When I think of unblockable infect, the first card that comes to mind is Blighted Agent. I sugest adding blue for him and Artful Dodge and if you do add blue you should add in a counterspell of some sort (Mana Leak?). Other infect creatures with built in combat evasion are Phyrexian Crusader (protection from 2 of the 5 colours) and Whispering Specter (flying). I find few people play flaying creatures, so Bladed Pinions mite be better than Executioner's Hood. Additionally if the opponent has a flyer to block with, the first strike from Bladed Pinions coupled with the creature's infect will make the flyer smaller before dealing damage to your flyer (assuming it survived the encounter). Mutegenic growth makes for a nice surprise 2 extra poison counters.
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Grim Backwoods is a crap land. 5 mana (you have to tap the land itself too) and the loss of a creature to draw one card is just too much. Take them and the Verdant Catacombs (not standard legal) out and you got a decent standard legal Pod deck.
I feel you need more mana ramp in here. Also Blue Sun's Zenith may be better than Mind Spring as it can be turned on an opponent to "mill" them and it puts itself back into your library.
Conjurer's Ban cannot be put on the scepter, it's not an instant.
Quicksilver Amulet?
Don't forget the creatures like Myr Sire and Perilous Myr from Myrodin. And if you do add more cheapies, a Sun Titan could bring one back from the grave to die with every attack.
Just for kicks, I made a pauper Boros landfall deck. I found Boros Garrison to be useful. Not sure it'd work in a more serious deck, I just found it worked nicely with the landfall.
And then there's the Dark Ascension reprint, Evolving Wilds (also standard legal). Arguably it's better than Shimmering Grotto.
Some lands you may want to consider and the colour mana they can produce: From M12: Sunpetal Grove (GW) Glacial Fortress (WU) Drowned Catacomb (UB) Rootbound Crag (RG) Dragonskull Summit (BR) From Scars of Mirrodin block: Razorverge Thicket (GW) Darkslick Shores (UB) Seachrome Coast (WU) Copperline Gorge (RG) Blackcleave Cliffs (BR) From Innistrad block: Woodland Cemetery (BG) Isolated Chapel (WB) Hinterland Harbor (GU) Clifftop Retreat (RW) Sulfur Falls (UR) And that's just the standard legal ones.
Sunken Ruins is by far my fave UB land
Havengul Runebinder mite be another DA card for you to consider.
True that, Oran Rief is awsome :p "not a brony" ? [sarcasm]Riiiite[/sarcasm]
I've tried the Nettles in this deck before, but I didn't like it. I'd much rather use newly created tokens for mana with Heritage. I often empty my hand by turn 4 or 5.
The main reason I've stopped playing this deck (for now) is because of the large amount of mass removal that's at least in sideboard of the people I play against. But this decks speed helps it go toe to toe with other fast decks, just depends on what elves come out first and how I play the deck. With a decent hand, I've had about 15 tokens and a 'Lord' out on turn 3 (Heritage Druid is awesome :p )
I like those cards. Lodge more than Pride. Pride, though awesome with the amount of elves I create, doesn't quite fit (so I feel). The Lodge to untap Rhys is awesome :p
I like this build. The only thing I can think of (at the moment) is to remove one of each Honden for two more Spellbombs.
4 Mox Opals can cause problematic. It is legendary, so only 1 in play at a time. You can play a Myr Superion for free with a Heartless Summoning out.
The problem with Vampiric Tutor is it's not Modern legal. Traveler’s Amulet only puts the land into hand, not where I want it. Wayfarer's Bauble puts it into play, where I need it. Also 1 set of non Korlash land search is more than enough.
This deck was designed back when my group only played casual group games, so I had ample time.
Ok, you ask for my opinion, so here it is: What I'm about to say is by no means a rule or law or whatever you want to call it, just a rule I set for myself. You have way too many 2x cards. I'd bump the more important ones up to 3x or 4x for more consistency, especially any key cards (Joraga Warcaller + Primal Cocoon). The exception being Legendary cards (Planeswalkers included) or cards with a high mana cost (5+), those I'd have at 2x or 3x if theykre key cards, you don't want to be stuck with dead cards in hand because you can't play them. Now if you plan on using the 'combo' in your description, I'd not use Predatory Hunger mainboard. It's more sideboard against heavy creature decks and Primal Cocoon works better against decks with less creatures. Lastly I personally prefer Door of Destinies over Coat of Arms, but that's just personal preference.
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