Alright, the plan seems to be: 1- generate tokens for opponent, 2a- drain opponent for those tokens (as well as other critters), 2b- deal with tokens with Ratchet Bomb and return to 1, 2c- attack with Phantasm or copy and see 2a or 2bThe inherent problem with builds like this is that your plan is to arm opponent and eventually punish him for it. In doing so, you're basically unable to stop what he's doing because your deck's whole point is to charge up for damage, so opponent can do whatever he wants on top of being handed ammunition by you while he does.Imagine playing against a control deck with lots of removal and counterspells that runs 4-8 win conditions. You cast a Hunted Phantasm turn 3 and pass. Opponent cracks a fetch land then hits the Phantasm with [[Fatal Push]] during your endstep. Now you've lost a turn and given opponent the equivalent of +2 in material, and are staring down a deck you can't do much against that's going to eat you alive.Long story short, you've got to maintain maximum efficiency or you'll end up coming up short before you can stockpile the damage you need to end opponent. Running 4 colors is dangerous (even with the good land spread), so I'd generally advocate cutting down to 3 max. The last thing this deck needs is another math line that leads to dead draws because of land/color problems, you're already looking at situations where you need X and draw Y or lands instead and get mauled by opponent while you're stuck. The good news is, you can cut white with a little finagling and be fine for the subtraction (more on this below). Other than that, the major problem to deal with is (as stated above) you arming opponent to make your plan work.So, you've gotta make a portion of the deck a prison build, shutting down what opponent is doing as well as disarming the tokens you create so you have time to pull of your win condition of burn damage. The following cards are cheap prison options you can use to shut down the tokens and (hopefully) what opponent's doing (including some white options if you want to keep 4 colors):[[Propaganda]], [[Juntu Stakes]], [[Boarded Window]], [[Ghostly Prison]], Orim's Prayer, [[Watchdog]], [[Energy Field]], [[Thunderstaff]], [[Crawlspace]]You also need some more damage sources and massive token generation: [[Stronghold Discipline]], Varchild's War-Riders (we've talked about this one before) are really the way to go.An alternative line has you keeping white/red and running [[High Noon]], which slows everything down to a crawl and really lets you build to a critical mass on tokens for your W while you use the prison mechanics to stay alive. It's also a damage finisher (an aspect of the card I absolutely adore), so your damage clock gets a little more manageable.Another option to consider is running some cheap nukes (besides Ratchet Bomb) that will disrupt opponent as well as kill off the gifted tokens, so if you get behind you can at least recover:[[Path of Peril]]/[[Ritual of Soot]], [[Pest Control]], [[Wrath of the Skies]], and [[Vanquish the Horde]]. I'd absolutely recommend running 4 Ratchet Bombs, as you're going to need to reset the token count at some point in any game you play that can't play two massive burn spells in a row.As for what to trim, Aether Vial is a good idea based on the critter curve, but doesn't really help here, as what Vial is supposed to do is accelerate critter drops as well as get around counter magic and pull some control tricks. You'd much rather have solid material that gets what needs to be gotten done than topdeck a Vial that does essentially nothing.Generous Gift, Rapid Hybridization, and Swan Song are all really only good in formats like commander when you don't have access to colors that answer problems better. For example, Generous Gift is really just an awful version of [[Vindicate]]. I know you want to give opponent the token so you can build your damage clock, but there's a big difference between giving a 1/1 and a 3/3. Generous Gift might as well say "give up a turn for -1 material", cause in almost all cases, opponent would be more than happy to play a card that says "opponent discards a card and loses a turn/half a turn, create a 3/3 token" for whatever mana cost the card you killed happened to be.Humble Defector is only good when combod with something that either lets it tap multiple times a turn, or in a format like EDH where you can trade it with someone to keep gaining material. It won't die to a free Ratchet Bomb, and you have to wait a turn to tap it for the material, so you'd really rather just play something like Night's Whisper if you need the material. Or, better yet, [[Keep Watch]].Another fun line would be going with [[Sivitri, Dragon Master]] and running [[Hunted Dragon]] (which would be a good consideration anyway). Sivitri keeps you alive, builds to a nuke, and can fetch the Dragon when you have room to breathe which absolutely can be a win condition (especially when combined with one of your burn spells).Lots of thoughts this time.
