Thanks for the suggestions! I was actually considering Winter's Grasp in my original deck build however I opted for cards that allow me to destroy non-land cards as well (ie: artifacts, creatures or enchantments) in case I can't handle what they're dishing out on the board. I'm not a big fan of Hurricane because of the risks inherent in lowering your own life total, but I see it's merit. I really do like Tremble as a sideboard card - similar to Raze, but amazing in multiplayer. Devastating Dreams was one I don't think I even considered. That could make a great addition, even in a 1v1 game. I really appreciate the time you took to give me other options that are pre-modern!
No problem. Enjoy :)
Love the concept. Here are some other card ideas.Abzan Battle PriestAjani's PridemateAvatar of the ResoluteDragonscale GeneralGleam of AuthorityHigh Sentinels of ArashinIncremental GrowthInspiring CallNessian Wilds RavagerPhalanx LeaderSunbondSubringer's TouchWarden of the First Tree
lol I found it very intriguing so I had to figure it out properly. I really like the concept, just hard to pull off. I'm sure there are other ways of doing it too. Some other cards to consider are:Elvish Spirit Guide (green version of Simian Spirit Guide useable for Manamorphose)Reckless ChargeVampire's BiteLotus Petal (1 only to be legal in all formats, or if you have more it just won't be legal in vintage)Black Lotus (obviously would be in here if you had it lol)
Interesting combo, but (correct me if I'm wrong) it would be impossible to pull off unless you went second for the draw. I will show you what your only 2 options are. Both require you to go second, in which case you risk the opponent putting out 2 blockers, in which case your combo fails.Working Option 1 (8 cards) - Memnite, Simian Spirit Guide x 2, Land (black mana), Hammerhand, Tainted Strike, Assault Strobe, Mutagenic Growth:1. Play Memnite2. Exile Simian Spirit Guide x 2 (2 red mana in pool)3. Play a land and tap for black mana (2 red and 1 black mana in pool)4. Play Hammerhand (1 damage) (1 red and 1 black mana in pool)5. Play Tainted Strike (1 damage) (1 red mana in pool)6. Play Assault Strobe (no mana left)7. Play Mutagenic Growth by paying 2 life (2 damage)You deal the opponent 10 damage which turns into 10 poison counters for the win.Working Option 2 (9 cards) - Memnite, Simian Spirit Guide, Dark Ritual, Manamorphose (2 red mana), Land (black mana), Hammerhand, Tainted Strike, Assault Strobe, Mutagenic Growth:1. Play Memnite or Ornithopter2. Exile Simian Spirit Guide (1 red mana in pool)3. Play a land and tap for black mana (1 red and 1 black mana in pool)4. Play Dark Ritual (1 red and 3 black mana in pool)5. Play Manamorphose (2 red and 2 black mana in pool) - Draw one of the following necessary cards6. Play Hammerhand (1 damage) (1 red and 2 black mana in pool)5. Play Tainted Strike (1 damage) (1 red and 1 black mana in pool)6. Play Assault Strobe (1 black mana in pool)7. Play Mutagenic Growth by paying 2 life and/or play Deviant Glee (no mana in pool) (2 damage)You deal the opponent 10, 12 or 14 damage which turns into 10, 12 or 14 poison counters for the win.Reasons why other options fail:1. Ornithopter won't work unless you can cast both Deviant Glee AND Mutagenic Growth, in which case you need at least 8 cards.2. Titan's Strength won't work because you can't generate enough red mana without having more than 9 cards.3. You can't just have one of Manamorphose or Dark Ritual because you would run out of land for your combo.I can explain why other card combinations would fail as well, but it would take a long time to explain, so let me know if you want me to. Either way, great idea, but very hard to pull off, and wouldn't really count as turn 1.
