In the great green, white, and blue Roon deck was a Rhino,
And a green win-con,
And a picture of...
The cow jumping over the battlefield.
Okay, so maybe I've spent a bit too much time reading books to a toddler recently and cracked. In either case, I'm looking for come critique/assistance with my current Roon multiplayer commander list. I know, I know...there are already a few other threads up on MTGS on Roon builds, and I also realize that on some level building a Roon deck is pretty much just slamming some ETB creatures in with some blink effects and win-cons, and profit. But I'm an optimizer at heart, and I'm wanting to make MY particular Roon deck the >best< big, dumb, fun, rampy, win-out-of-nowhere deck that I can.
Of note about my playgroup. They are a pretty casual, but incredibly open-minded group, and generally have no problem with the concept of "broken" combos. Hence, you'll notice there's quite a few things in here that in the larger "spirit of EDH" might be pushing it a bit. If it becomes an issue later and they get tired of Defense of the Heart cracking on turn 6 every now and then for Palinchron/Deadeye Navigator for infinite mana, into infinite card draw, into killing the table with Blue Sun's Zenith all at once, then I'm willing to change and "weaken" the deck to keep people happy. But just the same, I'm not afraid to be the target at the table. For now, don't be afraid to point me in the direction of really degenerate things (as long as they're fun on some level and on theme).
In general, I'm trying to trim a bit of fat from the deck. Not counting the three X spells in my deck, the current average CMC of the list is around 4.33. Also, I currently only have two real plays turn 1: GSZ for Dryad Arbor, and Sol Ring. Are there any other 1-drop spells that are worth playing that don't dilute the theme or synergy of the deck too much? (For example, I've thought about adding a mana dork or two like Noble Hierarch/Birds, but I'm not sure if it's worth it in a format with this much mass creature kill). More to the point, are there any big spells in here that look like obvious cuts?
I'd like to eventually get the average CMC down under 4 if possible, but I'm not a slave to that number. Really, I mostly would like to just tweak things a bit to give me a little more early game action without pulling away from the massive power of the deck later in later turns. I appreciate any advice you all can give. Thanks!
I would definitely say that 2 big missing cards that I thought were pretty on theme were Mystic Snake and Draining Whelk. This deck could definitely use a counter or 2 more, and being able to blink your counters to put them under the rug with DEN or Roon is very profitable. Also cards that I have been able to use to great effect in my list are Voidmage Husher (for pesky planeswalker ultis and oblivion stones), Phantasmal Image (obvious 2 mana clone is obviously sweet) and Slithermuse, because there are 2 sorts of hands, one where you get your ramp and are playing spells fast and furious, so you need to refuel, which the Muse is wonderful at, or the slower hands, where having it is sort of awkward, but I would rather have the option than not. If you want another form of graveyard hate, I might suggest Loaming Shaman, but I haven't figured out if I directly need that card in the deck as well. I am a huge fan of this archetype, and have tended to stay away from the combos in mine, but the Legacy player in me can get behind the silly things :).
As far as potential cuts, I am not one who is overly excited by the instant speed blink effects (momentary blink et. al.) but can get behind ghostway (because it is creating enough value to be worth a single card. Also not a huge fan Deadwood Treefolk. I think 6 Mana is a little too much to pay for this effect. It is unique, but I don't honestly think it is worth it. I am more than willing to admit I am wrong on these, and would love to hear your experience with them, might inspire me to make some changes.
Iheartred, I've tinkered with the various instant/sorcery ramp spells, and while they're good, efficient ramp, I've found that similar spells "on a stick" are more effective in this deck because of the bounce mechanics available. I don't want to reduce my creature count a ton from where it is, and honestly, in the games I've played so far in the past weeks, ramp is the one thing the deck is already pretty good at (hence why I'm still not sure about mana dorks).
