- 3 Armadillo Cloak.
It is a good card, but not a control card. Remember: only you can avoid 2-for-one's.
+ 2 Mystic Snake
Too good not to play four off.
- 4 Temporal Spring
+ 4 Bant Charm
It doesn't have the versatility of Temporal Spring, but it is an instant and that goes a really long way.
Take in account that a lot of your other cards are instants too. Better not to force you into the hard choice of tapping out.
- 2 Deep Analysis
+ 3 Fact or Fiction Deep analysis is a good card, but the real value comes when one can loot it. You don't have any specific graveyard effects. I think that FoF is better in this case. It also allows for playing FoF when you don't snake.
I don't want to set you up with a completely different deck.
But there are some more recent 'Bant' cards that are quite good: Rhox War Monk will keep you alive and eats the smaller stuff.
There is a lot of value in upgrading the mana base with 'better' lands.
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These are the decks that I have constructed, and are ready to play:
01. Ankh Sligh to be exact.
Already did some of the changes you suggested, the big problem is that I stopped playing with the end of Onslaught - while I have a pretty huge collection of old stuff, I miss all the new ones, and won't get my hands on em anytime soon I guess. Which is sad, since the War Monk looks incredibly awesome!
Having cut the Armadillo Cloak I still would live to add some form of life-gain into the deck other than Treva...
If your goal is to build around Treva, I think, you are kind of missing the mark. A 6/6 flyer is a huge threat and a good enough finisher for a control deck because of it, but there are so many better options, options, that provide means to protect themselves, which is what a control deck wants from its finisher creature. To build around Treva, or any card for that matter, in my opinion, you have to focus on what makes the card special, or find a way to use/abuse/break it. For Treva, I think, the main focus would be being 3-colored and its combat damage trigger, maybe it being a dragon or costing 6 mana (Scourge has some cards that can build on this).
I don't think, there are many color centric cards in your pre-Modern collection, the Invasion dragons are probably already the cream of that crop. If you want to focus on Treva's triggered ability, (almost) all your permanents have to share a color to get more life out of it, and it needs more of those. Shifting Sky can make all nonland permanents a single color to reap more massive life gain, but that card has little value besides that, at least for now. It would open up the possibility for some color hosing cards, though, that are really strong against one color. You could also go the token route and produce large amounts of green saproling tokens and/or squirrel tokens, for example. And if you find a way to put that extra life to good use, that would be great, like getting more tokens, cards, etc. by paying life.
If you want to go the massive life gain route, I actually like Painter's Servant over Shifting Sky because not only is he cheaper and can block, but he even makes all lands the chosen color. In multiplayer games, the amount of life you could gain from a single Treva activation would be pretty funny.
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Back with another deck... My girlfriend wanted to learn Magic (weee!), saw Treva in my collection and demanded to get a deck built around him. ;-)
This is what I've come up with in a hurry, some kind of controlly build.
3x Treva, the Renewer
4x Mystic Snake
4x Ravenous Baloth
4x Utopia Tree
2x Sunscape Familiar
Instants:
3x Repulse
3x Exclude
4x Treva's Charm
4x Temporal Spring
3x Deep Analysis
Enchantments:
2x Collective Restraint
Land:
3x Yavimaya Coast
2x Adarkar Wastes
1x Sungrass Prairie
1x Grand Coliseum
7x Forest
6x Island
4x Plains
It is a good card, but not a control card. Remember: only you can avoid 2-for-one's.
+ 2 Mystic Snake
Too good not to play four off.
- 4 Temporal Spring
+ 4 Bant Charm
It doesn't have the versatility of Temporal Spring, but it is an instant and that goes a really long way.
Take in account that a lot of your other cards are instants too. Better not to force you into the hard choice of tapping out.
- 2 Deep Analysis
+ 3 Fact or Fiction
Deep analysis is a good card, but the real value comes when one can loot it. You don't have any specific graveyard effects. I think that FoF is better in this case. It also allows for playing FoF when you don't snake.
I don't want to set you up with a completely different deck.
But there are some more recent 'Bant' cards that are quite good: Rhox War Monk will keep you alive and eats the smaller stuff.
There is a lot of value in upgrading the mana base with 'better' lands.
These are the decks that I have constructed, and are ready to play:
01. Ankh Sligh to be exact.
Already did some of the changes you suggested, the big problem is that I stopped playing with the end of Onslaught - while I have a pretty huge collection of old stuff, I miss all the new ones, and won't get my hands on em anytime soon I guess. Which is sad, since the War Monk looks incredibly awesome!
Having cut the Armadillo Cloak I still would live to add some form of life-gain into the deck other than Treva...
I don't think, there are many color centric cards in your pre-Modern collection, the Invasion dragons are probably already the cream of that crop. If you want to focus on Treva's triggered ability, (almost) all your permanents have to share a color to get more life out of it, and it needs more of those. Shifting Sky can make all nonland permanents a single color to reap more massive life gain, but that card has little value besides that, at least for now. It would open up the possibility for some color hosing cards, though, that are really strong against one color. You could also go the token route and produce large amounts of green saproling tokens and/or squirrel tokens, for example. And if you find a way to put that extra life to good use, that would be great, like getting more tokens, cards, etc. by paying life.
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(The Gamers: Dorkness Rising)
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