So, I tried to build this with what I thought were the basics as far as creatures go, while adding in some enchantments and a few finisher spells to supplement the inherent weakness of building around the Petroglyphs. Gravity Well deals with the flying problem quite well for example.
I am concerned with my manabase, as I'm notorious for under-'fueling' my decks, however I simply don't have any more Rampant Growth other than the one in this deck. I have played about 10 games with this deck, and it does pull pretty well so far, although I am having difficulty consistently being able to cast the Leatherback Baloth.
Acquiring some more cards is not out of the question. This deck is fast, strong and intimidating, but would like some tips on how to tidy it up, and suggestions for cards to be removed/added.
I initially included the Bottled Cloister because there are only 2 instants in the deck, so it's usually a good add, but maybe I should take either the Cloister out, or the Primordial Sage.
In my Muraganda Petroglyphs deck I have found that Elspeth Tirel can be very strong. I really like Elvish Ranger as well. Overall I have found this deck to be a lot stronger when you use a lot of weenie creatures rather than the fattie approach you have taken. Raise the Alarm is strong here too.
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"STAY CLEAR OF WHITE POWDER"
311 "Who's Got the Herb"
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Well it seems pretty good, i would replace Enormous Baloth with Vorstclaw. Vorstclaw is a vanilla 6 drop 7/7, the exact same card but one less mana. I also don't like privileged position, as giving all of your creatures hexproof would count as giving them abilities, thus making your win condition absolutely useless. I would generally only have 3 of any given legendary or planeswalker Ian deck, but Ismaru is really killable so 4 should be fine.
Seems like the color restriction is actually just nothing to you. Your splash color is W so hitting GG or GW on turn 2 will result in you getting a 3/3 for 2.
Avenger of Zendikar is always a beating, you could run a Craterhoof Behemoth to finish the game quickly as well. Might of Old Krosa and the other pump spells could work but it seems like you'd need to give them Trample to finish someone off, so David Hasslehoof would seem like your best 1-of big drop.
Lot's of directions for you to go, but the obvious includes swapping something out for the tusker, adding a Craterhoof Behemoth to Berserk your creatures and Trample your opponents. Then think about if the deck would be better with a token and +1/+1 theme, or if big vanilla guys without evasion are still doing the trick.
EDIT: Heroic Intervention seems like it's too good to pass up in your deck as well. Save all your creatures, or just save one of them, or stop your enchantments from bouncing/being destroyed, save your creatures from Wildfire or lands from Obliterate/Armageddon... all for 1G! Even though your creatures would lose the pump from Muraganda it'd only be until EOT and the upside this card gives your deck is extreme. You are running white though, so Brave the Elements is also in your wheelhouse, but Heroic Intervention just seems bonkers with your deck's variety. It'll save all your win conditions from anything except an exile that doesn't target, or Languish/Diabolic Edict-type effects.
"If fetch lands are reprinted I really believe they will be in allied colors (aka Onslaught fetches). If the fetch lands are reprinted you better believe that we'll all be fetching up basics. This would lead me to believe that the set after THS may have a reprint as the temples can't be fetched but it's pure speculation." - posted 03/22/2014 proved correct during Khans spoiler season.
"The set releases for fall 2015 (Blood, Sweat and Tears) and fall 2016 (Lock, Stock and Barrel). One or both of those 2 blocks (I'm betting) are going to contain either Fetch reprints or (more likely) Filter reprints. Filter lands still need a reprint. They are getting pretty high up there and it's been longer than ZEN so it makes a little more sense that Filter lands would see print earlier that fetches." - posted 03/22/2014 proved incorrect about filters coming earlier than fetches, still pending on filters in Origins block.
Love seeing Bottled Cloister! Always thought that card was underappreciated in stompy decks. I notice that most of your spells are creatures or enchantments. Might want to consider Commune with the Gods to help dig up Petroglyphs and other creatures.
Tokens are another great idea. I agree you should start cutting your expensive instant/sorcery spells for these token producers, especially if you can find good enchantments to produce tokens for you. If you lower your curve enough, you could even cut a land for an extra playable card.
As for lands, I'd recommend Sunpetal Grove as a good way to fix your mana while not slowing down your drops. It even works well with Temple Gardens, should you choose to spring for them.
