I suppose you could slowly mill your opponent down to nothing but... Seems a jank way to do it, and wouldn't allow for Timetwister to be played at all. Judging by the tags on the deck, this is just ultra money slammed into a pile and called a deck.
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Ghalta is the main combo piece, demands a four of. But I like the idea of Nylea. Dropped a Gigantosaurus and a Aspect of Hydra for two of them.
I like Slip Through Space, may make room for that. But Giant Growth is too slow. Invigorate and Mutagenic Growth cover the buff portion while being significantly easier to cast, and Predator's Strike has more utility for one higher CMC.
So if I understand this properly, you sac a Ornithopter to Soul Foundry or Prototype Portal, then you can sacrifice infinite Ornithopters to Atog to buff it. It seems like this is a very fragile combo, but a fun deck that would be nuts if it actually went off. I personally prefer ways to protect my combo pieces (Lightning Greaves, usually) Also, why are there four Blood Moons in the mainboard?
Revisiting this deck, with a little experience and some play-testing, I completely, 100% agree with the Arbor Elf + Utopia Sprawl additions. I've dumped the Mystics and Llanowars for them, upon your advice. It only took me a year and some change to realize lol!
What is the tempo of this deck? I'd be concerned about top-decking, as well as coming into enough mana to flood the board with my birds.
Your creatures seem to be on the higher end of the mana curve. I've been out of Standard format for a while, and don't play Arena, but it would seem to me like you might want some lower-cost creatures, lest you get run over before you can really do anything. Your sprites are great, but no turn 1 play would bug me personally. I'd put in some Thoughtbound Phantasm's, as they're cheap, have a great booty for blocking, and only get bigger when you surveil. (which is the whole theme of your deck) Maybe even some Dimir Spybugs, they seem fun. Price of Fame seems too expensive to me, I would go with Assassin's Trophy or maybe Walk the Plank instead. Muldrotha doesn't seem to do much for you besides being able to play things out of your graveyard, but if you're going for the combo of bringing your creatures back to your library, I don't feel like it's worth it's expensive cost.Your bats aren't going to do much aside from giving you chump blockers. I would want a way to make them larger, but I'm not seeing any good options. Maybe Might of Masses to ramp up one of your larger creatures for each bat you control? Song of Freyalise might be able to do that, as well as help with your larger mana curve too, but I'm not sure I'd rely on that... Deck looks fun, great idea on it. With a bit of fine-tuning, could be fun and possibly even competitive in Arena.EDIT: Was looking at Desecrated Tomb, and I don't believe it would create a bat for each creature shuffled into your library via Gaea's Anthem. Text reads: "Whenever one OR MORE creature cards leave your graveyard, create A 1/1 black Bat creature token with flying." So it would trigger only once with Gaea's Anthem, which would create only one Bat.
I built a pauper infect deck that can bring someone down on turn 3, but it's BG with Apostle's Blessing in the SB. (the Vault claims it splashes Blue, but that's only due to the Git Probe in the deck)I went with Predator's Strike over Titanic Growth due to the trample it gives. Any way to get that damage to the opponent as opposed to simply being chumped by a token or throw-away creature is preferred IMO.I also threw Invigorate in, since you simply don't care about the opponent's health, just their poison counters. Super cheap way to get a Glistener Elf to a 5/5 on turn 2.My version of the deck is super aggressive, and it's a lot harder to win the long-game with it. It's also very vulnerable to fast token decks that I've played it against, or straight-up removal.
I'd take Rampant Growth over Thunderherd Migration. Not having to show part of your hand or pay extra for the same effect in the same color. Might want to think about Heroic Intervention as well, as it's a great protection spell in green. Also, may want to be careful with how you ramp. Right now, you ramp strictly with creatures aside from Thunderherd Migration. A deck with aggressive creature removal can destroy your game plan, so I'd look for ways to ramp outside of your creatures. For example, Rampant Growth, Kodama's Reach, and Overgrowth all ramp in your color. Also, if you know you're not going to be playing against a green deck, Vernal Bloom is awesome, by effectively doubling your green mana production. It does affect ALL forests, though, so maybe sideboard that in.Interested in where this deck goes. +1
Oh, duh, how did I miss that?? Carry on!
