I'm thinking the card space would be the factor there since you don't really want to see those cards in your hand.
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I agree on the no-4-color-deck rule. If you're going to go that far, make it 5. You'll have to run cities of brass and gemstone mines anyway. If all you throw in is a Balance, it'll be worth it. Also, 60 card decks are happy decks.
I've changed the deck list to reflect what it is now. Very different from the original. It's now built mostly around the Crush of Wurms. It has good swarm potential as well. I'll probably experiment with Overruns instead of the Mights next. The wife plays it mainly. She likes the squirrells... :o
Teferi's Puzzle Box is also a great one with Underworld out. It doesn't trigger Megrim, though.
No Fire Whip? It's a bit cheaper than Arcane Teachings for the same effect (minus the Giant Strength.)
Test of Endurance would be a good add to the deck. So would Beacon of Immortality and maybe Heroes Remembered. Check out this ruling on Genju of the Fields. You can activate it multiple times to multiply the Lifelink: http://www.wizards.com/default.asp?x=mtgcom/satschoolarchive&term=Spirit_Link
You mean ultimate deck of not drawing any of the 18 lands in an 88 card deck?
Piledrivers and Mogg Fanatics would be a start.
The only other way to speed it up would be to add some artifact mana. Sol Ring, Mana Vault, Mana Crypt, or maybe just some Mind Stones or Fire Diamonds.
Lol, I used to pull that BS with Heartstone and Ashnod's Altar. That was pre-Onslaught though.
Can a creature have multiple instances of Lifelink anymore? I'm just wondering now that the Oracle text on Spirit Link says "enchanted creature has Lifelink."
Wheel of Fortune and Memory Jar will trigger the Megrim and the Underworld. Tiny defensive creatures that fit the theme could be Mogg Maniac and Mogg Fanatic.
Add 2-3 Zirilan of the Claw and 1 Nicol Bolas. That's always good for some yucks.
Unless otherwise specified by a card in play (or on the stack) cards come back into play with no "memory" of being in play before. They'll be untapped, with any temporary counters and auras gone. "Comes into play" triggered abilities will trigger. "When played from the hand" abilities will not.
Fireshrieker gives double-strike....got 'nothin.
Makes me want to build a Fungal Shambler deck.
The Lackeys are clutch, you should run 4.
Spined Wurm is another decent power for cast 'nilla creature. Craw Wurms! Wheeee :)
Priest of Titania, Orcish Lumberjack, and Tinder Wall will provide a mana boost. You wouldn't play with all of them of course, just throwing that out there. Also, a Crop Rotation would help you find the Cradle more. Four Treetop Villages would probably slow you down more than anything. I can't see paying for more than maybe two in a turn.
Yes, Clarky, but at that point the blanket rule of infinities kicks in and the person who controls the cards in the combo states a number of times for it to recur (it can be a million or whatever) and then it stops.
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