Gatecrash has brought along some interesting cards, which has encouraged me to give the dream of Standard Eggs another shot. Unfortunately, since Gatecrash hasn't come online yet, I can't give you a tested list yet, but I have several interactions in mind that hopefully might come together to make an Eggs deck for standard. Anyone still willing to take on this challenge?
- Win Condition would be Blood Artist + Bloodthrone Vampire + other creatures (e.g., Alchemist's Apprentice, Elvish Visionary, etc.), with sacrificing that you can potentially repeat indefinitely with Faith's Reward.
- Archaeomancer returns Faith's Reward to your hand, and can then be sacrificed before you cast Faith's Reward again.
- As someone mentioned in another thread, two or more Burning-Tree Emissary returned with Faith's Reward will reduce the cc of Faith's Reward from 3W to W each time (with an extra mana floating).
- Everyone knows the uses of Ghost Quarters and Evolving Wilds, but as someone mentioned in another thread, adding Abundant Growth to this mix is great deck-filtering.
- Codex Shredder is the closest thing to any of the eggs available in Modern, if we can somehow get past the high activation cost.
- Though I can't find an efficient sac outlet for artifacts (I can't think of any way to get past the Tap activation cost in Trading Post), can we make Vessel of Endless Rest work?
Take your monoblack deck, then set aside 14 swamps. Add 4 Creeping Tar Pits, 4 Darkslick Shores, 4 Drowned Catacombs, and 2 Jwar isle Refuge and add 4 Jace, the Mindsculptors. Your monoblack deck is instantly better. Better yet, drop those refuges, throw in some islands and some mana leaks, and lo and behold, you're now playing a real deck. Congratulations. Welcome to the world of competitive M:TG.
I should rephrase; bloom allows for near infinite mana *of any color* and that's extremely integral to the deck fully going off. you aren't casting any of your recursion with RG which means if you whiff, you whiff incredibly hard.
Take your monoblack deck, then set aside 14 swamps. Add 4 Creeping Tar Pits, 4 Darkslick Shores, 4 Drowned Catacombs, and 2 Jwar isle Refuge and add 4 Jace, the Mindsculptors. Your monoblack deck is instantly better. Better yet, drop those refuges, throw in some islands and some mana leaks, and lo and behold, you're now playing a real deck. Congratulations. Welcome to the world of competitive M:TG.
I thought about NightfallGemini's point for awhile, and I have a suggestion to solve that, though I'm uncertain and I'd like some critique. While we have nothing with the versatility of Bloom, since Emissaries can cut the cost of Faith's Reward to W, would it be reliable to include Zealous Conscripts to untap our Plains with each recurrence?
I thought about NightfallGemini's point for awhile, and I have a suggestion to solve that, though I'm uncertain and I'd like some critique. While we have nothing with the versatility of Bloom, since Emissaries can cut the cost of Faith's Reward to W, would it be reliable to include Zealous Conscripts to untap our Plains with each recurrence?
The problem is getting it out and still having enough mana to do other things that turn.
Don't forget we have a manafixing artifact in gatecrash, its just no way to sacrifice it :/
Have you considered including Acidic Slime as a way to recur the artifacts? You destroy it after the first recursion but before casting Faith's Reward.
For reference, the card that brandon was mentioning is Prophetic Prism. Which is actually kind of perfect for this deck.
This is actually really interesting, I think that if we have a way to sac artifacts then this deck could be playable since we could use the keyrunes for mana. I did a quick gatherer search and I found torch fiend as a way to get rid of artifacts but I don't know if that will be any good or not.
If we're getting nearly infinite mana with the BTE and ability to make aristocrat better could be deranged outcast. Boost cartel and swing in protected.
Call me crazy, but what about Jar of Eyeballs? It looks underwhelming... until you realize that so many things are dying, that you don't have all that much to do with extra mana sometimes, and that it just becomes a repeatable tutor.
Getting a singleton Screeching Skaab into the loop allows for the deck to start piling up more reanimation targets, while Tragic Slip serves as emergency removal for the big guys who can't be chumped. Augur and Serene Remembrance don't seem to do enough here.
I solitaired a few rounds with Narvuntien's list and it seems like a good place to start brewing. I hated Dawntreader elk, i found it completely useless all the time and wished it was anything else anytime i drew it. Alchemist apprentice is pretty good in this deck since he digs and can sac himself so he isn't reliant on other cards. I also noticed that I did not have enough basics to keep the ghost quater combo going after a few times. Also did anyone manage to get large amounts of mana with Burning-Tree Emissary? I was not able even after 4 rounds of solitaring.
