The concept here is to either dump 40 mana into a Fireball type spell and duplicate it with Wort, the Raidmother for lethal damage on 2 players, or generate 43 mana and dump it into Comet Storm for lethal damage on 3 players. I typically try to limit my EDH/Commander games to 4 player, but with more players the strategy is still basically the same, it just may be a little more of a challenge.
Synergy: Mana Echoes will return mana^2 from any token producer per token created. Example 1: Grizzly Fate will return 4 colorless mana (16 mana if threshold exists) Example 2: Beacon of Creation will return #of forests in play^2 in colorless mana
It did much better in its first showing than Uril has ever done, so it should do well after some more tweeking. I have a few staples to order like Avenger of Zendikar, Mirari and Mana Reflection, but its working much better than I thought it would.
Out 1 Night Soil - Conditions are too picky most of the time and its slow. 1 Tin Street Hooligan - cannot copy creatures 1 Radiate - Sits in my hand all game waiting for something awesome, never happens.
In 1 Guttural Response - In previous games my Red Blasts shined, so lets add one more. 1 Ancient Grudge - Possible 4 uses of 1 card, more bang for the buck 1 Recollect - Found one in the $.10 bin.
Other things I am thinking on:
Strength of Cedars - With 9 lands in play (easy and quick with this deck), Wort could attack for lethal with the right conditions.
I had a chance to play a few games, and got on the receiving end of a Darksteel Forge, and realized (after the game) I had absolutely nothing to deal with it. The funny part was I had just started playing after a long rest, so I had no idea if I had anything to deal with the Darksteel Forge or not, so I basically starting chaining all my draw (including back to back turns with Reforge the Soul via Reclaim), but I never found anything.
Overall thoughts, I love this deck, but its a tad bit on the slow side if you don't get a great draw, so my goal is to speed things up a tad.
OUT 1 Deadwood Treefolk - I only have 10 creatures 1 Stunted Growth - When I had it in my hand I always found more useful things to cast. 1 Wreak Havoc - Expensive and Sorcery speed.
Other cards in my deck that have worked out really well:
- Furystoke Giant: makes those 1/1's worth quite a bit more.
- Hellkite Charger: So easy to get the mana for this.
- Grizzly Fate: Red has no trouble filling a graveyard, and this conspired is awesome!
- Momentous Fall: If something of yours is going to die anyways, might as well get some cards for it.
- Scapeshift + Valakut, the Molten Pinnacle can make for some nasty burnouts. Need enough mountains for it though.
- Aftershock and Cinder Cloud should be here. R/G doesn't have much removal, so you need to use what you have available...
- Mogg Infestation is a bomb! Whether you blow up there board....or YOURS....depending on the situation, it can REALLY benefit. Giving your guys haste with Fires of Yavimaya is added bonus.
Well, by the time I finished reading through your build, I found out that you're a little more token than burn, and I'm a little more burn than token. I figured I still write the notes down in case you gleen something valuable from them.
Check out my build, linked in my sig, if you are looking for more ideas or want to know where I was coming from with my thoughts...
I also have a Wort deck linked in my sig. It's a budget list, but there are probably still some good ideas for you.
A couple of specific points on your list:
- Ant Queen should probably be Dragon Broodmother. The Queen ties up your future resources, which are likely to be spent on other spells. The Dragon makes tokens for free on everyone else's turn (not just your own), so she has an immediate impact. Also, her tokens are multi-colored, so they help in conspiring all your spells (an important thing to remember when you have mono-Saprolings and need to conspire a Banefire).
- Acidic Slime should probably be Desert Twister, Rootgrapple, Rain of Thorns, Creeping Mold, etc. This deck doesn't need actual creature spells, just spells that make creatures. While most other decks would prefer the body attached to the Slime's ability, in this case you want to be able to conspire the effect of Desert Twister or the like, and the Slime can't do that. Same goes for Indrik Stomphowler.
