I've played both selkie and visionary, more pure devoted (×4 nykthos) build I like selkie better, the mana ramp build I like visionary (×2 nykthos). I tend to not have to wait on 3 mana and it helps me get out of a bad draw better, imo
I was a fan of the Genesis Wave / Tooth and Nail builds. I think it is fun, and explosive.
I've been durdling around with the Primal Command build and here is what I've found to be really consistent and fun as well. I'm very sold on primal command being the fast interactions. A good turn 3 is getting a primal command off. A winning turn three is entwining tooth and nail. Which is possible in this deck.
Tooth and Nail also acts as search engines 5 and 6 to compliment Primal Command and get Temur Sabertooth out for bouncing shenanigans with E-Wit, Emrakul, Prime Time, etc. Plus being indestructible for the bounce cost is pretty nice.
Capable of turn three kills, infinite turns, and a few other cool interactions.
The sideboard is a work in progress, I feel like it needs to compliment what the main deck is built to do and be enabled by the engine. Still working on it.
Here is my post Journey update attempt for this deck. I've gone more control, but tokens are still integral to the deck working well. I am running Anger's main because most of my creatures live through them, turn into a burn spell, or are easily replaced.
I have gone 3-1 last FNM, 4-0 FNM before that and I will be taking to an SCG IQ tomorrow for a test run.
I feel like this list is well positioned against burn and aggro, has decent matchups against MBC.
The inherent weakness of the deck is lack of card draw, however I added a few Temple of Silence to help out a touch and filter the card draws. It has done really well in testing though, I plan on posting results after tomorrow's IQ.
Any thoughts or suggestions would be appreciated and welcome!
I think that the control matchup could be handled in either the burn or aggro strategy main thing is to have a plan to remove the dead cards from G1 to G2. For me, sheep come out, chained comes out, anger comes out.. I add in +2 assemble, +1 elspeth, +2 banishing light, +4 stormbreath dragon, +2 deicide, +1 dictate of twin gods (still theory craft, not tested yet)
Dictate of Heliod is a win con, the one of is fine it boosts everything and is a great combat trick... I would never run multiples though. If they are running a high amount of creature removal, it still boosts the tokens that this deck can generate and turn them into large threats.
Brimaz is also work horse, especially with a dictate in your back pocket. Each creature in the deck is a game changer in my opinion. Ram makes a great road blocker and forces an over-commitment to the board state against aggro, which in turn makes mortars and anger much more effective. Angel requires an answer quickly or the game will get out of control, so does reckoner and brimaz.
The other 2 banishing lights come in from the sideboard against control, where I have anger or chained as a dead card. Stormbreath would also come in against control, and the deicides.
I need to test more against Esper and MBD, unfortunately there isn't a lot of that in this local meta.
vs. MBD reckoner tends to die quickly, but so does every other creature. I would probably -2 reckoner (maybe mortar instead?) for +2 assemble. Anger is still pretty good against a pack rat
Edited to add: Just struck me that you were referring to dictate of twin gods... agreed. Right now it is in the theory craft part of the deck, I haven't had a good scenario to use it yet, hope to get it out against control sometime...
Swept fnm with this, did beat the guy who took 3rd in last weeks IQ. Also did a lot of testing against his burn, really boiled down to if I had a ram or not in the first 3 or 4 turns or could pull an early Archangel.
I am going -1 Assemble and -1 Iroas, and +2 Archangel of Thune
Didn't get to use Dictate of the twin gods, but I like the theory craft of Reckoner+anger+dotg= 12 damage and a creature wipe
Made a few changes after playtesting against mono U and some various aggro strategies, I decided to add Anger back into the main board. Stormbreath Dragons are in the sideboard because they are great against control, but boros is a touch slow to get them out in other matchups. Reckoner combos well off of archangel and anger of the gods, helping to turn anger into a wipe that can take out bigger creatures.
After testing the other larger creatures, trimmed it down to heliod and iroas as a one of each. Both are situational game changers. Elspeth went to one main and one sideboard.
