Bringing this deck back after 4.5 or so years. Where has the time gone?
In any case, while I know that there is a finite ceiling for non-combo decks in multiplayer EDH, I'm interested in tuning this deck to be as fast, consistent, and powerful as is possible for a "fair" deck in this format. I'd be happy to explain my reasoning behind any current card selections, and would love to hear suggestions for other cards and the reasons they'd be better.
-1 Steel Hellkite / +1 World Breaker: Hellkite isn't a bad card; in fact, he can do a lot of work. But the fact that he has to live a turn, and not only swing in but actually connect for combat damage in order to function as removal really lowers his value. Breaker, on the other hand, has a "when cast" ability, which is even better than an ETB. He can also be tutored up by Eye of Ugin (and potentially Conduit of Ruin) and gets the cost-reduction benefit as well. The fact that he can self-recur is a nice perk.
-1 Seek the Horizon / +1 Titania, Protector of Argoth: Seek basically functions as a second Harmonize in this deck, and is actually probably better in the early game when you really want to hit your land drops. With the appropriate density of lands and repeatable draw sources like Horn of Greed, Seer's Sundial, and Recycle, though, one-off spells shouldn't really be needed and I'm trying to thin them out of the deck. Titania is just nuts here. This might be the very best deck for her. Utility lands are so important to this deck, so the fact that she can get them back is clutch. And then she can go on to build an army all by herself, especially with Crucible of Worlds and a fetch land.
-1 Journey of Discovery / +1 Surrak, the Hunt Caller: Journey is going the way of Seek the Horizon. It's a card you really don't want to draw anything but early game, and you don't even really want to draw it then. Ramp in this deck should flow through Azusa, and doesn't really need to be supplemented much (if at all) outside of her. As far as Surrak goes, haste is incredibly valuable to this deck. Getting an Eldrazi's "when cast" trigger and its "when attacks" in the same turn can be back-breaking for an opponent. The fact that Surrak can be reliably be tutored up to grant this effect is amazing.
-1 Sensei's Divining Top / +1 Sol Ring: Top was in this deck to make sure that we could always put a land on top, as ripping lands gets a lot of engines going in this deck (Horn of Greed, Recycle, etc.). Overall, however, I think the effect it provides is just too small. Again, having the proper density of lands and the proper amount of repeatable card-draw effects seems more important. Once we get to the mid- and late-game we're drawing cards by the fistful, so the Top becomes pretty much useless. Sol Ring is coming in to test the value of being able to more consistently get Azusa going on turn 2.
-1 Terastodon / +1 Conduit of Ruin: Nasty Terasty is at his best in Legacy Reanimator, where you blow up your own lands for 18 power on the board to win the game. In EDH, that's rarely if ever going to be a good play, and while blowing up 3 of your opponents' permanents can be awesome, giving them 3 3/3s is a drawback that shouldn't be overlooked. Moreover, Terastodon doesn't have trample, so he can just be chump blocked for days - perhaps by those 3/3s you gave your opponents. Conduit gives us another tutor for the most important creatures in our deck - the big Edlrazi. The cost-reduction is a nice effect that could bring in a big Eldrazi a turn or two earlier, as well.
-1 Duplicant / +1 Ulamog, the Ceaseless Hunger: Opponents' creatures are the things I'm probably worried least about out of any card type. If my opponents' creatures outclass mine, then something has gone horribly wrong. That said, swapping Duplicant for Ulamog isn't exactly giving up on creature removal, in fact it's kind of doubling it. In this deck, 10 mana might as well be 6, so the difference in cost doesn't seem too relevant, but the difference in power level does.
-1 Worldly Tutor / +1 Mana Crypt: I normally don't mind the card-disadvantage tutors (Enlightened Tutor, Mystical Tutor, Vampiric Tutor, Worldly Tutor), but it's probably the worst of the tutors in the deck (Green Sun's Zenith, Chord of Calling, Fierce Empath, Conduit of Ruin, Eye of Ugin), and I think we have a high enough density of tutors not to need this effect. Mana Crypt joins Sol Ring in the quest to see how good playing Azusa early is. Going t1 land, crypt, Azusa, land, land and untapping with 5 mana on t2 sounds pretty good, and opens up a lot of options for chaining other explosive plays early in the game. Even late game it ramps us, so it doesn't seem too bad.
