I don't know the name, so maybe you have it in there already, but M13 has that card that lets you search your library for lands equal to the number of lands you have in play. That would be awesome.
I should've posted that I wanted to keep the deck in a budget so i'l add cards like SDT if I can get my hands on it but in the meanwhile, budget friendly cards will have to do.
I've experimented with the fight mechanic, it's not nearly as useful as you think. I had prey upon in the deck till I realized beast within is just infinitely better
I like squall line and i'l consider adding akroma's memorial (don't know what to take out)
I'm not sure I like hunter's insight as it is conditional on dealing damage and has to be used with a relatively large creature to a good effect which would put me in tough spot especially in multiplayer games. In 1v1, i would use hunter's insight over soul's majesty
I don't like greater good even though I understand why you would suggest it. I've ran it before, just didn't like discarding cards as they were all useful to me. Momentous fall may be a one time deal, but I usually make it count
I'm trying to debate whats better, that land ramp from M13 or New frontiers. Both have their merits but for now, i'm sticking with new frontiers because it has a multiplayer aspect to it
I'm not sure I like hunter's insight as it is conditional on dealing damage and has to be used with a relatively large creature to a good effect which would put me in tough spot especially in multiplayer games. In 1v1, i would use hunter's insight over soul's majesty
You have ~8 creatures including your commander where Hunter's Insight is as good or better than Harmonize, this number increases when you count the number of spells you have to increase the power of your creatures (Skullclamp, Blanchwood Armor, Primal Bellow, etc). But if you're swimming in mana but don't have any big creatures you can almost worst case scenario use it on a Sakura Tribe Elder to "cycle" it.
It does suck to drop it on something and have your creature Path the Exile'ed; but I think the risk is worth it when you can get an explosive draw for 10+ with your commander.
Seer's Sundial might be kinda nice to turn that ramp into draw when you get it on turn 6 or later and its not really doing much for you anymore.
After reading my own post, I can see that you would think I sugested Top over Pendant. That wasn't actually what I meant. I just don't think Pendant is a good card, so I'd replace it with anything. Maybe this for Akroma's Memorial? Although, you do have a point that Top is great in a deck that shuffles as much as this.
I can see why you don't like either Insight and Greater Good, I was thinking they would mainly be good with Molimo. I do think you might want to reconsider Greater Good, however. Even with the discard clause, with Molimo (and your other big guys) you'll draw sooo many cards. AND, it protects your stuff from getting stolen.
And why not both the new ramp spell AND New Frontiers?
Like I said earlier, i've already spent playtesting time with greater good with little to no effect and often times painting a target on my head in multiplayer games
I've designed my acceleration pool to have a degree of consistency and flexibility. We have creatures that can chump and sac for lands. Creatures that die for land. CITP creatures that either block or get sacced to skullclamp. The majority is straight ramp spells that fetch for the land and goes to graveyard. New frontiers was a card that acted as either a sub-par accelerator if I don't have lands in the beginning, however it's true function lies in it's ability to finish games and to play the nice guy at the table since this is multiplayer. I'm not sure what exactly I should take out if I were to include both.
Perilous forays is cool, but I feel like I need more creatures to make it worth it and not sure what I could take out for it. I think frontier guide makes for a better companion to rampaging baloths
Multani is cool for sure, still don't know what to take out. Both Dauntless dourbark and dungrove elder feels more powerful because hexproof is better than shroud and I can't give trample to multani so there is a good chance he can be chumped all day long
Revenge is a bit outclassed by my other pump spells, the only way to get the bang for it's buck is miracle which imo needs SDT or the likes to work with
You have ~8 creatures including your commander where Hunter's Insight is as good or better than Harmonize, this number increases when you count the number of spells you have to increase the power of your creatures (Skullclamp, Blanchwood Armor, Primal Bellow, etc). But if you're swimming in mana but don't have any big creatures you can almost worst case scenario use it on a Sakura Tribe Elder to "cycle" it.
It does suck to drop it on something and have your creature Path the Exile'ed; but I think the risk is worth it when you can get an explosive draw for 10+ with your commander.
Seer's Sundial might be kinda nice to turn that ramp into draw when you get it on turn 6 or later and its not really doing much for you anymore.
I could replace pendant with seer's sundial. I'l have to test it though. Sundial feels like a mad dead draw until turn 5-6 whereas pendant does its job from turn 3-end game and survives board wipes
I was thinking Revenge instead of Irresistible Prey. It's more expensive, but it will likely kill most of your opponent's board when played on one of your big guys.
Another cool trick is Taunting Elf with Blanchwood Armor.
I love Sundial in my mono red deck. Pendant doesn't create an actual advantage and, like with Sundial, it becomes better lategame anyway when you know what you're looking for. I admit not having played with Pendant, it could be better then I give it credit for, but raw cardadvantage seems better. And with all the ramping you're going to be doing, you'll have the potential to turn Sundial into a sick draw engine.
I will definitely give revenge a run in the deck, getting the miracle off the top deck will probably be what makes it better than irresistible prey.
