Who here's old enough to remember the Standard Miracle Grow deck - essentially a mono-blue control deck that splashed green for Quirion Dryad that sat back and watch the Dryad grow... and grow... and grow?
What if we did the same thing in Multiplayer? But triggered on opponents' spells? You know where I'm headed with this already... a mono-green world awash with +1/+1 counters...
Multiplayer Miracle Grow v0.1
Creatures - 16
4 Scute Mob(The entree... no evasion, but it gets mighty big mighty quickly if left alone)
4 Avatar of the Resolute(2-drop that tramples and blocks fliers... comes down with 6+ power routinely in my goldfishing)
4 Managorger Hydra(You knew this guy was going to be here, didn't you)
4 Forgotten Ancient(And probably this one too)
Stuff - 23
4 Hardened Scales(There's a reason this thing is now $4+ a copy... it's good)
2 Canopy Cover(A little bit of protection and evasion)
4 Beast Within(Removal du jour)
2 Bow of Nylea(Incredible card here... throws around counters, recurses... and makes people not want to block our huge creatures)
4 Inspiring Call(Card draw)
4 Tezzeret's Gambit(Moar card draw)
1 Nevinyrral's Disk(Panic button)
1 Asceticism(Creature protection for the long game)
1 Privileged Position(Creature and Hardened Scales protection for the long game)
This is quite land-light on purpose. The vast majority of this deck is 3CC and under, so you don't need to be too loaded up with land (according to my playtesting, anyway).
Virtually all of the creatures being rocked are just going to sit and grow if left alone, and will go truly bananas with Hardened Scales on the table (two +1/+1 counters for every spell? Sure, why not?). The two card draw spells are both dual-purpose as well.
Any way we can improve this? I'm aware it's probably a bit light-on for removal (but, well... green's not exactly the removal colour, is it).
Cut 2 draw spells and one of the BWs. The deck needs more room for lands and threats. You only have 16 creatures, some of which are very big threats, so 4x Call seems sketchy to me. I expect it to at best be a Divination with upside.
Is Scavenging Ooze on the table at all? The card is bonkers if it fits within your budget.
I agree with Priest that I think you need more creatures - maybe cut the draw spells, 8 seems like a lot to me.
EDIT:
Also, with mine I found flyers and life gain to be a problem. Seems you have enough reach (I added 2 Spidersilk Armor), but you might have trouble digging yourself out of a hole. Bow of Nylea seems to be your only source which seemed slow to me. I added 2 Basilisk Collar as an additional deathtouch source and allows for crazy life gain, while being cheap CMC wise. Not 100% sure it is the best use yet, but would love to hear your thoughts.
I agree with Priest that I think you need more creatures - maybe cut the draw spells, 8 seems like a lot to me.
EDIT:
Also, with mine I found flyers and life gain to be a problem. Seems you have enough reach (I added 2 Spidersilk Armor), but you might have trouble digging yourself out of a hole. Bow of Nylea seems to be your only source which seemed slow to me. I added 2 Basilisk Collar as an additional deathtouch source and allows for crazy life gain, while being cheap CMC wise. Not 100% sure it is the best use yet, but would love to hear your thoughts.
Unfortunately Bow only grants attacking creatures DT so it doesn't work with the Sharpshooter unless you can grant him vigilance or untap him mid combat. He does have Avatar of the Resolute for fliers as well.
I agree with Priest that I think you need more creatures - maybe cut the draw spells, 8 seems like a lot to me.
EDIT:
Also, with mine I found flyers and life gain to be a problem. Seems you have enough reach (I added 2 Spidersilk Armor), but you might have trouble digging yourself out of a hole. Bow of Nylea seems to be your only source which seemed slow to me. I added 2 Basilisk Collar as an additional deathtouch source and allows for crazy life gain, while being cheap CMC wise. Not 100% sure it is the best use yet, but would love to hear your thoughts.
Unfortunately Bow only grants attacking creatures DT so it doesn't work with the Sharpshooter unless you can grant him vigilance or untap him mid combat. He does have Avatar of the Resolute for fliers as well.
