The purpose of the deck is to discard/draw in that order for dredge to really take off.
Most cards draw, then discard which does not enable them to activate right away.
Reanimating an Ancestor with 25 cards or more in the grave is soooo much fun.
Finally, the combo of having a Flayer out and reanimating another to target each other, die, then deal 10 damage each for the win is priceless.
Any suggestions to better this, yet keep it under $30?
OK, the art lands put me into classic format which I don't want. Also, the wellsprings get sac'd. So when I remove the art lands, I am modern legal and it is really hard to reach metalcraft.
The biggest problem I was having was with creatures larger than 3 power, enchantments, artifacts, and planeswalkers. Pretty much permanents other than land.
So, I revamped the deck to this... WOW it made a difference
The planer cleansing does 2 things, helps me since destroying wellsprings is positive and sweeps the entire opponent's board.
1) Thanks for pointing out the cards that were non-modern (Doh!)
2) Black Sun's Zenith = genius
3) Splashing blue for non-pain card draw and tutoring ability
4) Doubling cube, don't know how I missed that one
5) Trinket Mage to find Expedition for Urza consistancy
-> Mage can also get Feldon's mid game for a reloaded library
6) Dimir Infiltrator transmutes for any X spell you need
How's it looking now?
Are the number of each spell on par or do some need to be adjusted to avoid the frequency of dead draws?
Any comments on it's strength or ideas to improve it?
Maybe some other color combinations or decklists?
15 Mountain
4 Great Furnace
4 Darksteel Citadel
CC1 SPELLS
3 Gamble
4 Blazing Salvo
4 Faithless Looting
4 Skullscorch
4 Lava Blister
3 Shrapnel Blast
CC3 SPELLS
4 Browbeat
4 Arc Lightning
4 Breaking Point
3 Incendiary Command
4 Stinkweed Imp
4 Golgari Grave-Troll
KEY COMBOS
4 Exhume
4 Unburial Rites
4 Ancestor's Chosen
4 Flayer of the Hatebound
4 Tolarian Winds
4 Faithless Looting
4 Shattered Perception
LANDS
6 Island
6 Mountain
4 Vivid Crag
4 Vivid Creek
4 Vivid Meadow
The purpose of the deck is to discard/draw in that order for dredge to really take off.
Most cards draw, then discard which does not enable them to activate right away.
Reanimating an Ancestor with 25 cards or more in the grave is soooo much fun.
Finally, the combo of having a Flayer out and reanimating another to target each other, die, then deal 10 damage each for the win is priceless.
Any suggestions to better this, yet keep it under $30?
Thanks all!
Right now, there is some draw, life gain, and permanent hate
4 Woolly Thoctar
4 Rhox War Monk
EVOKE3
4 Mulldrifter
CC4
4 Bramblecrush
4 Unburial Rites
4 Bloodbraid Elf
4 Stormcaller's Boon
4 Cloudthresher
CC5
4 Acidic Slime
LANDS
4 Plains
4 Mountain
4 Vivid Grove
4 Vivid Creek
4 Gemstone Mine
4 Tendo Ice Bridge
4 Shreikmaw
4 Beast Within
3 Planar Cleansing
4 Avalanche Riders
4 Hypnotic Specter
The biggest problem I was having was with creatures larger than 3 power, enchantments, artifacts, and planeswalkers. Pretty much permanents other than land.
So, I revamped the deck to this... WOW it made a difference
The planer cleansing does 2 things, helps me since destroying wellsprings is positive and sweeps the entire opponent's board.
4 Island
4 Plains
4 Vivid Crag
8 Mountains
4 Vivid Meadow
1 Banefire
4 Rift Bolt
4 Lightning Bolt
4 Lightning Helix
4 Shrapnel Blast
3 Planer Cleansing
DRAW
4 Browbeat
4 Survival Cache
ARTIFACTS
4 Ichor Wellspring
4 Mycosynth Wellspring
I love the goblin welder idea, maybe adding in Trash for Treasure and some way to ditch Spine of Ish Sah to the grave or something
I will try the Esperzoa idea over the weekend, but I would like to research what it would work with besides the wellsprings
Any others or comments on this build?
Any comments or thoughts?
I feel like I am getting closer to a solid deck now.
2 Plains
4 Vivid Crag
6 Mountains
4 Ancient Den
4 Vivid Meadow
4 Great Furnace
4 Artillerize
4 Browbeat
4 Lightning Bolt
4 Lightning Helix
4 Shrapnel Blast
4 Survival Cache
4 Pierce Strider
4 Ichor Wellspring
4 Mycosynth Wellspring
With the early turn 1/2 Bolt or Helix, a turn 3 Cache usually hits with both effects.
Also, the Browbeat makes them choose death either way!
This is a deck I threw together and messed around with.
Besides liquimetal coating, ancient grudge, and galvanic blast, what else could I do to improve this?
Only budget please...
