On the Delirium side Traverse can fetch you a shrine of the forsaken gods to ramp you (traverse costs one, shrines gives you 2 for colorless spells) and, the best mode, fetch any threat!
Delirium is easier to obtain if artifact creatures like hangarback walker (converted mana cost can be 0 to throw in grave on purpose to obtain Delirium) or Hedron crawler are played.
Corrupted Tombstone
"2 Artifact
Corrupted Tombstone enters the battlefield tapped.
T: Choose a card in your graveyard. Add one mana of that card's color to your mana pool."
is a great addition as long as we can get a card into the graveyard reliably early on, but that will probably end up being the sticking point. Traverse the Ulvenwald as a 1st turn play would help with that as well, but enabling Delirium consistently may be an issue and that card really needs to be able to tutor threats by turn 7-8.
Corrupted Tombstone
"2 Artifact
Corrupted Tombstone enters the battlefield tapped.
T: Choose a card in your graveyard. Add one mana of that card's color to your mana pool."
is a great addition as long as we can get a card into the graveyard reliably early on, but that will probably end up being the sticking point. Traverse the Ulvenwald as a 1st turn play would help with that as well, but enabling Delirium consistently may be an issue and that card really needs to be able to tutor threats by turn 7-8.
Makes Traverse better by being able to utilize that artifact by T3, Seems unreliable though
I think I would like to test a ruin in their wake version as Traverse the Ulvenwald should let you run a bit lighter on wastes than before. I'm pretty sure you can't ignore Hedron Archive though if you are wanting to turn on delirium. The 4 drop accelerators are better overall than the 2 drops. I've seen lists that eschew 2 drop accelerators all together that do well although I'm not sure I like them as much. Evolving wilds is likely too important to skip over for delirium as well.
I would personally start with something like this:
If I was testing a mana dork version instead, I would want to wedge in a couple copies of Drownyard Temple to make my World Breakers even more annoying. It is likely more cute than good, but I am curious.
I think I would like to test a ruin in their wake version as Traverse the Ulvenwald should let you run a bit lighter on wastes than before. I'm pretty sure you can't ignore Hedron Archive though if you are wanting to turn on delirium. The 4 drop accelerators are better overall than the 2 drops. I've seen lists that eschew 2 drop accelerators all together that do well although I'm not sure I like them as much. Evolving wilds is likely too important to skip over for delirium as well.
I would personally start with something like this:
If I was testing a mana dork version instead, I would want to wedge in a couple copies of Drownyard Temple to make my World Breakers even more annoying. It is likely more cute than good, but I am curious.
Your suggested Deck is only 57 cards. I suggest +3 Chandra, -1 from your board, +1 Conduit of Ruin.
Having a T1 green source is to important, we have to get that forest count up.
chance of T1 forest > http://stattrek.com/online-calculator/hypergeometric.aspx
8 forest = 65%
12= 81%
13=84%
14=86%
The whole point for a ruin in the wake version to go 2>4 without disruption as is common with the mana dork version.
The Ruin Version has many T1 plays; Evolving wilds, Traverse and Oath: have to have the forest to play those cards to get the mana right for Ruin.
rough draft, 12 forest, 2 mountain, 4 Wilds, 4 waste and 3 sanctum
I think with regards to your list those hedrons can be turned into Nissa's Pilgrimage, one more card type for traverse, otherwise you have to get hedron into the grave which you might not want to do, you get forests out of your deck and it cost less.
Your suggested Deck is only 57 cards. I suggest +3 Chandra, -1 from your board, +1 Conduit of Ruin.
Having a T1 green source is to important, we have to get that forest count up.
chance of T1 forest > http://stattrek.com/online-calculator/hypergeometric.aspx
8 forest = 65%
12= 81%
13=84%
14=86%
The whole point for a ruin in the wake version to go 2>4 without disruption as is common with the mana dork version.