Calenderkid7, I'm very much with you on wanting to increase my counter opportunities. Up until recently I was running Hinder/Spell Crumple, but they got pushed out for the moment to make room for the Survival/Pod I picked up. I did recently add Glen Elendra, and creature-Venser, but I definitely could see adding one more effect like that. Between Whelk and Snake, I've been looking more at Snake, if only because I'm already trying to reduce mana cost, and because 6 mana is a lot for this deck to hold up for draw-go when it generally wants to play out its hand when possible (which means on my turn unless I've got Kruphix or Alchemist's Refuge out). Phantasmal image seems like a nonbo with Roon, and that's why I didn't add it. All things considered, I don't really feel like I need more than 3 "clone" type effects (currently student, phyrexian, duplicant), and in the 2-mana clone category, Student just seems to be more effective than Phantasmal since once it's down, I can switch it to more powerful creatures with ease. Maybe I'm not giving it enough credit. I do like the possibility of Husher and Slithermuse, but it'll come down to space. Maybe if I start seeing my group play with more walkers, etc, Husher could definitely find a spot. Loaming shaman is a meta call for me, and as is the one yard-hate spell I have (Angel of Finality) already feels like a flyer with an only sorta-useful ability. I keep it in there in case someone pulls out a deck that I need it for, but I"m not sure I need more.
On the cuts you suggest, Deadwood Treefolk has been on my potential kill list for a bit. I like Eternal Witness effects a lot, but the number of times I've gotten value out of the "double-witness" effect is slim, if only because I rarely have enough creatures in my yard to make blinking it a few times worth it. Usually by the time I can cast 6-mana creatures I'd rather be blinking, you know, anything else that wins me the game. Maybe in my next session I'll try -Treefolk, +Snake.
I would definitely say that 2 big missing cards that I thought were pretty on theme were Mystic Snake and Draining Whelk. This deck could definitely use a counter or 2 more, and being able to blink your counters to put them under the rug with DEN or Roon is very profitable.
Roon dont work with those cards, they return at the end step...
While Mystic Snake can't be really used with Roon, I guess the question is: if I do want a slightly higher counter count in the deck, is the extra utility it has from a) having legs and b) locking down the game pretty fully with Deadeye Navigator enough to make it worth the extra mana over spells like Hinder/Spell Crumple, or two mana more than a plain Counterspell? I mean, it's pretty obvious that I'd almost always rather have Venser for creature "counter" (yes, I know Venser doesn't hard counter) since worst case scenario, I can always use it as an expensive Man-o-war. But, even without much Roon synergy, Mystic Snake seems like it's at least worth testing.
While the early defense+ramp option of Wall of Roots is something I'm up to test, something tells me I'd almost rather have Wall of Blossoms if I wanted to add a 1G Wall, if only because Blossoms gives me another draw engine once I get Deadeye Navigator online. Maybe I can test -Turn to Mist, +Wall of Roots, +Wall of Blossoms, or +Noble Hierarch, and see which I'd rather have in real games.
Sinis, I'm glad at least one person got a laugh out of my parental nonsense. I have tried flickerwisp, but recently I'm actually moving in the direction of fewer spots dedicated to blink enablers. For instance I just cut mistmeadow witch. There are a lot of one-shot creature blinks I have considered, but they suffer from the same problem as the turn to mist type of spells: a lot of times they sit in my hand because I always imagine there is some "better" use for them around the corner. I can't just play them put for later blinking value either, because blinking a blink creature seems...redundant.
Pemmin's Aura seems good on the voltron side, but as untap effects go it seems like it's pretty solidly in 3rd place behind Kruphix and Seedborn Muse (which I already can't find space for). I think if I wanted to add a voltron angle I'd probably be better off adding Stoneforge Mystic and some swords (as I have seen in at least one more list on MTGS). Dunno. Again I guess it all comes down to space.
Roon dont work with those cards, they return at the end step...
I am glad you mentioned that, I had a guy in my meta playing Roon, and was countering everything with Roon/Mystic Snake, and not once did I even bother to RTFC.
Couple cards Ive noticed that have worked beautifully in my version of the deck that you dont have ...
Seedborn Muse - You posted already you wanted to find room for this. Do it. Its very good.
Miari's Wake - Mana Ramp and an Anthem. A must play, IMO.
Ondu Giant - Better than Pilgrim's Eye, but worse than the Sad Robot IMHO. Since its actual, real ramp, not just a to-hand fetch effect.
Luminate Primordial - Gives this deck some nutty board control options without wiping out your own board. Yeah you can get people into 80+ life sometime, but thats what general damage is for.
Aura Shards - Pretty obvious card. One of the reasons to play creature decks in this color shard. I dont think Ive ever seen a game where this doesnt blow up 4+ things if it doesnt get K-Gripped the turn it comes into play.