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While I've been [[Ponder]]ing (ha), I came up with a couple other damage dorks you could use: [[Eidolon of the Great Revel]] and Kolaghan's Command.As for what would be shaved out, Jace's mill ability is too slow/conditional, even if it's +2 is (theoretically) as helpful to you as it is harmful to opponent (with a loaded Ascension). So, long story short, it's too conditional, and you can get better/the same effects from more reliable sources. Lightning Reaver is too expensive and too easy to kill (dies to a Lightning Bolt). Deny Reality is too expensive for what it does in this deck's context, as you can't combo it into bouncing anything you own for maximum effect or anything like that. Sign in Blood is useful in general for card advantage for you, but it's a worse version of Night's Whisper, unless you're trying to use it as a way to get 2 damage on opponent, which is a bad idea as it also lets them draw 2 cards (which is only useful with a fully charged Ascension). Archive Trap is a great idea as a finisher once Ascension is charged, as it's an OTK under almost all circumstances, but it's conditional (for the search), expensive (without the search), and a dead draw until you both have an Ascension and have it charged. You're better off going with a mill source that is more reliable/not a dead draw like [[Ruin Crab]] or [[Fractured Sanity]] (which is the full kill for 3 blue if you need it, or you can cycle it away and still get a good mill).I'd rely on the crabs, Thought Scour, and an assortment of redraw/burn damage cards for the finisher over any big OTK mill source (reasoning above), so hopefully all of that clarification helps. I realize I'm proposing major changes to the build.
Ok, here we go.The sequence you need here is: 1- a fielded Ascension, 2- an activated Ascension (3 turns of 2+ damage), 3- anything that mills/destroys/discardsOff the bat, there are some advantages. Firstly, that Ascension will only need to deal 14 damage, provided opponent isn't running lifegain (which you have a good chance of not seeing much of in any random matchup). Meaning, you only need a mill sequence of 7 cards in total once Ascension is activated. That's very easy to get, and everything opponent does/loses just cuts into that 7 card runway.The problem is, the build does next to nothing without a fielded Ascension, has no way to get to it quickly, and doesn't have consistent wants to get your 2 damage turns. So, here are some solutions to make that happen:First and foremost, you've got to get ahold of a 4th Ascension if you're running this deck in paper. They're 13 bucks, which isn't ideal, but that's unfortunately the cost of doing business. You also need to run cards like [[Ponder]], [[Brainstorm]], and/or [[Preordain]], which will help you dig through your deck faster so you can get to your Ascension (and will help with the second part). It might also be worth running some search like [[Demonic Bargain]] As for the 2 damage, the most elegant solution I see to that problem is to run [[Thermo-Alchemist]], which nets 1 damage a turn on its own just by tapping itself, and will get you the second damage if you can play any instant or sorcery. Since I'm advocating for the majority of the deck to be instant/sorceries anyway, that's damn near perfect synergy.There are a few instants/sorceries I'd advise running with Alchemist and in general in this build, such as [[Collective Brutality]], which gets you a 2 damage turn as well as acting as a potential 6 damage off of Ascension once it's activated. Plus it's just a great compromise card, as if hates on critters if you need that or hates on control if you need that. The same is true for [[Collective Defiance]]. [[Thought Scour]] is a free 4 damage off of Ascension that trips Alchemist. [[Reforge the Soul]] is hella useful with 1 or 2 copies, as you're going to miracle into it, hit opponent off the discard damage, and have a refilled hand. [[Windfall]] has a similar effect.[[Risk Factor]] might find a unique home in this build, as you win either way, and can play it in opponent's endphase. It's either good for 8 damage and 2 counters on Ascension or 5 cards for 6 mana at tempo.