Good catch, I missed that in my goldfishing... too bad.. thank you!
EDIT:
Not in my deck, but this was another fun guy I found: Scalding Salamander
Cut 2 draw spells and one of the BWs. The deck needs more room for lands and threats. You only have 16 creatures, some of which are very big threats, so 4x Call seems sketchy to me. I expect it to at best be a Divination with upside.
I take it with Dense Foliage on the board and some massive threat on the other side of the table that is going to dismantle my game plan (e.g. Sheoldred, Whispering One, or something?)... the plan is to pray for the Disk to be topdecked and left alone? Not that I feel strongly either way - just making sure that you're talking a smack-people-upside-the-head-by-Turn-4-or-die-trying build, correct? And if someone manages to neuter the deck, shuffle up and shake their hand?
Agreed, I know I am high on the draw spells and low on flying defense and life gain, though I suspect dropping one Call and one Gambit is probably the way to go (you're worried Call will be Divination with upside... Gambit is always Divination with upside, arguably!). Beast Within remains almost the only removal in the deck, so I'm a bit worried about dropping to three there. Is that simply because we're aiming to win before we have to remove any true gorillas? (Which is cool if it is.. I'm all for that)
I'm also a little worried that by removing Canopy Cover, I lose the ability to send massive Scute Mobs or Forgotten Ancients through for the kill in the late game (as they'll lack the necessary evasion). Perhaps I need to consider good ol' Rogue's Passage in the landbase?
Is Scavenging Ooze on the table at all? The card is bonkers if it fits within your budget.
Ooh, good call.. they're... what just over $6 a copy ATM? Man, it might take a while to get a hold of a couple, but I could probably do it (heaven knows I'm about to crack 10K PucaPoints)... let me goldfish with them onboard and see the horror they inflict...
When it comes to a card like Dense Foliage it's mostly a numbers game. Your deck has 16 creatures that die to removal at little-to-no benefit and 4 spells (total) that target opposing creatures. It's also not as though I'm suggesting that you run 4. Just the 1 is all you realistically want. If that means folding to a Sheoldred every now and then, meh, that's life. I'm firmly in the Brad Nelson camp of scooping at the drop of a hat because I really don't care about the result of any one game. RNG happens and it doesn't make much sense to sweat the fact that you got sucked-out on the river. Toss your cards and move to the next hand. Life goes on.
Scavenging Ooze isn't a good goldfish card. You have to play with it to get a feel for how powerful it is.
If you really like BW feel free to keep running the 4. It's not a card that I personally like to draw early and often and I don't plan on winning many games in which I see 3 or more. In Cube/EDH I only get to play with the 1 and it feels like more than enough but if you're fan of the full 4 by all means.
Scavenging Ooze isn't a good goldfish card. You have to play with it to get a feel for how powerful it is.
Yah, I know, but I have some form with it. Ooze is in my cube, and there is a reanimator deck or two running around in my meta at the moment (along with the usual mill decks), so I know roughly how it's going to behave. I could quite easily goldfish with it going off once a turn and it would be pretty close to the truth.
Yah, I know, but I have some form with it. Ooze is in my cube, and there is a reanimator deck or two running around in my meta at the moment (along with the usual mill decks), so I know roughly how it's going to behave. I could quite easily goldfish with it going off once a turn and it would be pretty close to the truth.
For me it's not about the size. It's how the man uses it. Err, I mean, when it comes to Scooze it's not about how big it can get nor how fast it gets there. It's the kind of card that always overperforms because the lifegain always feels relevant, the disruption always feels relevant, the incremental growth feels very powerful, the early blocker is always nice, etc. There's no aspect of the card that's inherently OP/busted but the sum of the parts make it one the most powerful 2 drops in the game. You don't get that sense for it when you're playing Solitaire but when you face real opponents the card always does work.
For me it's not about the size. It's how the man uses it. Err, I mean, when it comes to Scooze it's not about how big it can get nor how fast it gets there. It's the kind of card that always overperforms because the lifegain always feels relevant, the disruption always feels relevant, the incremental growth feels very powerful, the early blocker is always nice, etc. There's no aspect of the card that's inherently OP/busted but the sum of the parts make it one the most powerful 2 drops in the game. You don't get that sense for it when you're playing Solitaire but when you face real opponents the card always does work.
