cap EDH deck. Naturally, it's all about getting value out of the "Conspire" mechanic that Wort adds to my spells.
1* Gelatinous Genesis
1* Gaea's Blessing
1 Nature's Lore
1* Regrowth
1* Cultivate
1* Kodama's Reach
1 Primal Growth
Red conspires (16):
1* Banefire
1* Faithless Looting
1* Comet Storm
1* Starstorm
1* Wild Guess
1* Heat Shimmer
1* Reiterate
1* Chain Reaction
1* Ricochet Trap
1 Ruination
1* Evolving Wilds
1* Fungal Reaches
1 Gruul Turf
1* Kazandu Refuge
1* Khalni Garden
1* Mosswort Bridge
1* Naya Panorama
1 Spinerock Knoll
Currently 94 foils out of 97 possible
- No foils available for Nature's Lore, Elven Cache, and Ruination.
- Missing foils for Primal Growth, Gruul Turf, and Spinerock Knoll.
2. Asceticism
3. Primal Command
4. Banefire
4. Skullclamp
4. Goblin Bombardment
4. Oracle of Mul Daya
4. Artifact Mutation
- Devil's Play: Moar Fireballz r always good, espcially with flashback.
- Fossil Find: Cheap recursion spell, not sure if the random clause is any good or not.
- Grizzly Fate: Makes a lot of tokens, flashback is pretty nice as well.
- Lava Flow: Reprint of Fissure, not sure if either one is needed.
- Ranger's Path: Slightly worse than Hunting Wilds. If I ever need another 4cc ramp spell...
- Stunted Growth: Not sure if this is a jerk thing to do or not. I imagine it's in the same category as Plow Under.
- Vicious Shadows: Because I don't yet have a deck with this card in it.
- Ant Queen: One of those cards I just never wanted to cast, unless I had nothing better to do.
- Bramblecrush: Sorcery speed makes this a lot slower. For one more mana, I get a Rootgrapple at instant-speed that might randomly cantrip with Reach of Branches.
- Frenzied Tilling: I have enough ramp already, and there are other removal spells that can also take out pesky lands.
- Gaea's Bounty: Doesn't put the lands into play.
- Harrow: Too risky, and at three mana, there are too many better options that don't have any risk at all.
- Incendiary Command: Not a great sweeper, not a great draw spell, the other two modes are almost always useless.
- Into the Maw of Hell: Not necessary after Fissure AND Lava Flow. The LD bonus doesn't mean anything for me.
- Into the North: Even if I had snow-lands, this wouldn't be any better than Rampant Growth.
- Molten Disaster: Damages players as well, which could be dangerous. Also, Blasphemous Act is a better sweeper.
- Mwonvuli Acid-Moss: Same as Frenzied Tilling.
- Plow Under: Nobody likes the guy who conspires this card.
- Reclaim: Functional reprint of Noxious Revival, and the Phyrexian mana could potentially matter somehow.
- Restock: As mentioned before, I hate cards that self-exile.
- Revive: The limitation was annoying at times.
- Soul's Majesty: Slow and easy to get blown out by removal, plus I don't have that many creatures.
- Sprout Swarm: Making a 1/1 creature is not worth tapping 2 lands and/or creatures.
- Sylvan Scrying: Doesn't put the land into play, and I don't have that many specialty lands.
- Vengeful Rebirth: See Restock, etc.
- Decimate: Sorcery-speed removal with a (relatively) huge price tag.
- Krosan Grip: Turns out it CAN be conspired, and it's obviously a very good removal spell.
- Mosswort Bridge: I run very few non-basics, and the Bridge costs more than all my other non-basics combined. That being said, I do have a random foil copy...
- Past in Flames: Flashback is a pretty powerful mechanic, and most of my spells would be better if they had flashback.
- Rampaging Baloths: There are a lot of landfall triggers in this list, and a bunch of extra 4/4s wouldn't be the worst thing ever.
- Wheel of Fortune: $7 is too much to pay for a draw spell.
- Added additional strategy sections.