I'd dump the Grull Guildgates in favor of Rugged Highlands. You get a little life that way on top of the tapped land. Other than that, it looks fun.
This looks like a fun deck! +1Not much to add to it, really. Thinking about proxy-ing this out and seeing how it plays.
Looks like your main win-condition is Mechanized Production through Treasure tokens, which seems sound on paper. +1 Mechanized Production - Your main win condition should be a four-of+2 Treasure Map - Scry ability and produces three treasures when it flipsRevel in Riches - Expensive, but gives a way to produce treasures if you're opponent is losing creatures... Idk how I feel about it either direction.Brass's Bounty - Maybe a single one of these? Idk, it's super expensive, but has potential to instant win the game on your next turn.+2 Pirate's Prize - Card draw and plays into what you're trying to combo off with. A little expensive, but I think possibly worth it.-4 Thaumatic Compass - Expensive ability that you'll be sinking mana into instead of playing cards that interact with your combo.In fact, I just realized you're running 29 lands! That's insane, IMO, especially since you're working to create treasures, which can be used for mana if necessary. Drop two each of your basics, then you'll have a bit more room to play around with.Hope this helps. Cheers!
Sure, I'll pop over and take a look tonight
If you wanted to make this Modern legal, I'd do the following:-3 Beetleback Chief - Great card, but is the only reason this deck isn't Modern legal. -4 Fanatical Firebrand - it's a 1/1 Haste for 1, but for the burn, you have to sacrifice it. We may be able to find better damage alternatives-4 Wily Goblin - You won't need extra mana to ramp into anything, and your mana base well covers the low cost of the cards in this deck-3 Akki Coal Flinger - Bloodmark's got the first strike covered, this is just redundant+1 Ben-Ben, Akki Hermit - Gives you a way to damage your opponent if you can't immediately swing wide+4 Goblin Chieftains - Because lord abilities are always welcome in go-wide tribal decks+4 Goblin King - Because more lord abilities are always welcome in go-wide tribal decks+4 Goblin Fireslinger - 1/1 with a repetitive burn ability can take the place of your Firebrand+1 Krenko, Mob Boss - Exponential token productionI'd also drop four mountains and replace them with four valakut, the molten pinnacle. This gives you a way to damage your opponent simply by playing lands. They're not Legendary either, so you can have a few on the battlefield at once. They start to hit hard in mono-red, and coupled with go-wide Goblins, you should be able to do quite well.Just some thoughts, hope they help!
You seem to need a bit more ramp to get into your top-end creatures. I'd drop the Wildgrowth Walker, as he's only affected by Ixalli's Diviner. Kinjalli's Caller, Knight of the Stampede, and a few more Huntmasters would allow you to ramp into your big stompy dinos. Also, playing three colors, I'd want some sort of mana fixing or dual lands. Evolving wilds to search up some basics could help, as well as Rootbound Crag for R/G, and you could add Stone Quarry and Sunpetal Grove if you're trying to stay on a budget.
The Dreadnaught doesn't even need to stick on the field, does it? His "sac creatures" requirement is when it comes into play, meaning that Pandemonium would have already triggered......I like this!
Does Cutpurse count for tokens already created before the card is played? If so, then that's insane. If not, just bait the Cutpurse, then ping your dinos at the beginning of his turn to start making them. You'll have plenty to outrun the ones your opponent stole from you.
26 land seems like a lot to me... And as far as a mana goes, I'd run 22 tops and add duals like Sunpetal Grove, Stone Quarry, and Rootbound Crag, maybe two of each? Honestly, I'm sure there are people here better suited to suggest a more diverse mana base than I am, and there are plenty more Modern-legal dual lands that fit your colors. Just search for Modern legality, and search the Text for {W} {R} {G} or any combination of the two. And remember that evolving wilds is only good if you have basic lands, so don't include them if you end up going dual-heavy or need basics for a specific reason.
I still stand by everything I said. Constructive solutions to a deck's weakness helps not only the builder, but possibly builds the skills of anyone looking at the deck. But hey, maybe that's just me. =)
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