Well if you're happy to drop the Genesis Waves then Harabaz Druid becomes potentially replaceable with another Ally/Ally synergy cards since there aren't going to be any large spells to cast that would warrant the mana producer.... so maybe drop Harabaz, add 2 ghostway and an extra 2 land to compensate for the lack of a mana producers.If you want to stay at 19 land then might consider dropping the Turntimber; the wolves are nice but they aren't going to benefit from +1/+1 counters nor the Ally etb effects and 5 mana in less than 35% land deck... well maybe Descendants Path/Druid will drop them/ramp them on to the board but looks a wee bit risky to me.Another card I suddenly remembered is a new one I fell in love with and it'll probably be useful in this deck: Inspiring Call, it'll be another counter-wrath effect or a draw 5 cards+ for 3 mana or both, heck if you're lucky it can be a more efficient mana spent to cards drawn than Ancestral Recall and that's no small thing!
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I think I have to agree with Hann's comment about Hardened Scales it was the first thing I thought of when seeing the deck, that and Ghostway is amazing in Ally decks as a win-condition or as a counter to Wrath effects.Also I'm not sold on Genesis Wave; if you're hitting it for X=3 or less you can miss out on Talus/Turntimber it also dumps other Waves and Paths, if you hit it for X=5 or more then I'd be worried that it's too slow for the deck, Harabaz might ramp it up to cast Wave on turn 5 (maybe even 4) for X=5 or more but that probably only work once before your opponent realises that the 0/1 needs to be removed and 0/1's can be removed!Maybe drop Wave's and add the forth Descendants Path?
Put it through the computer against some decks I've played locally and some of my other standard decks and it's winning 2-1 against control and, 2-0 against mid-range, but has mixed results vs aggro with Boss Sligh in particular which it seems to lose to consistently.Ah well can't have it all can we.
Sorry for double post but felt I might as well attach a link to my current version of an Assault Formation deck:http://www.mtgvault.com/runningpigeon/decks/war-of-the-walls/Hopefully something useful there.
I would consider running more creatures in the mainboard and putting Commune, Shape the Sands and Collected Company to the sideboard, also although defender can be dropped via Assault formation you may want to drop Archer's Parapet.For potential replacement creatures:Lagonna-band Trailblazer 0/4 with Herioc for WNyx Fleece Ram 0/5 for with lifegain for 1WYoked Ox 0/4 for WAbzan Beastmaster 2/1 with extra draw every turn for 2GMost will basically be 4/4's for 1 mana in the deck or a 5/5 for 2 mana isn't bad either all without having to pay G to attack with them, and the Beastmaster although not an attacker is a great draw engine. Also consider Chosen by Heliod; although weaker than Glaring Aegis the draw from it allows you to keep better tempo/draw into the assault formation.
I'm wondering if Coalition Victory would activate more consistently with a greater emphasis on G/U, not sure if you need more than 1 of a Swamp/Mountain/Plains to have the win or drop them entirely and just use Enchantments for lands; such as the already side-boarded Nylea's Presence.G/U could offer the ramp and draw into a prismatic creature and Orochi Leafcaller make for cheap easy mana fixing, maybe sideboard a bunch of fog effects too. Thoughts anyone?
Unfortunately (or perhaps fortunately) Dark Ritual isn't legal in Modern, also with this set up it's a bit more affordable and also mono black can't access the Zenith's outside of Black Sun Zenith that is.I'm sure there are better ways to bring out the Obliterator turn 3 or earlier in Modern (Exhume no doubt), but hey for about the $120 mark I'm happy with this thus far.
Yeah I imagine many players saw Assault Formation and knew what must be done; by the way which cards were included you hadn't already considered?
Yep, managed to pull 2 of them since nobody else seemed to want them and they really helped grab some of the early creatures or some of the low power combo makers, they can be so good and the hardened scales just made them so much better.
I did have a wee look at Hour of Need, if I had more ways of producing Blue mana I might use it but currently since Blue is just for the enchantments I don't think I'll have enough to get the most out of the strive.... then again a flying 4/4 + buffing does = win, so..... TO THE SIDEBOARD!
And in the sideboard Mental Misstep goes!Yeah I know what you mean about the creatures, might drop Essence Warden for an extra 4 land would let it become mono white to boot.
Fair enough, I've found that Jace is one of the better themed ones of all the Planeswalker themed decks probably second only to Garruk, which surprised me never expected Garruk to be so good compared to others :O
Ah yes the old Planeswalker themed decks, take it you went to Gatherer and searched for all the relevant flavour text and cards with (Planeswalker name) included as a part of their name.Shame you can't do it with all the walkers though just due to merit of some of them not having enough relevant cards; any idea which one you'll do next?
How about Adventuring Gear, basically a cheap transferable Landfall ability, would turn some of the early creatures into potential attackers, god knows what it'd do to the baloth though!
Needs 'Water Gun Balloon Game', nothing is more suitable for kids than a giant pink teddy bear.
If you can chuck a Wheel of Sun and Moon, Eldrazi Titan, or one of the Elemental Incarnations in the deck you can forcibly discard one to shuffle themselves or you entire graveyard back into your library, then you will have a win condition! a slow win condition...... a really slow win condition........ reaallllly slow, but impossible to stop if it hits!
I like it, pretty damn clever managing to create a viable 'Child' tribal deck and budget at that too AND modern on top of it all. Kudos.Guess since it's modern you can't include Little Girl from the un-sets, and Children of Korlis aren't that young either, 'tis a shame.
At least the combo isn't completely broken, I'd hate to face this thing if you dropped in Chimney Imps.
There are a fair number of myrs in there but as it's also set for Modern the moxes are out (except opal), it's not too effective and getting that first mana is problematic, but once it's there Paradise Mantle does the rest.If you fancy a peek. http://www.mtgvault.com/runningpigeon/decks/a-universe-in-the-bloom/
Not legal in Standard, Extended or Modern, pretty damn useless in Legacy and Vintage this deck is...... ABSOLUTELY AMAZING! :D and it represents everything that is important about deckbuilding; picking your brain and having fun, I wish this was legal in Modern just so I could face it with my 0 land deck, ah well!
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