Coolio, let me know how the tests work if you end up doing it.The Urza dilemma was sort of all over my thought process here. It doesn't help with the mana hardly at all, and running 22 lands in a deck with 26 one-drops was always a dubious proposal. Here's my line of reasoning (for what that's worth):-(obviously, and as mentioned) delirium booster--- Saga into Mite sacked is full delirium, which is bonkers-alt win condition (spawns two 3/3's (if everything goes off) at the cost of all your mana for 2 turns)-loopable with Loam-fetching Shadowspear goes a long way to tipping even boardstates/staying alive against better agro-slow toolbox answer off the Spellbomb and/or Mite-other than running Mishra's Bauble and perhaps Static Prison, I couldn't find anything else I liked that was cheap and/or helped so well with deliriumI'm working on some other color configurations for the idea, and so far the best companion idea I've found is to work red in to run [[Fable of the Mirror-Breaker // Reflection of Kiki-Jiki]] and [[Fear of Missing Out]]. It's a concept I'll be toying around with a lot, I guess we'll see what happens.
As a brief intro, auras are tricky to play with. The problem is, they come with the most detriments of any kind of playable card in magic, and most of them don't have enough benefit on their own to outweigh this idea. For example, you play your creature, you pass, you play your aura enchanting your creature, opponent plays a kill spell, killing that creature. You're just lost 2 turns to opponent's 1, and 2 cards to opponent's 1. What's worse, most kill spells are pretty cheap, so opponent can probably still do something on that turn, whereas you might have had to sink two whole turns into your enchanted critter.On top of that, the vast majority of auras are point blank useless without a creature to enchant, so if you don't have a creature, they are dead draws. Meaning, if you're topdecking with an empty field, your deck essentially has up to 2/3 of its cards as dead cards (lands and auras), and even if you draw a creature, you're in the same boat if something happens to that creature. Long story short, auras can effectively lock you out of your own deck if you're not careful.So, to get around these problems, you've got to play cheap spells to get things moving as fast as possible, auras that don't lose material (they draw cards or are reusable), creatures that protect themselves or generate material, and/or auras that can win you the game and are thus worth the risk.The first big thing here is trying to get the curve down to make everything faster. You want lots of 1 and 2-drops to mitigate the time it takes to field a critter then enchant the critter. Some of your ideal aruas are [[Sheltered by Ghosts]], [[Ethereal Armor]], [[Feather of Flight]], Sentinel's Eyes. Then there's the totem armor auras that are excellent bang for the buck, such as [[Hyena Umbra]] (only real consideration for this build).You also want 4 copies each of [[Sram, Senior Edificer]], [[Kor Spirit Dancer]], and [[Hateful Eidolon]]. Light-Paws Emperor's Voice is also something to check out.You can also run auras that have control elements that aren't on critters. If you switch to snow lands (which shouldn't be a problem, just swap out the basic swamps and plains for snow copies of each), you can run [[On Thin Ice]], and get bonus aura triggers for a pretty good control card.Lots of rough ideas, but the general thing you're looking for is faster options and auras/critters that give you quick card advantage or speed so you can start the damage clock going and out material opponent, who will basically rely on spot removal that you'll hopefully outpace.
I'd agree, I don't think this build wants/needs Saga. I love the addition of Wickerfolk, that fits perfectly. Turn 2 damage clock that double dips on delirium and is fetchable with Zenith, very nice.I also love seeing Chthonian Nightmare in here. In my opinion, it's tied for the most fascinating card to have come out in years (along with [[High Noon]]), and you could do some cool tricks in here with it, especially if you've got Grist up and running. I've been experimenting with it myself, and I love what it does and how it does it. Nothing but potential.As for the delirium problem, the only other viable solution I'm seeing is to either throw in some mill-billies like Stitcher's Supplier (BEST friends with C Nightmare, as it happens), or bight the bullet and throw in some cheap artifacts that hit the grave quickly and easily. [[Nihil Spellbomb]] never hurt anyone to have a copy mainboarded, and [[Pyrite Spellbomb]] isn't too bad.But maybe the deck can get away with delirium as a red herring/backup plan, as it seems pretty quick and synergistic as it is. If opponent sees the delirium mechanic, he might side in against it and really only hurt your Goyfs and the Nightmare. I'm not 100% on this, but it's a thought.