- Mogg War Marshall and Beetleback Chief should be replaced with spells that make creatures, like Goblin Rally. On an empty board, things like Rally will get you just as many bodies, but Wort gives Rally the potential to be even better, whereas MWM and Chief will always stay the same.
- Darksteel Pendant should be something that actually draws you cards. There are a lot of better options...from simple stuff like Wild Guess (you don't have to pay the additional cost when you conspire it) to bigger stuff like Collective Unconscious or Staff of Nin.
- What's with all the anti-blue spells? Is your meta that ripe with Islands? Unless you can guarantee that every match you play will feature at least one blue player, you really should cut the color-specific stuff for things that work regardless of who you're up against.
- Get yourself a couple more team buffs. Asceticism is a nice way to protect your team. A simple Overrun can be a game-winner with large armies.
At this point its still a work in progress, many good suggestions, though, thank you. My meta is heavy blue, so some of my card choices are meta answers, others are things I stuck in to test, and will be removed as I get more cards for this.
Edit: I picked up a cradle tonight, YAY!!!
Edit2: Been milling through the ideas and comments, and I want to move more in the direction of more mass token generation and more burn, and yes, the less useful goblins will be out once I get more things in. I am also thinking about running Kessig Wolf Run and even though its probably bad, I am so gonna order a Waiting in the Weeds.
I got rid of most of the questionable cards in it as I ordered a bunch, and as you guys mentioned I didn't have very much burn for a burn deck, so I added more, but I am still finding it to be not enough so my goal is to add 1 to 2 more burn spells, the only problem is finding the room.
I changed the name to go with a more "burninator" theme, and added more combo pieces for mass mana generation.
My goal with this deck is to make lots of tokens and use them directly or indirectly to cause lots of direct damage.
(yes Combust is still here because I still have thorns in my side... Merieke, Kira, Azami, and Teeg)
Currently Fork, and Siege Gang Commander are on the chopping block, as I plan to order more the first week of March.
The only restrictions I have put on this deck is I do not want to do MLD or Plow Under, etc. If you have any other ideas please let me know I want to make it as powerful as possible without getting into MLD.
Deck looks much better than the first go through. You mention 'burn' themed, but it seems that you've moved away from that and focused more on tokens. I assume that's what you wanted?
Deck looks much better than the first go through. You mention 'burn' themed, but it seems that you've moved away from that and focused more on tokens. I assume that's what you wanted?
List is fixed =)
I am still trying to balance things out, but thus far I seem to be coming up token more than burn and I want them to be about equal to combo with Mana Echoes. So yeah it looks like I still need more burn, as soon as I can find one cheap enough I am going to get a Clan Defiance, it is much too naughty to pass up.
Game 1:
I basically got destroyed tonight by two swords on a Venser (Azami deck), so I may need to squeeze in one more artifact removal, I am thinking Vandalblast. I am finding I need a defensive target for Sylvan Scrying as grabbing Gaea's Cradle with no creatures in play while getting my teeth kicked in, is useless.
Game 2:
I learned a very valuable lesson, Regal Force has the word green it in, when I tried to T&N into Siege Gang and Regal Force, it was less than the awesome I thought it would be. LOL! Anyway, when payday rolls around, I will be ordering an Avenger of Zendikar.
I eventually combo'd out with Rude Awakening + Reiterate into Comet Storm
Underperforming cards tonight: Harrow got Venser'd and set me back big time. Siege Gang Commander continues to be less of what I want. Grizzly Fate did not get threshold, again.
List is fixed =)
Underperforming cards tonight: Harrow got Venser'd and set me back big time. Siege Gang Commander continues to be less of what I want. Grizzly Fate did not get threshold, again.
...
- I use Harrow in my deck because when conspired, it puts you far ahead. Only costing 3 mana (two of which you sac), thus only 1 land. Result gets you 4 untapped basic lands. Other reason why I have it included is for Valakut, the Molten Pinnacle. Can't say no to 12 burn damage.