The Ruin Version has many T1 plays; Evolving wilds, Traverse and Oath: have to have the forest to play those cards to get the mana right for Ruin.
rough draft, 12 forest, 2 mountain, 4 Wilds, 4 waste and 3 sanctum
I think with regards to your list those hedrons can be turned into Nissa's Pilgrimage, one more card type for traverse, otherwise you have to get hedron into the grave which you might not want to do, you get forests out of your deck and it cost less.
That is so weird- I have 3 Chandra listed in the deck tags, but I can't get it to show up in the post even after editing. I wholeheartedly agree though that they need to be there, Chandra is one of the prime draws to playing this deck.
8 forests actually represents an increase in the forest count over the current/old ruin in their wake lists which typically run a 7/5 forest/waste split. The 4 evolving wilds help fill the needs though they don't represent the ability to cast oath or traverse on curve though which might be problematic if we are leaning on traverse. It is possible that traverse lets you go deeper than that without sacrificing more sanctums- 9/3 or even 10/2, but I'm not sure that is ok. The alternative is of course to cut anotehr sanctum for a forest which might be ok with traverse since you rarely need more than 2 sanctums in a single game, but delerium is far from gauranteed with this deck....
Your suggested Deck is only 57 cards. I suggest +3 Chandra, -1 from your board, +1 Conduit of Ruin.
Having a T1 green source is to important, we have to get that forest count up.
chance of T1 forest > http://stattrek.com/online-calculator/hypergeometric.aspx
8 forest = 65%
12= 81%
13=84%
14=86%
The whole point for a ruin in the wake version to go 2>4 without disruption as is common with the mana dork version.
The Ruin Version has many T1 plays; Evolving wilds, Traverse and Oath: have to have the forest to play those cards to get the mana right for Ruin.
rough draft, 12 forest, 2 mountain, 4 Wilds, 4 waste and 3 sanctum
I think with regards to your list those hedrons can be turned into Nissa's Pilgrimage, one more card type for traverse, otherwise you have to get hedron into the grave which you might not want to do, you get forests out of your deck and it cost less.
That is so weird- I have 3 Chandra listed in the deck tags, but I can't get it to show up in the post even after editing. I wholeheartedly agree though that they need to be there, Chandra is one of the prime draws to playing this deck.
8 forests actually represents an increase in the forest count over the current/old ruin in their wake lists which typically run a 7/5 forest/waste split. The 4 evolving wilds help fill the needs though they don't represent the ability to cast oath or traverse on curve though which might be problematic if we are leaning on traverse. It is possible that traverse lets you go deeper than that without sacrificing more sanctums- 9/3 or even 10/2, but I'm not sure that is ok. The alternative is of course to cut anotehr sanctum for a forest which might be ok with traverse since you rarely need more than 2 sanctums in a single game, but delerium is far from gauranteed with this deck....
10 forests is 74% and you want to make sure to have the forest in order to use Traverse Turn 1 so you can get your waste. However having a traverse in your opening hand is only 31% so maybe 9 or 10 forest you can get away with.
Looks like we have a new possible threat for the deck, The Gitrog Monster.
Deathcap cultivate add black and traverse can fetch for black, dont need it till later in the game and since its legendary cant see playing more than 2.
BUT what to take out? I dont think it makes the cut but its close.
Did you mean to ask if the frog goes against the ramp strategy? I assume that is because it eats land?
If so it is true but you can play 2 lands a turn; Oath can find you lands as can traverse and every time a land goes to the grave you draw a card, including sacrificing a Sanctum after casting world breaker!
I wouldn't worry about it, plus if the land is that important you could just cast the frog play an additional land then next turn sac the frog. It could be a way to go from 5-7, Nissa's Pilgrimage can take you from 3-5 and give you the additional land to play to take full advantage of Pilgrimage.
Looks like Groundskeeper goes REAL well with the Frog!
Ugin is leaving which reduces our threat level by 2/3, can Ulvenwald Hydra make the cut?
seems pretty sweet. Enables us to go from 6-9 (Void Winnower) by getting a shrine or can reach a sanctum to start WorldBreaker chains.