Edited to add: Godsend vs. Dictate of Heliod, apples and oranges as far as a combat trick? Trying to think of which one is more effective. Technically both are about the same speed, I like what dictate does for the tokens as well. Godsend makes things unbearable to block, also makes individual tokens really good and avoids a few of the more popular enchantment removal spells.
Hey! I like the use of Nyx-Fleece Ram, I recently ran him in a tournament and he is a blast, such an inconspicuous little guy. Why not turn him into a dangerous beast? For this idea, I duct-taped a sword to the sheep's back and let him run around with Godsend. After sending a few people to the Sun God's realm, some Archangels from Thune came down and wanted to see the chaos the sheep were creating.
Seriously, a killer sheep is an awesome thing, and this deck was really fun. Although, I think it is tier 2. Perhaps some tweaking and adjustments overall can make the deck work better. The ram stalls things early with a bit of board control assistance, Brimaz and Reckoner help move things forward while the Quartet of finishers takes things from bad to worse.
This may not be what you were going for, but its as near of a fit as I could find on the board.
Its fast, and if the early game gets going to a long game Godsend helps take it over the top. Been working well so far in testing, lot of ways to reach t4 kill and various ways to get 7 to 10 dmg on t3.
I've seen decks like this on occasion on MTGO. Seems like a popular budget combo deck.
The problem your going to have is that it is very prone to disruption. Counterspells on your Cauldron can utterly run your day. Also because of the way Gift works, it's very easy for anyone to just kill whatever you gifted after you sac it to the cauldron but before the gift reattaches.
I haven't seen a version with Gary before and it seems like a nice addition.
The Cartel Aristocrats don't seem like there doing a lot for you however. They aren't exactly beaters and saccing anything to them seems... suboptimal. Maybe replace it with something like Tenacious Dead? Still very budget and is resacable (both to the Cauldron and the demon) without needing Gift.
Have you considered Angelic Accord? If your plan is to be saccing a lot of things to the Cauldron, getting Angels seems like a nice bonus.
Thanks for your input.
Cartel Aristocrats are an additional sac outlet, you can pop gary every turn with them, shadowborn demon, and lifebane zombies get repeated free usage when combined with aristocrats and gift. Its actually really fun.
Angelic accord is too slow.
Edit: Budget isn't a concern, tenacious dead doesn't have a part in the deck though.
Basically trying to abuse Shadowborn Demon, Festering Newt, and Gary as much as possible with Gift of Immortality and Orzhov Charm. Cartel and Cauldron are sac outlets while the witch goes and gets the stuff.
Here is the white devo deck I've been tinkering with. Really had a hard time trying to find room for MD Banisher Priest, that three slot is just so crowded with above average white spells.
That makes sense, this is a first draft and I am running through testing this week. Definitely will keep this in mind going forward. Appreciate the remarks.
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Emra I may mull out of my hand, but generally hasn't been a problem
I've been durdling around with the Primal Command build and here is what I've found to be really consistent and fun as well. I'm very sold on primal command being the fast interactions. A good turn 3 is getting a primal command off. A winning turn three is entwining tooth and nail. Which is possible in this deck.
Tooth and Nail also acts as search engines 5 and 6 to compliment Primal Command and get Temur Sabertooth out for bouncing shenanigans with E-Wit, Emrakul, Prime Time, etc. Plus being indestructible for the bounce cost is pretty nice.
Capable of turn three kills, infinite turns, and a few other cool interactions.
The sideboard is a work in progress, I feel like it needs to compliment what the main deck is built to do and be enabled by the engine. Still working on it.