OOOOOO! I like the idea of Thawing Glaciers, and with Amulet of Vigor, you could really benefit from that. HOWEVER...... I get the feeling that if you did that, you'd be focusing too much on land and not enough of on actually playing your combo (since nothing else you have comes into play tapped). Plus, you'd have to get rid of some of your better land to do that. If you want, you could take away the 4 darkslick shores and 2 of the undiscovered paradise and add in 2 thawing glaciers and 4 basic land (probably 2 of each). Up to you - I personally do think that the filtering is really important in Legacy as many players will have the fetch lands. The benefit of filtering means that the chance that you draw a key card is higher because you have 1 less land in your deck to worry about. I think the rest of your deck falls into place well once you have the land settled. I think you should play test it with multiple different land bases and see what seems to be more consistent and what you prefer more. Websites like Tappedout.net allow you to build your decks and then try them out, so maybe give that a shot. Alternatively, you can just use the "draw sample hand" feature on this site and see what kind of draws you come up with. It allows you to mulligan too which is great. Once again, all the best, and keep me posted. I'm actually really excited to see how well this works!
this is impossible on the first turn because when you end up drawing more lotus petals and more glimpse of natures, you won't have a hand of creatures to keep drawing. You're stuck with them in your hand, until the following turn. However if you add in a card called scapegoat, you would be guaranteed to win, because you could return all your creatures to your hand and redraw that many cards. great idea with this deck - just needs that final touch.
Ok, this looks a lot better but I do have a few other suggestions for you but it's just my opinion and I don't want you to feel pressured to make the changes if you don't want to. You made a good call to drop some of the land, because you have to also remember that the lotus petals are pretty much lands too. To be on the safe side, I would drop the trinket mages (I know I said I like them, but they're your only 3-drop and with less land, you may not be able to get them out anyway). I would also take out 1 more lim-dul's vault. In place of those 3 cards, I would add 1 more reconstruction (blue card for force of will) and 2 not of this world. This gives you more chances to save your dreadnoughts since they are your only creatures.Back to land.... I don't like the "come into play tapped" lands when you need to play things out so fast. I would try to swap them out. You have City of Brass in your sideboard which is a great replacement for some of the vivid lands, and if you have any others like that, I would suggest adding them in as well. I'm assuming at this point you don't have polluted delta or watery grave, which is unfortunate. If you do decide to play with "come into play tapped" lands, may I suggest bad river as a substitute and put in basic land that you can search for. Deck thinning through land grabs really helps you get the cards you really need faster.I can't really think of anything else off the top of my head at this point. If I do think of anything else, I'll be sure to post. I really do like this deck and I hope it works out for you. Let me know how it goes with play testing :)
I really like this concept, but I think in order for it to be Legacy viable, it needs a lot faster mechanics and filtering/drawing abilities. A lot of Legacy decks find ways to combo out cards at crazy speed, so simply using Lim-Dul's Vault and Ponder may not be enough. I would suggest starting with some land changes. This is one of the key pieces of a successful Legacy deck, and unfortunately the most expensive as well. You need to have a consistently flexible land base. One thing that seems to be a staple are the fetch lands (in your case, Polluted Delta) because it allows you to get land that you can use immediately as well as thin your deck. I would also add in the shock land from Gatecrash called Watery Grave. This counts as both an island and a swamp, so it is searchable with Polluted Delta as well. Obviously also including Underground Sea (Alpha/Beta/Unlimited dual land) would be advised, but that makes this really expensive. I would also try to find more ways to get Phyrexian Dreadnought into play safely. One card I would add in here would be Stifle. It fits well in the colors, and allows you to have another option beyond Torpor Orb and Vision Charm. Next I would try to find other ways to get the necessary combo cards into your hand faster, rather than just having them in place to draw. Some options would be cards like Sleight of Hand, Anticipate, Diabolic Vision, Impulse, Plunge into Darkness and Strategic Planning (which can be used to combo with Unearth). I like some of the cards you have in your sideboard, and would consider mainboarding some of them like Trinket Mage, Hunted Horror and Reconstruction. These allow you to do more searching and recovery and can allow you to use other searching cards that dump cards into your graveyard like Careful Study and Forget. Other than that, I think you have a great deck here. I hope this helps and best of luck :)
You're right. I actually thought you were trying to do it through heroic triggers, but the Sage is going to be the lowest toughness creature so he will always get the 5 bolster counters. My mistake. Well thought out. I'm guessing you'll end up using a second mastodon to attack with aqueous form each additional turn. crazy idea, wow.