Now, I would like to offer my take on the deck. I like the idea Mcpatches had about using deranged outcast to pump cartel aristrocrat and swing for the win. The only problem was getting all that mana for outcast triggers, so I decided to use Gyre sage in combination with Timberland Guide to make large amounts of mana. Here is my current draft.
Originally I wanted to run grisly salvage and mulch to mill all my creatures into the yard and go off with an immortal servitude but that didn't work out so well so this is what I'm working with now. The idea is to bring back a Gyre Sage bonded with lightning mauler and a bunch of Timberland Guides all pumping the sage. Then you tap the sage for mana sac everything and cast faith's reward and repeat until you had lots of mana to use for Deranged Outcast triggers. The problem I have with my deck at the moment is not having enough faith's rewards. I am trying to find a way to bring it from my yard back to my deck. (hopefully some 2cmc creature =D a guy can dream). anyways here is my take, at the very least I think the Gyre Sage + Timberland Guide combo is quite effective here.
EDIT: forgot to ask TheTennesseeFireman how jar of eyeballs was working out. you seem to be able to get lots of mana, maybe i should try your list
You tend not to make a ton of mana until your get two burning tree on the field.
hmm I feel like I badly need some card draw visionary + alchemist apprenice doesn't seem like enough...
I am considering Zameck Guildmage particularly if we start going the +1/+1 counters.. and it interacts with undying in a very interesting way and helps draw cards.. it is mana intensive though.
I did an advanced search on Magic cards info looking for cards in standard with "sacrifice an artifact" in the text box. Here's what I came up with: Grimoire of the Dead Rite of Ruin Trading Post
None of these are perfect, but they can work. Rite of Ruin can actually work well on yourself going lands, artifacts, then finally creatures.This deck looks like it would be really fun to play, but is there a way to make it truly competitive?
These ideas are very interesting and I'm looking forward to brewing with them. I want to suggest another direction to take the standard eggs theme though, but I haven't fully determined how viable it is yet. As NightfallGemini mentioned before, an infinite loop seems impossible with our standard card pool, so I was wondering if we can somehow make do with just two or even just one recurrence, and I'm drawn toward Flayer of the Hatebound. With a couple more creatures and a sac-outlet like Bloodthrone Vampire, you could deal 5 by sac'ing Flayer once, then sac everything, then recur everything (dealing a bunch of dmg through Flayer), then deal 5 again sac'ing the Flayer. If you manage to work in something like Pitchburn Devils, that would add 3 dmg each time it goes to the yard, and 3 when it recurs along with Flayer. Of course, you don't have to wait to cast these, as you can get them in the yard and reanimate with Unburial Rites. I'm still suspicious that this is all too clunky, but how great would it be if it could work? I hope to have a semi-consistent list to post soon.
I solitaired a few rounds with Narvuntien's list and it seems like a good place to start brewing. I hated Dawntreader elk, i found it completely useless all the time and wished it was anything else anytime i drew it. Alchemist apprentice is pretty good in this deck since he digs and can sac himself so he isn't reliant on other cards. I also noticed that I did not have enough basics to keep the ghost quater combo going after a few times. Also did anyone manage to get large amounts of mana with Burning-Tree Emissary? I was not able even after 4 rounds of solitaring.
Now, I would like to offer my take on the deck. I like the idea Mcpatches had about using deranged outcast to pump cartel aristrocrat and swing for the win. The only problem was getting all that mana for outcast triggers, so I decided to use Gyre sage in combination with Timberland Guide to make large amounts of mana. Here is my current draft.
Originally I wanted to run grisly salvage and mulch to mill all my creatures into the yard and go off with an immortal servitude but that didn't work out so well so this is what I'm working with now. The idea is to bring back a Gyre Sage bonded with lightning mauler and a bunch of Timberland Guides all pumping the sage. Then you tap the sage for mana sac everything and cast faith's reward and repeat until you had lots of mana to use for Deranged Outcast triggers. The problem I have with my deck at the moment is not having enough faith's rewards. I am trying to find a way to bring it from my yard back to my deck. (hopefully some 2cmc creature =D a guy can dream). anyways here is my take, at the very least I think the Gyre Sage + Timberland Guide combo is quite effective here.
