Basically, bring down a toughness buff before you bring down a force. If you dont have one, Force is brought down to the graveyard before it enters the battlefield. The leylines, the armorer and the Field all support this goal. Mighty Emergence exists for if you already have these buffs down, the fatties will get more fat.
Theres decent card draw from harmonize and inspector.. Theres a slight combo of Skullclamp and Ooze Garden sac'ing Force or Groundbreaker before they die from dmg or abilities.
Fog and Safe Passage exist for some extra protection while youre building up your defenses.
Some slight fetching with Grasslands to help with narrowing down your deck
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I am trying to get better at making decks. I have had trouble creating more competitive decks as I only really build with the cards I have. I dont have that many value cards, in function or expense. I (almost) never play at FNM type events so its not like im playing against $2k decks. If I do usally play at one, Its a draft or limited game. Any advice on building decks is greatly supported! DMs are appreciated.
Thank you!
To put it more simply, it's like saying, "I can prove Jesus is real and loves you. See? Here's my Hispanic friend Jesus. He's had a crush on you for a long time. Tell em' Jesus."
Here's a joke! Whats the internal temperature of a Taun-Taun?
The correct number of Leylines is either 0 or 4. You never run any other number. The whole point of the Leyline cycle is to get one in the opening hand and cast for free. So you either want to see it in your opener as often as possible, or you never want to see it at all. 0 or 4.
Mighty Emergence doesn't work. You cast Force of Savagery as an 8/0. Before Mighty Emergence's trigger even goes on the stack, state-based effects are checked, Force dies, and there will be nothing to even put the counters on. It does not turn Force into a 10/2. Sorry.
Mighty emergence is a 1 of due to it being only useful if I do have a buff on the field, like I noted above.
Lumithread field exists in the deck to help the deck curve up towards force of savagery to make sure its on the field before the Force is able to get on the field.
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I am trying to get better at making decks. I have had trouble creating more competitive decks as I only really build with the cards I have. I dont have that many value cards, in function or expense. I (almost) never play at FNM type events so its not like im playing against $2k decks. If I do usally play at one, Its a draft or limited game. Any advice on building decks is greatly supported! DMs are appreciated.
Thank you!
To put it more simply, it's like saying, "I can prove Jesus is real and loves you. See? Here's my Hispanic friend Jesus. He's had a crush on you for a long time. Tell em' Jesus."
Here's a joke! Whats the internal temperature of a Taun-Taun?
Mighty emergence is a 1 of due to it being only useful if I do have a buff on the field, like I noted above.
That makes it "win more" then. Also you have to choose to cast the Emergence first before the fatty. You're better off just curving out the fatty a turn earlier.
If you have a 9/1 trample, does it really matter if it enters as a 11/3 trample instead? Both are huge hitting attackers. Both are still fragile and die to blockers and burn. Emergence helps a tiny bit when everything is going perfectly. It does nothing most of the time (only 7 creatures in deck even trigger it). If you're worried about your 9/1 or 6/2 dying easily, something like Mortal's Resolve or Blossoming Defense does a better job. At least those cards can also be used on other creatures too, and they don't slow you down from curving out.
Lumithread field exists in the deck to help the deck curve up towards force of savagery to make sure its on the field before the Force is able to get on the field.
I get that. But if you want to curve out a buff on turn 2 and Force on turn 3, the other way to do that is increase the number of Llanowar Elves/Avacyn's Pilgrim.
Then you go:
Turn 1 - mana dork
Turn 2 - Gaea's Anthem
Turn 3 - Force as a 9/1 trample
Problem solved. Using an anthem instead of a +0/+1 also buffs your other dorks, so they can attack for more damage too even if your fatties are removed. It boosts your plan A and gives you more of a plan B too.
Lumithread Field is a weak card. If there's any way at all your deck can achieve its goal without running it, it'll be stronger that other way. If curving out is the issue, just tweak your mana ramp to still curve out.
I also changed the manabase, since this deck wants an untapped green source on turn 1 (16 ways in mine instead of 6 ways in yours).
Actually, I think your manabase might be why you have curve out concerns. You have a lot of tapped lands. With mana dorks and untapped lands, you should be able to curve out fine even with 3-drop anthems instead of 2-drop toughness buffs.
Mighty emergence is a 1 of due to it being only useful if I do have a buff on the field, like I noted above.
That makes it "win more" then. Also you have to choose to cast the Emergence first before the fatty. You're better off just curving out the fatty a turn earlier.
If you have a 9/1 trample, does it really matter if it enters as a 11/3 trample instead? Both are huge hitting attackers. Both are still fragile and die to blockers and burn. Emergence helps a tiny bit when everything is going perfectly. It does nothing most of the time (only 7 creatures in deck even trigger it). If you're worried about your 9/1 or 6/2 dying easily, something like Mortal's Resolve or Blossoming Defense does a better job. At least those cards can also be used on other creatures too, and they don't slow you down from curving out.
Lumithread field exists in the deck to help the deck curve up towards force of savagery to make sure its on the field before the Force is able to get on the field.