- I agree with Siege Gang Commander being on the edge of a knife. I've almost cut him several times, but since my deck's focus is red spells, he's sustained because of conspire.
- You need more red spells to utilize the threshold from Grizzly Fate easier. Red loves burning through cards to the graveyard. I get threshold everytime.
I would check out Dragonlair Spider or Dragon Broodmother. The Broodmother gives you tokens that can conspire with anything so that would probably be the best.
Creature tutor like Green Sun Zenith or possibly Chord Of Calling / TnN can make it more reliable by getting whatever CiP effect you need.
When I ran G/R wort, it seemed like green based ramp, into tokens, into more tokens into alpha strike (with anger)/ burn was more reliable then increasing the amount of burn spells. The altars and Earthcraft were paramount to make this happen in many games. A card I always wanted to mess around with when doing this was fresh meat but never did.
Private Mod Note
():
Rollback Post to RevisionRollBack
Current edh decks
Gitrog Lands
Merieke Ri Berit Flicker
Ramos, Dragon Engine Storm
Earthcraft has always been a possibility, though it has never reached the point where it was worth $13 to me to add it.
As for the altars, I am thinking of scrapping them for Spawning Pit just because I usually get no use out of them other than a way to sac something out of an exile or tuck. Goblin Bombardment would work too.
Ant Queen was on the list but it was taken out because it was slow.
I ended most of my wort games by casting multiple token makers per turn with the untappers you use, the altars, and earthcraft. As you are using that deck, if I offer any suggestions at all, it is to keep in mind how those 2 (other altar + earthcraft) would affect your ability to have much bigger turns, much earlier. I am not asking you to blindly put them in, just consider if they would be useful as you go along. The only reason I suggested some of those cards (like anger) is simply to give you haste for a single turn, the turn you plan on winning, and they were simply suggested to support the big mana cards.
This style could let me get mana in triple digits, often, and early ~like around turn 5-8 if I remember right. Regrowth and E-wit were useful to get back a token maker to carve up for more mana.
(Also for what its worth on earthcraft, I bought one for wort, but it gets used in a lot of decks since, its really proven itself quite useful in many creature decks)
Regal Force and Skullclamp both look like good draw here. The interactions between EC, altars, token makers and skullclamp get pretty big, pretty fast. ...Not in draw section had me confused for a minute, woops.
If you haven't tried spontaneous generation in a deck slot yet, I recommend giving in a whirl in sprout swarm or 1 dozen eyes slot for a game or 2. I liked it a lot more then either of those.
I played wort back when prime time was around, it enabled inkmoth nexus and kessing wolf run to be a nice alt win con when my other permanents were getting smashed before I could untap turn after turn. That Strength of Ceders was on my list of things to try out as well. It can be used on inkmoth as well as wort (Ceders on wort is a hilarious win imo :D)
I'm surprised you don't run Shamanic Revelation over Collective Unconscious? It is strictly better with the possibility of life gain and it's cheaper to cast. Good decklist though been thinking about building this.
I'm surprised you don't run Shamanic Revelation over Collective Unconscious? It is strictly better with the possibility of life gain and it's cheaper to cast. Good decklist though been thinking about building this.
Probably because the last time this thread was updated was almost 2 years ago. Wort was fun back in the day, but Prossh can do it better now, and you have B for tutors.
Global Thermonuclear Wort
Shall we play a game?
Synergy and Combos:
The concept here is to either dump 40 mana into a Fireball type spell and duplicate it with Wort, the Raidmother for lethal damage on 2 players, or generate 43 mana and dump it into Comet Storm for lethal damage on 3 players. I typically try to limit my EDH/Commander games to 4 player, but with more players the strategy is still basically the same, it just may be a little more of a challenge.