EDIT: forgot to ask TheTennesseeFireman how jar of eyeballs was working out. you seem to be able to get lots of mana, maybe i should try your list
It's worked surprisingly well so long as you aren't playing hyper-aggro. The best part about it is how it cycles through your deck; since it doesn't shuffle, you're actually statistically more likely to find what you need next time around even if you whiff. If you can get 7 or 8 mana in play, you can just sac everybody and dig for one of your reanimation spells. It gets even better when you start out with a spell and have emissary in play; you sac, reanimate, then activate. You have a darn good chance of just going off every turn. Also, the shock value is pretty hilarious!
By the way, Bloodthrone Vampire is excellent in this deck. It's so easy to sac a dork like Visionary to make combat a nightmare for your opponent and buy you time to combo off.
I'm at school at but I just remembered village bell-ringer existed and had to share my excitement since this means we can use tap effects more than once per reward now.
I'm at school at but I just remembered village bell-ringer existed and had to share my excitement since this means we can use tap effects more than once per reward now.
He's 3 CMC. Also, what tap effects are we looking to use? I don't see any unless you plan to use Skirsdag High Priest.
Speaking of that, what's our sideboard plan? We're weak to Slaughter Games naming Blood Artist and Rest in Peace. While neither leaves us immediately dead, we do need a backup plan. How about Pack Rat? Most decks are likely to side out wrath and instant speed removal against us, as we're pretty strong against them.
I moved away from the blood artist idea because for some reason I couldn't get it to work consistently. With this build, it's possible to chain rewards with archaeomancers while building mana reserves with emissaries for the lethal devil's play, or you can draw out your entire deck and drop lab maniac for the win.
Fastest goldfish was turn 4 on the draw.
Turn 1 forest, pilgrim
Turn 2 forest, emissary, mauler, abundant
Turn 3 ghost quarter, visionary, bloodthrone
Turn 4 ghost quarter, sac things, reward (drew second reward off of visionary), archaeomancer, proceed to draw deck and play lab maniac, win.
I think the mana base is a bit shaky, and I think the e-wilds can probably go in favor of a few more forests or islands. I'll test a bit more tomorrow and figure it out.
I have been branching out and trying some of these lists.
And...Argh! the mana base....
I have been horrible luck at my attempts to test the deck with the mana.
All basics as much as it works nicely with ghost quarter works really really badly with trying to play 4 colours.
No Cavern of souls?..Everything is a Human or an Elf makes it work a little better.
I like the way the adding of the +1/+1 counters works Gyre sages get huge very fast, I just wish it could make more colours :S.
As for my take on the deck... Thragtusk.. makes it really hard to kill them with blood artist. Not to mention it is a 5/3. I also played against a mill deck... it didn't go well for them... which makes me think I might want some sort of self mill.
Right now the problem is we need all the colours :S..
There is actually very little in the way of useful enter the battlefield effects (at least for sustaining the loop) on 2 drops in Black or White, which we have to play to get a) faiths reward and b) a sac outlet. The mana looks like has to be really finely balanced.
The other problem is we can only make tons of Green mana and not of other colours.
I amazed at just how powerful some of the 2 drops in standard are when looked at in terms of a deck like this... there is just a deep well of options for brewing here. I keep getting the sense that we are circling the answer with these decks coming at it from different angles, we might have to wait for dragons maze to really get this to work.. feels like a piece is missing.
So how did you get the white mana to repeatedly cast Faith's Reward? Repeatedly sacrificing the lands with Abundant Growth with Quarter, I imagine... quite clever!
This version of the deck seems pretty inconsistent, though. While you do get turn 4 kills like this, you'll never combo off unless you have at least two Ghost Quarters and/or Burning-Tree Emissary with mana fixing in addition to the Reward/Archaeomancer combo.
I have been branching out and trying some of these lists.
And...Argh! the mana base....
I have been horrible luck at my attempts to test the deck with the mana.
All basics as much as it works nicely with ghost quarter works really really badly with trying to play 4 colours.
No Cavern of souls?..Everything is a Human or an Elf makes it work a little better.
I like the way the adding of the +1/+1 counters works Gyre sages get huge very fast, I just wish it could make more colours :S.
As for my take on the deck... Thragtusk.. makes it really hard to kill them with blood artist. Not to mention it is a 5/3. I also played against a mill deck... it didn't go well for them... which makes me think I might want some sort of self mill.
Right now the problem is we need all the colours :S..