Riptide Laboratory - You already run a pretty good list of Wizards as is. A fine effect for for a very minimal cost.
Wargate - see above but change creature to permanents.
Cloudshift - if you add Snake, this might be better than the 2 mana, return at EOT one. Not really a fan of the single use or sorcery speed versions of these cards.
Mnemonic Wall, Archaeomancer, Time Warp - I like to run this combo to end games. My thought is that 1 time walk effect is stronger (and cheaper) than 1 draw X cards effect in most cases when you dont have the combo. My version of the deck also runs Swords/Path so helps me build a board control state.
1) It's lower on the mana curve. Your curve is already very high, so I think this would help with your early-mid game.
2) You do not reveal the creatures as you do using the first prong of Tooth and Nail. Similarly, you do not need for the two creatures you want to cast to be in your hand.
3) Defense of the Heart can act as a deterrent to really fast aggro decks, if you find that as a problem in your meta.
4) Tooth and Nail is sorcery speed only - there's a good chance you will be tapping out to cast it, which will allow you limited or no ability to respond to anything else during your opponents' turns, such as a Roon of the Hidden Realms blink.
5) Tooth and Nail is cast later in the game, making it more likely that people are holding up counter magic to combat game-enders and combos from going off. Defense of the Heart comes down at least 3 turns earlier, so if you hit it on curve, it's much less likely to be countered.
Way ahead of you Outcry! Both Tooth and Nail and Defense were in my OP and I even commented about Defense in a crazy palinchron infinite mana trick. No worries though. There are a ton of these Roon threads around these days, and it's easy to miss things in 100 card lists.
Two hate bears I really like with Roon are Meddling Mage and Phyrexian Revoker. being able to change what the named card is is a very underrated ability.
Sorry I haven't been around to reply for a bit - long work week. Anyway, so far I've gone with the following changes from my original list: -Pilgrim's Eye, -Deadwood Treefolk, -Turn to Mist, +Ondu Giant, +Seedborn Muse, +Wall of Blossoms (or maybe Wall of Roots, depending on testing). I decided that as much as I'd like the extra counter, Seedborn Muse seemed stronger than Mystic Snake. However, I really, really, really, want to find a spot for Aura Shards, and I feel like I'm in a spot where I need someone to yell "Kill your darlings!" at me. On first glance it would make sense to put it in the spot of one of my other artifact/enchantment kill spells - Qasali Pridemage or Austere Command. However, these two are my only outs to Torpor Orb, and Shards is blanked by Orb.
So what to cut? Of my high-cmc cards, I feel like Regal Force is almost always weaker than the cheaper Prime Speaker Zegana, and as such it's kind of on the edge of being cut. But on the flip side, it's probably the 2nd or 3rd best CA spell I have in the deck. Someone have any insight? Is that the right card to cut, or is there something that would be better?
Sorry about overlooking the Defense of the Heart thing! Some things from my list, what I would add, what I would take out, and why:
-Lurking Predators
+Asceticism
Reasoning: You have a ton of ways to get your creatures into play - the little ones with mana, the big ones with spells and tutors (speaking of which, have you considered Eladmari's Call for Turn to Mist?). Asceticism will give your creatures that you soon wish to bounce some staying power. Also, Asceticism is a high-casting-cost enchantment that does work the turn it comes into play - Lurking Predators is not. Finally, this will help you lower your mana curve.
-Sea Gate Oracle
+Vendilion Clique
Reasoning: You have zero counter magic in your deck currently. I feel like other creatures with effects as they enter (I'm thinking any red-based deck with cards like Purphuros, God of War type effects) will punish this deck. Vendilion Clique is counter magic on a stick, flashable, repeatable counter magic, and a source of card draw on yourself if you're desperate.
-Sudden Disappearance
+Wash Out
Reasoning: You already have a better version of this in Ghostway, and if you're using it offensively, I'd rather use Wash Out as it can hit more players and targets. Additionally, it will help you lower your mana curve.
-Galepowder Mage
+Restoration Angel
Reasoning: Restoration Angel does not require you to attack to use its ability, and it has flash, so she makes any of your ETB guys already on the field into an instant ability.
-Evacuation
+Rhystic Study
Reasoning: If you went with my suggestion and put in Wash Out, I think you'd be comfortable with this change. It helps you lower your curve while at the same time giving you a source of card draw that is passive and low on your mana curve.
