Birthing Pod Craziness

by Punchgroin on 02 August 2011

Main Deck (60 cards)

Sideboard (15 cards)

Sorceries (3)


Instants (12)

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Deck Description

I want to make an insane deck for group play that can get completely out of hand. Mirrorworks + Wurmcoils + Birthing pod + Sheoldred could make for an extremely out of control creature spawn, while between Norn - Sheoldred and Butcher I should have no trouble keeping the board clear. It may take some actual playtesting to see how well this actually works, I would love some comments and suggestions!

Edit 8/17/11 - Think I might add a swiftfoot boots to this - It might be possible to go tri-color on this without dual lands. I have noticed that as long as I get double blue for the grand architects, between sad robot and the mycosynth wellsprings I have enough fetchlands to make it work. It might be worth it to add a discard option so I can dredge it later with Sheoldred. (if I wanted to prep for the rotation and take out see beyond) Something I learned through play - grand architect is good. Like, REALLY good. I didn't even realize until actual play that having 2 out allows you to get four mana per tap.

It doesn't seem worth it to add dual lands to this, Mycosynth needs something to fetch after all.

I'm still looking at control options, I don't have room for all the counters I would want, and I prefer black control for FFA anyway. The deck is also skewed so that the graveyard is fairly playable, so all I'm really concerned with is exile. (effing oblivion ring man!) I think I see enough oblivion rings I'm just gonna throw a couple of memoricides in there.

Deck Tags

  • Fun

Deck at a Glance

Social Stats

3
Likes

This deck has been viewed 2,992 times.

Mana Curve

Mana Symbol Occurrence

2141602

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Birthing Pod Craziness

This is very, very, VERY cool, and I'm a little jealous that I didn't even CONSIDER Pentavus at all.

Sheoldred and Norn both work well with Wurmcoils and each other. It's just a damn shame that when rotation hits, losing Marsh Flats is gonna make the mana base that much harder to make all three work reliably together. Still, when it happens... Hawt.

Jesus, dude. You might have given me a reason to splash black.

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Posted 08 August 2011 at 18:50

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Also, revamped for post-rotation. Give it a look. Tell me I'm an idiot.

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Posted 08 August 2011 at 18:51

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nice man. I wish birthing pod was cheaper to buy, but its so good with a steady mana curve like yours and creatures that do stuff when they die.

Come payday im getting a few for my persist deck. Yours is cool thugh. Maybe put in at least 3 pods though. Your really unlikely to get one with just 2 in there. I realize you need mana but take out a grand architect and/or a mycosynth wellspring and get another pod or 2 in there.

its good having 2 pods out too :)

thumbs up

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Posted 09 August 2011 at 00:12

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Not sure the two pods are needed with the forgemasters, but the absence of preordain/ponder might make adding one more necessary. I'll admit, mirrorworks and phyrexian metamorph kind of make me tumescent, the idea of being able to fetch - double - and sacrifice them is one of the things that makes this deck attractive to me.

If anything I might put couple diablic tutor or another forgemaster in here over another pod.

I really like the interaction between forgemaster and precursor golem, the fact that that combo will get you cooking just the same as drawing a birthing pod will is what allows me to get away with only 2 of them.

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Posted 17 August 2011 at 09:06

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Two Boots and a Sheoldred, or two Sheoldreds and a Boot(s)?

Decisions.

(I'm insanely jealous of this deck.)

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Posted 19 August 2011 at 03:03

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Think I'm gonna go with 2 Sheoldred and 1 boots. Dredging the boots if they get crushed or naturalized isn't a big deal with the ruins in play. (can probably afford to dredge - play - equip em right straight out) If someone blows an 0-ring on em ... meh. 1 less 0 ring to use on norn or sheo. (Memoricide and/or Extraction will definately be in this sideboard just for that 1 card) The deck really has so many threats and win conditions nothing can *truly* cripple it, but losing Sheo will hurt for sure. If I've already had a few turns to dredge stuff and double it it wont really be tragic to lose her.

I just got all the cards together, gonna see how this works out in FFA and 2HG. (I still prefer the monoblue version for Duel) I think I should be OK on land draws, it should be pretty damn hard not to be able to fix myself up with double blue - by turn 3 or 4. Tempting as Ichor Wellspring is, I really need the landfixing.

What I really like this are all the lateral combos between cards here. There are a lot of deadly configurations even without my *ideal* draw. I think that's why I don't need a lot of draw. (other than the obvious see beyond) Thx for the support, I think turning you on is what motivated me to actually build this.

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Posted 19 August 2011 at 10:40

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Also worth noting - I can mirror/metamorph the boots, I cant with sheo.

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Posted 19 August 2011 at 10:58

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I'm thinking about what I want to do for the rotation - I think I could possibly make this work with a discard setup (combined with dredge). Jace's Archivist is calling me. Imagine dumping, say norn and a spine, and then drawing back up to 6 or 7. I think I would have to take out the distress if I did this. But archivist is cheap, it's blue, it can reset card advantage, and stow some beefy creatures in my GY in preperation for SHEO.

Other possibilities include zombie infestation, merfolk looter, and Riddlesmith. (a MUCH more useful card than it gets credit for, would be perfect with my weird Dredge/Blue artifact deck.)

Losing Grim Discovery will be a blow though, it works so well with the Buried Ruins,

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Posted 23 August 2011 at 15:48

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I'm excited. Make the magic happen.

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Posted 23 August 2011 at 18:16

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I think I'm gonna hold off 'till I can see what Innistrad has to offer. From what I have been reading, the graveyard features heavily into the design of the set. There really aren't a lot of things you can do with the graveyard in Scars block and the core set.

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Posted 26 August 2011 at 02:43

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Kill off See Beyond for Forbidden Alchemy and Think Twice.

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Posted 27 October 2011 at 03:30

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