This deck is mainly based on hexproof creatures that are pumped, with trample, ending opponents with minimal disruption from their side. I'm a little worried about my curve, as a lot of spells cost 3.
I'm debating if the number of creatures I have is reliable, do I have enough trample giving spells, and if Hunter's Insight might be better than Infiltration Lens. Reason I am only using 1Silhana Ledgewalker is that my trample should be good enough not to need more evasion, hence Gladecover Scout will be sufficient at a lower cmc as well.
I've never seen hexproof in a instant/sorcery shell before, the usual things are auras/trollhammer, but i find it interesting. So a few things to make it work better:
I am only using 1Silhana Ledgewalker is that my trample should be good enough not to need more evasion, hence Gladecover Scout will be sufficient at a lower cmc as well.
Just imagine Deadly Recluse or Wall of Frost (or any wall at all). With Gladecover Scout you will need at least himself + a pump spell to get rid of a bigger obstacle and do damage, this can easily lead to 2-for-1 trades to your disadvantage. Better use Silhana Ledgewalker and use 4 of them. Drop the Krosan Wayfarer and Far Wanderings, you could use some Llanowar elves or Arbor Elf instead: Ramps you from one to three mana directly. And in addition they will protect your hexproof creatures from being killed from Innocent Blood and other evil sorceries.
I would also replace Infiltration Lens with Hunter's Insight, i tried the lens in a Goblin Gaveleer-deck and it never ever worked out for me. An alternative could be Snake Umbra, offers a nother layer of protection. You could think about dropping all your equipment and the blanchwood armor in favour to a playset of Wild Defiance, seems like the perfect fit here. Said that, Prey's Vengeance becomes your new best friend, Elvish Fury and Mutagenic Growth could also be an option. Creeping renaissance won't get you back your instant/sorceries, instead go for another copy of card draw (Hunter's Insight) and one copy of Bösium Strip to recast your spells from your graveyard. Another nice card, if you want to include evasion is Power Matrix, it will transform every creature of yours into a champ.
To your mana base, if you don't include the mana elves, i would take in Khalni Gardens for more manpower. Another possible include are two copies of Rogue's Passage. Albeit they suck away your mana, i can imagine the dungrove elder will greatly benefit from it. In fact that card scored some wins in my meta.
I had an aura plan for it originally, however it seemed to similar to my white/green aura deck, so i decided to take a different direction.
I was considering the llanowar elf/elvish mystic etc... however i was fearing as that since they didn't have hexproof while all the others did, all removal by default would go to them. and with ur reassurance, I will be using hunter's insight, along with Silhana Ledgewalker as they go well together. and thank you for the wild defiance idea, that card crossed my mind, but for some reason i though it had a cmc of 5, lol. I am curious though as for the reason why creeping renaissance won't work so well?
I like the idea of a pump based Hexproof strategy, at least for kitchen tables. Some other options that are relatively cheap:
Phytoburst while sorcery speed, pairs well with trample or unblockable. Wildsize cheapish combat trick that grants trample, plus cantrips. Unnatural Predation another cheap trample instant.
(edit) Didn't see that GibbonMonk mentioned Wild Defiance
Creeping Renaissance isn't the best choice because it doesn't synergize with Runechanter's Pike at all, and by the time you have 5 mana to cast it off of 20 lands, it would probably be too late to matter. You could look into Regrowth, Reclaim, and Recollect for less mana intensve alternatives, if you feel you need a way to get things back out of the gy.
If you want the instant speed buff setup, you might want to check out some of the bloodrush creatures. They can only be used to buff attacking creatures, but can also be played as a mediocre creature if you are flooding on buffs and lands. slaughterhorn would be my top pick of them, but wasteland viper and scab-Clan charger are also on color .
I considered the Runechanters pike going down. but i would image it would only be for a turn or 2, since the instants are very low costing anywho, easy to blast away. recollect etc..wouldnt work as well, because i am planning to use it as a card advantage.
@ Kumlekar
I have considered bloodrush, esspcially cause i am worried about my creature count. but since those creatures will be the only ones on my field without hexproof, they would be removal magnets, since my opponents would have them in their hand waiting for any possible target : (
Ideally you would never have to play them, but if you aren't drawing creatures they can work in a pinch. The removal is an issue, but 90% of the time they won't be on the battlefield.
I am curious though as for the reason why creeping renaissance won't work so well?
Well, just read the card Creeping Renaissance : It says "Choose a permanent type", sorceries and instants are no permanents, so it won't influence the Runechanters Pike but will probably only give you back some creatures that died. So i think for a cmc of five it's wasted here and something like Harmonize or Hunter's Insight gives you card advantage earlier in the game when you need it. You don't wanna have your 1/1 hexproof dudes back but a handful of pump and further card draw.
However, if you would drop the instant/sorcery way and would go bloodrush and channel all the way, Creeping Renaissance would be an excellent choice for the deck (but use way more lands with, so that you can bloodrush a Skarrg Goliath).
