Flinthoof board is a really nice 3/3 for 2. Probably a better main deck than ash zealot, especially the same turn as a burning tree emissary. I'd move the zealots to the sideboard for a set of boars. :)
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Thank you, I thought so too. Not sure how competitive it is, but at least its fun.
Needs moonmist for sure. And instigator gang. Play a kruin outlaw turn 3, instigator gang turn 4, and moonmist on turn 5 for 20+ trample damage that has to be blocked by two creatures. Also your werewolves can't be killed that combat phase. I'd suggest dropping wolfbitten captive and lambholt elder for playsets of both. :)
Assuming 20 life: tap tree, lose 7 life, tree becomes 0/20. Next turn, tap tree again and gain 7 life back, which doubles to 14, life total is 27. Then over the next two turns, tap to lose 14 and tap again to gain 28. The growth continues exponentially.
Really great list. The only thing that doesnt look so awesome is alive and well. Prime speaker zegana, thragtusk, or garruk primal hunter would be far more beneficial.
Looks really solid. The only card that I might add is frontline medic. If not now, he's good to add post rotation. I'd even consider dropping a boros charm, a lightning mauler, and a gather the townsfolk for a trio of medics now.
Well there are enough instants and sorceries for it to work, but lets compare it to divination. For the same cost, you can just draw two cards. No risk, no drawbacks, no catch. Clues does give you a larger window, but there's always that chance that you'll get no cards and send good stuff to the bottom. Plus, this build doesnt entirely rely on creatures, but it still needs them to function properly. In cases after board wipes when you need creatures more than anything, it can be a dead draw. Since its at sorcery speed anyway, you'd be better off running augur of bolas - at very least hes a solid blocker. If you want to invest an extra $15, jace architect of thought would be an even better option just for his -2. The versatility of selection is much more beneficial. The list looks great, btw, seems really fun to play. :)
Looks pretty solid. Only critique I have is that council of the absolute seems like more of a sideboard card, and uncovered clues seems kinda unplayable. I'd drop the clues and slide over the council to throw in progenitor mimic, thragtusk, master biomancer, or any combination thereof. Progenitor tokens can be populated, and getting two thragtusks every turn seems sick, especially when they're 7/5. Not to mention the synergy with resurgence tokens, producing lots of creatures is ideal. I'd also consider dropping a few azorious charms, a more creatures will be ideal here. I hope this helped. :)
Much appreciated, its always nice when a homebrew impresses someone else
I wish that was standard! Enchantments are pretty ill prepared for in the meta too...oh well, thanks for showing me an awesome card :)
Don't feel stupid, I thought it worked that way at first too, its an easy mistake to make
701.8g A spell or ability may instruct a player to exchange two numerical values. In such an exchange, each value becomes equal to the previous value of the other. If either of those values is a life total, the affected player gains or loses the amount of life necessary to equal the other value.Life is still gained and still doubles from the faithmender. An exchange that increases value counts as a gain, just as the first time would be a life loss, and any "if this player loses life" effects trigger. Thanks though :)
I'd use experiment one instead of spire tracer, and try to fit in 4 flinthoof boar. Also, skullcrack isnt necessary, clan defiance would be way better. Even mugging.
I agree, and if I ever intended for this to be something more than a messing around casual deck I would change that. I'm just keeping it cheap. With a bigger budget it would be 4 steam vents, 4 watery grave, 2 blood crypts, 4 sulfur falls, 4 drowned catacombs, 3 drogskull summits, 2 drownyards, and a desolate lighthouse. 3 colors make it a bit difficult to play it cheap, but guildgates make it possible. Not effective, but possible. A turn late is better than not at all. :)
I might consider avacyns pilgrim to let you ramp into revenge sooner if you don't miracle it. Nice combo
^what he said. Rancor might be a nice addition too to pump biomancer quickly. And the curve is just a little but high, if you drop to two silverhearts and add an extra simic charm for tempo you should be fine. Burning tree emissary may be good too, allowing a creature and a farseek on turn two.
I think youd be fine with 24 lands, 4 phantasms, and something else. Maybe consider dimir charm. Its one of the best imo
I use captains call in mine, and its surprisingly effective, especially before captain of the watch or after court street denizen. Just something to consider
There is also deadeye navigator to flicker zealous conscripts the untap gilded lotus here, agamotto and mothy.I'd use clan defiance in here too. Maybe simic charm instead of izzet charm to protect the essential creatures.
More experiment ones and cloudfin raptors could never hurt. Same goes for master biomancer, if you can afford him
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