Vow of Wildness: Cheap, curves well, buffs, gives evasion, and can be used for protection. Treetop Bracers: cheap, good evasion (not even creatures with reach can block), and a minor pump Gigantiform: curves well, +4/+4 and Trample.
Blanchwood Armor -> Sunbringer's Touch: Buff that avoids wraths, and gives short term trample. Avarice Amulet -> Traverse the Outlands: Better Tempo. Savage Punch -> Crop Rotation: Just avoid the problem, instead of dealing with it! Acidic Slime -> Bind: I got a suggestion, I at least want to try. Ulvenwald Hydra -> Crook of Condemnation: Need more gravehate. Chord of Calling -> Pounce: I am on the fence on this, but I have had a lot of situations where I just don't need/want to use Chord. This deck ends up power drawing and Chord ends up being too expensive. Pounce is just a magical number, I can keep four mana up and double regen if I need to, or use it and regen for removal. Lots of good stuff here. Rending Vines -> Crushing Canopy: Killing fliers is good, it also comes with the option to kill something else. The draw on Rending isn't valuable enough for the hard removal this offers.
So I've been wanting to make a Thrun deck for a long time. This being the result. Any feedback would of course be appreciated.
While I can see the benefits of Song of the Dryads in limited cases, (indestructible permanents, creature removal, etc.) It is very similar to Oblivion Ring in that its a short term solution to a long term problem. Mostly because wrath's don't hit lands. Which means the problem would just come back. I'll consider it however, if I start seeing more things I can't interact with.
Lignify is better in different ways, but it only targets creatures which is unfortunate. Ideally, I can just make Thrun bigger and better, instead of focusing on creature removal are my thoughts.
Bind is amusing, sadly, I don't think we run that many activated abilities. This would be good against Oblivion Stone, and I'm unsure if this works on Planeswalkers. I will have to keep this under consideration if I start noticing some troublesome activated abilities.
Sadly, I am not a huge fan of Dryad Arbor. It's basically a land that doesn't generate mana the turn you play it. So my question would be, why not just run mana weenies? If I was running fetches, I could use it as a blocker but that is really niche.
If you have any fetchlands it also serves as a creature sac at instant speed. Plus as he said turn one GSZ for dryad arbor is really good.
I don't really need to run a fetchland package in this deck, due to the amount of draw and tempo ramp I am running. I am also not running enough value lands for Crucible of Worlds to be a consideration. I would rather use Green Sun's Zenith(GSZ) to find answers than to tempo harder.
Aside from the niche, turn one GSZ or fetchland shenanigans for a blocker. I think the card is underwhelming. It's like adding a forest, that dies to wraths, and doesn't generate mana the turn it comes out. Khalni Garden feels better than Dryad Arbor in terms of playing from hand. I would rather run Maze of Ith and Crop Rotation, as it would be a longer term solution than the Dryad.