Yup, totally. Very much like Deathrite Shaman in that regard, in that you look at it on paper and see a small body with some OK-looking abilities... but then you suit it up and whoa...
For the others playing along, this is the mark of a Good Stuff card, as well as the mark of a strong cube card. DRS is an out-and-out cube staple. Scooze shouldn't be too far behind.
If your looking for something to crush your friends and be unfun. There are a few mono green and GR run-down primers that cost like $50, that will kill your friends around turn 3-4. I suggest looking there also
This is probably "too much jank", but for people splashing red in their deck, combo'ing Vigor with Blaspehmous Act seems like it could be fun! Destroy all the creatures, except yours, which become absolute monsters! There's a little Timmy in all of us, right?
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Rollback Post to RevisionRollBack
WUBG Atraxa Superfriends WRBG Saskia's Angry UBRG Yidris Valuetown WUBR Breya "not just for infinite combos anymore" Etherium Shaper
mana]W[/mana]UR Narset the Nerfed WBG Ghave counters madness BRG Prossh, Token Master UBG Tasigur Seedborn Control WU Brago Bouncy Castle WB Karlov Voltron B Erebos/Drana MBC R Feldon jank
This is probably "too much jank", but for people splashing red in their deck, combo'ing Vigor with Blaspehmous Act seems like it could be fun! Destroy all the creatures, except yours, which become absolute monsters! There's a little Timmy in all of us, right?
Both cards are extremely powerful and have plenty of standalone value. That's not what I would call "jank." The problem with that plan is that Vigor is like a $15.00 card for God knows why. It's a reasonable suggestion, just not a very practical one from a budgetary standpoint (especially since he'd have to splash another color which either further increases the overall cost of the deck or reduces its speed + consistency).
Huh... I had no idea Vigor was going for $15 a pop. Even still, the suggestion was not so much directed at Bl00m (though he may have them from back in the day when they were like a buck a piece), but more for anyone was playing the deck in a RG shell.
And I wasn't sure if people still considered 6+ mana creatures that don't interact with the board worth running anymore, given this world of Titans and Primordials we live in.
Private Mod Note
():
Rollback Post to RevisionRollBack
WUBG Atraxa Superfriends WRBG Saskia's Angry UBRG Yidris Valuetown WUBR Breya "not just for infinite combos anymore" Etherium Shaper
mana]W[/mana]UR Narset the Nerfed WBG Ghave counters madness BRG Prossh, Token Master UBG Tasigur Seedborn Control WU Brago Bouncy Castle WB Karlov Voltron B Erebos/Drana MBC R Feldon jank
I've tried to drop some draw spells, but they appear to be needed. This deck needs to have Hardened Scales early, or it just turns into another janky +1/+1 counter deck. T1 or T2 Scales is the equivalent of starting the game in 5th gear (which is what this deck is after... make 'em big early).
I imagine I could probably get around this by abusing my playgroup's unlimited mulligan rule, but gentlemen need to have ways of ensuring a Scales on hand at all times.
How does Scute Mob fare? I ran the numbers and assuming that you cast one draw spell that draws two cards before turn 5 (which I think we can all agree is a reasonable assumption) you have a 50.529% chance of hitting the requisite land counts on curve. The number was higher than I was anticipating but it still tells us that you're a coinflip to have these triggering when you ideally want them to. I'm just questioning as to how good draws that includes 2+ could possibly be, especially in games where you "lose the flip" so to speak. The card is literally a 1/1 for 1 until turn 6 which is fine if you draw it later on but do you really want to play 4 of a card that you don't want to see until turn 5 or beyond? The thing about these kinds of cards is that they aren't Thragtusks on turn 5 or anything. It's still a 1/1 until your 6th turn (at best) and even then it's still just a vanilla 5/5. The card isn't legitimately good until turns 7+ under ideal conditions where it's cast on curve with enough lands in games where it doesn't die within the next 2 circuits.