Infinite Mana Combos:
Reiterate + Early Harvest/Mana Geyser/Rude Awakening
Sprout Swarm + Mana Echoes
Synergy:
Mana Echoes will return mana^2 from any token producer per token created.
Example 1: Grizzly Fate will return 4 colorless mana (16 mana if threshold exists)
Example 2: Beacon of Creation will return #of forests in play^2 in colorless mana
Change Log:
04/16/2014
-Noxious Revival
+Woodland Guidance
09/05/2012
-1 Night Soil
-1 Tin Street Hooligan
-1 Radiate
+1 Guttural Response
+1 Ancient Grudge
+1 Recollect
01/23/2013
-1 Deadwood Treefolk
-1 Stunted Growth
-1 Wreak Havoc
+1 Faithless Looting
+1 Hunting Wilds
+1 Into the Core
02/05/2013
-1 Burn at the Stake
-1 Into the Core
-1 Chain Reaction
-1 Chandra Nalaar
+1 Blasphemous Act
+1 Devil's Play
+1 Banefire
+1 Red Sun's Zenith
02/12/2013
-1 Red Elemental Blast
-1 Pyroblast
-1 Faithless Looting
-1 Mogg War Marshal
-1 Empty the Warrens
-1 Darksteel Pendant
-1 Snake Pit
-1 Insurrection
-1 Awakening Zone
-1 Gutteral Response
-1 Beetleback Chief
-1 Recross the Paths
-1 Journey of Discovery
+1 Caged Sun
+1 Ashnod's Altar
+1 Grizzly Fate
+1 Early Harvest
+1 Waiting in the Weeds
+1 Mogg Infestation
+1 Mana Echoes
+1 Artifact Mutation
+1 Rude Awakening
+1 One Dozen Eyes
+1 Regal Force
+1 Boundless Realms
+1 Ranger's Path
02/17/2013
-1 Siege-Gange Commander
-1 Grizzly Fate
-1 Reclaim
-1 Terastodon
-1 Harrow
-1 Indrik Stomphowler
+1 Avenger of Zendikar
+1 Clan Defiance
+1 Noxious Revival
+1 Sylvan Primordial
+1 Primal Growth
+1 Nature's Claim
Wort Network:
BlazingSeaDuck's Wort
Undone's Aggro/Combo Wort
OCPunisher's Budget Wort
GFireflyE's Wort
Ryujin's Wort
...
Azusa - Derevi - Glissa - Mizzix - Sharuum - Wanderer - Wort
+++
Azusa - Derevi - Glissa - Mizzix - Sharuum - Wanderer - Wort
Damia http://forums.mtgsalvation.com/showthread.php?t=410191
DDFT Legacyhttp://forums.mtgsalvation.com/showthread.php?t=505247
Domain Zoo http://forums.mtgsalvation.com/showthread.php?p=10212429#post10212429
...
Azusa - Derevi - Glissa - Mizzix - Sharuum - Wanderer - Wort
Wizards in relation to modern.
"The bannings will continue until attendance improves."
Not sure if trolling or just very stupid.:fry:
1 Night Soil - Conditions are too picky most of the time and its slow.
1 Tin Street Hooligan - cannot copy creatures
1 Radiate - Sits in my hand all game waiting for something awesome, never happens.
1 Guttural Response - In previous games my Red Blasts shined, so lets add one more.
1 Ancient Grudge - Possible 4 uses of 1 card, more bang for the buck
1 Recollect - Found one in the $.10 bin.
Other things I am thinking on:
Strength of Cedars - With 9 lands in play (easy and quick with this deck), Wort could attack for lethal with the right conditions.
Kessig Wolf Run
Chaos Warp
...
Azusa - Derevi - Glissa - Mizzix - Sharuum - Wanderer - Wort
I had a chance to play a few games, and got on the receiving end of a Darksteel Forge, and realized (after the game) I had absolutely nothing to deal with it. The funny part was I had just started playing after a long rest, so I had no idea if I had anything to deal with the Darksteel Forge or not, so I basically starting chaining all my draw (including back to back turns with Reforge the Soul via Reclaim), but I never found anything.
