So, I have been trying on and off for a few years to crack a Wurm Tribal deck.
It would generally be played against other Tribal decks, so I usually have to deal with a lot of other creatures, who have a lot more tricks up their sleeves...
Regardless, here is where I am so far...goldfishing I can generally get a game-winning Wurm out by turn 5 or 6
First off, i see you have no early game. Voracious Wurm is pointless as you also have no life gain outside the Pelakka Worm, which can't be played until way late.
consider getting Wall of Blossoms/Wall of Omens, Wall of Roots, some sort of early defense that benefits you in someway.
Fallow Wurm and Riftstone Portal gets you mana you need without any great detriment to your self- that way you can focus on green fetch.
wurms to consider- Argothian Wurm- a 6/6 trampler for 4, or an offsided land-destruction? what's not to love? Arrogant Wurm/Reckless Wurm- Ah bummer, i have to discard- oh hi there mr. 4/4. Enlisted Wurm- what's not to love about a card that gets you free spells? even better when you Cascade into Shivan Wurm. Penumbra Wurm & Symbiotic Wurm works nicely with Novablast wurm, essentially replacing themselves.
I'm thinking, you can splash some red and white, without totally mangling your mana base, especially if you go the "Riftstone Portal" route and something like Rith's Grove/Jungle Shrine.
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SELVAXRI! King of Misfortune & Master of Rocket Launchers "Do ya feel lucky? Because you'd better start runnin' while you still can." 375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev) Edgar Rice Burroughs, forgotten legend of the word.
Above poster is right, the deck isn't really doing anything in the first few turns.
I see a sore lack of Advent of the Wurm. 5/5 Flash Trample for 4 is about as good as Wurms get.
Drain the Well seems a little out of place. And I don't think you need 4 copies of Bathe in Light. 2-3 should be fine.
Also 20 lands is very, VERY little for a deck that needs to ramp to 4-7 mana. I'd say you need at least 23. Blossoming Sands is a dirt cheap dual land that can give you a small life buffer (besides, you're not playing anything on turn 1 anyways).
First off, i see you have no early game. Voracious Wurm is pointless as you also have no life gain outside the Pelakka Worm, which can't be played until way late.
consider getting Wall of Blossoms/Wall of Omens, Wall of Roots, some sort of early defense that benefits you in someway.
Voracious Wurm, for me, gets an early creature out there without a downside. I have Drain the Well and Glimmerpost for a little bit of lifegain just to get him pumped a little in the early game. Drain the Well will also slow down my opponent.
Pelakka then can help make Voracious useful in late game.
Remember that 99% of the time I am playing this deck against other tribal decks, meaning they can get a lot more creatures out fast and my life dwindles quickly. Their creatures also almost always have plenty of tricks built into them for removal, evasion, direct damage, etc., etc.
Also note I am a bit of a budget player...
Below are my first two versions of this deck for reference:
The one above killed me. No trample or evasion meant by the time I got one Wurm of decent size out I was facing at least 4 or 5 other creatures that could chump block and keep pinging me since I had no blockers. Call of the Wild was great in theory, terrible in practice.
This one did a little better, but all of my Non-Wurm creature acceleration ended up having to be blockers and I couldn't use them for the mana I needed. I also tried this with Savage Twister, but the toughnesses of my lower mana Wurms were not high enough to keep them out of it's reach. Similar problem with Culling Scales.
The problem is that with 20 Wurms that are essentially just fat creatures, and a minimum of 20 land, And at least 8 cards dedicated to mana ramp, I am left with 4 other cards (assuming playsets of each) to fill all of the other gaps.
I don't include Advent of the Wurm because it's an instant and not a creature...and I need those slots for other things.
Not in any way discounting these suggestions by the way, just showing why I made the choices I did...and what other things I have to keep in mind for playing this in the Tribal format.
The one above killed me. No trample or evasion meant by the time I got one Wurm of decent size out I was facing at least 4 or 5 other creatures that could chump block and keep pinging me since I had no blockers. Call of the Wild was great in theory, terrible in practice.
why wasn't Bellowing Tanglewurm part of this deck? You mentioned it has no evasion. Primal Rage give all creatures trample. Also, you should have dropped both your fetchs for Skyshroud Claim and Nature's Lore. Both spells cost the same as the others, but focus around forests than all lands. that, and Gaea's Touch.