The problem with sundial is that my ramp spells usually put land into play tapped, there are exceptions like skyshroud claim but the majority of them CITP tapped and I can't use them right away for the sundial's effect. It would probably be turn 7 of straight ramping every turn to make the sundial actually do something efficient. That is unless I draw my rude awakening
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1x Molimo, Maro-sorcerer
The Armory
1x lightning greaves
1x darksteel plate
1x whispersilk cloak
1x swiftfoot boots
1x strata scythe
1x skullclamp
1x blanchwood armor
Acceleration
1x yavimaya elder
1x budoka gardener
1x harrow
1x wood elves
1x mwonvuli acid-moss
1x silverglade elemental
1x new frontiers
1x boundless realms
1x cultivate
1x nature's lore
1x explore
1x search for tomorrow
1x horizon spellbomb
1x farhaven elf
1x fertilid
1x sakura tribe elder
1x krosan tusker
1x ranger's path
1x kodama's reach
1x skyshroud claim
1x recross the path
1x yavimaya dryad
1x seedguide ashe
1x khalni heart expedition
1x explosive vegetation
1x journey of discovery
1x solemn simulacrum
1x viridian emissary
1x frontier guide
1x beast within
1x arashi, the sky asunder
1x woodfall primus
1x turntimber basilisk
1x seal of primordium
1x squall line
1x krosan grip
1x acidic slime
1x naturalize
Alt-win con
1x rampaging baloths
1x howl of the night pack
1x dauntless dourbark
1x dungrove elder
1x centaur glade
1x rude awakening
Misc tricks
1x regenerate
1x primal bellow
1x stonewood invocation
1x vines of the vastwood
1x revive
1x eternal witness
1x momentous fall
1x harmonize
1x darksteel pendant
1x irresistible prey
1x soul's majesty
1x treefolk harbinger
1x evolution charm
1x terrain generator
1x sapseed forest
1x reliquary tower
32x forest
cc would be awesome
Tentative changes
Beacon of creation instead of howl of the night pack
Garruk Primal hunter instead regenerate
I should've posted that I wanted to keep the deck in a budget so i'l add cards like SDT if I can get my hands on it but in the meanwhile, budget friendly cards will have to do.
I've experimented with the fight mechanic, it's not nearly as useful as you think. I had prey upon in the deck till I realized beast within is just infinitely better
I like squall line and i'l consider adding akroma's memorial (don't know what to take out)
I'm not sure I like hunter's insight as it is conditional on dealing damage and has to be used with a relatively large creature to a good effect which would put me in tough spot especially in multiplayer games. In 1v1, i would use hunter's insight over soul's majesty
I don't like greater good even though I understand why you would suggest it. I've ran it before, just didn't like discarding cards as they were all useful to me. Momentous fall may be a one time deal, but I usually make it count
I'm trying to debate whats better, that land ramp from M13 or New frontiers. Both have their merits but for now, i'm sticking with new frontiers because it has a multiplayer aspect to it
You have ~8 creatures including your commander where Hunter's Insight is as good or better than Harmonize, this number increases when you count the number of spells you have to increase the power of your creatures (Skullclamp, Blanchwood Armor, Primal Bellow, etc). But if you're swimming in mana but don't have any big creatures you can almost worst case scenario use it on a Sakura Tribe Elder to "cycle" it.
It does suck to drop it on something and have your creature Path the Exile'ed; but I think the risk is worth it when you can get an explosive draw for 10+ with your commander.
Seer's Sundial might be kinda nice to turn that ramp into draw when you get it on turn 6 or later and its not really doing much for you anymore.
He probably meant Journey of Discovery
Like I said earlier, i've already spent playtesting time with greater good with little to no effect and often times painting a target on my head in multiplayer games
I've designed my acceleration pool to have a degree of consistency and flexibility. We have creatures that can chump and sac for lands. Creatures that die for land. CITP creatures that either block or get sacced to skullclamp. The majority is straight ramp spells that fetch for the land and goes to graveyard. New frontiers was a card that acted as either a sub-par accelerator if I don't have lands in the beginning, however it's true function lies in it's ability to finish games and to play the nice guy at the table since this is multiplayer. I'm not sure what exactly I should take out if I were to include both.
Perilous forays is cool, but I feel like I need more creatures to make it worth it and not sure what I could take out for it. I think frontier guide makes for a better companion to rampaging baloths
Multani is cool for sure, still don't know what to take out. Both Dauntless dourbark and dungrove elder feels more powerful because hexproof is better than shroud and I can't give trample to multani so there is a good chance he can be chumped all day long
Revenge is a bit outclassed by my other pump spells, the only way to get the bang for it's buck is miracle which imo needs SDT or the likes to work with
I could replace pendant with seer's sundial. I'l have to test it though. Sundial feels like a mad dead draw until turn 5-6 whereas pendant does its job from turn 3-end game and survives board wipes
I will definitely give revenge a run in the deck, getting the miracle off the top deck will probably be what makes it better than irresistible prey.
The problem with sundial is that my ramp spells usually put land into play tapped, there are exceptions like skyshroud claim but the majority of them CITP tapped and I can't use them right away for the sundial's effect. It would probably be turn 7 of straight ramping every turn to make the sundial actually do something efficient. That is unless I draw my rude awakening