Overall thoughts, I love this deck, but its a tad bit on the slow side if you don't get a great draw, so my goal is to speed things up a tad.
1 Faithless Looting - In case I have to dig more
1 Hunting Wilds - More ramp for more speed
1 Into the Core - To deal with pesky indestructables
1 Deadwood Treefolk - I only have 10 creatures
1 Stunted Growth - When I had it in my hand I always found more useful things to cast.
1 Wreak Havoc - Expensive and Sorcery speed.
..
Azusa - Derevi - Glissa - Mizzix - Sharuum - Wanderer - Wort
Saw that your deck heading was 'token/burn' and my interest was peaked, as I too run a Wort burn deck....some token...but mostly burn.
Permitting, here are some thoughts on your build:
- Beetleback Chief seems underwhelming. Have you considered Kazuul, Tyrant of the Cliffs?
- Snake Pit: Is this in for meta reasons? Seems very narrow unless you know you're going to be up against blue/black...
- For the card draw alone, I fine Chandra Ablaze to be the PW of choice over Chandra Nalaar.
- You mention 'competitve' but you're land ramp seems to be missing valuable pieces: Mwonvuli Acid-Moss, Reap and Sow, Frenzied Tilling. Perhaps your meta frowns against LD? Also, nothing says 'competitive' like a conspired Plow Under.
- Have you considered recursion for your instants/sorceries? Past in Flames, Recoup, Vengeful Rebirth...
- I notice that you have the Mana Geyser - Reiterate combo. Consider Early Harvest as you have enough basics....and this combo only requires 10 mana to get going instead of 12.
- Combust: Again, meta specific? To me, a conspired Lightning Bolt has more value...
Other cards in my deck that have worked out really well:
- Furystoke Giant: makes those 1/1's worth quite a bit more.
- Hellkite Charger: So easy to get the mana for this.
- Grizzly Fate: Red has no trouble filling a graveyard, and this conspired is awesome!
- Momentous Fall: If something of yours is going to die anyways, might as well get some cards for it.
- Scapeshift + Valakut, the Molten Pinnacle can make for some nasty burnouts. Need enough mountains for it though.
- Aftershock and Cinder Cloud should be here. R/G doesn't have much removal, so you need to use what you have available...
- Mogg Infestation is a bomb! Whether you blow up there board....or YOURS....depending on the situation, it can REALLY benefit. Giving your guys haste with Fires of Yavimaya is added bonus.
Well, by the time I finished reading through your build, I found out that you're a little more token than burn, and I'm a little more burn than token. I figured I still write the notes down in case you gleen something valuable from them.
Check out my build, linked in my sig, if you are looking for more ideas or want to know where I was coming from with my thoughts...
Cheers.
| B Erebos, God of VampiresB | GYeva SmashG | RBosh ArtifactsR | GURAnimar +1 BeatsGUR | RBVial's Secret Hot SauceRB | UBRNekusar, Draw if you DareUBR | RGBDarigaaz'z DragonsRGB | GBSlimeFEETGB | UBOn-Hit LazavUB | URBrudiclad's Artificer InventionsUR | GUBMuldrotha's ElementalsGUB | WUGKestia's EnchantmentsWUG | GUTatyova - Draw, Land, Go!GU | WGArahbo's EquipmentWG | BUWVarina's ZOMBIE HORDESBUW | WLyra's Angelic SalvationW | WBChurch of TeysaWB | UAzami...WizardsU
A couple of specific points on your list:
- Ant Queen should probably be Dragon Broodmother. The Queen ties up your future resources, which are likely to be spent on other spells. The Dragon makes tokens for free on everyone else's turn (not just your own), so she has an immediate impact. Also, her tokens are multi-colored, so they help in conspiring all your spells (an important thing to remember when you have mono-Saprolings and need to conspire a Banefire).