Spot on with creeping resistance. Going all in on bloodrush would turn this into a very different deck though. I think dropping the sorcery is probably better.
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4x Dungrove Elder
4x Troll Ascetic
1x Great Sable Stag
1x Silhana ledgewalker
4x Gladecover Scout
1x Krosan Wayfarer
2x Rancoor
2x Blanchwood Armor
2x Infiltration Lens
2x Runechanter's Pike
Support 17
2x Creeping renaissance
1x Revenge of the Hunted
4x Giant Growth
4x Predator's Strike
4x Naturalize
2x Far wandering
20x Forest
I'm debating if the number of creatures I have is reliable, do I have enough trample giving spells, and if Hunter's Insight might be better than Infiltration Lens. Reason I am only using 1Silhana Ledgewalker is that my trample should be good enough not to need more evasion, hence Gladecover Scout will be sufficient at a lower cmc as well.
I've never seen hexproof in a instant/sorcery shell before, the usual things are auras/trollhammer, but i find it interesting. So a few things to make it work better:
Just imagine Deadly Recluse or Wall of Frost (or any wall at all). With Gladecover Scout you will need at least himself + a pump spell to get rid of a bigger obstacle and do damage, this can easily lead to 2-for-1 trades to your disadvantage. Better use Silhana Ledgewalker and use 4 of them. Drop the Krosan Wayfarer and Far Wanderings, you could use some Llanowar elves or Arbor Elf instead: Ramps you from one to three mana directly. And in addition they will protect your hexproof creatures from being killed from Innocent Blood and other evil sorceries.
I would also replace Infiltration Lens with Hunter's Insight, i tried the lens in a Goblin Gaveleer-deck and it never ever worked out for me. An alternative could be Snake Umbra, offers a nother layer of protection. You could think about dropping all your equipment and the blanchwood armor in favour to a playset of Wild Defiance, seems like the perfect fit here. Said that, Prey's Vengeance becomes your new best friend, Elvish Fury and Mutagenic Growth could also be an option. Creeping renaissance won't get you back your instant/sorceries, instead go for another copy of card draw (Hunter's Insight) and one copy of Bösium Strip to recast your spells from your graveyard. Another nice card, if you want to include evasion is Power Matrix, it will transform every creature of yours into a champ.
To your mana base, if you don't include the mana elves, i would take in Khalni Gardens for more manpower. Another possible include are two copies of Rogue's Passage. Albeit they suck away your mana, i can imagine the dungrove elder will greatly benefit from it. In fact that card scored some wins in my meta.
I had an aura plan for it originally, however it seemed to similar to my white/green aura deck, so i decided to take a different direction.
I was considering the llanowar elf/elvish mystic etc... however i was fearing as that since they didn't have hexproof while all the others did, all removal by default would go to them. and with ur reassurance, I will be using hunter's insight, along with Silhana Ledgewalker as they go well together. and thank you for the wild defiance idea, that card crossed my mind, but for some reason i though it had a cmc of 5, lol. I am curious though as for the reason why creeping renaissance won't work so well?
Phytoburst while sorcery speed, pairs well with trample or unblockable.
Wildsize cheapish combat trick that grants trample, plus cantrips.
Unnatural Predation another cheap trample instant.
(edit) Didn't see that GibbonMonk mentioned Wild Defiance
Maybe something like this:
4x Gladecover Scout
4x Silhana Ledgewalker
4x Troll Ascetic
4x Dungrove Elder
2x Runechanter's Pike
4x Giant Growth
4x Phytoburst
4x Predator's Strike
2x Wildsize
3x Unnatural Predation
Creeping Renaissance isn't the best choice because it doesn't synergize with Runechanter's Pike at all, and by the time you have 5 mana to cast it off of 20 lands, it would probably be too late to matter. You could look into Regrowth, Reclaim, and Recollect for less mana intensve alternatives, if you feel you need a way to get things back out of the gy.
I considered the Runechanters pike going down. but i would image it would only be for a turn or 2, since the instants are very low costing anywho, easy to blast away. recollect etc..wouldnt work as well, because i am planning to use it as a card advantage.
@ Kumlekar
I have considered bloodrush, esspcially cause i am worried about my creature count. but since those creatures will be the only ones on my field without hexproof, they would be removal magnets, since my opponents would have them in their hand waiting for any possible target : (
Well, just read the card Creeping Renaissance : It says "Choose a permanent type", sorceries and instants are no permanents, so it won't influence the Runechanters Pike but will probably only give you back some creatures that died. So i think for a cmc of five it's wasted here and something like Harmonize or Hunter's Insight gives you card advantage earlier in the game when you need it. You don't wanna have your 1/1 hexproof dudes back but a handful of pump and further card draw.
However, if you would drop the instant/sorcery way and would go bloodrush and channel all the way, Creeping Renaissance would be an excellent choice for the deck (but use way more lands with, so that you can bloodrush a Skarrg Goliath).