The other possible deck I can build for the 1v1 event I'm attending. Thrun seems pretty solid, able to deal with control handily, which is what I was told to expect. Do you think I can cut back on the creatures and run more utility cards, though? I'm not sure how much weight I should be putting on just Thrun's shoulders.
Then again, I suppose there isn't too much that reliably deals with Thrun anyway.
And before I forget, credits to BbearZ and ISBPathfinder for having informative threads on the art of trolling.
It might help if I double-checked my math, though. Then I might have noticed my list was short ten or so cards. Oh well, the control version seemed more solid anyway, so I rolled with it.
Yeah, that's one of the threads I read when looking for what to run with Thrun, along with ISB's primer in the multiplayer section. I don't actually know what the 1v1 meta I'll be up against is, though, which is why I thought things like Jester's Cap and Pithing Needle/Phyrexian Revoker wouldn't go amiss.
I apologize as I am stepping out of my comfort zone (multiplayer) so take everything I say with a grain of salt.
Skyshroud Claim I always advocate ramping into thrun. This has some card advantage to it but its too slow of ramp in my opinion. You dont have a lot of things to be ramping into yet when you hit the 4 mana mark so it feels sort of awkward to include.
Seal of Primordium my only question here is why this card specifically? You could get Unravel the Aether which can be cast as a surprise rather than needing be be cast at sorcery speed and utilized at instant speed. I could possibly see the seal if you had some sort of interaction with enchantments or permanents specifically but I dont see anything offhand to promote it over an instant speed 2 mana removal effect.
Sword of Feast and Famine pro green is a little concerning because it keeps you from targeting Thrun yourself. Its not a bad effect by any means but the protection can be a double edged effect so I guess just keep an eye on it. I ended up wanting to run more green buffs and so it ended up not being good enough but I get the feeling you dont need to buff as much in 1v1 as multiplayer so Thrun with just a sword is likely to get you further in 1v1 than it would me in MP.
It looks like a good list. Good luck
Private Mod Note
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Rollback Post to RevisionRollBack
I have officially moved to MTGNexus. I just wanted to let people know as my response time to salvation decks being bumped is very hit or miss.
The problem I immediately see with City of Solitude is that it prevents Thrun from regenerating outside of my turn. Is this a big issue, or does one generally not have to regenerate Thrun too often?
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@ Skyshroud Claim: It thins the deck out two extra Forests for what basically amounts to a 2 mana sorcery. Could do better, I agree, but could certainly do worse as well. Being mono-green, deck thinning is never a bad thing, especially when I'm not running fetches. I might try without it, though.
@ Seal of Primordium: I guess I'm just so used to seeing this on lists. Bbear has it on his list, so I'm only to assume it has merits. Casting it, then untapping via some effect seems like a solid line of play, though.
@ Sword of Feast and Famine: There are seven effects in here that are green and would want to target Thrun, though I'm not sure if I particularly need Soul's Majesty. It's definitely something to keep an eye on, but the ability to untap lands on contact with my opponent's face is almost too strong to pass up, hence the redundancy with Bear Umbra. That, and there's an excess of mana dorks who can temporarily hold onto the Sword if Thrun needs to be enchanted or punch something in the face.
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Also, I cut some cards for some more cheap ramp in line with the other list. There are still some differences, mainly the fact that I'm running Batterskull and Wurmcoil Engine. Both of them I guess are pet cards, but they're very good at what they do. They provide longevity, strong blockers, and utility. That, and Thrun wearing a Batterskull is just downright terrifying.
I would cut Wurmcoil Engine and Batterskull. They do nothing for you. The worse match ups are usually combo and having big bodies that don't do much won't do a thing.
Skyshroud Claim contends with your 4 drop spot and does nothing to disrupt your opponent. Like ISB said, it's awkward.
1v1 games are tight. Each turn matters that's why I run seal over other stuff
Sword of Feast and Famine is all you need to win some games. It is strong enough to run even though it can counter your own spells.
Wolfir Silverheart has been really good for me. Try it out.
Hall of Gemstones is only good if you know your meta. I no longer play it because my list is for online and the meta can be very diverse.
You have too much recursion. 1v1 games are not as grindy as you think they are. You need to establish your presences asap and play from there. Mainboarding 5 recursion spells can be really awkward.
Like I've said before, I don't know what the meta is actually going to be. It's difficult to tune a deck to an unknown meta, so I've tried to be more all-encompassing, probably at the cost of a few weak spots that could be shored up.
Green, of course, always has trouble stopping something like combo. Jester's Cap would be great if it were readily tutor-able, but it's not. Still, though, for what's effectively 6 mana, it may have more impact than something like Wurmcoil. At the very least, it'll remove any anti-Thrun cards they might still have lying around. Bind has some niche utility stopping random stuff like Kiki-Jiki, even though I mostly included it to trip up fetchlands and get a cantrip out of it.
And I'll concede the point on the recursion effects. I'll probably hold on to Eternal Witness and Regrowth, though, but the others can go. Those two are cheap and all-encompassing enough, and because I don't know what else I'd really run due to current lack of Karn Liberated.