There is actually very little in the way of useful enter the battlefield effects (at least for sustaining the loop) on 2 drops in Black or White, which we have to play to get a) faiths reward and b) a sac outlet. The mana looks like has to be really finely balanced.
The other problem is we can only make tons of Green mana and not of other colours.
I amazed at just how powerful some of the 2 drops in standard are when looked at in terms of a deck like this... there is just a deep well of options for brewing here. I keep getting the sense that we are circling the answer with these decks coming at it from different angles, we might have to wait for dragons maze to really get this to work.. feels like a piece is missing.
I don't know if we have to wait that long, since we got one of the biggest pieces that we had been missing in BTE. I'll agree that mana fixing seems to be one of the biggest issues with this deck. Abundant Growth feels absolutely necessary, and we probably could afford to play a few duals (Ghost Quarter should have plenty of targets anyway).
So how did you get the white mana to repeatedly cast Faith's Reward? Repeatedly sacrificing the lands with Abundant Growth with Quarter, I imagine... quite clever!
This version of the deck seems pretty inconsistent, though. While you do get turn 4 kills like this, you'll never combo off unless you have at least two Ghost Quarters and/or Burning-Tree Emissary with mana fixing in addition to the Reward/Archaeomancer combo.
I actually got the white by recurring pilgrim and bonding it with lightning mauler.
i have tested this deck vs a few things it seem to be really good, i did not like the auger of bolas it was more of a 30/60 that i got a spell so i traded that in for forbidden alchemy and it worked so much better digging for somthing and then discarding all of your 2 drops and then using our resurect spell
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- Win Condition would be Blood Artist + Bloodthrone Vampire + other creatures (e.g., Alchemist's Apprentice, Elvish Visionary, etc.), with sacrificing that you can potentially repeat indefinitely with Faith's Reward.
- Archaeomancer returns Faith's Reward to your hand, and can then be sacrificed before you cast Faith's Reward again.
- As someone mentioned in another thread, two or more Burning-Tree Emissary returned with Faith's Reward will reduce the cc of Faith's Reward from 3W to W each time (with an extra mana floating).
- Everyone knows the uses of Ghost Quarters and Evolving Wilds, but as someone mentioned in another thread, adding Abundant Growth to this mix is great deck-filtering.
- Codex Shredder is the closest thing to any of the eggs available in Modern, if we can somehow get past the high activation cost.
- Though I can't find an efficient sac outlet for artifacts (I can't think of any way to get past the Tap activation cost in Trading Post), can we make Vessel of Endless Rest work?
4 burning tree emissary
4 elvish visionary
4 Alchemist apprentice
4 Blood artist
3 Augur of bolas
3 Bloodthrone vampire
3 Dawntreader elk
2 Cartel aristocrat
4 faiths reward
3 immortal servitude
3 abundant growth
1 serene remembrance
lands
4 ghost quarter
3 temple garden
3 breeding pool
3 overgrown tomb
4 plains
1 swamp
1 forest
1 island
Pioneer:UR Pheonix
Modern:U Mono U Tron
EDH
GB Glissa, the traitor: Army of Cans
UW Dragonlord Ojutai: Dragonlord NOjutai
UWGDerevi, Empyrial Tactician "you cannot fight the storm"
R Zirilan of the claw. The solution to every problem is dragons
UB Etrata, the Silencer Cloning assassination
Peasant cube: Cards I own
Emissary
Paper: WUR Waffle Control, RG and U Tron
MTGO: U Tron, BRG Living End, B Infect
Testing Modern on MTGO and helping to craft decks on a Budget
I stream!
Hermit Druid Combo:
I should rephrase; bloom allows for near infinite mana *of any color* and that's extremely integral to the deck fully going off. you aren't casting any of your recursion with RG which means if you whiff, you whiff incredibly hard.
The problem is getting it out and still having enough mana to do other things that turn.
Don't forget we have a manafixing artifact in gatecrash, its just no way to sacrifice it :/
This is actually really interesting, I think that if we have a way to sac artifacts then this deck could be playable since we could use the keyrunes for mana. I did a quick gatherer search and I found torch fiend as a way to get rid of artifacts but I don't know if that will be any good or not.
Follow the link for nice cheap clothing.
Playing:
Death's Shadow Jund
Played:
Kiki Chord, Zoo variants, Goblins, Burn
Bloodthorn Vampire + Goblin Arsonist + High Priest of Penance
Not exactly sac options, but they get artifacts in the graveyard.