Hang tight. I'm swamped with work stuff, but I'll be back on this in a few days, I've got some ideas
I enjoy a good sliver deck.Off the bat, it may not be the best idea to go with a red/white sliver build, as some of the heavy hitters for slivers that you'd really like to use are from other colors, such as [[Crypt Sliver]], [[Crystalline Sliver]], [[Gemhide Sliver]]/[[Manaweft Sliver]], [[Muscle Sliver]], [[Venom Sliver]], etc. It's not particularly hard to run a tri-color sliver deck because of the available cheap lands that will get the job done, such as [[Secluded Courtyard]], [[Unclaimed Territory]], and [[Ancient Ziggurat]]. So, maybe consider going tri-color. I'd particularly recommend going white/red/green for the stompy build you're working on here, so you can run more buff-up slivers and accel slivers.It is, of course, perfectly fine to keep the red/white build though, so here's my thoughts on that.The best advice I can give it to up the 1-drop count in this build as much as you can. Your ideal scenario is to drop a sliver turn 1, then drop the second sliver turn 2, which pumps the 1-drop sliver and lets you get to work on your agro clock. So, for example, turn 1 Plated Sliver, turn 2 Sinew Sliver, and you're already attacking with a 2/3 on turn 2 with another 2/3 on deck for the next turn. The lower cost slivers aren't as powerful as the 3/4-drops, but since slivers build on each other, that basically doesn't matter, and it's much more important to build up speed than powerful slivers later in the game.To that end, I'd suggest maxing out Plated Sliver, Striking Sliver, and at least 2 copies of [[Sidewinder Sliver]].Following this logic, you then want to max out your turn 2 slivers, which means maxing out Talon Sliver, adding in 4 [[Two-Headed Sliver]] and 4 [[Heart Sliver]]. Sliversmith is too slow and takes up too many resources to be really viable, Sentinel Sliver is ok, but I would rather have Two-Head or Heart.Your 3-drops are negotiable, as there are quite a few of them that are good for red and white, so that's nice. However, your 4-drops are where the money is for this build, as you have access to Bonescythe Sliver, [[Bonesplitter Sliver]], and/or [[Cleaving Sliver]]. I'd recommend running a full set of Bonescythe and a full set of either Bonesplitter or Cleaving, as dropping one of these cards turn 4 turns your field from threatening into game-winning.Just some quick thoughts, for what they're worth.
I can't be the only person that thinks all the modern Eldrazi stuff is a textbook example of wizards of the coast basically losing its mind and going off tracks it set for itself that worked for 20 years. Don't let big spells have acceleration without consequence, don't make land destruction easy and definitely don't tie it to win conditions, etc.Not that any of this is the fault of players wanting to play the builds wizards allows them, mind you. I'm just pointing out my questions regarding the wisdom of the decisions, especially since it's all over the meta and will be for quite a while.
For your artifact removal, [[Engineered Explosives]] can accomplish the same thing, but much more quickly, as Ratchet Bomb. Cast it for 0, 1, or 2 and then dump it off for (2) and you can clear the board of whatever. [[Shrivel]] and [[Nausea]] are 2-drop nukes, but they're pretty conditional. Unfortunately, the best 2-drop nuke is in red, so you'll either have to be ok with playing for shenanigans with the -1/-1 for a turn, run Explosives and hope for the right colors you need, or grit your teeth and accept a 3-drop nuke from black, of which there are many options.Tezzeret being a 6-drop seems problematic to me, especially since there's no real way to ramp to him. [[Tezzeret, Agent of Bolas]] is the traditional artifact planeswalker, as it's a 4-drop that generates material or creates win conditions, and goes for $2.50 which isn't bad at all. [[Karn, the Great Creator]] also fits like a glove, and has all kinds of nasty tricks you can pull with him (such as the ol [[Liquimetal Coating]] in the sideboard lock that lets you murder a land every turn). If you don't have access to ether of those, I'd personally run another Mystic Forge over the big Tezzeret, but that's me.As for Sol Ring, if you want to run vintage, it's basically a must, but this deck should work perfectly well in legacy without it, so you should be fine. Realistically, vintage is a format of nonsense that can only really be played by extremely wealthy people, so keeping things in legacy makes more sense for 99% of magic players. With all the junk available in vintage, it's not uncommon to essentially lose the game before you get to play a single card because opponent can dump his whole hand turn 1 or just lock you out turn 1 then sit back and engine into a win condition.