After asking one of the guys hosting the event about it, it doesn't seem like they're going to be using the French rules. Which means I'm probably going to have to face things like Zur and Derevi. Isn't that lovely. Guess that means Prime Time is out and Sol Ring is in, unles I can make them change their minds...
So, what can I do about it? Phyrexian Revoker can interrupt Derevi's "alternate casting cost", so to speak, and is at least tutorable with Worldly Tutor or Primal Command if I somehow hit 5 mana without getting rolled. At the very least, Derevi can't easily slow Thrun himself down because hexproof is dumb.
As for Zur... Try to make sure Thrun hits the board before he casts Nevermore, I guess. Though I have enough enchantment hate that I should be able to crunch it with minimal difficulty if he doesn't time it properly.
Zur and Derevi both have flying, though, so I guess I'll have to really consider Kitesail and/or Spider Umbra now.
On the other hand, though, I did acquire a Riding the Dilu Horse today. So it wasn't a total loss.
I asked someone about what kinds of decks people played the last time they did 1v1 EDH, which was a while back. He told me that there was a lot of blue being played, and with Derevi being a thing now, I can only imagine blue will take even more of a center stage.
The other possible deck I can build for the 1v1 event I'm attending. Thrun seems pretty solid, able to deal with control handily, which is what I was told to expect. Do you think I can cut back on the creatures and run more utility cards, though? I'm not sure how much weight I should be putting on just Thrun's shoulders.
Then again, I suppose there isn't too much that reliably deals with Thrun anyway.
And before I forget, credits to BbearZ and ISBPathfinder for having informative threads on the art of trolling.
4 Thrun, the Last Troll
- Creatures (16) -
1 Arbor Elf
1 Birds of Paradise
1 Elvish Mystic
1 Fyndhorn Elves
1 Joraga Treespeaker
1 Llanowar Elves
1 Ulvenwald Tracker
2 Rofellos, Llanowar Emissary
2 Sakura-Tribe Elder
2 Scavenging Ooze
2 Wall of Roots
3 Elvish Spirit Guide
3 Eternal Witness
3 Viridian Shaman
5 Acidic Slime
5 Wolfir Silverheart
- Artifacts (7) -
1 O-Naginata
1 Sol Ring
2 Defense Grid
2 Kitesail
2 Umezawa's Jitte
3 Sword of Feast and Famine
3 Sword of Fire and Ice
3 Sword of War and Peace
1 Mirri's Guile
1 Rancor
1 Spider Umbra
1 Utopia Sprawl
1 Wild Growth
2 Seal of Primordium
2 Sylvan Library
3 Choke
3 Hall of Gemstone
3 Snake Umbra
4 Bear Umbra
- Planeswalker (1) -
5 Garruk, Primal Hunter
- Instants (10) -
1 Berserk
1 Nature's Claim
1 Oxidize
1 Worldly Tutor
2 Bind
2 Naturalize
2 Unravel the Æther
3 Beast Within
3 Filigree Fracture
3 Krosan Grip
- Sorceries (16) -
1 Green Sun's Zenith
1 Prey Upon
2 Nature's Lore
2 Regrowth
2 Three Visits
3 Ice Storm
3 Riding the Dilu Horse
3 Thermokarst
3 Winter's Grasp
4 Bramblecrush
4 Harmonize
4 Mwonvuli Acid-Moss
5 Plow Under
5 Primal Command
5 Stunted Growth
- Lands (37) -
0 Boseiju, Who Shelters All
0 Dust Bowl
0 Ghost Quarter
0 Okina, Temple to the Grandfathers
0 Reliquary Tower
0 Rogue's Passage
0 Tectonic Edge
0 Treetop Village
0 Dryad Arbor
28 Forest
Wasteland
Rishadan Port
Karn Liberated
Duel Commander
URG [Primer] Maelstrom Wanderer [Primer] URG
Duel Commander Current Projects:
RGWMarath, Will of the WildRGW
BRXMogis, God of SlaughterBRX
RWxIoras, God of VictoryRWx
WBxAthreos, God of PassageWBx
Created By: DarkNightCavalier
I probably should run Kitesail or Spider Umbra, though. I'm sure somebody's going to be running Geist of Saint Traft or Vendilion Clique.
City of Solitude might be a good addition to your deck. As BbearZ for some insights.
Duel Commander
URG [Primer] Maelstrom Wanderer [Primer] URG
Duel Commander Current Projects:
RGWMarath, Will of the WildRGW
BRXMogis, God of SlaughterBRX
RWxIoras, God of VictoryRWx
WBxAthreos, God of PassageWBx
Created By: DarkNightCavalier
Skyshroud Claim I always advocate ramping into thrun. This has some card advantage to it but its too slow of ramp in my opinion. You dont have a lot of things to be ramping into yet when you hit the 4 mana mark so it feels sort of awkward to include.