On the Sea Gate Oracle>Vendilion Clique thing, I'm not quite sure it's exactly true that I have >no< counterspell ability. I mean, I have Glen Elendra Archmage, which is pretty broken with blink to reset it, and I've got Venser for soft counter. That said, I totally agree that I want to find a way to fit in a more traditional counter effect or two in here. That's why I used to pack the two "tuck" counters before I ran out of space. Clique may take a while for me to test out just for budget reasons (I sold off my few when I sold >sniff< my legacy deck a few years back).
Galepowder and Resto Angel used to both have spots in the deck, and I made a decision to cut Resto because I was already starting to realize I had a few too many blink effects. That said, maybe it's right that the two creatures fit the same gap in the deck, and maybe Resto is the better of the two in certain situations. Dunno.
Sudden Disappearance/Wash Out again are a situation where I used to run both in my deck. I felt with Wash Out, Ghostway, Sudden Disappearance, Evacuation, >and< Cyclonic Rift, I probably was pushing it too hard at the time, and Wash Out got cut out of the batch because of my table's meta - lots of people playing colors that resulted in me having to hit my own creatures to hit theirs. Maybe the better swap would be Wash Out over Evacuation. At least Wash Out has some discretion, whereas Evacuation hits everything no matter what.
Regal Force is definitely looking like it's on the way out, but the question will be for what. As I mentioned above, I really want to see Aura Shards in the deck, but I will admit that Rhystic Study would be nice too. I guess I haven't done Study thus far because it feels a little too "goodstuff" and not enough on theme. But maybe that's a personal bias and should be pushed aside.
Maybe I could try -Force, -Evacuation, +Aura Shards, +Wash Out, and then keep Sudden Disappearance on my watch list for future cuts. As I said above, I'm definitely up for continuing to consider the Asceticism/Predators swap too.
The tweaking, it is never done!
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And a green win-con,
And a picture of...
The cow jumping over the battlefield.
Okay, so maybe I've spent a bit too much time reading books to a toddler recently and cracked. In either case, I'm looking for come critique/assistance with my current Roon multiplayer commander list. I know, I know...there are already a few other threads up on MTGS on Roon builds, and I also realize that on some level building a Roon deck is pretty much just slamming some ETB creatures in with some blink effects and win-cons, and profit. But I'm an optimizer at heart, and I'm wanting to make MY particular Roon deck the >best< big, dumb, fun, rampy, win-out-of-nowhere deck that I can.
Of note about my playgroup. They are a pretty casual, but incredibly open-minded group, and generally have no problem with the concept of "broken" combos. Hence, you'll notice there's quite a few things in here that in the larger "spirit of EDH" might be pushing it a bit. If it becomes an issue later and they get tired of Defense of the Heart cracking on turn 6 every now and then for Palinchron/Deadeye Navigator for infinite mana, into infinite card draw, into killing the table with Blue Sun's Zenith all at once, then I'm willing to change and "weaken" the deck to keep people happy. But just the same, I'm not afraid to be the target at the table. For now, don't be afraid to point me in the direction of really degenerate things (as long as they're fun on some level and on theme).
In general, I'm trying to trim a bit of fat from the deck. Not counting the three X spells in my deck, the current average CMC of the list is around 4.33. Also, I currently only have two real plays turn 1: GSZ for Dryad Arbor, and Sol Ring. Are there any other 1-drop spells that are worth playing that don't dilute the theme or synergy of the deck too much? (For example, I've thought about adding a mana dork or two like Noble Hierarch/Birds, but I'm not sure if it's worth it in a format with this much mass creature kill). More to the point, are there any big spells in here that look like obvious cuts?