10/25/11:
- Added Make a Wish, Noxious Revival, Charmbreaker Devils, Blasphemous Act, and Tower of Fortunes.
- Removed Elven Cache, Reclaim, Revive, Molten Disaster, and Incendiary Command.
02/20/12:
- Added Nature's Lore, Oracle of Mul Daya, Elven Cache.
- Removed Fissure, Noxious Revival, Sprouting Vines.
02/23/12:
- Added Ruination, Evolving Wilds, more basics.
- Removed Orochi Hatchery, Fungal Reaches, Gruul Turf, Kazandu Refuge, Mountain Valley, Shivan Oasis, Spinerock Knoll.
03/21/12:
- Added Decimate (picked up a foil copy, wanted to try it out).
- Removed Aftershock, since Decimate basically does the same thing and more.
07/06/12:
- Added Faithless Looting, Ranger's Path, Boundless Realms, Heat Shimmer, Hunting Pack.
- Removed Wurmcalling, Fanning the Flames, Goblin Offensive, Magebane Armor, and Mirari.
07/23/12:
- Updated the list to include a whole bunch of new foils, including all the basic lands.
08/30/12:
- Added a foil Boundless Realms.
09/06/12:
- Added Dragonlair Spider (presuming it will make more tokens than SGC), Rain of Thorns (easier to cast, more budget-friendly than Decimate), Wild Guess (Tower was too expensive to use).
- Removed Siege-Gang Commander, Decimate, Tower of Fortunes.
09/28/12:
- Added four more foils: Savage Twister, Starstorm, Farhaven Elf, and Evolving Wilds.
10/05/12:
- Added Reforge the Soul, Spinerock Knoll.
- Removed Sprout Swarm, Kher Keep.
- Added "Biggest money cards".
11/30/12:
- Added Guttersnipe, Hunting Wilds.
- Removed Ant Queen, Ranger's Path.
03/08/13:
- Added Staff of Nin, Goblin Rally, Howl of the Night Pack, Mosswort Bridge.
- Removed Seer's Sundial, Goblin Marshal, Reach of Branches, Forest.
- I didn't want to make just another token deck. At the time I made this deck, there were already two Riths and a Rhys the Redeemed in my current meta, so tokens had been done to death.
- I didn't want to change the commander to Riku because I'd just be tempted to copy Time Warps and that's no fun.
- I didn't want to turn into a land-destruction deck, despite the fact that a lot of really good cards for Wort will inevitably push me in that direction. Nobody likes that guy, and ramping is much easier than LD-ing.
- So, no Frenzied Tilling, no Plow Under, etc.
- Lavaball Trap makes the deck because it's an instant-speed sweeper and sweepers are hard enough to come by.
The current total for this deck is $45.35 on ChannelFireball, $69.45 on StarCity, and $55.85 on Troll & Toad.
As always, comments and suggestions are appreciated.
Yeva (88/92 foils)
Raff
Scarab
Rakdos
Wort ($50 budget, 94/97 foils)
Trostani
Also, Beast Within should go in there, and it's now in the price range on channelfireball to stay under budget.
How would a burn spell like Devil's Play or Fireball work with conspire? Would you have to pay X both times, or just once? if just once, would that be a good addition?
Thanks to Rivenor for the art.
That card is unbelievably sweet in wort. It can trips by itself or with Wort its a free divination that nets you 2 mana.
You might also wanna try out a small treefolk package because you are already playing Rootgrapple and reach of branches. Treefolk Harbinger works because you can conspire with it later and it can find a forest if need be.
Nemata, Grove Guardian can replace Ant queen. They are about on par as far as strength but you can sometimes get huge swings in with nemata. Verdeloth the Ancient might not be horrible here either, although he is rather expensive.
I am generally more of a fan of Mana doublers than ramp spells, because ramp spells in wort usually end up with overextending. Any of Keeper of the progenitus, Mana Flare, Heartbeat of Spring, Mana Reflection or Vorinclex, Voice of Hunger if you are feeling greif-y.
Also early harvest and rude awakening are great conspired. I cannot tell you how many games I have won off of Rude awakening.