-1 Regrowth / +1 Birds of Paradise: With 3 creatures currently in the deck that shuffle the graveyard back into the library, Regrowth is really not at its best here. We've already got Eternal Witness and Buried Ruin to help us get back things we may need, but in all honesty I've got my eyes on E Wit as a potential cut, as well. Birds gives us another way to play Azusa on turn 2, and synergizes with Gaea's Cradle, Regal Force, etc.
The cards for this deck have started showing up in the mail. I'm pretty stoked :).
For those who are interested in these things, I decided to go with the Forest #247 from M11 for the many, many Forests in this deck. To me, the art on this particular forest captures the "feel" of this deck better than any other ever printed. I'm pleased to have come across it!
Welp, the rest of the cards for this deck arrived today, so I now have it fully assembled! I managed to get in one game with it this afternoon, after playing another game with my Kaalia of the Vastdeck. I have to say, things went pretty dang well, although I lost :rolleyes:.
In any case, this deck was EXPLOSIVE, with tons of land drops, tons of card draw, and tons of huge, awesome threats. I'm just going to have to learn to play more politically (how in the world you do that with this deck I don't know) in order to not be going 3v1 against the rest of the table all the time!
I love Avon lands. They're the most beautiful of them all! Great choice, if you ask me ;-)
Thanks!
Most people I've played with don't take what lands they put in their deck into any consideration, which is fine. I just have a hard time dropping basics with different art on them, or art that doesn't match the "theme" of the deck into play. My deck feels less complete when I do that, somehow, which leads to a less enjoyable playing experience for me. This is all the more true when nearly 50% of your deck is basic lands!
I like the deck a lot! Might I suggest Abundance or Cream of the Crop? Both help you dig a bit. And if you delve a little more off budget, theres always Sylvan Library to work wtih abundance.
I like the deck a lot! Might I suggest Abundance or Cream of the Crop? Both help you dig a bit. And if you delve a little more off budget, theres always Sylvan Library to work wtih abundance.
Thanks for stopping in :)!
Abundance is a card that I took a look at when I was putting this list together. I initially chose not to include it, and as of now I don't know whether it would really help or not. With 53 lands, and a bunch of ramp spells, I tend to not have a problem hitting 3 land drops/turn with Azusa on board, or even 4 land drops/turn with Azusa + Oracle of Mul Daya online.
Cream of the Crop is actually a card that I wasn't aware of until you just suggested it. I love that it only costs :1mana::symg:, so it could get online early, and that it functions as a repeatable pseudo-tutor that would let me keep pumping out threats once I've hit the desired number of lands.
If I ever take this deck beyond it's current budget (which will almost certainly happen at some point in the future), Library, Sensei's Divining Top, and Mirri's Guile would probably all make an appearance to help me filter the top of my deck to ensure land drops early game and creatures later on.
Yeah, crop is a great little card that can do some serious work. I was thinking abundance more for when you're land flooded, you can name nonland and dig for something good hopefully. But all in all you're pretty much correct
Yeah, crop is a great little card that can do some serious work. I was thinking abundance more for when you're land flooded, you can name nonland and dig for something good hopefully. But all in all you're pretty much correct
Ahhh, I was totally looking at it wrong :embarrass:. Yeah, in that case, both Abundance and Cream of the Crop are probably really good includes. The problem is finding room for them. I like everything that's currently in here, and I haven't played enough games with this deck to get a good feel for what's strong and should stay and what's weak and should go. I know I want to keep the land count up around 50-55, so there's not much wiggle room there.