I get that. But if you want to curve out a buff on turn 2 and Force on turn 3, the other way to do that is increase the number of Llanowar Elves/Avacyn's Pilgrim.
Then you go:
Turn 1 - mana dork
Turn 2 - Gaea's Anthem
Turn 3 - Force as a 9/1 trample
Problem solved. Using an anthem instead of a +0/+1 also buffs your other dorks, so they can attack for more damage too even if your fatties are removed. It boosts your plan A and gives you more of a plan B too.
Lumithread Field is a weak card. If there's any way at all your deck can achieve its goal without running it, it'll be stronger that other way. If curving out is the issue, just tweak your mana ramp to still curve out.
I also changed the manabase, since this deck wants an untapped green source on turn 1 (16 ways in mine instead of 6 ways in yours).
Actually, I think your manabase might be why you have curve out concerns. You have a lot of tapped lands. With mana dorks and untapped lands, you should be able to curve out fine even with 3-drop anthems instead of 2-drop toughness buffs.
Thank you for helping and explaining more. I am a bit confused on how to build better mana bases and this post actually helped a lot.
Deckwise, I like how it looks. I think that the largest problem was going to be with groundbreaker and casting it constantly, but this was an innate problem anyway. I enjoy that you added mortal's resolve in there instead of Fog. It makes more sense then fog as I would mostly be wanting to have the trampling get through guaranteed.
Do you think it is reasonable to add a True conviction into the deck for late game last resort?
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#TeamChimneyImpForMythic
I am trying to get better at making decks. I have had trouble creating more competitive decks as I only really build with the cards I have. I dont have that many value cards, in function or expense. I (almost) never play at FNM type events so its not like im playing against $2k decks. If I do usally play at one, Its a draft or limited game. Any advice on building decks is greatly supported! DMs are appreciated.
Thank you!
To put it more simply, it's like saying, "I can prove Jesus is real and loves you. See? Here's my Hispanic friend Jesus. He's had a crush on you for a long time. Tell em' Jesus."
Here's a joke! Whats the internal temperature of a Taun-Taun?
The manabase I posted can easily cast Groundbreaker (23 green lands + 4 Llanowar Elves). It can also cast Veteran Armorer on turn 2 (11 lands that tap for white on turn 2, 3 Avacyn's Pilgrim). And it can cast your mana Elves on turn 1 (16 lands that tap for green on turn 1). So it should meet all your deck's needs. And the rare lands are only $1, budget-friendly.
Manabases are tricky to build. But having a good manabase makes a huge difference in consistency and curving out. I would recommend reading some of the stickied threads about deck construction both in the Casual forum and in the Standard forum for new decks. There is some great advice about how to build a manabase. You want to consider factors like how many tapped lands and untapped lands you have, which turns you want to cast your key spells, what colors of mana you need on what turns, and so on. I can't remember where the thread is, but I remember there is a good one.
Sure, a single copy of True Convinction could be fun. Go for it.
Talking about manabases, How do you think fetch lands would fair in this to narrow down the deck? basic fetches as an T. Expanse or an E. Wilds. Or will they create too much pandemonium for the manabase?
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I am trying to get better at making decks. I have had trouble creating more competitive decks as I only really build with the cards I have. I dont have that many value cards, in function or expense. I (almost) never play at FNM type events so its not like im playing against $2k decks. If I do usally play at one, Its a draft or limited game. Any advice on building decks is greatly supported! DMs are appreciated.
Thank you!
To put it more simply, it's like saying, "I can prove Jesus is real and loves you. See? Here's my Hispanic friend Jesus. He's had a crush on you for a long time. Tell em' Jesus."
Here's a joke! Whats the internal temperature of a Taun-Taun?
Talking about manabases, How do you think fetch lands would fair in this to narrow down the deck? basic fetches as an T. Expanse or an E. Wilds. Or will they create too much pandemonium for the manabase?
What do you mean by "narrow down the deck"? You mean thin it of lands to increase the chance you draw a nonland card? That impact is so negligible that you should never run Terramorphic Expanse just to "narrow down the deck". Sometimes you need it for mana-fixing. But, for example, a mono-red deck with just Mountains is better off running all Mountains than adding Terramorphics for "thinning".
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Recently, Ive seen Force of Savagery. I thought it would be an epic build around. So, I built the deck. This is what I have so far.
1 Bonesplitter
1 Skullclamp
//Creature (18)
1 Avacyn's Pilgrim
4 Force of Savagery
3 Groundbreaker
3 Llanowar Elves
3 Thraben Inspector
4 Veteran Armorer
3 Leyline of Vitality
3 Lumithread Field
1 Mighty Emergence
2 Ooze Garden
//Instant (5)
3 Fog
2 Safe Passage
//Sorcery (3)
2 Harmonize
1 Primal Command
3 Blossoming Sands
4 Canopy Vista
6 Forest
4 Grasslands
3 Graypelt Refuge
3 Plains
Basically, bring down a toughness buff before you bring down a force. If you dont have one, Force is brought down to the graveyard before it enters the battlefield. The leylines, the armorer and the Field all support this goal. Mighty Emergence exists for if you already have these buffs down, the fatties will get more fat.