Sorry to tell you, but this doesn't work. The bolster ability does not target creatures. You can actually bolster creatures with shroud. The combo won't work as is. However, what would work is using some of the Abzan counter craziness to do what you're trying to do. There are a lot of creatures and spells that put counters on creatures, without having to use the bolster ability. Armament Corps, Satyr Grovedancer and Living Totem are good examples in Standard. Plus if you add Hardened Scales, you can double, triple or even quadruple the number of counters you add on, which can get you to the 5 counters you need very easily.
I agree with vaan104 regarding fate unraveler and urborg, tomb of yawgmoth. I also really like the idea of adding in damnable pact when it comes out. In addition, here are some other suggestionshowling mineliliana's caress (or megrim)bloodgift demoncaress of phyrexia (or harrowing journey)Seizan, Perverter of Truthblackmailcunning lethemancermind shattermind sludgequest for the nihil stonethe rack
No worries. I try to be thorough so that deck builders can see all the other options available to them. No point in giving 1 or 2 cards, if you end up not liking the ideas. Have fun :)
I like the concept. Here are some other card ideas that fit well:Awakening ZoneBeacon of CreationBringer of the Green DawnBudoka Gardener/Dokai, Weaver of LifeCarrion CallCreakwood LiegeDoubling Season (Better than Parallel Lives because it gives counters too)Fresh Meat (interesting card because tokens hit the graveyard when they die)Gelatinous GenesisGiant AdephageGrowing RanksHornet NestHornet QueenImperious PerfectLiving HiveMiming Slime (Copying the size of your huge Omnath)Phyrexian SwarmlordRampaging BalothsSoul of ZendikarSporemoundVerdant EmbraceWormcoil Engine
Great concept but lacking in playability. The problem is with your mana base - it needs to be more consistent. I would recommend the following for your land base, assuming all else is kept the same (just my opinion). This will allow you to have more fetchable lands so that the fetches don't risk becoming useless, as well as having a few more lands that can provide color without having to wait for either the next untap phase and/or counters on Crucible. Also this gives you a better chance to get red mana sources since that is almost as important as green mana in your deck.2x Wooded Foothills2x Flooded Strand2x Temple of Abandon2x Temple of Plenty2x Temple of Triumph2x Temple of Mystery2x Crucible of the Spirit Dragon2x Mana Confluence3x Forest3x Mountain1x Plains1x IslandYou could also swap some of the temples for gain life lands from Khans. These could help sustain some of the damage from the early game when you might not be able to cast much, as well as help offset the life lost from the fetchlands and Mana Confluence, in addition to the Courser of Kruphix.Also, I know you seem to be staying away from black, however there are some epic cards on the black side that would help this deck tremendously. Let me know if you're interested and I can give you even more suggestions as well. Good luck and have fun!
Fun concept but so easily taken care of by a single board wipe because you only have 1 non-creature spell. I would consider adding in Inkmonth Nexus so that you'll still have a potential creature in the event that you get wiped. Also, Phyrexian Crusader is pretty strong too.
You're right, it does look like a fun idea, and no worries about the input, that's what the community is for! Let me know if you'd like some advice :)
I really like the concept of the deck and how well the cards play off each other, but I'm struggling to find any other win condition other than just waiting for your opponent to run out of options. I know Keranos' damage may suffice, but not drawing him could be detrimental. I feel like this could use a few more creatures to attack with and/or some extra direct damage to capitalize on the card advantage and control you gain from the rest of the deck. Again Keranos could become a creature, however with your lack of permanents, I think this could be difficult in most cases. Just my opinion :)
Yea but you always have to watch out for things like deathtouch, and high toughness creatures. Those can cause some problems. That's why the flying works well because with the Archetype, they lose any chance of blocking, and EVERYTHING gets through lol. But either way, this is fun. Good work putting it together.
LOVE IT! For shits and giggles you can add in Archetype of Imagination since it fits with your colors. Flying Aurochs' FTW!
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