- Acidic Slime should probably be Desert Twister, Rootgrapple, Rain of Thorns, Creeping Mold, etc. This deck doesn't need actual creature spells, just spells that make creatures. While most other decks would prefer the body attached to the Slime's ability, in this case you want to be able to conspire the effect of Desert Twister or the like, and the Slime can't do that. Same goes for Indrik Stomphowler.
- Mogg War Marshall and Beetleback Chief should be replaced with spells that make creatures, like Goblin Rally. On an empty board, things like Rally will get you just as many bodies, but Wort gives Rally the potential to be even better, whereas MWM and Chief will always stay the same.
- Darksteel Pendant should be something that actually draws you cards. There are a lot of better options...from simple stuff like Wild Guess (you don't have to pay the additional cost when you conspire it) to bigger stuff like Collective Unconscious or Staff of Nin.
- What's with all the anti-blue spells? Is your meta that ripe with Islands? Unless you can guarantee that every match you play will feature at least one blue player, you really should cut the color-specific stuff for things that work regardless of who you're up against.
- Get yourself a couple more team buffs. Asceticism is a nice way to protect your team. A simple Overrun can be a game-winner with large armies.
Yeva (88/92 foils)
Raff
Scarab
Rakdos
Wort ($50 budget, 94/97 foils)
Trostani
Edit: I picked up a cradle tonight, YAY!!!
Edit2: Been milling through the ideas and comments, and I want to move more in the direction of more mass token generation and more burn, and yes, the less useful goblins will be out once I get more things in. I am also thinking about running Kessig Wolf Run and even though its probably bad, I am so gonna order a Waiting in the Weeds.
..
Azusa - Derevi - Glissa - Mizzix - Sharuum - Wanderer - Wort
I got rid of most of the questionable cards in it as I ordered a bunch, and as you guys mentioned I didn't have very much burn for a burn deck, so I added more, but I am still finding it to be not enough so my goal is to add 1 to 2 more burn spells, the only problem is finding the room.
I changed the name to go with a more "burninator" theme, and added more combo pieces for mass mana generation.
My goal with this deck is to make lots of tokens and use them directly or indirectly to cause lots of direct damage.
(yes Combust is still here because I still have thorns in my side... Merieke, Kira, Azami, and Teeg)
Currently Fork, and Siege Gang Commander are on the chopping block, as I plan to order more the first week of March.
The only restrictions I have put on this deck is I do not want to do MLD or Plow Under, etc. If you have any other ideas please let me know I want to make it as powerful as possible without getting into MLD.
..
Azusa - Derevi - Glissa - Mizzix - Sharuum - Wanderer - Wort
Didn't even make it on his list.
Deck looks much better than the first go through. You mention 'burn' themed, but it seems that you've moved away from that and focused more on tokens. I assume that's what you wanted?
| B Erebos, God of VampiresB | GYeva SmashG | RBosh ArtifactsR | GURAnimar +1 BeatsGUR | RBVial's Secret Hot SauceRB | UBRNekusar, Draw if you DareUBR | RGBDarigaaz'z DragonsRGB | GBSlimeFEETGB | UBOn-Hit LazavUB | URBrudiclad's Artificer InventionsUR | GUBMuldrotha's ElementalsGUB | WUGKestia's EnchantmentsWUG | GUTatyova - Draw, Land, Go!GU | WGArahbo's EquipmentWG | BUWVarina's ZOMBIE HORDESBUW | WLyra's Angelic SalvationW | WBChurch of TeysaWB | UAzami...WizardsU
WBRG Saskia the Unyielding
WUB Sharuum the Hegemon
RWU Shu Yun, the Silent Tempest
RG Wort, the Raidmother
WU Brago, King Eternal
B Chainer, Dementia Master
I just picked up Clan Defiance for mine.