What are your impressions?
I was interested in the Hydra as well but Im afraid that its just a big dumb creature, it doesnt do anything except get huge in our deck which could be enough but I am not sure.
Private Mod Note
():
Rollback Post to RevisionRollBack
Standard:GR Eldrazi Ramp
Modern: Mono Green Devotion
I was interested in the Hydra as well but Im afraid that its just a big dumb creature, it doesnt do anything except get huge in our deck which could be enough but I am not sure.
So, I feel like, with the ramp deck, the goal is to get to 7 mana as fast as possible (I suppose this is obvious). It seems like the best way to do this is to have a turn 2 ramp spell (spell or mana dork). I think with Traverse the Ulvenwald being a thing it makes Ruin in the Wake more consistent. My whole question is do we want to go mana dorks with the deathcap cultivator being an upgrade over our current post rotation dorks or do we want to just rely on ramp spells. Also, do we consider going up to 4 chandra's with the loss of Ugin.
Private Mod Note
():
Rollback Post to RevisionRollBack
Standard:GR Eldrazi Ramp
Modern: Mono Green Devotion
Deathcap is a straight replacement. This actually allows us to potentially splash black for the new reanimator, Even After.
Only issue is do we want to risk the tight landbase we have to support it due to the double black cost? As far as I know the Hydra is a good tempo builder, giving a 7/7 with Reach which is the reverse of World Breaker which we mostly use to eat up lands. Being able to ramp us 1 more land with a big body does put things ahead. Only issue with removals currently in standard, I'm not surprised if Ultimate Price is being put back in after the rotation of all those multi-color creatures
So, I feel like, with the ramp deck, the goal is to get to 7 mana as fast as possible (I suppose this is obvious). It seems like the best way to do this is to have a turn 2 ramp spell (spell or mana dork). I think with Traverse the Ulvenwald being a thing it makes Ruin in the Wake more consistent. My whole question is do we want to go mana dorks with the deathcap cultivator being an upgrade over our current post rotation dorks or do we want to just rely on ramp spells. Also, do we consider going up to 4 chandra's with the loss of Ugin.
I think 4 Chandras is a bit much, but its with the thought.
I personally think dorks are better: increased consistency, Oath can find them so T1 Oath can give you the T2 dork you need that you dont have in your opening 7, you are less likely to use Oath to find wastes or red mana enabling you to keep more threats, Running Hedron Crawler helps with delirium.....
I dont think Ever after will see play in Eldrazi, running 3 colors
So, another question. Are we just Green Red ramp, or Green Red Colorless, OR do we go Jund (Im not sure that black has anything to offer for our ramp style really except maybe Ob Nixilis but we will like have deathcap in our deck so its at least possible), OR do we consider Naya (white has some interesting options not least of which is Nahiri) Jund and/or Naya give us access to man lands. I think in the end Red/Green/Colorless is going to be the route we take as I think we need RitW to be more consistent and going into other colors probably takes us out of the ramp shell.
Private Mod Note
():
Rollback Post to RevisionRollBack
Standard:GR Eldrazi Ramp
Modern: Mono Green Devotion
Yup, went testing my deck tonight with some friends. The current decklist is more or less fixed. With Ugin, Mystics going that's all. We are either finding direct replacements for them, or looking at completely re-inventing the Deck.
In terms of set up, we are still looking at ramping with Nissa's Pilgrimage, Explosive Vegetation aided by either going turn 2 Gilder, Cultivator. With the new card like
If we go for a full Scion set up where instead of lands, we ramp the number of scions, we can go turn 1 Oath into turn 2 this. Turn 3 Call the Scions, Turn 4 turning them sideways plus sacing them for 8 mana. Although this also opens us up into other problems too, the fastest wipe opponents can do is turn 3 Flaying Tendrils.