Im just spitballin here, but not knowing your meta or playstyle id say phyrexia's core and deathmantle look like things you could switch. I assume core is for spine though, so its up to you
Im just spitballin here, but not knowing your meta or playstyle id say phyrexia's core and deathmantle look like things you could switch. I assume core is for spine though, so its up to you
Yeah, I thought Phyrexia's Core + Spine of Ish Sah made for a nice little budget removal combo for a deck that produces a crapload of mana. I figured Nim Deathmantle might make a similarly effective recursion engine. Generally speaking it's a bit costly but, again, in this deck that's not too much of an issue. It might be a bit weak, though. I'm gonna give it a couple more games in the deck, but if it doesn't really show its worth, I'll consider replacing it.
Sounds good to me! You rekindled my mono green spark, I think i'll take some suggestions from your list
Thanks! That's quite the compliment, and truthfully I can't take much credit for anything that's in here. I'm pretty sure I didn't have any original ideas, rather I just gleaned what I could from lists like technogeek5000's and ShadowMage's.
That said, I can't emphasize just how much fun this list has been to play. I honestly didn't expect it to be so explosive, much less so consistent. I mean, it's relatively easily disruptable - losing Azusa to tuck or something sucks pretty bad - but even so there's enough other sources of ramp in the deck to power out some threats that are hard to deal with. And when it goes off as planned, it's one of the most fun things I've done playing Magic :).
Well, absolutely no offense meant to you, mono green isnt the most innovative thing to build, so I understamd what you mean :p. I had an Azusa deck in the past, but it wasnt built correctly and just folded to a lot of decks and I ended up taking it apart. I feel lik the whole budget aspect of making it this time will actually make me put thought into it instead pf just filling it with fat and hur durp tooth/nail primetime avenger. I also agree, the explosiveness is a great feeling when it all works out.
Well, absolutely no offense meant to you, mono green isnt the most innovative thing to build, so I understamd what you mean :p. I had an Azusa deck in the past, but it wasnt built correctly and just folded to a lot of decks and I ended up taking it apart. I feel lik the whole budget aspect of making it this time will actually make me put thought into it instead pf just filling it with fat and hur durp tooth/nail primetime avenger. I also agree, the explosiveness is a great feeling when it all works out.
Yeah, I'm interested to run this deck against as many different generals/archtypes as possible in time, just to see what it really excels against and what really hoses it, and then discover what pieces of tech mono-:symg: has to deal with certain problems. I don't know if it's one of the reasons I build budget decks, or simply one of the results of building budget decks, but I feel like holding myself to a budget forces me to really consider all the card options out there to find the best answers available. My budget decks tend to evolve into non-budget decks after an undetermined period of time, but I feel like starting out on a budget makes them better decks than they would be if I just started out with "goodstuff.dec".
Couldn't agree more. Being limited I feel makes you think about what actually goes in, rather than just throwing "staples" and some lands and calling it a day. Also sorry for derailing the whole Azusa discussion into off topic land ^^;
Well, I've been a lot more focused on my Kaalia deck than on this one, but I did manage to pick up a NM Sylvan Library on the cheap that will be making its way in here as soon as it arrives. Thank you eBay! I need to do some real thinking about what are the most pressing upgrades I need to make to this deck. Suggestions along those lines would be much appreciated :).
Yeah, I'm not going to dump a bunch of money into this deck (or any of my decks) at one time, but I'm hoping to pick up high value, quality additions slowly over time. Akroma's Memorial is pretty sweet. My only thought is that I'm not running a lot of tokens or anything outside of Avenger of Zendikar. Nonetheless, all those buffs are pretty sweet, especially when you can afford to cast the Memorial along with whatever creature you want in the same turn!
Not sure if anyone suggested it yet but have you consideredprimal surge? You only have 16 non-permanents in the deck and it is more than easy for azusa to hit ten lands. Besides nothing would be more intimidating than turning a third of your deck upside down onto the table.
Not sure if anyone suggested it yet but have you consideredprimal surge? You only have 16 non-permanents in the deck and it is more than easy for azusa to hit ten lands. Besides nothing would be more intimidating than turning a third of your deck upside down onto the table.