Lastly, Acid Moss is one of my favorite cards in the deck. Conspired it can really hurt and 4 really isn't too much for ramp. But if you are very LD opposed I understand.
EDIT: In my experience Galvanoth was a bit too slow to actually play, plus its really awful with X spells.
EDIT 2: Also how has Tower of Fortunes been for you? It always seemed sweet but also really vulnerable and expensive
BBBMBC Shirei StyleBBB
URUNiv-Mizzet, Warp WorldURU
BGRKresh the BloodbraidedBGR
@DKA: Hadn't really thought too much about it for this deck yet. A lot of my efforts have been on trading into Legacy and my Grimgrin deck. A few first-glance observations:
- Alpha Brawl seems situational. I feel like there are times when it'll be Plague Wind and times when it'll be a dead draw. Same goes for Blood Fued.
- I don't like Faithless Looting. It doesn't net me any cards. Same goes for Shattered Perception.
- Wrack with Madness seems like it could MAYBE turn into a sorcery-speed Terminate for four mana. No thanks.
After looking at it some more, there's really nothing in the set that this particular deck needs. Unfortunately, red and green are pretty well focused on werewolves and flipping cards, which is not what this deck is all about.
@Beast Within: $2 probably won't break the budget in half, so it's in the conversation now. Still working on finding more draw spells, though.
@burn spells: You don't have to pay X twice. You pay it once, and copy the spell you paid for with conspire.
@Manamorphose: I'm aware of the interaction between it and Wort, but I'm also aware that it's a $2 card (Legacy combo) that does nothing more than cycle itself without Wort. It doesn't impact the board or anything else.
@treefolk package: Eh, it doesn't really appeal all that much. There are a few good Treefolk in this format, but they don't really mesh well with what this deck is trying to do.
@mana doublers: Most of those help the opponent out as well, which isn't something I like to do. Mana Reflection is a $7 card, which really breaks the budget. Finally, I really hate Vorinclex...it's such a jerk move to make.
@Early Harvest, etc: I think it would take at least 10-12 lands in play to make these worthwhile, and it's still just an overgrown Dark Ritual, which is totally unplayable. I am aware that Early Harvest combos with Reiterate, but that just doesn't happen very often.
@Galvanoth: I haven't actually been able to cast him since I put him in here. I will agree that if I have to wait until my next upkeep for something to happen, it's probably not going to be good, but I'll at least need to cast it once or twice first. I thought the same thing about Charmbreaker Devils, but it managed to survive and worked quite well.
@Tower of Fortunes: Same as Galvanoth...haven't drawn it yet (irony!).
Thanks for all the questions!
Yeva (88/92 foils)
Raff
Scarab
Rakdos
Wort ($50 budget, 94/97 foils)
Trostani
Some comments here:
Decimate does not require an entirely separate set of targets to be conspired. You MAY choose new targets for the copy, but you do not have to. It's perfectly legal with one artifact and one enchantment in play to cast Decimate targeting both of those, a land, and a creature, and then conspire it and have the copy target the same artifact/enchantment but different creature/land.
Hunting Wilds - IMO, this is so negligibly worse than Claim/EVeg that it's definitely worth including alongside them. The fact that both lands come into play is huge, and makes it better (IMO) in a deck like this than Cultivate/Kodama's Reach, since it gives you the same amount of fixing/card advantage but an extra point of ramp each cast, for only one mana more. In addition, the Kicker is occasionally very useful, especially with your general. You can have a surprise 12 points of damage coming out of nowhere, or just give yourself extra bodies to conspire with.
Krosan Grip - You actually CAN conspire it. You can't play spells or activated abilities while a Split Second card is resolving, but Conspire is neither of those. It's a triggered ability that triggers on the spell being cast. When you cast K Grip, you put the conspire trigger onto the stack above it, and then resolve that, creating a copy if you wish, which you then stack above the original, resolve, then resolve the original.
Wheel of Fortune - This is arguably red's strongest spell. If you can find the room for it budgetarily, I would absolutely include it.