4 Isamaru, Hound of Konda
4 Leatherback Baloth
4 Nessian Courser
3 Watchwolf
3 Enormous Baloth
1 Primordial Sage
1 Tolsimir Wolfblood
Enchantments
4 Muraganda Petroglyphs
2 Gravity Well
1 Bearscape
1 Ooze Garden
1 Angelic Chorus
2 Beastmaster Ascension
2 Vernal Bloom
1 Privileged Position
1 Bottled Cloister
Spells
1 Supply
1 Primeval Light
2 Master Warcraft
2 Predatory Focus
1 Kodama's Reach
1 Rampant Growth
Lands
14 Forest
8 Plains
1 Terramorphic Expanse
I am concerned with my manabase, as I'm notorious for under-'fueling' my decks, however I simply don't have any more Rampant Growth other than the one in this deck. I have played about 10 games with this deck, and it does pull pretty well so far, although I am having difficulty consistently being able to cast the Leatherback Baloth.
Acquiring some more cards is not out of the question. This deck is fast, strong and intimidating, but would like some tips on how to tidy it up, and suggestions for cards to be removed/added.
I initially included the Bottled Cloister because there are only 2 instants in the deck, so it's usually a good add, but maybe I should take either the Cloister out, or the Primordial Sage.
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"STAY CLEAR OF WHITE POWDER"
311 "Who's Got the Herb"
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Necro Locked
-ThatRedwood
+4 Kalonian Tusker
Seems like the color restriction is actually just nothing to you. Your splash color is W so hitting GG or GW on turn 2 will result in you getting a 3/3 for 2.
I'd also agree that making 3 1/1's (and having your enchantment make them 4/4's) seems a lot better than dropping fatties and making them "fattier". Maybe take some of the enchants out and add Raise the Alarm/Secure the Wastes/Elspeth, Sun's Champion/Garruk, Primal Hunter or some other token guys. You could go purely Instant/Sorcery/Enchant tokens and use Timely Reinforcements, Hunting Triad, Nissa, Voice of Zendikar and other Token & +1/+1 counter stuff (as counters get around the Muraganda clause, also the reason Intangible Virtue wouldn't work)
Avenger of Zendikar is always a beating, you could run a Craterhoof Behemoth to finish the game quickly as well. Might of Old Krosa and the other pump spells could work but it seems like you'd need to give them Trample to finish someone off, so David Hasslehoof would seem like your best 1-of big drop.
Springjack Pasture
Rhys the Redeemed
Myr Battlesphere
Lot's of directions for you to go, but the obvious includes swapping something out for the tusker, adding a Craterhoof Behemoth to Berserk your creatures and Trample your opponents. Then think about if the deck would be better with a token and +1/+1 theme, or if big vanilla guys without evasion are still doing the trick.
EDIT: Heroic Intervention seems like it's too good to pass up in your deck as well. Save all your creatures, or just save one of them, or stop your enchantments from bouncing/being destroyed, save your creatures from Wildfire or lands from Obliterate/Armageddon... all for 1G! Even though your creatures would lose the pump from Muraganda it'd only be until EOT and the upside this card gives your deck is extreme. You are running white though, so Brave the Elements is also in your wheelhouse, but Heroic Intervention just seems bonkers with your deck's variety. It'll save all your win conditions from anything except an exile that doesn't target, or Languish/Diabolic Edict-type effects.
"The set releases for fall 2015 (Blood, Sweat and Tears) and fall 2016 (Lock, Stock and Barrel). One or both of those 2 blocks (I'm betting) are going to contain either Fetch reprints or (more likely) Filter reprints. Filter lands still need a reprint. They are getting pretty high up there and it's been longer than ZEN so it makes a little more sense that Filter lands would see print earlier that fetches." - posted 03/22/2014 proved incorrect about filters coming earlier than fetches, still pending on filters in Origins block.
Tokens are another great idea. I agree you should start cutting your expensive instant/sorcery spells for these token producers, especially if you can find good enchantments to produce tokens for you. If you lower your curve enough, you could even cut a land for an extra playable card.
As for lands, I'd recommend Sunpetal Grove as a good way to fix your mana while not slowing down your drops. It even works well with Temple Gardens, should you choose to spring for them.
Good luck and happy brewing!
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