This one did a little better, but all of my Non-Wurm creature acceleration ended up having to be blockers and I couldn't use them for the mana I needed. I also tried this with Savage Twister, but the toughnesses of my lower mana Wurms were not high enough to keep them out of it's reach. Similar problem with Culling Scales.
Spidersilk Armor can boost your wurms' toughness to survive a bit- and give them the ability to Air-Jaws.
The problem is that with 20 Wurms that are essentially just fat creatures, and a minimum of 20 land, And at least 8 cards dedicated to mana ramp, I am left with 4 other cards (assuming playsets of each) to fill all of the other gaps.
I don't include Advent of the Wurm because it's an instant and not a creature...and I need those slots for other things.
Not in any way discounting these suggestions by the way, just showing why I made the choices I did...and what other things I have to keep in mind for playing this in the Tribal format.
That's the thing about building tribal with a type that doesn't really work within itself. you have to narrow it down to the "best" creatures that would enable a high playability. Shivan Wurm bouncing Enlisted Wurm is one such combination, that shouldn't be ignored.
Have you considered Æther Rift to "free cast" your wurms? There are many routes you can go building this deck.
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SELVAXRI! King of Misfortune & Master of Rocket Launchers "Do ya feel lucky? Because you'd better start runnin' while you still can." 375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev) Edgar Rice Burroughs, forgotten legend of the word.
First off, i see you have no early game. Voracious Wurm is pointless as you also have no life gain outside the Pelakka Worm, which can't be played until way late.
consider getting Wall of Blossoms/Wall of Omens, Wall of Roots, some sort of early defense that benefits you in someway.
Voracious Wurm, for me, gets an early creature out there without a downside. I have Drain the Well and Glimmerpost for a little bit of lifegain just to get him pumped a little in the early game. Drain the Well will also slow down my opponent.
huh? Drain the Well with Voracious is a turn 6 play. I hardly call that early game. With glimmerpost, you're playing a 3/3 turn three, which is hardly anything special. I would agree that you have no early game. Your best turn two play is a grizzly bear, and best turn three play is an 4/4 and a three card combo. Discounting multi card combos, turn four is even worse, only dropping pouncing wurm.
I don't include Advent of the Wurm because it's an instant and not a creature...and I need those slots for other things.
This makes even less sense. Advent is consistently better than any other play the deck can make on turn 4, and generates a creature. You can treat this as a creature spell, but even better pass turn on turn 4 and wait for an attack before eating one of their creatures.
Can you please explain the logic behind drain the well? That card sticks out like a sore thumb on this list. Have you tried a cloudpost manabase and focusing on wurms with less colored mana in the cost? This might allow you to cut ramp spells.
I'd probably cut white entirely, or try to use it more heavily.
The goal with this one is to trigger land tax and discard an arrogant wurm, or play a fallow or thundering wurm with the lands gained. This deck may be a bit clunky, and some additional tech may be needed to smoothe out its early turns. If you manage to chain tiger, land tax, harvest wurm, into any of your three drops you should be in a good position.
I think this should be a little more explosive than the list you posted. Courser provides some nice early defense, and in extreme circumstances, chaining your ramp spells can lead to an 7/7 Voracious wurm on turn 4, and you can go into turn 5 with 7 land on the field. You still have access to Voracious as a 3/3 turn 3, but the removal of glimmerpost should add some consistency. I'm still not sold on Bathe in Light. I recommend looking for other options that don't buff opposing green decks.
and discounting the token generators is ill-advised. what's causing you to overlook Crush of Wurms, Roar of the Wurm (find someway to discard it, and cast it via flashback), and WurmCalling?
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SELVAXRI! King of Misfortune & Master of Rocket Launchers "Do ya feel lucky? Because you'd better start runnin' while you still can." 375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev) Edgar Rice Burroughs, forgotten legend of the word.
Can you please explain the logic behind drain the well? That card sticks out like a sore thumb on this list. Have you tried a cloudpost manabase and focusing on wurms with less colored mana in the cost? This might allow you to cut ramp spells
It is there to slow my opponent's development a bit, also to gain a little life because every bit helps with this deck, and when I am able, to use it together with Voracious Wurm to pump him up.
Not perfect I know...was also considering Dawnglow Infusion in there somewhere...because it would pump up Voracious late game, but would also keep me alive to get the fatties out.