With the amount of critters in this build, I'm not a huge fan of Grasping Shadows. [[Bow of Nylea]] accomplishes a very similar thing, but without limiting to one attacker, and comes with fun activated abilities.Deadbridge Chant is probably too expensive and too slow to justify its spot here. 6-drop on its own is problematic, but it also doesn't do anything you need the turn it comes into play, and has essentially no effect if it gets removed. I'd personally rather run another copy of Drown in Ichor to clear the way for your critters, snag the proliferate, and keep the hurt train running for 2 mana, but that's me.Just some quick thoughts.
Couple bits of potential synergy problems I see in the build as is. Delirium is gunna be very hard to get, as Zenith shuffles itself back into the deck, so you're really only running 4 sorceries (for this purpose), which means you'll be struggling for that 4th type. You're have critters and lands covered, but only have 13 other playable cards (15 if you discard a Zenith (other than Fear itself as an enchantment hybrid)) to use to get 2 more types in the grave. This is mitigated a bit by Zenith being able to fetch Grist and the few discard effects you've got, but overall seems unreliable to me. Delirium is usually cheated into by running Urza's Saga and sackable artifacts, which gets you 3 types for 1 card, but that would require lots of retooling for the deck. What would really be nice is if Break Out milled instead of the way it's structured, but then it would be worth 50 bucks and probably banned, so it is what it is. Alternatively, you could run [[Malevolent Rumble]], and trade off the mill/token for the deeper reach and tempo, but that's a matter of priorities I suppose.Second potential problem I see is the curve, which is pretty 2-drop heavy and very limited on acceleration. You can Zenith into Arbor turn 1 of course, but other than that, this deck will be playing behind most games without a turn 1 play, and most of your turn 1 plays are reactionary against critters. This is usually solved by running some mana dorks like [[Ignoble Hierarch]] that up your chances of a turn 1 accelerated play that's going to let you hit the ground ahead on turn 2, or 1-drop discard outlets like [[Thoughtseize]] or [[Inquisition of Kozilek]], both of which deny opponent the turn 1/2 play they want to make to get their deck going. Obviously you're ok with a turn 1 Ragavan or fetch into surveil land, but the format's pretty god damn fast from what I'm seeing, and I don't think the curve as is will work out overall against decks that can go nuclear turn 3.I'd personally cut 2 Dreadknights (1 copy is an engine by itself, and you'd rather Zenith into it than take the time early to play it as a sorcery) , a Fiend Artisan (useless early on, perfect Zenith target for mid/late game), and Unholy Heat (conditionally great, but less good as single spot removal in a format that can get around spot removal) for 4 copies of Thoughtseize, but that's me. That brings the 'I wanna drop this turn 1 for advantage' count to 10 cards (4 Thoughtseize, 4 Ragavan, 2 Zenith), which (in theory) will help the speed a lot.Just the stuff that leapt out at me, not trying to throw shade at the build or anything.
Amen. I think [[Obsidian Charmaw]] would be a good consideration here against eldrazi that are gunna try to accelerate right over the top of you. I also really, really like [[High Noon]] as countermeasures against temur breach, ruby storm, affinity, hollow one, looting phoenix, and cascade builds. It stops them either cold or luke warm, hurts you much, much less, and doubles as damage you can build to for a finisher once you're done with it. And it's extra good on the play game 2 or 3 when you can drop it to slow down opponent's turn 2.