Splashing a 3rd color wise,
Black gives us Jund, where Deathcap Cultivator can tap for relevant mana. We can even go with Sorin and Languish in this set up if we are able to control the land drops well. Also opening up the option of Ob Nixilis, which Imho has being underwhelming in the current meta. -3 for a Murder is good and +1 to draw is always helpful.
White gives us Naya, Nahiri comes in potentially as a 4 drop which can bait for removals and/or allow us to use her as a removal. White also gives access to DL Dromoka which really stabilizes against grindy games and stops End turn Coco by bant coco players to set up a tempo of Reflector Mages. Planar Outburst would be strong in this set up, Declaration in stone is strong against token strategies plus opening the option to play Archangel Avacyn herself.
Blue gives us Temur, Kiora is a pseudo ramp with her -2 gives us a way to fill our graveyard for Delirium. In my Book Engulf the Shores is a sided bounce, can be cast EOT and also good against tokens or Weenies (Which I'm expecting to pick up steam with this new meta.) Also we can be playing New Jace or for those who have it Baby Jace, both helps in CA but takes the turn slower as we'll be spending time to set them up instead of our end goal. Blue also opens up counterspells if we so desired to run it, imho it's more useful to do card selection/Card advantage if we go this route, with bounce spells to control our board before letting the big fatties let lose.
problem with the scions is that they dont stick around, although it makes from beyond sexier.
With this enchantment I was thinking along the lines of putting out creatures like hangarback and advocate and being able to tap them for mana later. Also Offshoots can tap for mana so thats helpful against aggro.
Bad thing is that the card does nothing by itself and sucks in multiples.
Yup, went testing my deck tonight with some friends. The current decklist is more or less fixed. With Ugin, Mystics going that's all. We are either finding direct replacements for them, or looking at completely re-inventing the Deck.
In terms of set up, we are still looking at ramping with Nissa's Pilgrimage, Explosive Vegetation aided by either going turn 2 Gilder, Cultivator. With the new card like
If we go for a full Scion set up where instead of lands, we ramp the number of scions, we can go turn 1 Oath into turn 2 this. Turn 3 Call the Scions, Turn 4 turning them sideways plus sacing them for 8 mana. Although this also opens us up into other problems too, the fastest wipe opponents can do is turn 3 Flaying Tendrils.
Splashing a 3rd color wise,
Black gives us Jund, where Deathcap Cultivator can tap for relevant mana. We can even go with Sorin and Languish in this set up if we are able to control the land drops well. Also opening up the option of Ob Nixilis, which Imho has being underwhelming in the current meta. -3 for a Murder is good and +1 to draw is always helpful.
White gives us Naya, Nahiri comes in potentially as a 4 drop which can bait for removals and/or allow us to use her as a removal. White also gives access to DL Dromoka which really stabilizes against grindy games and stops End turn Coco by bant coco players to set up a tempo of Reflector Mages. Planar Outburst would be strong in this set up, Declaration in stone is strong against token strategies plus opening the option to play Archangel Avacyn herself.
Blue gives us Temur, Kiora is a pseudo ramp with her -2 gives us a way to fill our graveyard for Delirium. In my Book Engulf the Shores is a sided bounce, can be cast EOT and also good against tokens or Weenies (Which I'm expecting to pick up steam with this new meta.) Also we can be playing New Jace or for those who have it Baby Jace, both helps in CA but takes the turn slower as we'll be spending time to set them up instead of our end goal. Blue also opens up counterspells if we so desired to run it, imho it's more useful to do card selection/Card advantage if we go this route, with bounce spells to control our board before letting the big fatties let lose.
Vessel of Nascency can dig for it
turns Chandra into ramp, going from 6 to 9, land drop the next turn, +1 get 2 creatures, tap for mana......
So Scions can now sacrifice themselves for a C and Tap for X. From Beyond, Blisterpod, and any token producing Eldrazi need to looked at again. There's probably a shell that will ramp Eldrazi, and a R/G shell that will ramp into Munsters that aren't spaghetti looking.