Got the new Frenzied Tilling too....just cause the art on the reprint screams 'BURN'.
| B Erebos, God of VampiresB | GYeva SmashG | RBosh ArtifactsR | GURAnimar +1 BeatsGUR | RBVial's Secret Hot SauceRB | UBRNekusar, Draw if you DareUBR | RGBDarigaaz'z DragonsRGB | GBSlimeFEETGB | UBOn-Hit LazavUB | URBrudiclad's Artificer InventionsUR | GUBMuldrotha's ElementalsGUB | WUGKestia's EnchantmentsWUG | GUTatyova - Draw, Land, Go!GU | WGArahbo's EquipmentWG | BUWVarina's ZOMBIE HORDESBUW | WLyra's Angelic SalvationW | WBChurch of TeysaWB | UAzami...WizardsU
List is fixed =)
I am still trying to balance things out, but thus far I seem to be coming up token more than burn and I want them to be about equal to combo with Mana Echoes. So yeah it looks like I still need more burn, as soon as I can find one cheap enough I am going to get a Clan Defiance, it is much too naughty to pass up.
Game 1:
I basically got destroyed tonight by two swords on a Venser (Azami deck), so I may need to squeeze in one more artifact removal, I am thinking Vandalblast. I am finding I need a defensive target for Sylvan Scrying as grabbing Gaea's Cradle with no creatures in play while getting my teeth kicked in, is useless.
Game 2:
I learned a very valuable lesson, Regal Force has the word green it in, when I tried to T&N into Siege Gang and Regal Force, it was less than the awesome I thought it would be. LOL! Anyway, when payday rolls around, I will be ordering an Avenger of Zendikar.
I eventually combo'd out with Rude Awakening + Reiterate into Comet Storm
Underperforming cards tonight:
Harrow got Venser'd and set me back big time.
Siege Gang Commander continues to be less of what I want.
Grizzly Fate did not get threshold, again.
...
Azusa - Derevi - Glissa - Mizzix - Sharuum - Wanderer - Wort
- I use Harrow in my deck because when conspired, it puts you far ahead. Only costing 3 mana (two of which you sac), thus only 1 land. Result gets you 4 untapped basic lands. Other reason why I have it included is for Valakut, the Molten Pinnacle. Can't say no to 12 burn damage.
- I agree with Siege Gang Commander being on the edge of a knife. I've almost cut him several times, but since my deck's focus is red spells, he's sustained because of conspire.
- You need more red spells to utilize the threshold from Grizzly Fate easier. Red loves burning through cards to the graveyard. I get threshold everytime.
| B Erebos, God of VampiresB | GYeva SmashG | RBosh ArtifactsR | GURAnimar +1 BeatsGUR | RBVial's Secret Hot SauceRB | UBRNekusar, Draw if you DareUBR | RGBDarigaaz'z DragonsRGB | GBSlimeFEETGB | UBOn-Hit LazavUB | URBrudiclad's Artificer InventionsUR | GUBMuldrotha's ElementalsGUB | WUGKestia's EnchantmentsWUG | GUTatyova - Draw, Land, Go!GU | WGArahbo's EquipmentWG | BUWVarina's ZOMBIE HORDESBUW | WLyra's Angelic SalvationW | WBChurch of TeysaWB | UAzami...WizardsU
WBRG Saskia the Unyielding
WUB Sharuum the Hegemon
RWU Shu Yun, the Silent Tempest
RG Wort, the Raidmother
WU Brago, King Eternal
B Chainer, Dementia Master
Earthcraft
Phyrexian Altar
Ant Queen
Spontaneous Generation
Goblin Bombardment
Creature tutor like Green Sun Zenith or possibly Chord Of Calling / TnN can make it more reliable by getting whatever CiP effect you need.