Without further ado, the list:
5 Roon of the Hidden Realm
Creatures
2 Coiling Oracle
2 Gilded Drake
2 Qasali Pridemage
3 Champion of Lambholt
3 Eternal Witness
3 Farhaven Elf
3 Fierce Empath
3 Pilgrim's Eye
3 Sea Gate Oracle
3 Wood Elves
4 Angel of Finality
4 Galepowder Mage
4 Glen Elendra Archmage
4 Phyrexian Metamorph
4 Sakashima's Student
4 Solemn Simulacrum
4 Stonehorn Dignitary
4 Venser, Shaper Savant
5 Acidic Slime
5 Karmic Guide
5 Knight-Captain of Eos
5 Mulldrifter
5 Prophet of Kruphix
5 Thragtusk
6 Armada Wurm
6 Deadeye Navigator
6 Deadwood Treefolk
6 Duplicant
6 Prime Speaker Zegana
6 Soul of the Harvest
6 Sunblast Angel
7 Angel of Serenity
7 Avenger of Zendikar
7 Palinchron
7 Regal Force
7 Sylvan Primordial
8 Craterhoof Behemoth
1 Sol Ring
2 Swiftfoot Boots
3 Darksteel Ingot
3 Mimic Vat
4 Birthing Pod
5 Conjurer's Closet
Enchantments
2 Survival of the Fittest
2 Sylvan Library
4 Defense of the Heart
6 Lurking Predators
Planeswalkers
5 Venser, the Sojurner
Instants
2 Cyclonic Rift
2 Momentary Blink
2 Turn to Mist
3 Ghostly Flicker
3 Ghostway
5 Evacuation
Sorceries
4 Supreme Verdict
4 Rite of Replication
6 Austere Command
6 Sudden Disppearance
7 Tooth and Nail
Lands
1 Tropical Island
1 Savannah
1 Tundra
1 Breeding Pool
1 Hallowed Fountain
1 Temple Garden
1 Windswept Heath
1 Misty Rainforest
1 Flooded Strand
1 Glacial Fortress
1 Hinterland Harbor
1 Sunpetal Grove
1 Reflecting Pool
1 Command Tower
1 Opal Palace
1 Reliquary Tower
1 Alchemist's Refuge
1 Celestial Colonnade
1 Temple of the False God
1 Flagstones of Trokair
1 Dryad Arbor
4 Plains
5 Island
8 Forest
I'd like to eventually get the average CMC down under 4 if possible, but I'm not a slave to that number. Really, I mostly would like to just tweak things a bit to give me a little more early game action without pulling away from the massive power of the deck later in later turns. I appreciate any advice you all can give. Thanks!
From Disappointing Signet Inc.!
Generation 16: First time you see this, change the number up 1 and copy into sig. It's a social experiment.
As far as potential cuts, I am not one who is overly excited by the instant speed blink effects (momentary blink et. al.) but can get behind ghostway (because it is creating enough value to be worth a single card. Also not a huge fan Deadwood Treefolk. I think 6 Mana is a little too much to pay for this effect. It is unique, but I don't honestly think it is worth it. I am more than willing to admit I am wrong on these, and would love to hear your experience with them, might inspire me to make some changes.
Calenderkid7, I'm very much with you on wanting to increase my counter opportunities. Up until recently I was running Hinder/Spell Crumple, but they got pushed out for the moment to make room for the Survival/Pod I picked up. I did recently add Glen Elendra, and creature-Venser, but I definitely could see adding one more effect like that. Between Whelk and Snake, I've been looking more at Snake, if only because I'm already trying to reduce mana cost, and because 6 mana is a lot for this deck to hold up for draw-go when it generally wants to play out its hand when possible (which means on my turn unless I've got Kruphix or Alchemist's Refuge out). Phantasmal image seems like a nonbo with Roon, and that's why I didn't add it. All things considered, I don't really feel like I need more than 3 "clone" type effects (currently student, phyrexian, duplicant), and in the 2-mana clone category, Student just seems to be more effective than Phantasmal since once it's down, I can switch it to more powerful creatures with ease. Maybe I'm not giving it enough credit. I do like the possibility of Husher and Slithermuse, but it'll come down to space. Maybe if I start seeing my group play with more walkers, etc, Husher could definitely find a spot. Loaming shaman is a meta call for me, and as is the one yard-hate spell I have (Angel of Finality) already feels like a flyer with an only sorta-useful ability. I keep it in there in case someone pulls out a deck that I need it for, but I"m not sure I need more.
On the cuts you suggest, Deadwood Treefolk has been on my potential kill list for a bit. I like Eternal Witness effects a lot, but the number of times I've gotten value out of the "double-witness" effect is slim, if only because I rarely have enough creatures in my yard to make blinking it a few times worth it. Usually by the time I can cast 6-mana creatures I'd rather be blinking, you know, anything else that wins me the game. Maybe in my next session I'll try -Treefolk, +Snake.