I actually have one sitting in my binder from some random AVR pack that I cracked. I think I got caught up in all the negative hype about it that started floating around when AVR dropped, but it could make for some pretty broken plays here :p.
So, I think I've more or less come to the conclusion that the next thing I want to include in this deck is the Crucible of Worlds + Strip Mine / Wasteland "combo" to obliterate opposing players' mana bases. I want to keep my land count at 53+ though, so I'm going to have to figure out what spells to remove to make room for all future additions I make to the deck. Since Sundering Titan is now banned (:argh:), that's one obvious slot that I have free to make changes with. His presence will be missed, however. He's a really great tool in an Azusa deck...
I use Tower of Fortunes in my own Azusa deck and it really shines. In a deck where mana is not really a problem, and your hand is emptying fast, four extra cards a turn is nice.
Lol, I completely forgot about Prime Time. Originally, this list started out as a $100 budget list, so his ~$15 price tag was prohibitively expensive. Since I lifted the budget restriction, he was a card that was definitely on my radar, but I kind of feel like waiting to grab him until he rotates out of Standard, so I can hopefully save a few bucks. He should definitely be the first change to the list, though. His value is undeniable.
Exploration and Burgeoning are two other cards that I really want to pick up to put in this list. Again, they were too expensive for the original list, but they are just nuts in Azusa, and they'll make their way in here whenever I pick copies up.
No Green Sun's Zenith in your mono green list? O_O
Ooh yeah, that's another thing that didn't make the original $100 budget cut but should definitely come in ASAP. I'd like to wait for it to rotate out of Standard, but I imagine it sees a pretty good amount of play in Modern and Legacy, too, so I don't know how much the price will come down.
In any case, while I know that there is a finite ceiling for non-combo decks in multiplayer EDH, I'm interested in tuning this deck to be as fast, consistent, and powerful as is possible for a "fair" deck in this format. I'd be happy to explain my reasoning behind any current card selections, and would love to hear suggestions for other cards and the reasons they'd be better.
1 Azusa, Lost but Seeking
//Creatures (22)
1 Birds of Paradise
1 Lotus Cobra
1 Eternal Witness
1 Fierce Empath
1 Oracle of Mul Daya
1 Surrak, the Hunt Caller
1 Acidic Slime
1 Titania, Protector of Argoth
1 Conduit of Ruin
1 Kamahl, Fist of Krosa
1 Rampaging Baloths
1 Soul of the Harvest
1 Avenger of Zendikar
1 World Breaker
1 Regal Force
1 Craterhoof Behemoth
1 Woodfall Primus
1 Vorinclex, Voice of Hunger
1 Kozilek, Butcher of Truth
1 Ulamog, the Ceaseless Hunger
1 Ulamog, the Infinite Gyre
1 Worldspine Wurm
//Instants (5)
1 Crop Rotation
1 Beast Within
1 Chord of Calling
1 Realms Uncharted
1 Momentous Fall
1 Green Sun's Zenith
1 Genesis Wave
1 Life from the Loam
1 Harmonize
1 Reap and Sow
1 Soul's Majesty
1 All is Dust
1 Boundless Realms
1 Tooth and Nail
//Enchantments (3)
1 Sylvan Library
1 Greater Good
1 Recycle
//Artifacts (7)
1 Mana Crypt
1 Sol Ring
1 Horn of Greed
1 Crucible of Worlds
1 Oblivion Stone
1 Seer's Sundial
1 Mind's Eye
//Planeswalkers (1)
1 Garruk, Primal Hunter
//Lands (52)
1 Ancient Tomb
1 Boseiju, Who Shelters All
1 Buried Ruin
1 Cavern of Souls
1 Deserted Temple
1 Dryad Arbor
1 Eldrazi Temple
1 Eye of Ugin
29 Forest
1 Gaea's Cradle
1 Hall of the Bandit Lord
1 High Market
1 Homeward Path
1 Miren, the Moaning Well
1 Misty Rainforest
1 Petrified Field
1 Reliquary Tower
1 Shrine of the Forsaken Gods
1 Strip Mine
1 Temple of the False God
1 Verdant Catacombs
1 Wasteland
1 Windswept Heath
1 Wooded Foothills
1/22/17:
-1 Steel Hellkite / +1 World Breaker: Hellkite isn't a bad card; in fact, he can do a lot of work. But the fact that he has to live a turn, and not only swing in but actually connect for combat damage in order to function as removal really lowers his value. Breaker, on the other hand, has a "when cast" ability, which is even better than an ETB. He can also be tutored up by Eye of Ugin (and potentially Conduit of Ruin) and gets the cost-reduction benefit as well. The fact that he can self-recur is a nice perk.