I didn't want to go right for the sideboard originally because the format was so new after the unbannings, but now that things have shaped up a bit, I can make a few definitive choices.As a preamble, my philosophy to sideboarding is bifrucated between 1- what does that deck do poorly against X deck, and 2- what does X deck do well that can be shut down. To me, it's more important to have few/no dead draws in games 2 and 3 than it is to have extremely targeted outs, as the math is more likely to reward a deck doing what it's supposed to do than one just waiting for an out.First off, High Noon is mainboard hate against SOOOOOOO much of the metagame. It shuts down Temur Breach, Ruby Storm, Affinity, Hallow One, Looting Phoenix, and every Cascade build completely, rendering each build effectively useless without an answer. That's hella powerful, and frees up quite a lot of space in the sideboard. I'm tempted to throw in a copy or two of [[Deafening Silence]] to absolutely put the nail in the coffin of all of the above, but that depends on how well the rest of the builds need adjusting for, as it's not actually necessary with so much hate mainboarded.The biggest problem with the build is that without the ability to use the activated abilities of artifacts, this deck goes from pure synergy to pure slop. Fortunately, there's some mainboard hate against [[Collector Ouphe]] and [[Stony Silence]], and notably fetchable hate. But they still have to be dealt with, so I'd probably want something that hits both like [[Get Lost]]. Hopefully that's enough to keep the juices flowing.Another major problem is mass artifact removal, a la [[Meltdown]], which will murder the engine long enough for the deck to fall apart. This is particularly true of Energy Control, which absolutely obliterates this build with [[Wrath of the Skies]]. In fact, Energy Control is probably the worst matchup this deck has. Best thing I can think of to counter this is [[Heroic Intervention]], which has merit on its own anyway. I'd also be interested potentially in running [[Cindervines]], which I've always thought had truly massive potential but almost never sees play. That would also be a good option against a few other builds as an alt-win con/removal, so I'll have to think on it.[[Obsidian Charmaw]] is probably a must against pesky Eldrazi builds, against which this deck does very little unfortunately.Amulet titan gets knocked around by a few cards in this build already, and lots of the sideboard options, so I'm not overly worried about it. Perhaps [[Force of Vigor]], perhaps not. I'll ponder.A problem with the build as is, of course, is that it's vulnerable to types of grave hate, which is popular in the format as so many decks use the grave. Thus, it's going to face both mainboarded and sideboarded grave hate, some of which there's not much to do about, such as [[Nihil Spellbomb]], other that possibly running [[Pithing Needle]], which will absolutely be in the sideboard anyway (which is nice). However, since the build can survive without Goblin Engineer, as much as that sucks, you could choose to ignore grave hate entirely and go for an alternate strategy pulled from the sideboard, which makes opponent's grave hate useless, or you could run countermeasures against cards like [[Rest in Peace]], which nuke this build into oblivion. You've got some mainboard hate with Portable Hole and Haywire Mite already (which are also fetchable via Saga (hurray!)), but running a few [[Exorcise]] in the sideboard never hurt anyone. This, of course, doubles as hate against the big bads, which is delightful.The silly fast critter decks require running some [[Pyroclasm]], but that's been the case for ages. I gave a lot of thought to mainboarding it.Anyway, that's my quick thoughts.
What block(s) are you wanting to use?
There's good news and bad news about artifact decks. The good news is, there's basically limitless support/ideas to draw from. The bad news is, all the broken artifacts are expensive. However, there is more than enough cheap material to make a playable/winning build with what you're going for.First and foremost, you're gunna try and up the speed of the deck. You want as many artifacts on the field as you can get as quickly as possible, which activates your heavy hitters that need lets of artifacts. To do this, you run a bunch of 0 and 1-drop artifacts that still give you advantage.If you're ok with vintage, you're basically obligated to run a copy (you can only have 1) of [[Sol Ring]]. The 0-drops you want to run are Mishra's Bauble and Urza's Bauble, both of which replace themselves if you need it (with a little info advantage). Being able to drop some turn 1 and speed up your artifact count is CRAZY powerful, and when you don't need them for affinity anymore, you sac them off and draw. Perfect win/win scenario.Then you've got affinity critters that you need for damage. [[Refurbished Familiar]], [[Thought Monitor]], and [[Frogmite]] fit nicely in here, though I personally don't like running too many Thought Monitors (2 is preferred) in case they clog up my opening hand, but that's me. Plenty of other people like running the full set.Another mechanic that works almost identically to affinity is improvise, which basically turns all your artifacts into mana rocks (those 0-drops suddenly become moxes, which is ludicrous). [[Kappa Cannoneer]] is an absolute nightmare win condition and is probably the card this deck needs most. [[Emry, Lurker of the Loch]] is another heavy hitter, this time a recycling engine that fits like a glove with your Baubles. Every turn, you can play 1 from your grave for free, then sac it to draw an extra card. Plus, Emry is ludicrously cheap (can be played turn 1), and gets the mill, opening up targets.[[Metallic Rebuke]] is excellent counter coverage if you're playing into lots of problematic cards, as you will almost certainly be able to cast it for just U.A huge consideration for the build would be running [[Sphere of Resistance]], as it essentially doesn't affect your build in the slightest but absolutely hamstrings opponent across the board. Since it's an artifact, it's net 0 in cost for you, but to opponent it's an anchor that can lose them the game.[[Mystic Forge]] is an engine of destruction for cheap artifacts/affinity mechanics, and once you have one fielded, you'll be dropping spells off your deck like crazy. [[Crystal Skull, Isu Spyglass]] works almost identically, except it lets you play artifact lands and taps for mana, so it's a great consideration, even if it has the double blue cost.Soul Manipulation and Signal Pest don't really fit in here, as they're too slow and/or don't give enough benefit. Ratchet Bomb has similar problems, as you've got to wait around for the counters to build and it hits your own targets as well. It's mainly used as an anti-token card, as you can sac it for 0 and kill off tokens. If you need removal, try Executioner's Capsule.