My take on Narvuntien's deck:
4 Elvish Visionary
4 Burning Tree Emissary
4 Alchemist's Apprentice
3 Blood Artist
4 Bloodthrone Vampire
2 Dawntreader Elk
1 Screeching Skaab
1 Cartel Aristocrat
4 Faiths Reward
3 Immortal Servitude
3 Abundant Growth
3 Tragic Slip
2 Jar of Eyeballs
Lands
4 Ghost Quarter
3 Temple Garden
3 Breeding Pool
3 Overgrown Tomb
3 Watery Grave
1 Hinterland Harbor
2 Plains
1 Swamp
1 Forest
1 Island
Getting a singleton Screeching Skaab into the loop allows for the deck to start piling up more reanimation targets, while Tragic Slip serves as emergency removal for the big guys who can't be chumped. Augur and Serene Remembrance don't seem to do enough here.
Cubetutor Link
Now, I would like to offer my take on the deck. I like the idea Mcpatches had about using deranged outcast to pump cartel aristrocrat and swing for the win. The only problem was getting all that mana for outcast triggers, so I decided to use Gyre sage in combination with Timberland Guide to make large amounts of mana. Here is my current draft.
Gyre's Sunrise v1
3 Cartel Aristocrat
3 Deranged Outcast
3 Lightning Mauler
4 Timberland Guide
4 Elvish Visionary
3 Gyre Sage
4 Faith's Reward
4 Ghost Quarter
4 Immortal Servitude
3 Faithless Looting
4 Mountain
4 Plains
4 Swamp
Originally I wanted to run grisly salvage and mulch to mill all my creatures into the yard and go off with an immortal servitude but that didn't work out so well so this is what I'm working with now. The idea is to bring back a Gyre Sage bonded with lightning mauler and a bunch of Timberland Guides all pumping the sage. Then you tap the sage for mana sac everything and cast faith's reward and repeat until you had lots of mana to use for Deranged Outcast triggers. The problem I have with my deck at the moment is not having enough faith's rewards. I am trying to find a way to bring it from my yard back to my deck. (hopefully some 2cmc creature =D a guy can dream). anyways here is my take, at the very least I think the Gyre Sage + Timberland Guide combo is quite effective here.
EDIT: forgot to ask TheTennesseeFireman how jar of eyeballs was working out. you seem to be able to get lots of mana, maybe i should try your list
You tend not to make a ton of mana until your get two burning tree on the field.
hmm I feel like I badly need some card draw visionary + alchemist apprenice doesn't seem like enough...
I am considering Zameck Guildmage particularly if we start going the +1/+1 counters.. and it interacts with undying in a very interesting way and helps draw cards.. it is mana intensive though.
There is also the Vikpoza guildmage to double your damage off the blood artist
Pioneer:UR Pheonix
Modern:U Mono U Tron
EDH
GB Glissa, the traitor: Army of Cans
UW Dragonlord Ojutai: Dragonlord NOjutai
UWGDerevi, Empyrial Tactician "you cannot fight the storm"
R Zirilan of the claw. The solution to every problem is dragons
UB Etrata, the Silencer Cloning assassination
Peasant cube: Cards I own
Grimoire of the Dead
Rite of Ruin
Trading Post
None of these are perfect, but they can work. Rite of Ruin can actually work well on yourself going lands, artifacts, then finally creatures.This deck looks like it would be really fun to play, but is there a way to make it truly competitive?
Freedom is slavery!
Ignorance is strength!
It's worked surprisingly well so long as you aren't playing hyper-aggro. The best part about it is how it cycles through your deck; since it doesn't shuffle, you're actually statistically more likely to find what you need next time around even if you whiff. If you can get 7 or 8 mana in play, you can just sac everybody and dig for one of your reanimation spells. It gets even better when you start out with a spell and have emissary in play; you sac, reanimate, then activate. You have a darn good chance of just going off every turn. Also, the shock value is pretty hilarious!
By the way, Bloodthrone Vampire is excellent in this deck. It's so easy to sac a dork like Visionary to make combat a nightmare for your opponent and buy you time to combo off.
Cubetutor Link
He's 3 CMC. Also, what tap effects are we looking to use? I don't see any unless you plan to use Skirsdag High Priest.
Speaking of that, what's our sideboard plan? We're weak to Slaughter Games naming Blood Artist and Rest in Peace. While neither leaves us immediately dead, we do need a backup plan. How about Pack Rat? Most decks are likely to side out wrath and instant speed removal against us, as we're pretty strong against them.