-1 Seek the Horizon / +1 Titania, Protector of Argoth: Seek basically functions as a second Harmonize in this deck, and is actually probably better in the early game when you really want to hit your land drops. With the appropriate density of lands and repeatable draw sources like Horn of Greed, Seer's Sundial, and Recycle, though, one-off spells shouldn't really be needed and I'm trying to thin them out of the deck. Titania is just nuts here. This might be the very best deck for her. Utility lands are so important to this deck, so the fact that she can get them back is clutch. And then she can go on to build an army all by herself, especially with Crucible of Worlds and a fetch land.
-1 Journey of Discovery / +1 Surrak, the Hunt Caller: Journey is going the way of Seek the Horizon. It's a card you really don't want to draw anything but early game, and you don't even really want to draw it then. Ramp in this deck should flow through Azusa, and doesn't really need to be supplemented much (if at all) outside of her. As far as Surrak goes, haste is incredibly valuable to this deck. Getting an Eldrazi's "when cast" trigger and its "when attacks" in the same turn can be back-breaking for an opponent. The fact that Surrak can be reliably be tutored up to grant this effect is amazing.
-1 Sensei's Divining Top / +1 Sol Ring: Top was in this deck to make sure that we could always put a land on top, as ripping lands gets a lot of engines going in this deck (Horn of Greed, Recycle, etc.). Overall, however, I think the effect it provides is just too small. Again, having the proper density of lands and the proper amount of repeatable card-draw effects seems more important. Once we get to the mid- and late-game we're drawing cards by the fistful, so the Top becomes pretty much useless. Sol Ring is coming in to test the value of being able to more consistently get Azusa going on turn 2.
-1 Terastodon / +1 Conduit of Ruin: Nasty Terasty is at his best in Legacy Reanimator, where you blow up your own lands for 18 power on the board to win the game. In EDH, that's rarely if ever going to be a good play, and while blowing up 3 of your opponents' permanents can be awesome, giving them 3 3/3s is a drawback that shouldn't be overlooked. Moreover, Terastodon doesn't have trample, so he can just be chump blocked for days - perhaps by those 3/3s you gave your opponents. Conduit gives us another tutor for the most important creatures in our deck - the big Edlrazi. The cost-reduction is a nice effect that could bring in a big Eldrazi a turn or two earlier, as well.
-1 Duplicant / +1 Ulamog, the Ceaseless Hunger: Opponents' creatures are the things I'm probably worried least about out of any card type. If my opponents' creatures outclass mine, then something has gone horribly wrong. That said, swapping Duplicant for Ulamog isn't exactly giving up on creature removal, in fact it's kind of doubling it. In this deck, 10 mana might as well be 6, so the difference in cost doesn't seem too relevant, but the difference in power level does.
-1 Worldly Tutor / +1 Mana Crypt: I normally don't mind the card-disadvantage tutors (Enlightened Tutor, Mystical Tutor, Vampiric Tutor, Worldly Tutor), but it's probably the worst of the tutors in the deck (Green Sun's Zenith, Chord of Calling, Fierce Empath, Conduit of Ruin, Eye of Ugin), and I think we have a high enough density of tutors not to need this effect. Mana Crypt joins Sol Ring in the quest to see how good playing Azusa early is. Going t1 land, crypt, Azusa, land, land and untapping with 5 mana on t2 sounds pretty good, and opens up a lot of options for chaining other explosive plays early in the game. Even late game it ramps us, so it doesn't seem too bad.