When I ran G/R wort, it seemed like green based ramp, into tokens, into more tokens into alpha strike (with anger)/ burn was more reliable then increasing the amount of burn spells. The altars and Earthcraft were paramount to make this happen in many games. A card I always wanted to mess around with when doing this was fresh meat but never did.
Gitrog Lands
Merieke Ri Berit Flicker
Ramos, Dragon Engine Storm
Dragon Broodmother is on my to get list.
Earthcraft has always been a possibility, though it has never reached the point where it was worth $13 to me to add it.
As for the altars, I am thinking of scrapping them for Spawning Pit just because I usually get no use out of them other than a way to sac something out of an exile or tuck. Goblin Bombardment would work too.
Ant Queen was on the list but it was taken out because it was slow.
Spontaneous Generation is an option in my sideboard for later.
Anger does not work in my meta, too much graveyard hate.
While token swarm would be much easier to set up, its also easier to disrupt in a heavy control meta, so Banefire to the face is my preferred wincon.
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Azusa - Derevi - Glissa - Mizzix - Sharuum - Wanderer - Wort
I ended most of my wort games by casting multiple token makers per turn with the untappers you use, the altars, and earthcraft. As you are using that deck, if I offer any suggestions at all, it is to keep in mind how those 2 (other altar + earthcraft) would affect your ability to have much bigger turns, much earlier. I am not asking you to blindly put them in, just consider if they would be useful as you go along. The only reason I suggested some of those cards (like anger) is simply to give you haste for a single turn, the turn you plan on winning, and they were simply suggested to support the big mana cards.
This style could let me get mana in triple digits, often, and early ~like around turn 5-8 if I remember right. Regrowth and E-wit were useful to get back a token maker to carve up for more mana.
(Also for what its worth on earthcraft, I bought one for wort, but it gets used in a lot of decks since, its really proven itself quite useful in many creature decks)
Regal Force and Skullclamp both look like good draw here. The interactions between EC, altars, token makers and skullclamp get pretty big, pretty fast....Not in draw section had me confused for a minute, woops.If you haven't tried spontaneous generation in a deck slot yet, I recommend giving in a whirl in sprout swarm or 1 dozen eyes slot for a game or 2. I liked it a lot more then either of those.
I played wort back when prime time was around, it enabled inkmoth nexus and kessing wolf run to be a nice alt win con when my other permanents were getting smashed before I could untap turn after turn. That Strength of Ceders was on my list of things to try out as well. It can be used on inkmoth as well as wort (Ceders on wort is a hilarious win imo :D)
Gitrog Lands
Merieke Ri Berit Flicker
Ramos, Dragon Engine Storm
I also cut Sprout Swarm from my list for being too weak, and I don't think One Dozen Eyes was ever in serious contention. I would highly recommend Dragon Broodmother and Verdant Force for making tokens.
Yeva (88/92 foils)
Raff
Scarab
Rakdos
Wort ($50 budget, 94/97 foils)
Trostani
I know it has been a while, but I am still playing this one.
Out
-Noxious Revival
In
+Woodland Guidance
The deck for the most part runs great, the only sticking point I found was Noxious Revival sometimes was not what I wanted.
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Azusa - Derevi - Glissa - Mizzix - Sharuum - Wanderer - Wort
(W/U)(B/R)GForm of Progenitus, Shape of a Scrubland
BRGJund Tokens with Prossh, the Magic Dragon Foil
URGAnimar, the RUG CleanerFoil
RRRFeldon of the Third Path 2.0 Foil
BG(B/G)Not Another Meren DeckFoil
UR(U/R)Mizzix, Y Control and X Burn Spells
(W/U)(B/R)GHarold Ramos - The 35 Foot Long Twinkie (In +1/+1 counters)
UB(U/B)Dragonlord Silumgar
Probably because the last time this thread was updated was almost 2 years ago. Wort was fun back in the day, but Prossh can do it better now, and you have B for tutors.
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Azusa - Derevi - Glissa - Mizzix - Sharuum - Wanderer - Wort