Crush of Wurms[/c], Roar of the Wurm (find someway to discard it, and cast it via flashback), and WurmCalling?
And as Kumlekar mentioned above, I am looking to make a Tribal Wars legal deck, so token counters are not Creature spells with the subtype Wurm.
The token creators would be in if I were just making a Wurm Themed deck...so would a bunch of other things, but the need for 20 Wurms is what limits the deck.
Do you know if cards with the changeling ability are considered wurms for the purposes of tribal deck building? Also, do non-creature tribal cards count?
Do you know if cards with the changeling ability are considered wurms for the purposes of tribal deck building? Also, do non-creature tribal cards count?
In regards to Changeling, technically, yes they count if this were a sanctioned FNM tournament or something. But I won't lie, we have informal house rules. Flavor plays a big part.
One of the first ones I built was a Rat Tribal deck that had 4 copies of Corrupt that did the real damage, so basically it was a Corrupt deck that happened to have 20 Rats. We all agreed it was not in the spirit of the Tribal theme.
So an old school Elfball deck fits the theme, an Elf deck that ramped you up to Lord of the Pit would be borderline, and some sort of Elf/Pestilence thing probably wouldn't.
It's a fine line to be sure...but just having the Wurms to meet the requirement and then relying on Fireballing them as the killing blow is "cheating"
Sorry about ressurecting this post from teh dead, but I just realized that Manifest might be the answer to the deck's problems.
What would people suggest?
I won't want any creatures for the Tribal concerns listed above. And W/G is still the mana base I want due to Novablast Wurm Formless Nurturing seems too costly; Lightform gives me flying and lifelink; Mastery of the Unseen is a frontrunner I would think; Soul Summons is nice and cheap, but is it too much "one and done"?; Wildcall looks like a front runner too due to my available mana.
Any thoughts on which I might include and what I might pull out?
If you run manifest cards, you'll probably have to run some flicker effects to flip the wurms over. Thats going to take a lot of slots. Not saying it won't work, but it will end up being a very different deck.
I think you could play a few Mastery of the Unseens as a value card, but I don't think there are enough slots in your current decklist for other manifest cards or flickers. You don't really have much flexibility since the deck must have a minimum of 20 wurms. In most tribal decks (eg. Goblins), the creatures also function as spells (eg. Goblin King is an Honor of the Pure) so that there is enough card slots in the deck to fit a few support cards.
I think the manifest + flicker could be done in a combo-oriented deck rather than a tribal one, simply because the combo package occupies less card slots. For example, heres a simple reanimator-like shell - this isn't really wurm tribal but it's a fun idea!
Flicker effects like Cloudshift is great with a wurm like Armada Wurm. Cloudshift can flip a manifested Armada Wurm, protect it from spot removal, and trigger its ETB ability.
If you run manifest cards, you'll probably have to run some flicker effects to flip the wurms over.
But do I?
I would think I would have enough other Wurms to do the heavy lifting so the ones I manifest would just be early blockers and/or damage.
I would not expect to flip them over very often, if at all.
Which is why I thought Lightform might be a nice addition.
But in the end I really would only have room for a playset of ONE of the eligible Manifests.
Do you really want to play a 2 mana 2/2 vanilla, a 1WW 2/2 flying, lifelink, or a 3G 3/3? None of those sound even remotely good to me.
A good point...I might as well just add 4 cheap creatures as opposed to Lightform. Similar problem with the other Sorceries, especially since I may accidentally lose some of my utility spells or mana drops instead of a creature.
Are your opponents running the more cutthroat tribes, like Humans, Elves, or Zombies?
Or are they playing Volvers and Apes?
If the former, I think you should go more in the direction of interfering with their plans via wraths. If that feels cheesy to you, I would recommend the mana ramping walls to slow down attacks. The best ones are Overgrown Battlement and Axebane Guardian. That leaves you very little wiggle room for flex spells, I understand, but they do a pretty good job of creating big mana for Mastery of the Unseen.
Are your opponents running the more cutthroat tribes, like Humans, Elves, or Zombies?
Or are they playing Volvers and Apes?
A bit of both. We are an extremely casual playgroup and aren't out netdecking and playtesting, but the idea is to win after all. But the other decks can range from a tightly assembled Goblin Deck to a Sliver deck that is basically "Highlander Slivers" just to see what happens. And we usually play multiple decks per person in a mini-tournament to see which tribe comes out on top...kind of a Tribal World Cup.