3x Birds of Paradise
4x Arbor Elf
4x Elvish Visionary
2x Eternal Witness
3x Temur Sabertooth
1x Xenagos, God of Revels
2x Primeval Titan
1x Emrakul, the Aeons Torn
Enchantments:
4x Oath of Nissa
4x Utopia sprawl
2x Overgrowth
Planeswalkers:
4 Garruk Wildspeaker
Sorceries:
2 Tooth and Nail
4 Primal Command
8 Forest
1 Kessig Wolf Run
2 Stomping Ground
1 Temple Garden
2 Nykthos, Shrine to Nyx
2 Windswept Heath
4 Wooded Foothills
2 Spellskite
2 Acidic Slime
2 Silklash Spider
2 Thragtusk
2 Path to Exile
2 Stony Silence
1 Blood Moon
4 Boros Reckoner
4 Nyx-Fleece Ram
2 Stormbreath Dragon
3 Brimaz, King of Oreskos
1 Purphoros, God of the Forge
Planeswalkers (2)
2 Elspeth, Sun's Champion
Lands (25)
7 Mountain
4 Plains
2 Mana Confluence
2 Mutavault
4 Sacred Foundry
4 Temple of Triumph
2 Temple of Silence
1 Assemble the Legion
4 Chained to the Rocks
3 Banishing Light
4 Magma Jet
4 Anger of the Gods
3 Mizzium Mortars
2 Pithing Needle
2 Stormbreath Dragon
1 Banishing Light
1 Assemble the Legion
4 Fiendslayer Paladin
1 Elspeth, Sun's Champion
2 Deicide
2 Reprisal
Here is my post Journey update attempt for this deck. I've gone more control, but tokens are still integral to the deck working well. I am running Anger's main because most of my creatures live through them, turn into a burn spell, or are easily replaced.
I have gone 3-1 last FNM, 4-0 FNM before that and I will be taking to an SCG IQ tomorrow for a test run.
I feel like this list is well positioned against burn and aggro, has decent matchups against MBC.
The inherent weakness of the deck is lack of card draw, however I added a few Temple of Silence to help out a touch and filter the card draws. It has done really well in testing though, I plan on posting results after tomorrow's IQ.
Any thoughts or suggestions would be appreciated and welcome!
Brimaz is also work horse, especially with a dictate in your back pocket. Each creature in the deck is a game changer in my opinion. Ram makes a great road blocker and forces an over-commitment to the board state against aggro, which in turn makes mortars and anger much more effective. Angel requires an answer quickly or the game will get out of control, so does reckoner and brimaz.
The other 2 banishing lights come in from the sideboard against control, where I have anger or chained as a dead card. Stormbreath would also come in against control, and the deicides.
I need to test more against Esper and MBD, unfortunately there isn't a lot of that in this local meta.
vs. MBD reckoner tends to die quickly, but so does every other creature. I would probably -2 reckoner (maybe mortar instead?) for +2 assemble. Anger is still pretty good against a pack rat
Edited to add: Just struck me that you were referring to dictate of twin gods... agreed. Right now it is in the theory craft part of the deck, I haven't had a good scenario to use it yet, hope to get it out against control sometime...
I am going -1 Assemble and -1 Iroas, and +2 Archangel of Thune
Didn't get to use Dictate of the twin gods, but I like the theory craft of Reckoner+anger+dotg= 12 damage and a creature wipe
After testing the other larger creatures, trimmed it down to heliod and iroas as a one of each. Both are situational game changers. Elspeth went to one main and one sideboard.
4 Nyx-Fleece Ram
3 Brimaz, King of Oreskos
2 Archangel of Thune
4 Boros Reckoner
1 Iroas, God of Victory
1 Heliod, God of the Sun
Plainswalkers
1 Elspeth, Sun's Champion
Enchantments and Artifacts
1 Assemble the Legion
2 Banishing Light
4 Chained to the Rocks
1 Dictate of Heliod
4 Magma Jet
3 Mizzium Mortars
4 Anger of the Gods
Land
4 Sacred Foundry
4 Temple of Triumph
2 Mana Confluence
7 Mountain
6 Plains
2 Mutavault
4 Stormbreath Dragon
1 Elspeth, Sun's Champion
2 Assemble the Legion
2 Deicide
1 Burning Earth
1 Reprisal
2 Banishing Light
1 Dictate of the Twin Gods
1 Rest in Peace
Edited to add: Godsend vs. Dictate of Heliod, apples and oranges as far as a combat trick? Trying to think of which one is more effective. Technically both are about the same speed, I like what dictate does for the tokens as well. Godsend makes things unbearable to block, also makes individual tokens really good and avoids a few of the more popular enchantment removal spells.