Private Mod Note
():
Rollback Post to RevisionRollBack
Standard Arena: Eh? Gruul or Die
Modern: Decks I'm playing right now: G Mono Green Tron (34-10-3 paper record, only SCG/Regionals/PPTQ record) C Eldrazi Tron (9-5) UG Infect RW Burn
Where the deck is so thinly trimmed for space as it is, does anyone have an idea of a general shell post rotation. I am really liking the "all creatures are BOP" enchantment, and traverse the ulvenwald as a late game tutor for ulamog since I get to 12ish mana in grindy-er games with the ability to cast ulamog, but rarely drawing him unless from a sanctum trigger. Additionally I think the hydra will be strong as an additional threat. I feel like if you are playing the cryptolith rite you don't want to play traverse, and would rather play jaddi offshoot or something in that spot instead. If we are upping our creature count for the enchantment does that warrant 1 or 2 Arlinn Kords in the 60 or 75 as well? There's a lot being brought to the table and it's being hard trying to figure out the numbers as well as which are the most consistent. I suppose only time will tell on the consistency end of things.
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
- find red for Kozilek's Return, Chandra, Flamecaller and Dragonlord Atarka, since we dont have true fetches.
- ensure a land drop.....
On the Delirium side Traverse can fetch you a shrine of the forsaken gods to ramp you (traverse costs one, shrines gives you 2 for colorless spells) and, the best mode, fetch any threat!
Delirium is easier to obtain if artifact creatures like hangarback walker (converted mana cost can be 0 to throw in grave on purpose to obtain Delirium) or Hedron crawler are played.
Deathcap cultivator is a direct replacement for leaf gilder or replaces rattleclaw mystic's spot in the deck.
If GR ramp enables Delirium Deathcap gets Death touch to boot.
1st draft list of post rotation GRazi is:
4 Deathcap Cultivator
4 Hedron Crawler
2 Conduit of Ruin
4 World Breaker
2 Dragonlord Atarka
2 Ulamog, the Ceaseless Hunger
Spells - 17
4 Oath of Nissa
3 Traverse the Ulvenwald
3 Nissa's pilgrimage
4 explosive Vegetation
3 Chandra, Flamecaller
14 Forest - ensure T1 play
3 Mountains
4 Shrine of the Forsaken Gods
4 Sanctum of Ugin
4 Jaddi Offshoot - aggro
3 Kozilek's return - aggro
3 Plummet - Dragons
2 Roast - ?>Reality Smasher>
2 Nissa's Renewal - replace Conduit against aggro
1 Void Winnower - Mirror
13 Threats, would like one more but I'll work on that later.
17 ramp spells, including conduit and dorks.
Thoughts?
Props to DarkNightCavalier 4 da banner and SGT_Chubbz 4 avvie, here
Standard
GRAggro
GRWNaya Purphoros
GWAggro Retired 9/19/2014
RGPrimeval Titan RIP
1/5/2010 - 9/30/2011
Top 4 Channelfireball Winter series 5k Feb. 2011
3rd at California National Qualifiers 2011
40th at GP SLC 2012
Find me on MTGO @ Ruslvmusl91
"2 Artifact
Corrupted Tombstone enters the battlefield tapped.
T: Choose a card in your graveyard. Add one mana of that card's color to your mana pool."
is a great addition as long as we can get a card into the graveyard reliably early on, but that will probably end up being the sticking point. Traverse the Ulvenwald as a 1st turn play would help with that as well, but enabling Delirium consistently may be an issue and that card really needs to be able to tutor threats by turn 7-8.