Currently Playing:
Legacy: Something U/W Controlish
EDH Cube
Hypercube! A New EDH Deck Every Week(ish)!
@Wheel: I definitely understand how powerful this is, especially given its color, but at about $8-10, it's just not affordable.
Yeva (88/92 foils)
Raff
Scarab
Rakdos
Wort ($50 budget, 94/97 foils)
Trostani
I ran a budget wort deck focuing on burn spells. Here's some of the icing on the cake:
@Galvanoth: Totally worth the spot. In a deck with high instant/sorcery numbers, getting a 'conspired' free spell on each of your turns becomes quite the threat.
Mitotic Slime: Deceptively powerful in wort. 12/12 worth of power for only 5 mana; and those tappers keep coming back!
Grizzly Fate: Allstar! Threshold is very easy to achieve. Repeatable play. Lot's of Bears if conspired. A bear has never been more threatening.
EDIT: My bad. Saw that you have this guy already... Fissure: I haven't played it yet because I obtained the card after I took my wort deck apart, but a kill spell in red is great! (cause you sure aren't finding one in green ) While 5 mana is a fair amount, the spell grants flexibility for spotLD.
Hope this helps.
| B Erebos, God of VampiresB | GYeva SmashG | RBosh ArtifactsR | GURAnimar +1 BeatsGUR | RBVial's Secret Hot SauceRB | UBRNekusar, Draw if you DareUBR | RGBDarigaaz'z DragonsRGB | GBSlimeFEETGB | UBOn-Hit LazavUB | URBrudiclad's Artificer InventionsUR | GUBMuldrotha's ElementalsGUB | WUGKestia's EnchantmentsWUG | GUTatyova - Draw, Land, Go!GU | WGArahbo's EquipmentWG | BUWVarina's ZOMBIE HORDESBUW | WLyra's Angelic SalvationW | WBChurch of TeysaWB | UAzami...WizardsU
If he didn't cost so much, what would you think about adding Omnath, Locus of Mana? While he only keeps green mana, that ability would be devestating with the several X spells you have, as well as just being a beast for 2G. I'm curious to hear your thoughts.
And thanks for making such an awesome deck!
Thanks to Rivenor for the art.
Thanks! I'm glad you like it!
@Omnath: I generally find that I use up all of my mana every turn, so there's not much for him to store.
Yeva (88/92 foils)
Raff
Scarab
Rakdos
Wort ($50 budget, 94/97 foils)
Trostani
Thanks to Rivenor for the art.
I'm so very confused...Pestilence is a black card, and therefore not legal in this deck. Are you thinking of Pyrohemia? Even if it was legal, killing the few tokens that I have so that it could die as well would be a bad idea.
Yeva (88/92 foils)
Raff
Scarab
Rakdos
Wort ($50 budget, 94/97 foils)
Trostani
Thanks to Rivenor for the art.
Edh decks are 99+general=100.
BGW Doran, the Siege Tower BGW
URG Animar, Combo Player URG (needs updating)
WBR Kaalia of the Vast WBR
The current deck list is 98 cards + the general. It looks like a nonbasic land is missing from the list (the heading says six, but only five are included).
R Citizen Cane (Feldon of the Third Path)
Ancient Grudge, Magma Jet, Faithless Looting, Red Elemental Blast/Pyroblast, Blunt the Assault.
I love Wort. My version is all ramp, Earthquakes, Fireballs and burn (multiplayer kill the table style.)
You are correct...I forgot to add Terramorphic Expanse to the list.
I kinda get the appeal of the flashback part of Ancient Grudge, but its lack of versatility doesn't appeal to me.
Magma Jet seems really weak. Maybe if it read "deal two damage, then Preordain", it would be OK.
Faithless Looting also seems weak on paper since you don't net any cards, but maybe cycling away some junk and keeping the good stuff might not be the worst thing ever.
Even if your meta is ripe with blue players, that's still no excuse to run a narrow spell like Pyroblast.
Blunt the Assault combines two abilities that aren't very good...fogging and life-gain. Putting them together doesn't make them any better.