Cubetutor Link
4 avacyn's pilgrim
4 elvish visionary
4 alchemist's apprentice
4 bloodthrone vampire
4 burning-tree emissary
3 lightning mauler
2 auger of bolas
1 laboratory maniac
2 archaeomancer
4 abundant growth
4 faith's reward
2 immortal servitude
1 devil's play
Land:
3 evolving wilds
4 ghost quarter
5 forest
4 plains
3 island
1 mountain
1 swamp
I moved away from the blood artist idea because for some reason I couldn't get it to work consistently. With this build, it's possible to chain rewards with archaeomancers while building mana reserves with emissaries for the lethal devil's play, or you can draw out your entire deck and drop lab maniac for the win.
Fastest goldfish was turn 4 on the draw.
Turn 1 forest, pilgrim
Turn 2 forest, emissary, mauler, abundant
Turn 3 ghost quarter, visionary, bloodthrone
Turn 4 ghost quarter, sac things, reward (drew second reward off of visionary), archaeomancer, proceed to draw deck and play lab maniac, win.
I think the mana base is a bit shaky, and I think the e-wilds can probably go in favor of a few more forests or islands. I'll test a bit more tomorrow and figure it out.
Decks:
Sliver Queen
Nekusar, the Mindrazer (70% pimped)
Eight-and-a-Half-Tails
Animar, Soul of Elements (under construction)
Sek'Kuar, Deathkeeper (under construction)
Phelddagrif (under construction)
Sydri, Galvanic Genius (constructing list)
Standard:
Rug Prophet (4-1)
UW Angel Post (under construction)
Modern:
Mono U Wizards
BUG Tempo (theorycrafting)
Casual:
Elves vs Goblins
And...Argh! the mana base....
I have been horrible luck at my attempts to test the deck with the mana.
All basics as much as it works nicely with ghost quarter works really really badly with trying to play 4 colours.
No Cavern of souls?..Everything is a Human or an Elf makes it work a little better.
I like the way the adding of the +1/+1 counters works Gyre sages get huge very fast, I just wish it could make more colours :S.
As for my take on the deck... Thragtusk.. makes it really hard to kill them with blood artist. Not to mention it is a 5/3. I also played against a mill deck... it didn't go well for them... which makes me think I might want some sort of self mill.
Right now the problem is we need all the colours :S..
There is actually very little in the way of useful enter the battlefield effects (at least for sustaining the loop) on 2 drops in Black or White, which we have to play to get a) faiths reward and b) a sac outlet. The mana looks like has to be really finely balanced.
The other problem is we can only make tons of Green mana and not of other colours.
I amazed at just how powerful some of the 2 drops in standard are when looked at in terms of a deck like this... there is just a deep well of options for brewing here. I keep getting the sense that we are circling the answer with these decks coming at it from different angles, we might have to wait for dragons maze to really get this to work.. feels like a piece is missing.
Pioneer:UR Pheonix
Modern:U Mono U Tron
EDH
GB Glissa, the traitor: Army of Cans
UW Dragonlord Ojutai: Dragonlord NOjutai
UWGDerevi, Empyrial Tactician "you cannot fight the storm"
R Zirilan of the claw. The solution to every problem is dragons
UB Etrata, the Silencer Cloning assassination
Peasant cube: Cards I own
This version of the deck seems pretty inconsistent, though. While you do get turn 4 kills like this, you'll never combo off unless you have at least two Ghost Quarters and/or Burning-Tree Emissary with mana fixing in addition to the Reward/Archaeomancer combo.
Cubetutor Link
I don't know if we have to wait that long, since we got one of the biggest pieces that we had been missing in BTE. I'll agree that mana fixing seems to be one of the biggest issues with this deck. Abundant Growth feels absolutely necessary, and we probably could afford to play a few duals (Ghost Quarter should have plenty of targets anyway).
Cubetutor Link
I actually got the white by recurring pilgrim and bonding it with lightning mauler.
Decks:
Sliver Queen
Nekusar, the Mindrazer (70% pimped)
Eight-and-a-Half-Tails
Animar, Soul of Elements (under construction)
Sek'Kuar, Deathkeeper (under construction)
Phelddagrif (under construction)
Sydri, Galvanic Genius (constructing list)
Standard:
Rug Prophet (4-1)
UW Angel Post (under construction)
Modern:
Mono U Wizards
BUG Tempo (theorycrafting)
Casual:
Elves vs Goblins