Modern: UW Spirits
Makes Traverse better by being able to utilize that artifact by T3, Seems unreliable though
Props to DarkNightCavalier 4 da banner and SGT_Chubbz 4 avvie, here
Standard
GRAggro
GRWNaya Purphoros
GWAggro Retired 9/19/2014
RGPrimeval Titan RIP
1/5/2010 - 9/30/2011
Top 4 Channelfireball Winter series 5k Feb. 2011
3rd at California National Qualifiers 2011
40th at GP SLC 2012
Find me on MTGO @ Ruslvmusl91
I would personally start with something like this:
3 Hedron Crawler
4 World Breaker
3 Dragonlord Atarka
2 Ulamog, the Ceaseless Hunger
Spells - 21
4 Oath of Nissa
3 Traverse the Ulvenwald
4 Ruin in their Wake
3 Kozilek's Return
4 Explosive Vegetation
2 Hedron Archive
8 Forest
4 Wastes
2 Mountains
4 Evolving Wilds
4 Shrine of the Forsaken Gods
3 Sanctum of Ugin
1 Kozilek's Return
1 Conduit of Ruin
1 Void Winnower
1 Kozilek, the Great Distortion
4 Jaddi Offshoot
1 Chandra, Flamecaller
3 Plummet
3 Roast
If I was testing a mana dork version instead, I would want to wedge in a couple copies of Drownyard Temple to make my World Breakers even more annoying. It is likely more cute than good, but I am curious.
Your suggested Deck is only 57 cards. I suggest +3 Chandra, -1 from your board, +1 Conduit of Ruin.
Having a T1 green source is to important, we have to get that forest count up.
chance of T1 forest > http://stattrek.com/online-calculator/hypergeometric.aspx
8 forest = 65%
12= 81%
13=84%
14=86%
The whole point for a ruin in the wake version to go 2>4 without disruption as is common with the mana dork version.
The Ruin Version has many T1 plays; Evolving wilds, Traverse and Oath: have to have the forest to play those cards to get the mana right for Ruin.
rough draft, 12 forest, 2 mountain, 4 Wilds, 4 waste and 3 sanctum
I think with regards to your list those hedrons can be turned into Nissa's Pilgrimage, one more card type for traverse, otherwise you have to get hedron into the grave which you might not want to do, you get forests out of your deck and it cost less.
Props to DarkNightCavalier 4 da banner and SGT_Chubbz 4 avvie, here
Standard
GRAggro
GRWNaya Purphoros
GWAggro Retired 9/19/2014
RGPrimeval Titan RIP
1/5/2010 - 9/30/2011
Top 4 Channelfireball Winter series 5k Feb. 2011
3rd at California National Qualifiers 2011
40th at GP SLC 2012
Find me on MTGO @ Ruslvmusl91
That is so weird- I have 3 Chandra listed in the deck tags, but I can't get it to show up in the post even after editing. I wholeheartedly agree though that they need to be there, Chandra is one of the prime draws to playing this deck.
8 forests actually represents an increase in the forest count over the current/old ruin in their wake lists which typically run a 7/5 forest/waste split. The 4 evolving wilds help fill the needs though they don't represent the ability to cast oath or traverse on curve though which might be problematic if we are leaning on traverse. It is possible that traverse lets you go deeper than that without sacrificing more sanctums- 9/3 or even 10/2, but I'm not sure that is ok. The alternative is of course to cut anotehr sanctum for a forest which might be ok with traverse since you rarely need more than 2 sanctums in a single game, but delerium is far from gauranteed with this deck....
10 forests is 74% and you want to make sure to have the forest in order to use Traverse Turn 1 so you can get your waste. However having a traverse in your opening hand is only 31% so maybe 9 or 10 forest you can get away with.
Props to DarkNightCavalier 4 da banner and SGT_Chubbz 4 avvie, here
Standard
GRAggro
GRWNaya Purphoros
GWAggro Retired 9/19/2014
RGPrimeval Titan RIP
1/5/2010 - 9/30/2011
Top 4 Channelfireball Winter series 5k Feb. 2011
3rd at California National Qualifiers 2011
40th at GP SLC 2012
Find me on MTGO @ Ruslvmusl91
Deathcap cultivate add black and traverse can fetch for black, dont need it till later in the game and since its legendary cant see playing more than 2.
BUT what to take out? I dont think it makes the cut but its close.