If the former, I think you should go more in the direction of interfering with their plans via wraths. If that feels cheesy to you, I would recommend the mana ramping walls to slow down attacks. The best ones are Overgrown Battlement and Axebane Guardian. That leaves you very little wiggle room for flex spells, I understand, but they do a pretty good job of creating big mana for Mastery of the Unseen.
I can't remember if I mentioned this earlier in the thread, but this is my 4th attempt at this deck. While I didn't try Overgrown Battlement or Axepane, I DID have Vine Trellis. (Obviously not as good) The problem with that is that I lose Mana Acceleration because I can't tap them for Mana if I need them to block. So I sit there with a mana source staring at me that I can't really use.
Wraths can be problematic because the faster decks can often get back on their feet more easily than the Wurms can. Novablast Wurm is an exception because it sticks around and does 7 damage every turn since it clears the board before blockers can be declared.
Not meaning to PooPoo on any suggestions, which it often seems my responses are doing...but just giving additional thoughts and experiences.
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It would generally be played against other Tribal decks, so I usually have to deal with a lot of other creatures, who have a lot more tricks up their sleeves...
Regardless, here is where I am so far...goldfishing I can generally get a game-winning Wurm out by turn 5 or 6
3x Armada Wurm
3x Bellowing Tanglewurm
2x Novablast Wurm
4x Pelakka Wurm
4x Pouncing Wurm
4x Voracious Wurm
4x Drain the Well
4x Kodama's Reach
4x Rampant Growth
Instant (8)
4x Bathe in Light
4x Pit Fight
12x Forest
4x Glimmerpost
4x Plains
I nave tried Mono Green and R/G but Voracious Wurm led me towards life gain
Thoughts?
consider getting Wall of Blossoms/Wall of Omens, Wall of Roots, some sort of early defense that benefits you in someway.
Fallow Wurm and Riftstone Portal gets you mana you need without any great detriment to your self- that way you can focus on green fetch.
wurms to consider-
Argothian Wurm- a 6/6 trampler for 4, or an offsided land-destruction? what's not to love?
Arrogant Wurm/Reckless Wurm- Ah bummer, i have to discard- oh hi there mr. 4/4.
Enlisted Wurm- what's not to love about a card that gets you free spells? even better when you Cascade into Shivan Wurm.
Penumbra Wurm & Symbiotic Wurm works nicely with Novablast wurm, essentially replacing themselves.
I'm thinking, you can splash some red and white, without totally mangling your mana base, especially if you go the "Riftstone Portal" route and something like Rith's Grove/Jungle Shrine.
King of Misfortune & Master of Rocket Launchers
"Do ya feel lucky? Because you'd better start runnin' while you still can."
375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev)
Edgar Rice Burroughs, forgotten legend of the word.
I see a sore lack of Advent of the Wurm. 5/5 Flash Trample for 4 is about as good as Wurms get.
Drain the Well seems a little out of place. And I don't think you need 4 copies of Bathe in Light. 2-3 should be fine.
Also 20 lands is very, VERY little for a deck that needs to ramp to 4-7 mana. I'd say you need at least 23. Blossoming Sands is a dirt cheap dual land that can give you a small life buffer (besides, you're not playing anything on turn 1 anyways).
Voracious Wurm, for me, gets an early creature out there without a downside. I have Drain the Well and Glimmerpost for a little bit of lifegain just to get him pumped a little in the early game. Drain the Well will also slow down my opponent.
Pelakka then can help make Voracious useful in late game.
Remember that 99% of the time I am playing this deck against other tribal decks, meaning they can get a lot more creatures out fast and my life dwindles quickly. Their creatures also almost always have plenty of tricks built into them for removal, evasion, direct damage, etc., etc.
Also note I am a bit of a budget player...
Below are my first two versions of this deck for reference:
3x Fallow Wurm
3x Harvest Wurm
2x Metamorphic Wurm
4x Nesting Wurm
1x Plated Slagwurm
3x Spined Wurm
4x Yavimaya Wurm
2x Call of the Wild
3x Dragon Fangs
3x Wild Growth
Instant (6)
4x Fog
2x Wear Away
2x Explosive Vegetation
2x Rampant Growth
Land (22)
22x Forest
The one above killed me. No trample or evasion meant by the time I got one Wurm of decent size out I was facing at least 4 or 5 other creatures that could chump block and keep pinging me since I had no blockers. Call of the Wild was great in theory, terrible in practice.
