So this card is simply busted with it you can build a true Abzan control deck in both standard and modern it rewards you for building a good curve and having removal.
In standard your costs could be
1: Jaddi Offshoot, Duress
2: Deceleration in Stone, Den Protector, Ultimate Price
3: Painful Truths, Anguished Unmasking
4: there are not too many good 4's though there's languish if you want it
5: Ob Nixils, Planar Outburst, The Gitrog Monster
Not to mention you get back a land it's just ridiculous even if you only get 3 and a land. From this it's easy to imagine a similar curve in Modern. You just get to 1 for 1 your opponent to death and you'll always win out in the late game.
Frost Walker does seem pretty good and worth testing. I think maybe cutting the Beastcallers, as they're pretty bad and get sideboarded out all the time, and the Greenwardens for 4 Frost Walkers and 2 Crater's Claws seems like a good switch. I may want to run stubborn denial but I'm unsure what exactly to cut for it though maybe some Frost Walkers and/or Roar's. Dragonlord Ojutai seems ok but you loose all value from the hexproof as he'll never be untapped pretty much I still think that Dromoka is probably better in the slot as she often at least gets to leave behind counters.
So this is a deck I've been working on for a littler while now and I'm liking how it's running. The main engine of the deck is Temur Ascendancy which is insane with many of the other creatures in the deck. Cards like Woodland Wanderer and Dromoka, the Eternal normally aren't quite good enough as while they can be impactfull it's unlikely that they will make it back to your turn, Ascendancy changes all of that and allows these cards to really shine as a 6/6 haste vigilance trample and a 7/7 in stats on a hasty flyer that both draw you a card is game ending. Woodland Bellower is particularly sick as Savage Knuckleblade is almost certainly the most value you can get off a 3 drop in standard which is great value anyways and with an Ascendancy you get 10 hasty power and 2 cards. It may seem like it sets you back to have to waste a turn deploying Ascendancy but if you think about it that is the turn you'd be spending anyways waiting with your summoning sick creature. Over all I'm very happy with the deck and how it's been preforming.
So I've been in love with mono Green Eldrazi scene it was in standard and I wanted to keep playing it post rotation. I wanted to play with three of my favorite cards Primeval Titan, Emrakul, the Aeons Torn, and most importantly Overgrown Battlement. This is a pretty much Mono Green Defender's list that I've been playing for the last couple of months.
I've really been liking it and it's done okay. I'll do a card by card break down too.
Joraga Treespeaker
A pretty solid over all mana dork. The biggest problem is he needs at least one other mana source to work but it really helps to make 6 mana on turn 3 along with any wall. This might need to change to a different dork but for now I like it.
Wall of Roots, Sylvan Caryatid, and Overgrown Battlelment
These are the core ramp of the deck they do a really strong job of not only making tons of mana but also block pretty well. Just all around good for the most part no real complaints or subs.
Axebane Guardian
This is probably the weakest defender in the deck. It really wants to be one mana cheaper as it's just compleetly overshadowed by Overgrown Battlement but it does have its moments.
Primeval Titan
When nature calls, ramp. This jolly green giant does it all. It comes down and fetches whatever lands you need from your tool box. Usually you fetch Eye and Nykthos but often you just want to find a temple first because fetching eye on your next turn gets you 2 extra mana even if it's tapped.
Wurmcoil Engine
A fairly solid staller if nothing else. It'll keep you alive quite a lot and can just flat out win if left alone. As a cool plus it can also be fetched with Eye of Ugin.
Kozilek, Butcher of Truth, Ulamog, the Infinite Gyre and, Emrakul, the Aeons Torn
This is the big league. I really like running all 4 because then you have something to fetch with only 10 mana and that does happen. Also having 2 Emrakuls allows you to take infinite turns if you have all of the mana.
Summoning Trap
This card is actually quite strong without the dream play of turn 2 Emrakul. With 12 targets your fine hitting hard casting it is just fine and there are plenty of decks that run counters. Remand is silly vs this because Remand resolves then you resolve this as the spell is countered.
Eldrazi Temple
I decided to go with these insted of tron because it leaves me free to run a much larger land toolbox plus you don't need them all for them to work.
Stomping Ground, Kessig Wolf Run
Pretty self explanitory combo. I haven't tried it out much yet myself but this should allow more kills with just prime time. I'm wondering if I should stick an Inkmoth Nexus in too?
Cavern of Souls
Sometimes you don't have the trap or really need something to resolve so for those times you have this.