4 Plains
4 Vivid Crag
4 Mountains
4 Ancient Den
4 Vivid Meadow
4 Great Furnace
4 Lightning Bolt
CC2
4 Wall of Omens
4 Shrapnel Blast
4 Ichor Wellspring
4 Mycosynth Wellspring
4 Survival Cache
4 Dispense Justice
CC4
4 Artillerize
4 Pierce Strider
4 Lililiana's Caress
4 Blightning
4 Lightning Bolt
4 Rift Bolt
4 Hymn to Tourach
4 Burning Inquiry
4 Browbeat
4 Shrapnel Blast
4 Bloodstained Mire
7 Swamp
1 Mountain
4 Great Furnace
4 Vault of Whispers
I like creating things that are fun and get that "that was cool" comment by the opponent.
V2 - Definitely switched Damnation for Reins of Power (Great fit!)
Updated the Mana Base as well
Still debating putting in lower cc evoke cards over a hard-casted Woodfall Primus although his destroy ability sometimes wins games.
Any replacement for the cards I have now in V2?
Maybe signets/woodfall for more low cc mill?
I appreciate the help
Here's what I came up with real quick.
Any ideas to tweak this or a new deck using those cards???
1 Plains
8 Island
1 Forest
1 Swamp
4 Evolving Wilds
4 Gemstone Mine
4 Terramorphic Expanse
3 Alter of Dementia
3 Enlightened Tutor
Mana Excel
4 Dimir Signet
4 Simic Signet
Sweeper / Miller
4 Reins of Power
3 Woodfall Primus (mills 11 cards and destroys 2 permanents for 8 mana)
4 Lord of Extinction (mills X cards for 5 mana)
4 Walker of the Grove (mills 11 cards for 5 mana)
Direct Mill
4 Tome Scour (mills 5 cards for 3 mana)
4 Glimpse the Unthinkable (mills 10 cards for 2 mana)
4 Coiling Oracle
4 Winged Coatl
4 Mystic Snake
4 Slippery Bogle
4 Gaea's Skyfolk
4 Murkfiend Leige
2 Overbeing of Myth
4 Shorecrasher Mimic
2 Lurking Predators
4 Favor of the Overbeing
LANDS
6 Island
6 Forest
4 Evolving Wilds
4 Flooded Grove
4 Yavimaya Coast
How would you run Celestial Dawn and Emeria, the Sky Ruin?
Here's what I came up with, but it seems a little janky
Notes: Grab a Bringer with Emeria out and get 2 creatures a turn
4 Day of Judgment
DISCARD
4 Greenseeker
4 Rite of Spring
EXCEL
4 Explore
4 Walking Atlas
4 Acidic Slime
INEXPENSIVE FATTIES
4 Inkwell Leviathan
4 Bringer of the White Dawn
ENCHANTMENT
3 Celestial Dawn
7 Plains
11 Forest
4 Terrain Generator
3 Emeria, the Sky Ruin
How's it look?
Any ideas to make this stronger?
4 Fecundity
3 Ashnod's Alter
3 Furnace Celebration
SORCERIES
4 Rampant Growth
3 Mycoloth
4 Nest Invader
4 Kozilek's Predator
4 Sakura-Tribe Elder
4 Mogg War-Marshal
3 Emerakul's Hatcher
13 Forest
3 Mountain
4 Evolving Wilds
4 Terramorphic Expanse
4 Ornithopter
4 Ashnod's Altar
ENCHANTMENTS 4
4 Fecundity
CREATURES 23
4 Myr Sire
4 Dragon Fodder
4 Kuldotha Rebirth
3 Manaforge Cinder
4 Elven Spirit Guide
4 Mogg War-Marshal
2 Grapeshot
3 Empty the Warrens
LANDS 20
8 Mountain
4 Tree of Tales
4 Great Furnace
4 Terramorphic Expanse
Ok, a few things changes for V2
1) Thanks for pointing out the cards that were non-modern (Doh!)
2) Black Sun's Zenith = genius
3) Splashing blue for non-pain card draw and tutoring ability
4) Doubling cube, don't know how I missed that one
5) Trinket Mage to find Expedition for Urza consistancy
-> Mage can also get Feldon's mid game for a reloaded library
6) Dimir Infiltrator transmutes for any X spell you need
How's it looking now?
Are the number of each spell on par or do some need to be adjusted to avoid the frequency of dead draws?
4 Islands
4 Swamp
4 Evolving Wilds
URZA'S
4 Urza's Mine
4 Urza's Tower
4 Urza's Power Plant
1 Feldon's Cane
4 Expedition Map
CC2 ARTIFACTS
4 Dimir Signet
4 Talisman of Dominance
CC2 SPELLS
1 Mind Spring
1 Mind Shatter
3 Exsanguinate
4 Dimir Infiltrator
3 Black Sun's Zenith
4 Doubling Cube
CC3 SPELLS
3 Trinket Mage
4 Thirst for Knowledge