Props to DarkNightCavalier 4 da banner and SGT_Chubbz 4 avvie, here
Standard
GRAggro
GRWNaya Purphoros
GWAggro Retired 9/19/2014
RGPrimeval Titan RIP
1/5/2010 - 9/30/2011
Top 4 Channelfireball Winter series 5k Feb. 2011
3rd at California National Qualifiers 2011
40th at GP SLC 2012
Find me on MTGO @ Ruslvmusl91
T1: Oath of Nissa
T2: Deathcap Cultivator
T3: Vessel of Nascency + effect, Traverse the Ulvenwald (probably Delirium)
T4: The Gitrog Monster
works with mono green land cards.
Vessel of Nascency and Oath of Nissa might be replaced from the position in my idea.
Did you mean to ask if the frog goes against the ramp strategy? I assume that is because it eats land?
If so it is true but you can play 2 lands a turn; Oath can find you lands as can traverse and every time a land goes to the grave you draw a card, including sacrificing a Sanctum after casting world breaker!
I wouldn't worry about it, plus if the land is that important you could just cast the frog play an additional land then next turn sac the frog. It could be a way to go from 5-7, Nissa's Pilgrimage can take you from 3-5 and give you the additional land to play to take full advantage of Pilgrimage.
Looks like Groundskeeper goes REAL well with the Frog!
Props to DarkNightCavalier 4 da banner and SGT_Chubbz 4 avvie, here
Standard
GRAggro
GRWNaya Purphoros
GWAggro Retired 9/19/2014
RGPrimeval Titan RIP
1/5/2010 - 9/30/2011
Top 4 Channelfireball Winter series 5k Feb. 2011
3rd at California National Qualifiers 2011
40th at GP SLC 2012
Find me on MTGO @ Ruslvmusl91
seems pretty sweet. Enables us to go from 6-9 (Void Winnower) by getting a shrine or can reach a sanctum to start WorldBreaker chains.
What are your impressions?
Props to DarkNightCavalier 4 da banner and SGT_Chubbz 4 avvie, here
Standard
GRAggro
GRWNaya Purphoros
GWAggro Retired 9/19/2014
RGPrimeval Titan RIP
1/5/2010 - 9/30/2011
Top 4 Channelfireball Winter series 5k Feb. 2011
3rd at California National Qualifiers 2011
40th at GP SLC 2012
Find me on MTGO @ Ruslvmusl91
Modern: Mono Green Devotion
Yea, same ol question, what to take out. ...
Props to DarkNightCavalier 4 da banner and SGT_Chubbz 4 avvie, here
Standard
GRAggro
GRWNaya Purphoros
GWAggro Retired 9/19/2014
RGPrimeval Titan RIP
1/5/2010 - 9/30/2011
Top 4 Channelfireball Winter series 5k Feb. 2011
3rd at California National Qualifiers 2011
40th at GP SLC 2012
Find me on MTGO @ Ruslvmusl91
Modern: Mono Green Devotion
Only issue is do we want to risk the tight landbase we have to support it due to the double black cost? As far as I know the Hydra is a good tempo builder, giving a 7/7 with Reach which is the reverse of World Breaker which we mostly use to eat up lands. Being able to ramp us 1 more land with a big body does put things ahead. Only issue with removals currently in standard, I'm not surprised if Ultimate Price is being put back in after the rotation of all those multi-color creatures
RWW Eldrazi Goggles
I think 4 Chandras is a bit much, but its with the thought.
I personally think dorks are better: increased consistency, Oath can find them so T1 Oath can give you the T2 dork you need that you dont have in your opening 7, you are less likely to use Oath to find wastes or red mana enabling you to keep more threats, Running Hedron Crawler helps with delirium.....