Nykthos, Shrine to Nyx
It's really not worth running more than one because you can't really abuse it but one is nice as you often gather quite a lot of devotion.
Mystifying Maze
Just a personal favorite it deals with a lot of random things and is just kind of nice to have some of the time.
Eye of Ugin
This card is pretty essential because it tutors the eldrazi you need for the occasion. It also provides it's mana even if tapped and can find Wurmcoil in a pinch. The biggest problem is it doesn't make mana itself but you can't have everything.
Sideboard
Beast Within
Kind of a catch all it deals with a lot of problem permanents and stops a lot of combos.
Obstinate Baloth
Comes in both hyper aggro and vs decks with lots of discard.
Torpor Orb
This card is so good vs decks like pod and twin and over all though it does stop prime time's enter the battlefield trigger you do still get the attack trigger and it hoses other decks sooo much more.
Wall of Tanglecord
This is in to block fliers and do double duty by blocking any random swords that pop up.
All is Dust
This slot is kind of iffy but there are times when you need a board wipe and this can leave you with creatures after sometimes. This might need to be Creeping CorrosionI'm not sure.
So that's the deck. It might not be top tier but it can stand up vs a lot. It wrecks America Control as they just can't deal with your inevitability. So any thoughts or additions would be appreciated.
It all fits together really well though I may want some Restoration Angels in the main. I have also been thinking about Primeval Bounty as a board in vs control. What do you think?
3 Trostani might be too many but the are just silly with faithmender, just playing a faithmender gains you 10 life with Trostani in play. She also keeps a Angelic Accord active once you have one token. Another funny interaction with the m14 rules change is you can cycle them for 5 life.
So I've been working on a GW Lifegain deck for a while now. I'm trying to make it as competitive as possible. This is the list I'm working with right now:
I have been trying to get some Restoration Angel in the main but don't know what to take out. As for the side board I have trouble with removal so I may want some Rootborn Defenses. Primal Bounty seems really good against a lot of control decks as long as you can get it past counter magic. I may also want Trading Post in either the side or the main. I know that Voice of Resurgence would be good but having $200 would also be good.
So what do you think? I have considered adding black but the main things I would add would be 5 drops and I don't really need any more.
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In standard your costs could be
1: Jaddi Offshoot, Duress
2: Deceleration in Stone, Den Protector, Ultimate Price
3: Painful Truths, Anguished Unmasking
4: there are not too many good 4's though there's languish if you want it
5: Ob Nixils, Planar Outburst, The Gitrog Monster
Not to mention you get back a land it's just ridiculous even if you only get 3 and a land. From this it's easy to imagine a similar curve in Modern. You just get to 1 for 1 your opponent to death and you'll always win out in the late game.
4 Rattleclaw Mystic
4 Frost Walker
4 Savage Kuckleblade
4 Woodland Wanderer
4 Thunderbreak Regent
2 Dromoka, the Eternal
2 Woodland Bellower
Spells
4 Draconic Roar
3 Temur Ascendancy
2 Sarkhan Unbroken
2 Crater's Claws
4 Windswept Heath
3 Wooded Foothills
3 Cinder Glade
2 Prairie Stream
2 Lumbering Falls
1 Canopy Vista
3 Forest
3 Mountain
4 Island
3 Silkwrap
2 Dragonlord Dromoka
3 Feed the Clan
2 Jaddi Offshoot
3 Valorous Stance
2 Stubborn Denial
So what are thoughts?
Edited: changed Beastcaller Savant and Greenwarden of Mursa for Frost Walker and Crater's Claws and added sidboard
4 x Wall of Roots
3 x Sylvan Caryatid
4 x Overgrown Battlement
4 x Axbane Guardian
4 x Primeval Titan
4 x Wurmcoil Engine
1 x Kozilek, Butcher of Truth
1 x Ulamog, the Infinite Gyre
2 x Emrakul, the Aeons Torn
14 x Forest
4 x Eldrazi Temple
2 x Mystifying Maze
1 x Stomping Ground
1 x Kessig Wolf Run
1 x Cavern of Souls
1 x Nykthos, Shrine to Nyx
1 x Eye of Ugin
Sideboard
4 x Obstinate Baloth
3 x Torpor Orb
2 x All Is Dust
3 x Wall of Tanglecord
I've really been liking it and it's done okay. I'll do a card by card break down too.
Joraga Treespeaker
A pretty solid over all mana dork. The biggest problem is he needs at least one other mana source to work but it really helps to make 6 mana on turn 3 along with any wall. This might need to change to a different dork but for now I like it.