For the record I genuinely am curious. It's hard for me to evaluate cards like Scute Mob and Dragonmaster Outcast without getting some outside input but I've personally never seen these kinds of cards accomplish much of anything. I'm wondering if they're actively good for other people or not.
I haven't played with Scute Mob much myself yet, but playtesting shows it going from 0 to whoa in a very short period of time (which is fine enough for a one-drop). If people fear it enough to waste a removal spell on it, I don't care (I'd much rather them waste it on that with this deck, than on the Managorger Hydrae, Forgotten Ancients and Scavenging Oozes).
But Dragonmaster Outcast is a good example of something similar. It's in my cube, and it is desginated as a Threat. If you drop it early, people waste their removal on it while you ramp to something better. If you drop it late, people have one turn before it officially becomes a problem. I guess a good comparison would be a 4-5CC creature with an incredible, potentially-game-winning tap ability (maybe Heartless Hidetsugu? I dunno...).
In this deck, I at least still have ways of getting counters onto it early outside of its own abilities (Llanowar Reborn, Oran-Rief, Forgotten Ancient, Bow of Nylea), so it's not like it's going to stay 1/1, but still... Scute Mob is hardly going to be the sole game-winner in this deck, given its complete lack of evasion. Dragonmaster Outcast is probably ahead of it, in that it produces evasive tokens. But hey, for a one-drop... in this deck...
I don't really agree with your assessment of the card. It's not "just 1 drop" in my mind. A 1/1 for 1 is unplayable trash in Limited let alone multiplayer. No one is ever playing this card "as a 1 drop" in that sense. You're playing the card for its ability to act as a 6 drop but, as I've already alluded to, people have 2 entire circuits to answer it at which point your conditional finisher was removed for no value. That, to me, is the same thing as killing an Inferno Titan except you don't get the ETB trigger. It's just not fair to treat the card like a 1 drop because it's a useless POS on turn 1. I would literally never cast it early on (outside of Nykthos/Gaea's Cradle decks obv) because best-case scenario it sits there and does nothing and worst-case it gets swept-up in mass removal.
I like this deck but I was thinking you could take out Tezzeret's Gambit and put in Momentous Fall for insane card draw. I also really love sticking Ulvenwald Tracker in almost every creature based green deck.
EDIT: Also Champion of Lambholt can be extremely powerful giving your creatures semi-unblockable.
What if we did the same thing in Multiplayer? But triggered on opponents' spells? You know where I'm headed with this already... a mono-green world awash with +1/+1 counters...
Multiplayer Miracle Grow v0.1
Creatures - 16
4 Scute Mob (The entree... no evasion, but it gets mighty big mighty quickly if left alone)
4 Avatar of the Resolute (2-drop that tramples and blocks fliers... comes down with 6+ power routinely in my goldfishing)
4 Managorger Hydra (You knew this guy was going to be here, didn't you)
4 Forgotten Ancient (And probably this one too)
Stuff - 23
4 Hardened Scales (There's a reason this thing is now $4+ a copy... it's good)
2 Canopy Cover (A little bit of protection and evasion)
4 Beast Within (Removal du jour)
2 Bow of Nylea (Incredible card here... throws around counters, recurses... and makes people not want to block our huge creatures)
4 Inspiring Call (Card draw)
4 Tezzeret's Gambit (Moar card draw)
1 Nevinyrral's Disk (Panic button)
1 Asceticism (Creature protection for the long game)
1 Privileged Position (Creature and Hardened Scales protection for the long game)
Land - 21
4 Llanowar Reborn (Wonderful land next to Hardened Scales)
2 Oran-Rief, the Vastwood (Almost as good)
15 Forest
This is quite land-light on purpose. The vast majority of this deck is 3CC and under, so you don't need to be too loaded up with land (according to my playtesting, anyway).
Virtually all of the creatures being rocked are just going to sit and grow if left alone, and will go truly bananas with Hardened Scales on the table (two +1/+1 counters for every spell? Sure, why not?). The two card draw spells are both dual-purpose as well.
Any way we can improve this? I'm aware it's probably a bit light-on for removal (but, well... green's not exactly the removal colour, is it).