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Roon dont work with those cards, they return at the end step...
While the early defense+ramp option of Wall of Roots is something I'm up to test, something tells me I'd almost rather have Wall of Blossoms if I wanted to add a 1G Wall, if only because Blossoms gives me another draw engine once I get Deadeye Navigator online. Maybe I can test -Turn to Mist, +Wall of Roots, +Wall of Blossoms, or +Noble Hierarch, and see which I'd rather have in real games.
EDIT: Sorry, I didn't see it because it was listed under "Enchantments".
Oracle of Mul Daya and Body Double were super-awesome for my. Give them a try
I am glad you mentioned that, I had a guy in my meta playing Roon, and was countering everything with Roon/Mystic Snake, and not once did I even bother to RTFC.
Thanks!
Azusa - Derevi - Glissa - Mizzix - Sharuum - Wanderer - Wort
Seedborn Muse - You posted already you wanted to find room for this. Do it. Its very good.
Miari's Wake - Mana Ramp and an Anthem. A must play, IMO.
Ondu Giant - Better than Pilgrim's Eye, but worse than the Sad Robot IMHO. Since its actual, real ramp, not just a to-hand fetch effect.
Luminate Primordial - Gives this deck some nutty board control options without wiping out your own board. Yeah you can get people into 80+ life sometime, but thats what general damage is for.
Aura Shards - Pretty obvious card. One of the reasons to play creature decks in this color shard. I dont think Ive ever seen a game where this doesnt blow up 4+ things if it doesnt get K-Gripped the turn it comes into play.
Riptide Laboratory - You already run a pretty good list of Wizards as is. A fine effect for for a very minimal cost.
Chord of Calling - Lots of creatures to convoke or just fetch.
Wargate - see above but change creature to permanents.
Cloudshift - if you add Snake, this might be better than the 2 mana, return at EOT one. Not really a fan of the single use or sorcery speed versions of these cards.
Mnemonic Wall, Archaeomancer, Time Warp - I like to run this combo to end games. My thought is that 1 time walk effect is stronger (and cheaper) than 1 draw X cards effect in most cases when you dont have the combo. My version of the deck also runs Swords/Path so helps me build a board control state.
Stoneforge Mystic, Sword of Feast and Famine, Sword of Fire and Ice, Sword of Light and Shadow - This is my "Plan C". Sometimes you just voltron up a big, vigilent/tramply rhino and go to town.
Have you considered Defense of the Heart instead of Tooth and Nail?
I prefer Defense of the Heart in this deck for the following reasons:
1) It's lower on the mana curve. Your curve is already very high, so I think this would help with your early-mid game.
2) You do not reveal the creatures as you do using the first prong of Tooth and Nail. Similarly, you do not need for the two creatures you want to cast to be in your hand.
3) Defense of the Heart can act as a deterrent to really fast aggro decks, if you find that as a problem in your meta.
4) Tooth and Nail is sorcery speed only - there's a good chance you will be tapping out to cast it, which will allow you limited or no ability to respond to anything else during your opponents' turns, such as a Roon of the Hidden Realms blink.
5) Tooth and Nail is cast later in the game, making it more likely that people are holding up counter magic to combat game-enders and combos from going off. Defense of the Heart comes down at least 3 turns earlier, so if you hit it on curve, it's much less likely to be countered.
Currently Playing:
Multiplayer EDH Lists (click italics for a link to the thread!)
[Primer] Lord of Tresserhorn - Don't Tell Me What I Can't Do[Primer] Roon of the Hidden Realm - Rhino Blink
5 Color Tribal Guide (Slivers, Atogs, Allies, Spirits)
Also Playing (most decklists can be found on my profile)
MarathGeistKamahlGrenzoBolasThassaGitrog
PiratesZurVial Smasher&ThrasiosYennettJhoira(cEDH)Strix(Pauper)
Legacy: Maverick
Modern:
Melira PodRIP 1/19/15GWHatebearsSo what to cut? Of my high-cmc cards, I feel like Regal Force is almost always weaker than the cheaper Prime Speaker Zegana, and as such it's kind of on the edge of being cut. But on the flip side, it's probably the 2nd or 3rd best CA spell I have in the deck. Someone have any insight? Is that the right card to cut, or is there something that would be better?