1x Thrun, the Last Troll
Creature (9)
1x Caustic Caterpillar
1x Sakura-Tribe Scout
1x Ulvenwald Tracker
1x Elvish Visionary
1x Sakura-Tribe Elder
1x Scavenging Ooze
1x Wall of Blossoms
1x Eternal Witness
1x Silklash Spider
Artifact (15)
1x Mana Crypt
1x Expedition Map
1x Infiltration Lens
1x O-Naginata
1x Sol Ring
1x Crook of Condemnation
1x Mask of Memory
1x Mind Stone
1x Torpor Orb
1x Oblivion Stone
1x Boompile
1x Sword of Fire and Ice
1x Sword of Vengeance
1x Batterskull
1x Mind's Eye
Enchantment (10)
1x Exploration
1x Rancor
1x Gaea's Touch
1x Sylvan Library
1x Cartouche of Strength
1x Snake Umbra
1x Epic Proportions
1x Primeval Bounty
1x Mythic Proportions
1x Eldrazi Conscription
1x Berserk
1x Crop Rotation
1x Nature's Claim
1x Pounce
1x Bind
1x Deglamer
1x Unravel the Aether
1x Beast Within
1x Crushing Canopy
1x Crushing Vines
1x Hunter's Insight
Sorcery (16)
1x Green Sun's Zenith
1x Nature's Lore
1x Explore
1x Rampant Growth
1x Regrowth
1x Revive
1x Sylvan Scrying
1x Recollect
1x Riding the Dilu Horse
1x Harmonize
1x Increasing Savagery
1x Sunbringer's Touch
1x Hunter's Prowess
1x Soul's Majesty
1x Traverse the Outlands
1x Rishkar's Expertise
1x Garruk, Primal Hunter
Land (37)
1x Ancient Tomb
1x Blighted Woodland
1x Buried Ruin
1x Cathedral of War
1x Dust Bowl
1x Myriad Landscape
1x Mystifying Maze
1x Okina, Temple to the Grandfathers
1x Opal Palace
1x Rogue's Passage
1x Scavenger Grounds
1x Strip Mine
1x Tectonic Edge
1x Terrain Generator
23x Forest
Vow of Wildness: Cheap, curves well, buffs, gives evasion, and can be used for protection.
Treetop Bracers: cheap, good evasion (not even creatures with reach can block), and a minor pump
Gigantiform: curves well, +4/+4 and Trample.
Blanchwood Armor -> Sunbringer's Touch: Buff that avoids wraths, and gives short term trample.
Avarice Amulet -> Traverse the Outlands: Better Tempo.
Savage Punch -> Crop Rotation: Just avoid the problem, instead of dealing with it!
Acidic Slime -> Bind: I got a suggestion, I at least want to try.
Ulvenwald Hydra -> Crook of Condemnation: Need more gravehate.
Chord of Calling -> Pounce: I am on the fence on this, but I have had a lot of situations where I just don't need/want to use Chord. This deck ends up power drawing and Chord ends up being too expensive. Pounce is just a magical number, I can keep four mana up and double regen if I need to, or use it and regen for removal. Lots of good stuff here.
Rending Vines -> Crushing Canopy: Killing fliers is good, it also comes with the option to kill something else. The draw on Rending isn't valuable enough for the hard removal this offers.
So I've been wanting to make a Thrun deck for a long time. This being the result. Any feedback would of course be appreciated.
Current EDH
Akroma W | Tymna and Bruse RBW
While I can see the benefits of Song of the Dryads in limited cases, (indestructible permanents, creature removal, etc.) It is very similar to Oblivion Ring in that its a short term solution to a long term problem. Mostly because wrath's don't hit lands. Which means the problem would just come back. I'll consider it however, if I start seeing more things I can't interact with.
Lignify is better in different ways, but it only targets creatures which is unfortunate. Ideally, I can just make Thrun bigger and better, instead of focusing on creature removal are my thoughts.
Bind is amusing, sadly, I don't think we run that many activated abilities. This would be good against Oblivion Stone, and I'm unsure if this works on Planeswalkers. I will have to keep this under consideration if I start noticing some troublesome activated abilities.
Sadly, I am not a huge fan of Dryad Arbor. It's basically a land that doesn't generate mana the turn you play it. So my question would be, why not just run mana weenies? If I was running fetches, I could use it as a blocker but that is really niche.
Current EDH
Akroma W | Tymna and Bruse RBW
I don't really need to run a fetchland package in this deck, due to the amount of draw and tempo ramp I am running. I am also not running enough value lands for Crucible of Worlds to be a consideration. I would rather use Green Sun's Zenith(GSZ) to find answers than to tempo harder.
Aside from the niche, turn one GSZ or fetchland shenanigans for a blocker. I think the card is underwhelming. It's like adding a forest, that dies to wraths, and doesn't generate mana the turn it comes out. Khalni Garden feels better than Dryad Arbor in terms of playing from hand. I would rather run Maze of Ith and Crop Rotation, as it would be a longer term solution than the Dryad.
Current EDH
Akroma W | Tymna and Bruse RBW