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It looks like you have card draw covered pretty strong, what about life gain, is that a concern in your meta?
Cut 2 draw spells and one of the BWs. The deck needs more room for lands and threats. You only have 16 creatures, some of which are very big threats, so 4x Call seems sketchy to me. I expect it to at best be a Divination with upside.
Is Scavenging Ooze on the table at all? The card is bonkers if it fits within your budget.
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
Green - Blue - Red - White - Gold
I agree with Priest that I think you need more creatures - maybe cut the draw spells, 8 seems like a lot to me.
EDIT:
Also, with mine I found flyers and life gain to be a problem. Seems you have enough reach (I added 2 Spidersilk Armor), but you might have trouble digging yourself out of a hole. Bow of Nylea seems to be your only source which seemed slow to me. I added 2 Basilisk Collar as an additional deathtouch source and allows for crazy life gain, while being cheap CMC wise. Not 100% sure it is the best use yet, but would love to hear your thoughts.
Unfortunately Bow only grants attacking creatures DT so it doesn't work with the Sharpshooter unless you can grant him vigilance or untap him mid combat. He does have Avatar of the Resolute for fliers as well.
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
Green - Blue - Red - White - Gold
Good catch, I missed that in my goldfishing... too bad.. thank you!
EDIT:
Not in my deck, but this was another fun guy I found: Scalding Salamander
I take it with Dense Foliage on the board and some massive threat on the other side of the table that is going to dismantle my game plan (e.g. Sheoldred, Whispering One, or something?)... the plan is to pray for the Disk to be topdecked and left alone? Not that I feel strongly either way - just making sure that you're talking a smack-people-upside-the-head-by-Turn-4-or-die-trying build, correct? And if someone manages to neuter the deck, shuffle up and shake their hand?
Agreed, I know I am high on the draw spells and low on flying defense and life gain, though I suspect dropping one Call and one Gambit is probably the way to go (you're worried Call will be Divination with upside... Gambit is always Divination with upside, arguably!).
Beast Within remains almost the only removal in the deck, so I'm a bit worried about dropping to three there. Is that simply because we're aiming to win before we have to remove any true gorillas? (Which is cool if it is.. I'm all for that)
I'm also a little worried that by removing Canopy Cover, I lose the ability to send massive Scute Mobs or Forgotten Ancients through for the kill in the late game (as they'll lack the necessary evasion). Perhaps I need to consider good ol' Rogue's Passage in the landbase?
Ooh, good call.. they're... what just over $6 a copy ATM? Man, it might take a while to get a hold of a couple, but I could probably do it (heaven knows I'm about to crack 10K PucaPoints)... let me goldfish with them onboard and see the horror they inflict...
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When it comes to a card like Dense Foliage it's mostly a numbers game. Your deck has 16 creatures that die to removal at little-to-no benefit and 4 spells (total) that target opposing creatures. It's also not as though I'm suggesting that you run 4. Just the 1 is all you realistically want. If that means folding to a Sheoldred every now and then, meh, that's life. I'm firmly in the Brad Nelson camp of scooping at the drop of a hat because I really don't care about the result of any one game. RNG happens and it doesn't make much sense to sweat the fact that you got sucked-out on the river. Toss your cards and move to the next hand. Life goes on.
Scavenging Ooze isn't a good goldfish card. You have to play with it to get a feel for how powerful it is.
If you really like BW feel free to keep running the 4. It's not a card that I personally like to draw early and often and I don't plan on winning many games in which I see 3 or more. In Cube/EDH I only get to play with the 1 and it feels like more than enough but if you're fan of the full 4 by all means.
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
Green - Blue - Red - White - Gold
Yah, I know, but I have some form with it. Ooze is in my cube, and there is a reanimator deck or two running around in my meta at the moment (along with the usual mill decks), so I know roughly how it's going to behave. I could quite easily goldfish with it going off once a turn and it would be pretty close to the truth.
