Hardened Scales would double the value of your proliferating. It also makes Simic Guildmage's ability to move +1/+1 counters actually put extra counters on.Solidarity of Heroes is an awesome pump. Doubles all +1/+1 counters on target creature. Give // Take puts +1/+1 counters on a creature and / or removes them to draw you cards. Although, Inspiring Call would probably be a better draw card. I would definitely put Steady Progress and / or Tezzeret's Gambit mainboard. Draw is too good to pass on.
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Ya, a Description and How to Play would be appreciated. Would help people like freshswimmerboy by explaining how the deck is played and help people like myself give appropriate advice (I already run a similar deck). A few more tags wouldn't hurt either.
Dream Twist feels iffy to me too. There's a new Desert that may be worth one or two:Ipnu RivuletLand - Desert Hour of Devastation Uncommon {T}: Add {C} to your mana pool.{T}, Pay 1 life: Add {U} to your mana pool.{1}{U}, {T}, Sacrifice a Desert: Target player puts the top four cards of his or her library into his or her graveyard.Good points is it enters untapped and can sacrifice itself to itself to pay for the ability, so no real investment.
And now we have even more mill tech from Hour of Devastation:Ipnu RivuletLand - Desert {T}: Add {C} to your mana pool.{T}, Pay 1 life: Add {U} to your mana pool.{1}{U}, {T} Sacrifice a Desert: Target player puts the top four cards of his or her library into his or her graveyard.Probably not good as a set, but one or two could supply that last push. Good points is it enters untapped and can sacrifice itself to itself.
Simply playing Elves has gotten people (who don't know the deck) immediately thinking I'm playing some conventional Elf cards (Craterhoof, Heritage, CoCo, etc.). I've even had an opponent hold removal for the certain staple cards (he told me afterwards) only to die to my unconventional Elves. Starting on Forest, Nettle Sentinel, with some acting like it is a bad start, gets a lot of people thinking it's a bad start for conventional Elf decks. Throws a lot off. The problem with a deck like this is it relies on its synergy and speed so much, each change has to be so good that it out does wat is removed for it. There is no room for gimmicks.
I'd say it's worth testing. Problem with the Joraga Warcaller trick is that Joraga Warcaller is already a Lightning rod for removal and Solidarity of Heroes just makes it more so. The other problem I'm seeing is that without Mimic / Bramblewood, which are Lightning rods too, Solidarity can only hit 3 creatures in here.
*Midnight Guard
First, we need to understand the rules of Glittering Wish and Painter's Servant:In a tournament "outside the game" is your sideboard. Thus Glittering Wish can only fetch cards from your sideboard.While I get what you're trying to do with Painter's Servant, sadly it doesn't work. The "cards that aren't in play" of Painter's ability only refers to the zones "hand", "graveyard", "exile", "library", and I think the "command zone" too. ie; not your sidebaord. So, sadly, you can't use Painter's Servant to allow Glittering Wish to fetch a mono coloured card.Now that that's out of the way, lets move onto making this work.Shuffling Glittering Wish back with Riftsweeper is not a bad idea, but I think I prefer Pull from Eternity to put it into the graveyard. That way you can cast the witch with something like Snapcaster Mage or Goblin Dark-Dwellers. Meaning you get a more immediate use rather than waiting to draw it again.Now, we are limited on what Glittering Wish can fetch from the sideboard, but the up side is we only need to include one of each option, giving you access to variety. The options will depend heavily on what it is you want to achieve, but thankfully you can get almost any effect you want off gold and hybrid cards.As for casting whatever you fetch with the wish, there's two ideal options open to you. Option 1 is at least one of every fetch and one of every shock land. Option 2 is mana dorks that tap for all or multipe colours, ie Birds of Paradise; Noble Hierarch; Bloom Tender; Druid of the Anima; Gemhide Sliver; Manaweft Sliver; Rattleclaw Mystic; Sylvan Caryatid; and / or Utopia Tree. Trace of Abundance in the sideboard can also help with the colour fixing.Paradise Mantle is superior to Karametra's Favor.In the end, whatever Glittering Wish fetches depends on what you want the deck to achieve.
Tainted strike is only a once off effect. You want something like Grafted Exoskeleton or Phyresis for a more permanent infect option.
http://www.mtgvault.com/dedwards/decks/skred-the-dragons/Went ahead and designed it.
Suggestion: Add Aether Hub to fuel Minister of Inquiries. At worst, it's a Waste, at best it fuels one more triggers of Minister of Inquiries. But most of the time it'll be Tendo Ice Bridge.