I dont think Ever after will see play in Eldrazi, running 3 colors
Props to DarkNightCavalier 4 da banner and SGT_Chubbz 4 avvie, here
Standard
GRAggro
GRWNaya Purphoros
GWAggro Retired 9/19/2014
RGPrimeval Titan RIP
1/5/2010 - 9/30/2011
Top 4 Channelfireball Winter series 5k Feb. 2011
3rd at California National Qualifiers 2011
40th at GP SLC 2012
Find me on MTGO @ Ruslvmusl91
Modern: Mono Green Devotion
In terms of set up, we are still looking at ramping with Nissa's Pilgrimage, Explosive Vegetation aided by either going turn 2 Gilder, Cultivator. With the new card like
If we go for a full Scion set up where instead of lands, we ramp the number of scions, we can go turn 1 Oath into turn 2 this. Turn 3 Call the Scions, Turn 4 turning them sideways plus sacing them for 8 mana. Although this also opens us up into other problems too, the fastest wipe opponents can do is turn 3 Flaying Tendrils.
Splashing a 3rd color wise,
Black gives us Jund, where Deathcap Cultivator can tap for relevant mana. We can even go with Sorin and Languish in this set up if we are able to control the land drops well. Also opening up the option of Ob Nixilis, which Imho has being underwhelming in the current meta. -3 for a Murder is good and +1 to draw is always helpful.
White gives us Naya, Nahiri comes in potentially as a 4 drop which can bait for removals and/or allow us to use her as a removal. White also gives access to DL Dromoka which really stabilizes against grindy games and stops End turn Coco by bant coco players to set up a tempo of Reflector Mages. Planar Outburst would be strong in this set up, Declaration in stone is strong against token strategies plus opening the option to play Archangel Avacyn herself.
Blue gives us Temur, Kiora is a pseudo ramp with her -2 gives us a way to fill our graveyard for Delirium. In my Book Engulf the Shores is a sided bounce, can be cast EOT and also good against tokens or Weenies (Which I'm expecting to pick up steam with this new meta.) Also we can be playing New Jace or for those who have it Baby Jace, both helps in CA but takes the turn slower as we'll be spending time to set them up instead of our end goal. Blue also opens up counterspells if we so desired to run it, imho it's more useful to do card selection/Card advantage if we go this route, with bounce spells to control our board before letting the big fatties let lose.
RWW Eldrazi Goggles
Bonkers.
We just wanted rampant growth, but yeah we will take this and my jaddi's into birds of paradise sure
Modern: Decks I'm playing right now:
G Mono Green Tron (34-10-3 paper record, only SCG/Regionals/PPTQ record)
C Eldrazi Tron (9-5)
UG Infect
RW Burn
With this enchantment I was thinking along the lines of putting out creatures like hangarback and advocate and being able to tap them for mana later. Also Offshoots can tap for mana so thats helpful against aggro.
Bad thing is that the card does nothing by itself and sucks in multiples.
Props to DarkNightCavalier 4 da banner and SGT_Chubbz 4 avvie, here
Standard
GRAggro
GRWNaya Purphoros
GWAggro Retired 9/19/2014
RGPrimeval Titan RIP
1/5/2010 - 9/30/2011
Top 4 Channelfireball Winter series 5k Feb. 2011
3rd at California National Qualifiers 2011
40th at GP SLC 2012
Find me on MTGO @ Ruslvmusl91
The issue is that card forces us to go wider which makes us susceptible to board wipes/removal. Still, it could be strong.
Modern: Mono Green Devotion
Vessel of Nascency can dig for it
turns Chandra into ramp, going from 6 to 9, land drop the next turn, +1 get 2 creatures, tap for mana......
Props to DarkNightCavalier 4 da banner and SGT_Chubbz 4 avvie, here
Standard
GRAggro
GRWNaya Purphoros
GWAggro Retired 9/19/2014
RGPrimeval Titan RIP
1/5/2010 - 9/30/2011
Top 4 Channelfireball Winter series 5k Feb. 2011
3rd at California National Qualifiers 2011
40th at GP SLC 2012
Find me on MTGO @ Ruslvmusl91
Modern: Decks I'm playing right now:
G Mono Green Tron (34-10-3 paper record, only SCG/Regionals/PPTQ record)
C Eldrazi Tron (9-5)
UG Infect
RW Burn