-1 Regrowth / +1 Birds of Paradise: With 3 creatures currently in the deck that shuffle the graveyard back into the library, Regrowth is really not at its best here. We've already got Eternal Witness and Buried Ruin to help us get back things we may need, but in all honesty I've got my eyes on E Wit as a potential cut, as well. Birds gives us another way to play Azusa on turn 2, and synergizes with Gaea's Cradle, Regal Force, etc.
R.I.P. Sundering Titan (6/20/12) and Braids, Cabal Minion (9/12/14)
For those who are interested in these things, I decided to go with the Forest #247 from M11 for the many, many Forests in this deck. To me, the art on this particular forest captures the "feel" of this deck better than any other ever printed. I'm pleased to have come across it!
R.I.P. Sundering Titan (6/20/12) and Braids, Cabal Minion (9/12/14)
My opening hand had a few lands, including a Hall of the Bandit Lord, a Skyshroud Claim, a Horn of Greed and a Terastodon. Pretty much a perfect starting hand. Horn of Greed is pretty much the nuts, and I was hitting 3 land drops every turn after I dropped Azusa in on turn 3, I think. I managed to drop an Ulamog, the Infinite Gyre alongside a Terastodon, but Ulamog got Proteus Staffed and I think the tokens Terastodon made my opponent ended up doing me a lot more harm than good.
In any case, this deck was EXPLOSIVE, with tons of land drops, tons of card draw, and tons of huge, awesome threats. I'm just going to have to learn to play more politically (how in the world you do that with this deck I don't know) in order to not be going 3v1 against the rest of the table all the time!
R.I.P. Sundering Titan (6/20/12) and Braids, Cabal Minion (9/12/14)
Thanks!
Most people I've played with don't take what lands they put in their deck into any consideration, which is fine. I just have a hard time dropping basics with different art on them, or art that doesn't match the "theme" of the deck into play. My deck feels less complete when I do that, somehow, which leads to a less enjoyable playing experience for me. This is all the more true when nearly 50% of your deck is basic lands!
R.I.P. Sundering Titan (6/20/12) and Braids, Cabal Minion (9/12/14)
Thanks for stopping in :)!
Abundance is a card that I took a look at when I was putting this list together. I initially chose not to include it, and as of now I don't know whether it would really help or not. With 53 lands, and a bunch of ramp spells, I tend to not have a problem hitting 3 land drops/turn with Azusa on board, or even 4 land drops/turn with Azusa + Oracle of Mul Daya online.
Cream of the Crop is actually a card that I wasn't aware of until you just suggested it. I love that it only costs :1mana::symg:, so it could get online early, and that it functions as a repeatable pseudo-tutor that would let me keep pumping out threats once I've hit the desired number of lands.
If I ever take this deck beyond it's current budget (which will almost certainly happen at some point in the future), Library, Sensei's Divining Top, and Mirri's Guile would probably all make an appearance to help me filter the top of my deck to ensure land drops early game and creatures later on.
R.I.P. Sundering Titan (6/20/12) and Braids, Cabal Minion (9/12/14)
Ahhh, I was totally looking at it wrong :embarrass:. Yeah, in that case, both Abundance and Cream of the Crop are probably really good includes. The problem is finding room for them. I like everything that's currently in here, and I haven't played enough games with this deck to get a good feel for what's strong and should stay and what's weak and should go. I know I want to keep the land count up around 50-55, so there's not much wiggle room there.
