So I have been working on my Phelddagrif Group Hug list for a while, but I have scoured local scene so many times that no one has many ideas on what should be added/changed in the list. Any suggestions/ideas would be appreciated.
Note that this list has very little (to no) intent to win, boasting Helix Pinnacle as a main win condition, or if it comes down to 1v1, Capsize + Awakening/Prophet of Kruphix.
This is a traditional hug list with no real intention of winning. I keep a suite of counters and board wipes to ensure that the fastest combo doesn't necessarily win every game that it plays with this deck.
And here are the cards that I am looking to pick up for changes that I have been made aware of.
Thanks hippohugger! From your name and image, it seems you have pretty good experience with this type of deck. Are there any particular cuts that you could point out for those cards? A bunch of them are really good suggestions!
I absolutely love Well of Ideas and Dakra Mystic (I can't believe I missed this one!), and am definitely considering most of the rest, but I have a couple of questions about some of them.
I worry about Concordant Crossroads game ending potential for some decks. Have you ever had problems with it, or no?
I have played with Tempting Wurm and find that it tends to end games a little quickly. Do you have that experience as well, or do you think there are enough board wipes and spot removal to stop any shenanigans that are too wild?
I think your deck is pretty good. I have no boardwipes or removal in mine, so things get out of hand with stuff like awakening and upwelling on the field. I prefer things to be crazier, and I love massive plays. Because I have no removal or wincons, I have more room for the one shot effects.
Ice Cave might work against you, as people will attempt to stop the craziness by countering your stuff and killing you. Still a great card and funny as hell. Tempting wurm is for stupid turn 2 board positions. Its your call whether to put it in or not, but I enjoy speeding up games exponentially. Dictate of Karametra sucks. Take it out for something else.
It all depends on your meta though. There is a small but vocal minority of anti-hug players who will automatically target you first. Another issue is the 'king-maker' effect, where the person who goes after you in the turn order will receive all your effects first. This also causes people to target you. Your removal will keep you safe, so don't worry about it to much.
Again, I like your deck a lot. Its your call whether to do a strategy with massive mana, card draw, or both. Tailor the deck to fit your group hug destiny!
Note that this list has very little (to no) intent to win, boasting Helix Pinnacle as a main win condition, or if it comes down to 1v1, Capsize + Awakening/Prophet of Kruphix.
1 Phelddagrif
Artifact (8)
1 Font of Mythos
1 Gate to the Æther
1 Horn of Greed
1 Howling Mine
1 Oblivion Stone
1 Otherworld Atlas
1 Sol Ring
1 Temple Bell
Artifact Creature (1)
1 Soldevi Sentry
Creature (21)
1 Arbiter of Knollridge
1 Braids, Conjurer Adept
1 Edric, Spymaster of Trest
1 Eternal Witness
1 Glen Elendra Archmage
1 Hanna, Ship's Navigator
1 Heartwood Storyteller
1 Hunted Wumpus
1 Kami of the Crescent Moon
1 Magus of the Vineyard
1 Noble Benefactor
1 Oracle of Mul Daya
1 Prophet of Kruphix
1 Pulsemage Advocate
1 Questing Phelddagrif
1 Selvala, Explorer Returned
1 Snapcaster Mage
1 Venser, Shaper Savant
1 Veteran Explorer
1 Wall of Omens
1 Awakening
1 Dictate of Karametra
1 Dictate of Kruphix
1 Eladamri's Vineyard
1 Heartbeat of Spring
1 Helix Pinnacle
1 Hive Mind
1 Ice Cave
1 Rites of Flourishing
1 Upwelling
Instant (9)
1 Arcane Denial
1 Capsize
1 Constant Mists
1 Counterspell
1 Cyclonic Rift
1 Path to Exile
1 Rewind
1 Spell Crumple
1 Swords to Plowshares
Planeswalker (1)
1 Jace Beleren
Sorcery (13)
1 Clear the Land
1 Collective Voyage
1 Cultivate
1 Day of Judgment
1 Devastation Tide
1 Flux
1 Hypergenesis
1 New Frontiers
1 Planar Cleansing
1 Supreme Verdict
1 Wargate
1 Windfall
1 Wrath of God
1 Azorius Guildgate
1 Breeding Pool
1 Brushland
1 Command Tower
1 Dryad Arbor
1 Evolving Wilds
5 Forest
1 Glacial Fortress
1 Halimar Depths
1 Hallowed Fountain
1 Hinterland Harbor
4 Island
1 Misty Rainforest
3 Plains
1 Razorverge Thicket
1 Reliquary Tower
1 Seachrome Coast
1 Seaside Citadel
1 Sejiri Refuge
1 Simic Guildgate
1 Skycloud Expanse
1 Skyshroud Forest
1 Sunpetal Grove
1 Temple Garden
1 Temple of Plenty
1 Temple of the False God
1 Tranquil Thicket
1 Wooded Bastion
This is a traditional hug list with no real intention of winning. I keep a suite of counters and board wipes to ensure that the fastest combo doesn't necessarily win every game that it plays with this deck.
And here are the cards that I am looking to pick up for changes that I have been made aware of.
1 Helm of Awakening
1 Mana Reflection
1 Mikokoro, Center of the Sea
1 Oath of Lieges
1 Prahv, Spires of Order
1 Shizuko, Caller of Autumn
I am trying to make additions relatively budget (under $10). Anything else you'd like to know, or any thoughts are appreciated!
Most are cheap. Concordant crossroads is like $5.
I absolutely love Well of Ideas and Dakra Mystic (I can't believe I missed this one!), and am definitely considering most of the rest, but I have a couple of questions about some of them.
How much do you value the one time draw spells, like Truce and Indentured Djinn? I used to play with Words of Wisdom and Vision Skeins, but found them to often be inconsequential due to Font of Mythos, Howling Mine, Rites of Flourishing, Temple Bell, Soldevi Sentry, etc. I don't think they are bad, I just don't know what I would take out for them.
I worry about Concordant Crossroads game ending potential for some decks. Have you ever had problems with it, or no?
I have played with Tempting Wurm and find that it tends to end games a little quickly. Do you have that experience as well, or do you think there are enough board wipes and spot removal to stop any shenanigans that are too wild?
Ice Cave might work against you, as people will attempt to stop the craziness by countering your stuff and killing you. Still a great card and funny as hell.
Tempting wurm is for stupid turn 2 board positions. Its your call whether to put it in or not, but I enjoy speeding up games exponentially.
Dictate of Karametra sucks. Take it out for something else.
It all depends on your meta though. There is a small but vocal minority of anti-hug players who will automatically target you first. Another issue is the 'king-maker' effect, where the person who goes after you in the turn order will receive all your effects first. This also causes people to target you. Your removal will keep you safe, so don't worry about it to much.
Again, I like your deck a lot. Its your call whether to do a strategy with massive mana, card draw, or both. Tailor the deck to fit your group hug destiny!