The object of this deck is to get an Aether Charge, Cryptic Gateway, and Wirewood Savage (multiples of the first and third help) in play to keep playing beasts until the opponents (usually multiplayer games) are dead. Vitalize helps you if your beasts are tapped out, Arc Slogger can put the last bit of damage through if necessary, and this deck consistently wins once it goes off.
The problem is it has trouble going off. I reduced the cost of the beasts with the Warchiefs and the Sacred Preys, but I still have to wait until at least the sixth turn to play both Cryptic Gateway and Aether Charge (and usually get enough beasts by the 8th or 9th turn). In addition, all the pieces are relatively easy to disrupt and I have no way to protect them at the moment. The deck can win by overwhelming them with creatures if necessary, but it would be much easier not to have to.
Suggestions for making the deck faster or more resilient would be appreciated, and possible changes in the beast content will be considered, because most of the current beasts have a purpose.
Karplusan Wolverine + Laccolith Whelp + Sacred Prey + Skyshroud Ridgeback. Turn three play a Savage, turn five play the Charge, turn 6 play 5 beasts and win. If you have a Gateway out it will only help. The synergy here doesn't care about what beasts you put into play, so the cheaper they are the better it will be.
But completely disregarding everything above, IMO the best song ever is Beer by Reel Big Fish. It is one of those songs like Iron Man and Back in Black and Money and Stairway. It is just completely lightning in a bottle and it is so rare to find that. So there you go, my answer.
Karplusan Wolverine + Laccolith Whelp + Sacred Prey + Skyshroud Ridgeback. Turn three play a Savage, turn five play the Charge, turn 6 play 5 beasts and win. If you have a Gateway out it will only help. The synergy here doesn't care about what beasts you put into play, so the cheaper they are the better it will be.
I'll think about this, but it lacks the ability to win without Aether Charge. Arguably slightly faster, but relies completely on a card that I have no way to tutor for, whereas the other version can go beatdown mode if necessary.
I'll have to try this out as well. Are there any similar Green components?
None that come to mind. Most green mana acceleration is either via creature or enchantment. There are no green rituals that you can use to up a storm count. The closest thing that comes to mind is Tinder Wall, but it isn't much of a mana boost.
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Currently offering 2 non-foil Kolighan's Command for a Date Stamped foil!
instead of sacred prey you should run Ravenous Baloth, you gain more life but the only downside is you have to sacrifice a beast. also instead of 4 wirewood savage, run 2 and replace them with 2 natures lore.
Foothills, Expanse, Visionary, and Harmonize thin out the deck
Sweep the board and get an Aether Charge out
Then combo with a 4+ spell storm at end of their turn for a surprise win
4 Highland Weald
1 Wooded Foothills
15 Forest
4 Mountain
//Beasts
4 Krosan Tusker
4 Krosan Warchief
4 Ravenous Baloth
1 Arc Slogger
4 Barkhide Mauler
2 Ember Beast
4 Sacred Prey
4 Aether Charge
3 Cryptic Gateway
//Other
4 Wirewood Savage
2 Vitalize
The object of this deck is to get an Aether Charge, Cryptic Gateway, and Wirewood Savage (multiples of the first and third help) in play to keep playing beasts until the opponents (usually multiplayer games) are dead. Vitalize helps you if your beasts are tapped out, Arc Slogger can put the last bit of damage through if necessary, and this deck consistently wins once it goes off.
The problem is it has trouble going off. I reduced the cost of the beasts with the Warchiefs and the Sacred Preys, but I still have to wait until at least the sixth turn to play both Cryptic Gateway and Aether Charge (and usually get enough beasts by the 8th or 9th turn). In addition, all the pieces are relatively easy to disrupt and I have no way to protect them at the moment. The deck can win by overwhelming them with creatures if necessary, but it would be much easier not to have to.
Suggestions for making the deck faster or more resilient would be appreciated, and possible changes in the beast content will be considered, because most of the current beasts have a purpose.
Salvation Mafia Clan
Mafia Stats
last updated 03/23/11
Artificial Evolution + Scatter the Seeds will end the game fast. You can make a bunch of Saprolings all at once pretty easily.
Pulse of the Tangle + Forbidden Orchard lets you pay 3 mana as many times as you can for 4 damage every time.
Midsummer Revel + Doubling Season + Paradox Haze will do 54 damage after 2 turns and leave you with 16 Beasts to finish up with.
Paradox Haze + Artificial Evolution + Thallids + Doubling Season may help.
Pulse of the Tangle + Doubling Season
Hunting Pack + dragon storm components
Siege-Gang Commander + Cloudstone Curio + Cryptic Gateway + Artificial Evolution = instant win.
Its an idea for a different deck, maybe, but I'd prefer to keep this deck mostly as it is (its an evolved precon ;))
I'll think about this, but it lacks the ability to win without Aether Charge. Arguably slightly faster, but relies completely on a card that I have no way to tutor for, whereas the other version can go beatdown mode if necessary.
Another good suggestion, although it loses the "Insta-Win" aspect of the other one, and I don't know if I can get 4 Forbidden Orchards.
Midsummer Revel! I forgot I had that card. Excellent suggestion, although the others are overkill.
I'll have to try this out as well. Are there any similar Green components?
Salvation Mafia Clan
Mafia Stats
last updated 03/23/11
None that come to mind. Most green mana acceleration is either via creature or enchantment. There are no green rituals that you can use to up a storm count. The closest thing that comes to mind is Tinder Wall, but it isn't much of a mana boost.
Currently offering 2 non-foil Kolighan's Command for a Date Stamped foil!
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I'd exchange Barkhide Mauler since its not a great creature, only let you cycle and Sacred Prey, where i would like to have some mana acceller on its spot like Llanowar Elves or Birds of Paradise.
Canopy Crawler is great too, with the amount of Beasts on your hand.
I know you don't want to splash to 3 colors but Spiritmonger is just awsome while Anurid Brushhopper is not far behind. Also there is Phantom Nishoba as the top Beasts cards alongside Ravenous Baloth. (at least to me)
Since almost all your creatures are Beasts, you can consider the usage of Bloodline Shaman on your deck as an alternate draw machine.
Hope those cards can help you
necro warning given.
blut
Just to point out that a real old necro happened.
And that i completely disagree from myself 3 yrs later.
Nowadays i'd change:
-4 Highland Weald
-4 Sacred Prey
-3 Forest
-2 Ember Beast
-1 Arc-Slogger
-1 Wooded Foothills
+4 Terramorphic Expanse (cheap deck thinning)
+4 Search for Tomorrow (ramp)
+4 Hystrodon (CA)
+3 Contested Cliffs
Sweep the board and get an Aether Charge out
Then combo with a 4+ spell storm at end of their turn for a surprise win
8 Forest
4 Mountain
4 Wooded Foothills
4 Stomping Ground
4 Terramorphic Expanse
4 Elvish Visionary
ENCHANTMENTS
4 Aether Charge
SORCERIES
4 Firespout
4 Harmonize
4 Volcanic Fallout
4 Hunting Pack
4 Seething Song
4 Manamorphose
4 Desperate Ritual