-Lurking Predators
+Asceticism
Reasoning: You have a ton of ways to get your creatures into play - the little ones with mana, the big ones with spells and tutors (speaking of which, have you considered Eladmari's Call for Turn to Mist?). Asceticism will give your creatures that you soon wish to bounce some staying power. Also, Asceticism is a high-casting-cost enchantment that does work the turn it comes into play - Lurking Predators is not. Finally, this will help you lower your mana curve.
-Sea Gate Oracle
+Vendilion Clique
Reasoning: You have zero counter magic in your deck currently. I feel like other creatures with effects as they enter (I'm thinking any red-based deck with cards like Purphuros, God of War type effects) will punish this deck. Vendilion Clique is counter magic on a stick, flashable, repeatable counter magic, and a source of card draw on yourself if you're desperate.
-Sudden Disappearance
+Wash Out
Reasoning: You already have a better version of this in Ghostway, and if you're using it offensively, I'd rather use Wash Out as it can hit more players and targets. Additionally, it will help you lower your mana curve.
-Galepowder Mage
+Restoration Angel
Reasoning: Restoration Angel does not require you to attack to use its ability, and it has flash, so she makes any of your ETB guys already on the field into an instant ability.
-Regal Force
+Nephalia Smuggler
Reasoning: I think you lack card draw, and unfortunately most of it is high on your curve in Mulldrifter, Prime Speaker Zegana, Soul of the Harvest, and Regal Force. However, I think a 7-drop that is primarily used as card draw is just too much. To lower your curve and have another flicker effect, I'd choose the smuggler.
-Evacuation
+Rhystic Study
Reasoning: If you went with my suggestion and put in Wash Out, I think you'd be comfortable with this change. It helps you lower your curve while at the same time giving you a source of card draw that is passive and low on your mana curve.
Anyway, hope some of this was helpful!
Currently Playing:
Multiplayer EDH Lists (click italics for a link to the thread!)
[Primer] Lord of Tresserhorn - Don't Tell Me What I Can't Do[Primer] Roon of the Hidden Realm - Rhino Blink
5 Color Tribal Guide (Slivers, Atogs, Allies, Spirits)
Also Playing (most decklists can be found on my profile)
MarathGeistKamahlGrenzoBolasThassaGitrog
PiratesZurVial Smasher&ThrasiosYennettJhoira(cEDH)Strix(Pauper)
Legacy: Maverick
Modern:
Melira PodRIP 1/19/15GWHatebearsOn the Sea Gate Oracle>Vendilion Clique thing, I'm not quite sure it's exactly true that I have >no< counterspell ability. I mean, I have Glen Elendra Archmage, which is pretty broken with blink to reset it, and I've got Venser for soft counter. That said, I totally agree that I want to find a way to fit in a more traditional counter effect or two in here. That's why I used to pack the two "tuck" counters before I ran out of space. Clique may take a while for me to test out just for budget reasons (I sold off my few when I sold >sniff< my legacy deck a few years back).
Galepowder and Resto Angel used to both have spots in the deck, and I made a decision to cut Resto because I was already starting to realize I had a few too many blink effects. That said, maybe it's right that the two creatures fit the same gap in the deck, and maybe Resto is the better of the two in certain situations. Dunno.
Sudden Disappearance/Wash Out again are a situation where I used to run both in my deck. I felt with Wash Out, Ghostway, Sudden Disappearance, Evacuation, >and< Cyclonic Rift, I probably was pushing it too hard at the time, and Wash Out got cut out of the batch because of my table's meta - lots of people playing colors that resulted in me having to hit my own creatures to hit theirs. Maybe the better swap would be Wash Out over Evacuation. At least Wash Out has some discretion, whereas Evacuation hits everything no matter what.
Regal Force is definitely looking like it's on the way out, but the question will be for what. As I mentioned above, I really want to see Aura Shards in the deck, but I will admit that Rhystic Study would be nice too. I guess I haven't done Study thus far because it feels a little too "goodstuff" and not enough on theme. But maybe that's a personal bias and should be pushed aside.
Maybe I could try -Force, -Evacuation, +Aura Shards, +Wash Out, and then keep Sudden Disappearance on my watch list for future cuts. As I said above, I'm definitely up for continuing to consider the Asceticism/Predators swap too.
The tweaking, it is never done!