Seriously, a killer sheep is an awesome thing, and this deck was really fun. Although, I think it is tier 2. Perhaps some tweaking and adjustments overall can make the deck work better. The ram stalls things early with a bit of board control assistance, Brimaz and Reckoner help move things forward while the Quartet of finishers takes things from bad to worse.
This may not be what you were going for, but its as near of a fit as I could find on the board.
4 Nyx-Fleece Ram
3 Brimaz, King of Oreskos
2 Archangel of Thune
4 Boros Reckoner
1 Iroas, God of Victory
1 Heliod, God of the Sun
1 Purphoros, God of the Forge
1 Aurelia, The War Leader
Plainswalkers
2 Elspeth, Sun's Champion
Enchantments and Artifacts
1 Assemble the Legion
2 Banishing Light
4 Chained to the Rocks
1 Dictate of Heliod
1 Godsend
4 Magma Jet
3 Mizzium Mortars
Land
4 Sacred Foundry
4 Temple of Triumph
2 Mana Confluence
7 Mountain
6 Plains
2 Mutavault
4 Anger of the Gods
1 Hammer of Purphoros
3 Assemble the Legion
2 Deicide
2 Pithing Needle
1 Reprisal
2 Banishing Light
4x Favored Hoplite
2x Hopeful Eidolon
4x Nyxborn Rollicker
4x Satyr Hoplite
4x Hero of Iroas
4x Mogis's Warhound
4x Eidolon of Countless Battles
4x Ethereal Armor
4x Madcap Skills
3x Godsend
Land
2x Mana Confluence
5x Mountain
8x Plains
4x Sacred Foundry
4x Temple of Triumph
Its fast, and if the early game gets going to a long game Godsend helps take it over the top. Been working well so far in testing, lot of ways to reach t4 kill and various ways to get 7 to 10 dmg on t3.
20x shadowborn apostle
4x xathrid necromancer
3x champion of stray souls
1x shadowborn demon
1x lord of the void
1x abhorrent overlord
1x eater of hope
4x dark prophecy
Lands
4x nykthos, shrine to nyx
22x swamp
Thanks for your input.
Cartel Aristocrats are an additional sac outlet, you can pop gary every turn with them, shadowborn demon, and lifebane zombies get repeated free usage when combined with aristocrats and gift. Its actually really fun.
Angelic accord is too slow.
Edit: Budget isn't a concern, tenacious dead doesn't have a part in the deck though.
2x Bubbling Cauldron
1x Whip of Erebos
Creatures
4x Festering Newt
3x Bogbrew Witch
4x Cartel Aristocrat
2x Shadowborn Demon
3x Gray Merchant of Asphodel
Enchantments
4x Gift of Immortality
2x Underworld Connections
2x Devour Flesh
2x Hero's Downfall
4x Orzhov Charm
2x Ultimate Price
Land
4x Godless Shrine
2x Mutavault
1x Orzhov Guildgate
4x Temple of Silence
4x Plains
10x Swamp
2x Blood Baron of Vizkopa
3x Lifebane Zombie
4x Bile Blight
2x Celestial Flare
2x Rescue From the Underworld
2x Glare of Heresy
Basically trying to abuse Shadowborn Demon, Festering Newt, and Gary as much as possible with Gift of Immortality and Orzhov Charm. Cartel and Cauldron are sac outlets while the witch goes and gets the stuff.
Thanks!
Thoughts and input are welcome.
4x Boros Reckoner
2x Archangel of Thune
4x Soldier of the Pantheon
3x Precinct Captain
4x Brimaz, King of Oreskos
4x Imposing Sovereign
3x Judge's Familiar
1x Heliod, God of the Sun
Planeswalker
1x Elspeth, Sun's Champion
3x Path of Bravery
2x Spear of Heliod
Spells
2x Mizzium Mortars
4x Brave the Elements
Land
4x Sacred Foundry
4x Temple of Triumph
11x Plains
3x Nykthos, Shrine to Nyx
1x Boros Guildgate
3x Assemble the Legion
1x Elspeth, Sun's Champion
2x Revoke Existence
1x Mizzium Mortars
3x Boros Charm
1x Pithing Needle
4x Banisher Priest