The way I understand the combo, you can tap each land you fetch for mana before sacrificing it to fetch the next one. With this in mind, have you thought about including something like Kessig Wolf Run? You'd need to include at least one Forest Mountain or Plains Mountain to fetch with the Knight and to tap for red to pay for Kessig, but trample and a power boost to the Knight is well worth it. Alternatively, Rogue's Passage makes the Knight unblockable for the turn.
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The Borderposts mean nothing if you don't have a land to return. I suggest increasing the basics or including a set of Darksteel Citadel. Reducing the number of Mistvein Borderpost and Wildfield Borderpost should clear up enough space for them.Etherium Sculptor is worth considering as, if I'm correct, it reduces the alternative cost of the Borderposts to just bouncing a land to hand, allowing you to tap for mana, play the Borderpost, and use the mana for something else.
Got a set of Lupine Prototype :DAlso have a set of Sin Prodder. Thinking of trying to work in 2-3 of it.
Ring of Kalonia says; "At the beginning of your upkeep, put a +1/+1 counter on equipped creature if it's green."What this means is that the equipped green creature gets a +1/+1 counter only in your upkeep, not any other upkeep. So multiplayer means nothing to the ability. Same for Forced Adaptation, only your upkeep, not any other upkeep. Now there are ways to get multiple +1/+1 counters per trigger. In colour, we have Hardened Scales, which works whenever a +1/+1 counter is placed on a creature you control. Out of colour, we have Paradox Haze, which gives extra upkeeps, thus extra triggers of Ring of Kalonia; Forced Adaptation; and Honden of Life's Web (assuming you enchanted yourself).
Kazandu Tuskcaller - level 2-5 this creates a 3/3 Elephant a turn. Level 6+ and it creates two 3/3 Elephants a turn.
Ring of Kalonia
I've proved time and time again that with two colour decks, the Fetch + Shock lands are NOT a necessity. Though, if you have them already, it is good to use them. Those are very good green cards, though Atarka's Command doesn't impress me as much in a build like this, at least not mainboard. You also forgot to mention Mutagenic Growth. If you're going to cast Temur Battle Rage on a Prowess creature, Mutagenic Growth is two life for 6 extra damage.
Minor Mainboard edit. My friend found a 4th Blood Moon, so goodbye Magus.
I'd run at least two Ratchet Bomb, just in case. With 0 charge counters on Ratchet Bomb, you can sacrifice it to kill all tokens you gave the opponent. Clone; Phyrexian Metamorph; etc are worth considering both for the Hunted and Massacre Wurm. Blood Artist is another strong card for this type of deck.
Ghostly Prison and Norn's Annex preventing attacks means that you'll be taking no damage quite often, so Luminarch Ascension is worth considering. It gives you a good supply of 4/4 flying Angel tokens and you don't have to worry as much about board wipes. And with the Angel theme, Seraph Sanctuary might be good too.
Edited the deck again. This is most likely the build I'm taking to WMCQ, though the sideboard may change before then.
Greater Auramancy - Your enchantments have Shroud.
Maybe Fabricate to search for Memnite?
Frozen Æther - Artifacts, creatures, and lands your opponents control enter the battlefield tapped.Herald of the Pantheon - Enchantment spells you cast cost {1} less to cast, and whenever you cast an enchantment spell, you gain 1 life.Mesa Enchantress / Verduran Enchantress / Eidolon of Blossoms - draw cards for playing enchantments. Starfield of Nyx - Returns an enchantment from your graveyard to the battlefield each of your upkeeps. Not sure if the clause that animates your enchantments is a good or bad thing.Temporal Isolation - a Pacifism effect with flash. Privileged Position - Other permanents you control have hexproof. Good for sideboard?
Here's my take on this deck:http://www.mtgvault.com/dedwards/decks/cursed-witch/
I didn't realise they're that expensive. I've had a set for a while now, but I always thought they'd be $1 each, at most. Star City Games currently has them for $3.49 each 0.o
You're already running Arbor Elf, so why not run Utopia Sprawl? Together they provide so much mana. I've already done this on a number of occasions in a Modern RG deck I'm running:T1: Forest Arbor ElfT2: [land that can produce green] Tap [land that can produce green] for green Play Utopia Sprawl on untapped Forest (I often call Red, but you'll call green) Tap enchanted Forest Tap Arbor Elf to Untap enchanted Forest Tap enchanted Forest Play something that costs 4 manaT3: [any land] repeat tap untap procedure above play something that costs 6 mana
First, we have to resign to the fact that A) this will never be a tier 1 deck; and B) we're very weak to enchantment removal.With that out of the way, I think we can MAKE this work. Our key cards, imo, would be the following:Curse of Misfortunes - effectively free curses, thou limited to Curses not already on the opponent.Accursed Witch - Makes the Curses (and Paradox hase) cost less and drains 1 life an upkeep.Bitterheart Witch - Yet another 'free' Curse.Languish - Helps kill off the opponent's creatures and your own Witches. Damnation would be better, but it's so dam expensive $ wise.Wayfarer's Bauble - Mana acceleration and colour fixing.Paradox Haze - Multiple upkeeps means multiple Curse triggers.We want 3-4 of each of the above, but mostly because of Curse of Misfortunes, we don't relly need 4 of the rest of the curses. I suggest we keep to curses that damage the opponent as much as possible, with keeping any utility curses; like Curse of Death's Hold; to 1 of's. My choices would be:1-2 Curse of Bloodletting1-2 Curse of Death's Hold4 Curse of the Pierced Heart - too cheap and too good with the other enchanments not to run 4 of.1-2 Curse of Thirst1 Curse of EchoesI also just realised that with so few creatures, Hearless summoning becomes less useful. So maybe one set of Desperate Ritual as you can Splice a second onto the first, allowing for more acceleration. You won't be able to Splice very often, but just having the option makes it better than Pyretic Ritual. The Rituals only making Red mana is making me want to include Manamorphose for colour fixing.
As I've stated already, I personally use Mizzium Mortars in Bonfire's slot. I've found it to be more reliable.
Surgical Is a strong card, but I'm not sure it's absolutely necessary here, or at least not in my build.I currently don't have Choke, so I haven't had a chance to test it. I think the best matchup it'd come in against is Fish. Land a Moon and Choke and their mana is screwed. I'd also side in two Ancient Grudge to get rid of Æther Vial.
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