Would [[Troll of Khazad-dûm]] be an option in here, since it ditches itself for mana and then becomes viable later as a target for Grim Harvest?
[[Cranial Plating]] on an Ornithopter. Good times indeed.If you're looking to update the build, let me know. There's a metric ton of artifact support available now, even on a budget.
Yep, you just put [[ ]] around the card name. So [[Card Name]]. Unfortunately, it doesn't work with cards that have an apostrophe in it. For double faced cards, you separate the sides with a //. So [[Card Name 1 // Card Name 2]]. Super useful feature
16 lands is a bit too few. I know you want to get to 2 lands and field your Hares, and that's about it, but with only 16 you're going to eat mulligans for breakfast and lunch, and you'll be stuck at playing 1 spell a turn for quite a few turns, and you'll be down in development the whole game. I'd up the land count to 20, using [[Lupinflower Village]] as the 4 lands you need, which gives you more mana that aren't dead draws when you don't need anymore. Win/win.Unfortunately, the ripple cards you've got in this build don't work the way I think you believe they do. They only target the cards with the same name as the cast spell, so only Surging Sentinels and Surging Might. So you can trim those 7 cards. If you want to try for a ripple effect, you can use [[Thrumming Stone]], which will let you ripple every time you cast a Hare (which should be extremely powerful, as you get 4 cards with 1/3 of them being Hares (math is on your side)). It's 20 bucks a pop though, so that's probably not an option. If you want something similar, you could run [[Realmwalker]] and/or [[Eladamri, Korvecdal]], which will help you run through the deck faster and keep the momentum going.Another big card that would help is [[Aether Vial]]. Set it on 2, and you can put a Hare into play for free every turn, which speeds things up quite a bit. On the flipside, running [[Raise the Past]] makes perfect sense as both an answer to nukes and as an unbelievable trigger creator, as each Hare ups the triggers of all the others as they enter, so pulling back dead ones creates a tidal wave of tokens. [[Delney, Streetwise Lookout]] has the same idea, but it's 25 a pop, so again, probably a no go.Instead of Intangible Virtue, which helps the tokens but does nothing for the Hares themselves, you could run [[Honor of the Pure]], which will do almost the same thing. Giving the Hares bonuses is more beneficial than giving vigilance to the tokens, as you're gunna try to overwhelm opponent with damage rather than having to worry about playing defense. Since you're running Nantuko Shrine, you might run [[Anthem of Champions]] instead of Honor of the Pure, as you'll up the Squirrel tokens as well. However, I'd suggest running [[Valley Questcaller]] over anything else, as it gives you the best scrying you're going to get, and fits in with some other suggested cards like Aether Vial and Raise the Past.Ajani's Welcome and Aven Shrine are great lifegain generators in here, no doubt. But you don't really need so much life, as again, you're trying to overwhelm opponent with a swarm of damage and not worry about defense. Instead, I'd advise running Caretaker's Talent if you can afford it (16 a pop) and/or [[Skullclamp]], which will turn your tiny rabbits into a drawing machine of epic proportions, as you can suicide your tokens for 1 mana a pop to draw 2 cards, which will let you play more Hares, which spawns more tokens, etc.
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