For those who are too lazy to search for it:Fraying Sanity{2}{U}Enchantment - Aura CurseHour of Devastation Rare Enchant playerAt the beginning of each end step, enchanted player puts the top X cards of his or her library into his or her graveyard, where X is the total number of cards put into his or her graveyard from anywhere this turn.
I've been thinking. What if I drop the Walkers all together in favour of more Dragons. Maybe something like this:3-4 Stormbreath Dragon 3-4 Glorybringer 4 Thunderbreak Regent 3-4 Draconic Roar 4 Lightning Bolt 3-4 Skred 4 Mind Stone 1-3 Coldsteel Heart 4 Anger of the Gods 0-3 Pyroclasm With 2-3 Thundermaw Hellkite in the sideboard. What do you think?
The list looks very similar to 8 Rack. You should look it up.
> Dragonlord's Servant: Cheap creature that reduces the cost of your Dragons cost {1} less. > Stormbreath Dragon: By far my second favourite Dragon (Kokusho being my favourite). Stormbreath is just so resilient against targeted removal. Protection from white means no Path to Exile (or Anguished Unmaking). 5 mana cost means no Abrupt Decay or Fatal Push. 4 base toughness means it must be double bolted, but that's only before it becomes monstrous.> Draconic Roar: While I believe that the Lightning Bolts should be 4x, this is another great burn spell for a Dragon deck. > Sarkhan's Triumph: Not sure if this is worth considering, but I can see it being good for fetching your 1 of Dragons. > Anger of the Gods: You will need mass removal and in Modern they're much better than Pyroclasm because of the exile clause. Another set of mana dorks that you could use is Arbor Elf and Utopia Sprawl. With a good hand (2 forests and one of each of these) you can get 4 mana on turn two, and six on turn three with a third land. I'd suggest 4 of each of these plus 2-4 Birds.
There's a trick with Mirrorwing Dragon where if the opponent targets it with targeted removal, the Dragon removes the opponent's side of the battlefield because the removal gets copied and targets each of the opponent's creatures. But, to be honest, that's the only reason I can think of.
Arbor Elf + Utopia Sprawl can result in 4 mana on turn two, and six on turn three. I use this in my Ponza deck to great effect :PWhile those are the only (Modern legal) one drops that do their respective jobs (to my knowledge), the best two mana options are Fertile Ground and Voyaging Satyr. There are other ramp options, like land search cards. A personal favourite is Search for Tomorrow, but I can also see a one or two Recross the Paths working as you have a high chance of winning the clash. Because you're mono green, Nissa's Pilgrimage is another great option. Speaking of Nissa, have you thought about adding Planeswalkers? Nissa, Sage Animist (Nissa, Vastwood Seer transformed) is a great draw engine. And Garruk Wildspeaker's [+1] works awesomely with lands that tap for multiple mana, like a land enchanted with Utopia Sprawl.
Other than on the stack, X is always 0. So you could search for them, but they would enter as if you chose 0 for X.
Can't believe I forgot Gaea's Revenge, that card's a Beast.
I don't think there's many straight green cards that can emulate Hatebears, outside of including artifacts. But we can play efficient cards and resilient creatures to substitute for the low amount of straight hate. Scavenging Ooze hates on graveyards. Kitchen Finks gains you 2 life twice, which is good against burn and aggro. Obstinate Baloth is a free 4/4 + 4 life if the opponent makes you discard it. Primal Command can tutor up any of your creatures, put any troublesome noncreature permanent on top of its owner's library, shuffle a graveyard back into its library, or gain you some life. Putting an opponent's land on top of the library is a mini Time Walk like effect. Beast Within may leave a 3/3 Beast behind, but it can get rid of ANY targatable permanent.Thrun, the Last Troll is one of the most resilient straight green creatures in all of Magic. Creeping Corrosion hozes on Artifacts, while Back to Nature hozes enchantments. Treetop Village can animate into a 3/3. This one is great at avoiding most removal, especially sorcery speed removal, like most wrath effects. Thragtusk is a big threat that leaves behind a 3/3 token when it leaves the battlefield. It also gains you 5 life. Oversoul of Dusk has protection from 3 of the 5 colours. Green has very little in terms of unconditional draw. Harmonize is the best at achieving the unconditional draw. Because some of the best green cards come with big mana costs, I strongly suggest some form of ramp. One of my favorite forms of ramp is the combo between Arbor Elf and Utopia Sprawl. Turn one: Forest and Arbor Elf. Turn two: Forest, Utopia Sprawl, play something that costs 4. Turn 3: Forest, play something that costs 6.
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