R.I.P. Sundering Titan (6/20/12) and Braids, Cabal Minion (9/12/14)
Yeah, I thought Phyrexia's Core + Spine of Ish Sah made for a nice little budget removal combo for a deck that produces a crapload of mana. I figured Nim Deathmantle might make a similarly effective recursion engine. Generally speaking it's a bit costly but, again, in this deck that's not too much of an issue. It might be a bit weak, though. I'm gonna give it a couple more games in the deck, but if it doesn't really show its worth, I'll consider replacing it.
R.I.P. Sundering Titan (6/20/12) and Braids, Cabal Minion (9/12/14)
Thanks! That's quite the compliment, and truthfully I can't take much credit for anything that's in here. I'm pretty sure I didn't have any original ideas, rather I just gleaned what I could from lists like technogeek5000's and ShadowMage's.
That said, I can't emphasize just how much fun this list has been to play. I honestly didn't expect it to be so explosive, much less so consistent. I mean, it's relatively easily disruptable - losing Azusa to tuck or something sucks pretty bad - but even so there's enough other sources of ramp in the deck to power out some threats that are hard to deal with. And when it goes off as planned, it's one of the most fun things I've done playing Magic :).
R.I.P. Sundering Titan (6/20/12) and Braids, Cabal Minion (9/12/14)
Yeah, I'm interested to run this deck against as many different generals/archtypes as possible in time, just to see what it really excels against and what really hoses it, and then discover what pieces of tech mono-:symg: has to deal with certain problems. I don't know if it's one of the reasons I build budget decks, or simply one of the results of building budget decks, but I feel like holding myself to a budget forces me to really consider all the card options out there to find the best answers available. My budget decks tend to evolve into non-budget decks after an undetermined period of time, but I feel like starting out on a budget makes them better decks than they would be if I just started out with "goodstuff.dec".
R.I.P. Sundering Titan (6/20/12) and Braids, Cabal Minion (9/12/14)
R.I.P. Sundering Titan (6/20/12) and Braids, Cabal Minion (9/12/14)
Yeah, I'm not going to dump a bunch of money into this deck (or any of my decks) at one time, but I'm hoping to pick up high value, quality additions slowly over time. Akroma's Memorial is pretty sweet. My only thought is that I'm not running a lot of tokens or anything outside of Avenger of Zendikar. Nonetheless, all those buffs are pretty sweet, especially when you can afford to cast the Memorial along with whatever creature you want in the same turn!
R.I.P. Sundering Titan (6/20/12) and Braids, Cabal Minion (9/12/14)
GEzuri, Renegade LeaderG
GUEdric, Spymaster of TrestUG
BGWKarador, Ghost ChieftainWGB
URJhoira of the GhituRU
UWGeist of Saint TraftWU
BUOona, Queen of the FaeUB
I actually have one sitting in my binder from some random AVR pack that I cracked. I think I got caught up in all the negative hype about it that started floating around when AVR dropped, but it could make for some pretty broken plays here :p.
R.I.P. Sundering Titan (6/20/12) and Braids, Cabal Minion (9/12/14)
R.I.P. Sundering Titan (6/20/12) and Braids, Cabal Minion (9/12/14)
Lol, I completely forgot about Prime Time. Originally, this list started out as a $100 budget list, so his ~$15 price tag was prohibitively expensive. Since I lifted the budget restriction, he was a card that was definitely on my radar, but I kind of feel like waiting to grab him until he rotates out of Standard, so I can hopefully save a few bucks. He should definitely be the first change to the list, though. His value is undeniable.
Exploration and Burgeoning are two other cards that I really want to pick up to put in this list. Again, they were too expensive for the original list, but they are just nuts in Azusa, and they'll make their way in here whenever I pick copies up.
R.I.P. Sundering Titan (6/20/12) and Braids, Cabal Minion (9/12/14)
Ooh yeah, that's another thing that didn't make the original $100 budget cut but should definitely come in ASAP. I'd like to wait for it to rotate out of Standard, but I imagine it sees a pretty good amount of play in Modern and Legacy, too, so I don't know how much the price will come down.
R.I.P. Sundering Titan (6/20/12) and Braids, Cabal Minion (9/12/14)