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For me it's not about the size. It's how the man uses it. Err, I mean, when it comes to Scooze it's not about how big it can get nor how fast it gets there. It's the kind of card that always overperforms because the lifegain always feels relevant, the disruption always feels relevant, the incremental growth feels very powerful, the early blocker is always nice, etc. There's no aspect of the card that's inherently OP/busted but the sum of the parts make it one the most powerful 2 drops in the game. You don't get that sense for it when you're playing Solitaire but when you face real opponents the card always does work.
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
Green - Blue - Red - White - Gold
Yup, totally. Very much like Deathrite Shaman in that regard, in that you look at it on paper and see a small body with some OK-looking abilities... but then you suit it up and whoa...
For the others playing along, this is the mark of a Good Stuff card, as well as the mark of a strong cube card. DRS is an out-and-out cube staple. Scooze shouldn't be too far behind.
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WUBG Atraxa Superfriends
WRBG Saskia's Angry
UBRG Yidris Valuetown
WUBR Breya "not just for infinite combos anymore" Etherium Shaper
mana]W[/mana]UR Narset the Nerfed
WBG Ghave counters madness
BRG Prossh, Token Master
UBG Tasigur Seedborn Control
WU Brago Bouncy Castle
WB Karlov Voltron
B Erebos/Drana MBC
R Feldon jank
Both cards are extremely powerful and have plenty of standalone value. That's not what I would call "jank." The problem with that plan is that Vigor is like a $15.00 card for God knows why. It's a reasonable suggestion, just not a very practical one from a budgetary standpoint (especially since he'd have to splash another color which either further increases the overall cost of the deck or reduces its speed + consistency).
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
Green - Blue - Red - White - Gold
And I wasn't sure if people still considered 6+ mana creatures that don't interact with the board worth running anymore, given this world of Titans and Primordials we live in.
WUBG Atraxa Superfriends
WRBG Saskia's Angry
UBRG Yidris Valuetown
WUBR Breya "not just for infinite combos anymore" Etherium Shaper
mana]W[/mana]UR Narset the Nerfed
WBG Ghave counters madness
BRG Prossh, Token Master
UBG Tasigur Seedborn Control
WU Brago Bouncy Castle
WB Karlov Voltron
B Erebos/Drana MBC
R Feldon jank
-1 Beast Within, -1 Bow of Nylea, -2 Canopy Cover
+2 Scavenging Ooze, +1 Dense Foliage, +1 Spidersilk Armor
I've tried to drop some draw spells, but they appear to be needed. This deck needs to have Hardened Scales early, or it just turns into another janky +1/+1 counter deck. T1 or T2 Scales is the equivalent of starting the game in 5th gear (which is what this deck is after... make 'em big early).
I imagine I could probably get around this by abusing my playgroup's unlimited mulligan rule, but gentlemen need to have ways of ensuring a Scales on hand at all times.
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For the record I genuinely am curious. It's hard for me to evaluate cards like Scute Mob and Dragonmaster Outcast without getting some outside input but I've personally never seen these kinds of cards accomplish much of anything. I'm wondering if they're actively good for other people or not.
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
Green - Blue - Red - White - Gold
But Dragonmaster Outcast is a good example of something similar. It's in my cube, and it is desginated as a Threat. If you drop it early, people waste their removal on it while you ramp to something better. If you drop it late, people have one turn before it officially becomes a problem. I guess a good comparison would be a 4-5CC creature with an incredible, potentially-game-winning tap ability (maybe Heartless Hidetsugu? I dunno...).
In this deck, I at least still have ways of getting counters onto it early outside of its own abilities (Llanowar Reborn, Oran-Rief, Forgotten Ancient, Bow of Nylea), so it's not like it's going to stay 1/1, but still... Scute Mob is hardly going to be the sole game-winner in this deck, given its complete lack of evasion. Dragonmaster Outcast is probably ahead of it, in that it produces evasive tokens. But hey, for a one-drop... in this deck...
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Cube: the Gittening (My Multiplayer Cube) - MTGS Cube List | @ CubeTutor
The N00b Cube (Peasant cube for new players) - MTGS Cube List | @ CubeTutor
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
Green - Blue - Red - White - Gold
EDIT: Also Champion of Lambholt can be extremely powerful giving your creatures semi-unblockable.