Yeva (88/92 foils)
Raff
Scarab
Rakdos
Wort ($50 budget, 94/97 foils)
Trostani
Well it's pretty strong, and you're running stuff like regrowth and Recollect, and the fact it has flashback or helps cards get into the graveyard for flashback is nice. It's just crazy stupid, but the deck doesn't 'quite' run "the graveyard as a resource" concept. Early game, it'll allow you to get to your land quicker. Conspiring it during Midgame is pretty solid. Here's an example:
Last turn you just cast Wort, your opponent is laying it on thick. You have no cards in hand, but then draw a forest. With Faithless Looting in the 'yard, you flash it back, then conspire it. Drawing two cards, each better than the forest. So you do your coinflip choice to keep one of them...pitch the other...and the forest. Now your conspire copy goes off...you draw a mountain...and some other card. It's not quite brainstorm, but it's pretty dam close. Abilities people underuse in EDH: Conspire, Flashback, Rebound, Storm, Retrace, and Replicate. You want a card that has multi-functions, or is reusable. No one plays Fireball when you can Red Sun's Zenith instead.
RGWort, Gruulmother (Budget)GR
WRUNumot, Diva-Stasis-erURW
GMultani - MultiplayerG
In other news, Ruination has turned out quite nicely, and even with a few non-basics of my own like Kher Keep and Khalni Garden, it's still far more of a blowout for other people who rely on expensive non-basics.
EDIT: Still haven't been able to draw/cast Decimate yet, but I did pick up a nice foil copy.
Yeva (88/92 foils)
Raff
Scarab
Rakdos
Wort ($50 budget, 94/97 foils)
Trostani
It has its ups and downs like all other decks. The ideal strategy involves the following sequence:
- get an early ramp spell, usually by turn four at the latest
- get Wort online and conspire at least one spell before he dies
- start amassing card advantage through either draw spells or recursion
- use the card advantage from conspiring everything to drop a huge spell to knock someone out
Obviously, if you don't manage to hit an early ramp spell or something to draw/recur more gas, you can fizzle out a little bit. At some point, I'll find a place for Faithless Looting in this list, which should help smooth things out.
Yeva (88/92 foils)
Raff
Scarab
Rakdos
Wort ($50 budget, 94/97 foils)
Trostani
+ Faithless Looting: Flashback draw spell seems quite good with or without Wort.
- Wurmcalling: In all the games I've played this deck, I've never really wanted to cast it.
+ Ranger's Path: Functional reprint of a great ramp spell.
- Fanning the Flames: Another card that I've never really wanted to cast, no matter how many times I drew it.
+ Boundless Realms: With 30+ basics, pretty sure this will be an epic ramp spell for me.
- Goblin Offensive: Yet another card that I really didn't ever feel like casting.
+ Heat Shimmer: because other people's Titans are good.
- Magebane Armor: Never got this to work for me.
+ Hunting Pack: Pretty good on my own turn, but even better as an instant-speed conspired army on someone else's turn.
- Mirari: Again, just never seemed to be able to get this online.
Honorable mentions: Wild Guess, Shattered Deception, Warstorm Surge, Beast Within, Vicious Shadows, Fresh Meat.
Yeva (88/92 foils)
Raff
Scarab
Rakdos
Wort ($50 budget, 94/97 foils)
Trostani
Yeva (88/92 foils)
Raff
Scarab
Rakdos
Wort ($50 budget, 94/97 foils)
Trostani
Pauper: UR some horrible homebrew izzet deck
Both of them seem like they get better if you already have more stuff in play. Conversely, they also get worse if your board gets emptier. Furthermore, the tokens are just red, whereas more than half of my conspired spells are green, so that isn't quite as helpful.
Cards like Grizzly Fate and One Dozen Eyes that make tokens AND conspire with Wort are still off the list, so the odds of these two making it in are pretty slim.
Yeva (88/92 foils)
Raff
Scarab
Rakdos
Wort ($50 budget, 94/97 foils)
Trostani