Seal of Primordium my only question here is why this card specifically? You could get Unravel the Aether which can be cast as a surprise rather than needing be be cast at sorcery speed and utilized at instant speed. I could possibly see the seal if you had some sort of interaction with enchantments or permanents specifically but I dont see anything offhand to promote it over an instant speed 2 mana removal effect.
Sword of Feast and Famine pro green is a little concerning because it keeps you from targeting Thrun yourself. Its not a bad effect by any means but the protection can be a double edged effect so I guess just keep an eye on it. I ended up wanting to run more green buffs and so it ended up not being good enough but I get the feeling you dont need to buff as much in 1v1 as multiplayer so Thrun with just a sword is likely to get you further in 1v1 than it would me in MP.
It looks like a good list. Good luck
Signature by Inkfox Aesthetics by Xen
[Modern] Allies
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@ Skyshroud Claim: It thins the deck out two extra Forests for what basically amounts to a 2 mana sorcery. Could do better, I agree, but could certainly do worse as well. Being mono-green, deck thinning is never a bad thing, especially when I'm not running fetches. I might try without it, though.
@ Seal of Primordium: I guess I'm just so used to seeing this on lists. Bbear has it on his list, so I'm only to assume it has merits. Casting it, then untapping via some effect seems like a solid line of play, though.
@ Sword of Feast and Famine: There are seven effects in here that are green and would want to target Thrun, though I'm not sure if I particularly need Soul's Majesty. It's definitely something to keep an eye on, but the ability to untap lands on contact with my opponent's face is almost too strong to pass up, hence the redundancy with Bear Umbra. That, and there's an excess of mana dorks who can temporarily hold onto the Sword if Thrun needs to be enchanted or punch something in the face.
----
Also, I cut some cards for some more cheap ramp in line with the other list. There are still some differences, mainly the fact that I'm running Batterskull and Wurmcoil Engine. Both of them I guess are pet cards, but they're very good at what they do. They provide longevity, strong blockers, and utility. That, and Thrun wearing a Batterskull is just downright terrifying.
Skyshroud Claim contends with your 4 drop spot and does nothing to disrupt your opponent. Like ISB said, it's awkward.
1v1 games are tight. Each turn matters that's why I run seal over other stuff
Sword of Feast and Famine is all you need to win some games. It is strong enough to run even though it can counter your own spells.
Wolfir Silverheart has been really good for me. Try it out.
Hall of Gemstones is only good if you know your meta. I no longer play it because my list is for online and the meta can be very diverse.
You have too much recursion. 1v1 games are not as grindy as you think they are. You need to establish your presences asap and play from there. Mainboarding 5 recursion spells can be really awkward.
GL with your tourney.
Sexy Sig by mchief111 @ Rising Studios
EDH
G Isao
Looking at your list, do you still run Loxodon Warhammer? I could just throw that in instead of Batterskull.
Green, of course, always has trouble stopping something like combo. Jester's Cap would be great if it were readily tutor-able, but it's not. Still, though, for what's effectively 6 mana, it may have more impact than something like Wurmcoil. At the very least, it'll remove any anti-Thrun cards they might still have lying around. Bind has some niche utility stopping random stuff like Kiki-Jiki, even though I mostly included it to trip up fetchlands and get a cantrip out of it.
Wolfir Silverheart. I remember running it with Prime Speaker Zegana back in the not-so-distant past. Still a nice buff for 3GG.
And I'll concede the point on the recursion effects. I'll probably hold on to Eternal Witness and Regrowth, though, but the others can go. Those two are cheap and all-encompassing enough, and because I don't know what else I'd really run due to current lack of Karn Liberated.
So, what can I do about it? Phyrexian Revoker can interrupt Derevi's "alternate casting cost", so to speak, and is at least tutorable with Worldly Tutor or Primal Command if I somehow hit 5 mana without getting rolled. At the very least, Derevi can't easily slow Thrun himself down because hexproof is dumb.
As for Zur... Try to make sure Thrun hits the board before he casts Nevermore, I guess. Though I have enough enchantment hate that I should be able to crunch it with minimal difficulty if he doesn't time it properly.
Zur and Derevi both have flying, though, so I guess I'll have to really consider Kitesail and/or Spider Umbra now.
On the other hand, though, I did acquire a Riding the Dilu Horse today. So it wasn't a total loss.
So I added Choke. I've also added Spider Umbra and Kitesail as well.
so these cards are available to use...
Crucible of Worlds
Mana Crypt
Hermit Druid
Mishra’s Workshop
Natural Order
Sensei’s Divining Top
Hermit Druid
Ancient Tomb
Strip Mine
Mana Vault
The Tabernacle at Pendrell ValeMana Vault
Winter Orb
I am thinking of adding: Crucible of Worlds, Strip Mine, The Tabernacle at Pendrell ValeMana Vault along with fetch lands and land tutors.. such as Crop Rotation and Sylvan Scrying
Natural Order can be used, so a fatty like... Vorinclex, Voice of Hunger or Terastodon might be useful.
What would you change from your deck if you weren't using the French rules?