Wall of Roots, Sylvan Caryatid, and Overgrown Battlelment
These are the core ramp of the deck they do a really strong job of not only making tons of mana but also block pretty well. Just all around good for the most part no real complaints or subs.
Axebane Guardian
This is probably the weakest defender in the deck. It really wants to be one mana cheaper as it's just compleetly overshadowed by Overgrown Battlement but it does have its moments.
Primeval Titan
When nature calls, ramp. This jolly green giant does it all. It comes down and fetches whatever lands you need from your tool box. Usually you fetch Eye and Nykthos but often you just want to find a temple first because fetching eye on your next turn gets you 2 extra mana even if it's tapped.
Wurmcoil Engine
A fairly solid staller if nothing else. It'll keep you alive quite a lot and can just flat out win if left alone. As a cool plus it can also be fetched with Eye of Ugin.
Kozilek, Butcher of Truth, Ulamog, the Infinite Gyre and, Emrakul, the Aeons Torn
This is the big league. I really like running all 4 because then you have something to fetch with only 10 mana and that does happen. Also having 2 Emrakuls allows you to take infinite turns if you have all of the mana.
Summoning Trap
This card is actually quite strong without the dream play of turn 2 Emrakul. With 12 targets your fine hitting hard casting it is just fine and there are plenty of decks that run counters. Remand is silly vs this because Remand resolves then you resolve this as the spell is countered.
Eldrazi Temple
I decided to go with these insted of tron because it leaves me free to run a much larger land toolbox plus you don't need them all for them to work.
Stomping Ground, Kessig Wolf Run
Pretty self explanitory combo. I haven't tried it out much yet myself but this should allow more kills with just prime time. I'm wondering if I should stick an Inkmoth Nexus in too?
Cavern of Souls
Sometimes you don't have the trap or really need something to resolve so for those times you have this.
Nykthos, Shrine to Nyx
It's really not worth running more than one because you can't really abuse it but one is nice as you often gather quite a lot of devotion.
Mystifying Maze
Just a personal favorite it deals with a lot of random things and is just kind of nice to have some of the time.
Eye of Ugin
This card is pretty essential because it tutors the eldrazi you need for the occasion. It also provides it's mana even if tapped and can find Wurmcoil in a pinch. The biggest problem is it doesn't make mana itself but you can't have everything.
Sideboard
Beast Within
Kind of a catch all it deals with a lot of problem permanents and stops a lot of combos.
Obstinate Baloth
Comes in both hyper aggro and vs decks with lots of discard.
Torpor Orb
This card is so good vs decks like pod and twin and over all though it does stop prime time's enter the battlefield trigger you do still get the attack trigger and it hoses other decks sooo much more.
Wall of Tanglecord
This is in to block fliers and do double duty by blocking any random swords that pop up.
All is Dust
This slot is kind of iffy but there are times when you need a board wipe and this can leave you with creatures after sometimes. This might need to be Creeping CorrosionI'm not sure.
So that's the deck. It might not be top tier but it can stand up vs a lot. It wrecks America Control as they just can't deal with your inevitability. So any thoughts or additions would be appreciated.
4x Avacyn's Pilgrim
2x Scavanging Ooze
4x Centaur Healer
4x Rhox Faithmender
3x Trostani, Selesnya's Voice
4x Thragtusk
2x Archangel of Thune
4x Farseek
4x Path Of Bravery
3x Selesnya Charm
2x Angelic Accord
Land
4x Temple Garden
4x Sunpetal Gove
2x Gavony Township
9x Forest
5x Plains
It all fits together really well though I may want some Restoration Angels in the main. I have also been thinking about Primeval Bounty as a board in vs control. What do you think?
4x Avacyn's Pilgrim
2x Scavanging Ooze
4x Centaur Healer
4x Rhox Faithmender
3x Trostani, Selesnya's Voice
4x Thragtusk
2x Archangel of Thune
4x Farseek
4x Path Of Bravery
3x Selesnya Charm
2x Angelic Accord
Land
4x Temple Garden
4x Sunpetal Gove
2x Gavony Township
9x Forest
5x Plains
I have been trying to get some Restoration Angel in the main but don't know what to take out. As for the side board I have trouble with removal so I may want some Rootborn Defenses. Primal Bounty seems really good against a lot of control decks as long as you can get it past counter magic. I may also want Trading Post in either the side or the main. I know that Voice of Resurgence would be good but having $200 would also be good.
So what do you think? I have considered adding black but the main things I would add would be 5 drops and I don't really need any more.