Playtested this today, and it's way too slow and vulnerable. I think I might just scrap playing Torpor Orb since it's the only card I know of that does what it does. Even after a few games, I still have no idea how to play this deck effectively (aggro, midrange, control, etc.)
This is how I'd start...let the goodstuff be the grease after your core is thematic.
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A voice for Timmy.
Commander R Ashling, the Pilgrim Mono Red Wildfire Control GBW Karador, Ghost Chieftain Abzan Dredge Rock WBR Tariel, Reckoner of Souls Mardu Aggro-Reanimator Midrange
Interesting. Yes. Useful? Not that much honestly. In terms of activated abilities, I feel like Thornling, Morphling, and Jodah's Avenger pretty much give me access to everything I would want for Kraj.
I redesigned the deck from scratch again. I completely scrapped Torpor Orb because it's the only permanent of its kind that I know of and prevented me from running some useful stuff.
have you played with this much since you redesigned it? I really don't like the cards like Simic Guildmage, Simic Fluxmage, and Spike Weaver; they don't actually create new +1/+1 counters.
I think you need better untappers. blizzard elemental is pretty terrible, why play him when you have cards like horseshoe crab, simic ragworm, soliton, etc... To go along with those untappers, what about cards like bloom tender, argothian elder, devoted druid? If you have any one of thsoe creatures out with and one of the untappers, you have infinite mana and infinite +1/+1 counters (not to mention infinite activations of whatever other creatures you may have on the battlefield)
have you played with this much since you redesigned it? I really don't like the cards like Simic Guildmage, Simic Fluxmage, and Spike Weaver; they don't actually create new +1/+1 counters.
I think you need better untappers. blizzard elemental is pretty terrible, why play him when you have cards like horseshoe crab, simic ragworm, soliton, etc... To go along with those untappers, what about cards like bloom tender, argothian elder, devoted druid? If you have any one of thsoe creatures out with and one of the untappers, you have infinite mana and infinite +1/+1 counters (not to mention infinite activations of whatever other creatures you may have on the battlefield)
This deck has been scrapped unfortunately. Turned out to be a really slow, durdly, fragile, unplayable mess sadly. I ended up building Momir Vig combo instead...
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6 Experiment Kraj
Ramp and Mana Rocks (7)
3 Fertilid
4 Solemn Simulacrum
8 Vorinclex, Voice of Hunger
3 Cultivate
4 Explosive Vegetation
3 Kodama's Reach
1 Sol Ring
4 Garruk Wildspeaker
Tutors (4)
5 Momir Vig, Simic Visionary
1 Mystical Tutor
5 Primal Command
1 Worldly Tutor
Draw Power and Fixing (7)
2 Coiling Oracle
3 Edric, Spymaster of Trest
6 Sphinx of Magosi
2 Zameck Guildmage
4 Abundance
3 Jace Beleren
4 Jace, Architect of Thought
Spot Removal (6)
5 Acidic Slime
8 Terastodon
4 Venser, Shaper Savant
3 Beast Within
1 Pongify
1 Rapid Hybridization
2 Cyclonic Rift
5 Devastation Tide
5 Evacuation
Counterspells (6)
6 Draining Whelk
4 Mystic Snake
2 Counterspell
4 Rewind
3 Spell Crumple
3 Voidslime
Recursion (3)
5 Body Double
3 Eternal Witness
5 Cauldron of Souls
+1/+1 Counter Shenanigans (4)
4 Master Biomancer
3 Simix Fluxmage
2 Simic Guildmage
3 Spike Rogue
Untappers (4)
7 Blizzard Elemental
5 Morphling
5 Murkfiend Liege
5 Seedborn Muse
Other Activated Abilities Stuff (6)
4 Chameleon Colossus
6 Jodah's Avenger
5 Quicksilver Elemental
4 Rainbow Efreet
4 Spike Weaver
3 Trespassing Souleater
3 Rings of Brighthearth
5 Teferi, Mage of Zhalfir
4 Leyline of Anticipation
2 Lightning Greaves
2 Swiftfoot Boots
4 Vedalken Orrery
Miscellaneous (2)
4 Phyrexian Metamorph
4 Sakashima the Impostor
Utility Lands (11)
1 Alchemist's Refuge
1 Bant Panorama
1 Halimar Depths
1 Hall of the Bandit Lord
1 Llanowar Reborn
1 Minamo, School at Water's Edge
1 Novijen, Heart of Progress
1 Rogue's Passage
1 Strip Mine
1 Tolaria West
1 Winding Canyons
Dual Lands (5)
1 Breeding Pool
1 Command Tower
1 Simic Growth Chamber
1 Simic Guildgate
1 Yavimaya Coast
Basic Lands (21)
9 Forest
12 Island
This looks like U/G goodstuff built poorly. Mediocre-stuff is not a fun deck.
Illusionist's Bracers and Rings of Brighthearth are some of the first fun cards to include. Sculpting Steel, Stolen Identity, and Phyrexian Metamorph allow you to double up these or other doublers.
Cards like Simic Fluxmage and Ivy Lane Denizen give you additional "grafting"; you won't want to waste your tap from Kraj just to graft.
Finally, include some cool actives! Stuff like Simic Manipulator and Beguiler of Wills are definitely interesting here. Zameck Guildmage is an obvious great dude.
This is how I'd start...let the goodstuff be the grease after your core is thematic.
Commander
R Ashling, the Pilgrim Mono Red Wildfire Control
GBW Karador, Ghost Chieftain Abzan Dredge Rock
WBR Tariel, Reckoner of Souls Mardu Aggro-Reanimator Midrange
Interesting. Yes. Useful? Not that much honestly. In terms of activated abilities, I feel like Thornling, Morphling, and Jodah's Avenger pretty much give me access to everything I would want for Kraj.
I redesigned the deck from scratch again. I completely scrapped Torpor Orb because it's the only permanent of its kind that I know of and prevented me from running some useful stuff.
I think you need better untappers. blizzard elemental is pretty terrible, why play him when you have cards like horseshoe crab, simic ragworm, soliton, etc... To go along with those untappers, what about cards like bloom tender, argothian elder, devoted druid? If you have any one of thsoe creatures out with and one of the untappers, you have infinite mana and infinite +1/+1 counters (not to mention infinite activations of whatever other creatures you may have on the battlefield)
This deck has been scrapped unfortunately. Turned out to be a really slow, durdly, fragile, unplayable mess sadly. I ended up building Momir Vig combo instead...