Theres decent card draw from harmonize and inspector.. Theres a slight combo of Skullclamp and Ooze Garden sac'ing Force or Groundbreaker before they die from dmg or abilities.
Fog and Safe Passage exist for some extra protection while youre building up your defenses.
Some slight fetching with Grasslands to help with narrowing down your deck
Thank you!
The correct number of Leylines is either 0 or 4. You never run any other number. The whole point of the Leyline cycle is to get one in the opening hand and cast for free. So you either want to see it in your opener as often as possible, or you never want to see it at all. 0 or 4.
Mighty Emergence doesn't work. You cast Force of Savagery as an 8/0. Before Mighty Emergence's trigger even goes on the stack, state-based effects are checked, Force dies, and there will be nothing to even put the counters on. It does not turn Force into a 10/2. Sorry.
Instead of Lumithread Field (terrible card), why don't you just run something like Gaea's Anthem or Glorious Anthem or Spear of Heliod? There are a lot of +1/+1 effects. There's no reason to limit yourself to +0/+1 effects.
Lumithread field exists in the deck to help the deck curve up towards force of savagery to make sure its on the field before the Force is able to get on the field.
Thank you!
That makes it "win more" then. Also you have to choose to cast the Emergence first before the fatty. You're better off just curving out the fatty a turn earlier.
If you have a 9/1 trample, does it really matter if it enters as a 11/3 trample instead? Both are huge hitting attackers. Both are still fragile and die to blockers and burn. Emergence helps a tiny bit when everything is going perfectly. It does nothing most of the time (only 7 creatures in deck even trigger it). If you're worried about your 9/1 or 6/2 dying easily, something like Mortal's Resolve or Blossoming Defense does a better job. At least those cards can also be used on other creatures too, and they don't slow you down from curving out.
I get that. But if you want to curve out a buff on turn 2 and Force on turn 3, the other way to do that is increase the number of Llanowar Elves/Avacyn's Pilgrim.
Then you go:
Turn 1 - mana dork
Turn 2 - Gaea's Anthem
Turn 3 - Force as a 9/1 trample
Problem solved. Using an anthem instead of a +0/+1 also buffs your other dorks, so they can attack for more damage too even if your fatties are removed. It boosts your plan A and gives you more of a plan B too.
Lumithread Field is a weak card. If there's any way at all your deck can achieve its goal without running it, it'll be stronger that other way. If curving out is the issue, just tweak your mana ramp to still curve out.
Example deck:
4 Llanowar Elves
3 Avacyn's Pilgrim
4 Veteran Armorer
4 Force of Savagery
4 Groundbreaker
1 Hero of Bladehold
4 Leyline of Vitality
4 Gaea's Anthem
//Artifacts (1)
1 Skullclamp
//Instant (4)
2 Mortal Resolve
2 Safe Passage
3 Harmonize
1 Primal Command
//Lands (23)
4 Sunpetal Grove
4 Fortified Village
3 Canopy Vista
12 Forest
I also changed the manabase, since this deck wants an untapped green source on turn 1 (16 ways in mine instead of 6 ways in yours).
Actually, I think your manabase might be why you have curve out concerns. You have a lot of tapped lands. With mana dorks and untapped lands, you should be able to curve out fine even with 3-drop anthems instead of 2-drop toughness buffs.
Thank you for helping and explaining more. I am a bit confused on how to build better mana bases and this post actually helped a lot.
Deckwise, I like how it looks. I think that the largest problem was going to be with groundbreaker and casting it constantly, but this was an innate problem anyway. I enjoy that you added mortal's resolve in there instead of Fog. It makes more sense then fog as I would mostly be wanting to have the trampling get through guaranteed.
Do you think it is reasonable to add a True conviction into the deck for late game last resort?
Thank you!
The manabase I posted can easily cast Groundbreaker (23 green lands + 4 Llanowar Elves). It can also cast Veteran Armorer on turn 2 (11 lands that tap for white on turn 2, 3 Avacyn's Pilgrim). And it can cast your mana Elves on turn 1 (16 lands that tap for green on turn 1). So it should meet all your deck's needs. And the rare lands are only $1, budget-friendly.
Manabases are tricky to build. But having a good manabase makes a huge difference in consistency and curving out. I would recommend reading some of the stickied threads about deck construction both in the Casual forum and in the Standard forum for new decks. There is some great advice about how to build a manabase. You want to consider factors like how many tapped lands and untapped lands you have, which turns you want to cast your key spells, what colors of mana you need on what turns, and so on. I can't remember where the thread is, but I remember there is a good one.
Sure, a single copy of True Convinction could be fun. Go for it.
Thank you!
What do you mean by "narrow down the deck"? You mean thin it of lands to increase the chance you draw a nonland card? That impact is so negligible that you should never run Terramorphic Expanse just to "narrow down the deck". Sometimes you need it for mana-fixing. But, for example, a mono-red deck with just Mountains is better off running all Mountains than adding Terramorphics for "thinning".