4x Battering Wurm
4x Nesting Wurm
4x Panglacial Wurm
4x Rootbreaker Wurm
3x Sakura-Tribe Elder
3x Vine Trellis
4x Yavimaya Wurm
2x Culling Scales
Sorcery (6)
3x Fireball
3x Rites of Spring
Instant (3)
3x Naturalize
Enchantment (3)
3x Steely Resolve
3x Cloudpost
11x Forest
2x Mountain
4x Quicksand
This one did a little better, but all of my Non-Wurm creature acceleration ended up having to be blockers and I couldn't use them for the mana I needed. I also tried this with Savage Twister, but the toughnesses of my lower mana Wurms were not high enough to keep them out of it's reach. Similar problem with Culling Scales.
The problem is that with 20 Wurms that are essentially just fat creatures, and a minimum of 20 land, And at least 8 cards dedicated to mana ramp, I am left with 4 other cards (assuming playsets of each) to fill all of the other gaps.
I don't include Advent of the Wurm because it's an instant and not a creature...and I need those slots for other things.
Not in any way discounting these suggestions by the way, just showing why I made the choices I did...and what other things I have to keep in mind for playing this in the Tribal format.
why wasn't Bellowing Tanglewurm part of this deck? You mentioned it has no evasion. Primal Rage give all creatures trample. Also, you should have dropped both your fetchs for Skyshroud Claim and Nature's Lore. Both spells cost the same as the others, but focus around forests than all lands. that, and Gaea's Touch.
Spidersilk Armor can boost your wurms' toughness to survive a bit- and give them the ability to Air-Jaws.
That's the thing about building tribal with a type that doesn't really work within itself. you have to narrow it down to the "best" creatures that would enable a high playability. Shivan Wurm bouncing Enlisted Wurm is one such combination, that shouldn't be ignored.
Have you considered Æther Rift to "free cast" your wurms? There are many routes you can go building this deck.
King of Misfortune & Master of Rocket Launchers
"Do ya feel lucky? Because you'd better start runnin' while you still can."
375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev)
Edgar Rice Burroughs, forgotten legend of the word.
huh? Drain the Well with Voracious is a turn 6 play. I hardly call that early game. With glimmerpost, you're playing a 3/3 turn three, which is hardly anything special. I would agree that you have no early game. Your best turn two play is a grizzly bear, and best turn three play is an 4/4 and a three card combo. Discounting multi card combos, turn four is even worse, only dropping pouncing wurm.
This makes even less sense. Advent is consistently better than any other play the deck can make on turn 4, and generates a creature. You can treat this as a creature spell, but even better pass turn on turn 4 and wait for an attack before eating one of their creatures.
Can you please explain the logic behind drain the well? That card sticks out like a sore thumb on this list. Have you tried a cloudpost manabase and focusing on wurms with less colored mana in the cost? This might allow you to cut ramp spells.
I'd probably cut white entirely, or try to use it more heavily.
4x Thundering Wurm
4x Arrogant Wurm
4x Fallow Wurm
4x Harvest Wurm
4x Ravaging Riftwrum
4x Scythe Tiger
4x Pit Fight
4x Land Tax
2x Advent of the Wurm
3x Beast Within
12x Forest
11x Plains
The goal with this one is to trigger land tax and discard an arrogant wurm, or play a fallow or thundering wurm with the lands gained. This deck may be a bit clunky, and some additional tech may be needed to smoothe out its early turns. If you manage to chain tiger, land tax, harvest wurm, into any of your three drops you should be in a good position.
4x Argothian Wurm
4x Bellowing Tanglewurm
4x Fallow Wurm
4x Harvest Wurm
4x Ravaging Riftwrum
4x Pit Fight
2x Elfhame Sanctuary
4x Mulch
3x Ice Storm
4x Beast Within
19x Forest
4x Glimmerpost
This deck has a larger focus on land destruction and making Argothian Wurm Playable. Similar to the other deck, but mono green.
3x Armada Wurm
3x Bellowing Tanglewurm
2x Novablast Wurm
4x Pelakka Wurm
4x Pouncing Wurm
4x Voracious Wurm
4x Khalni Heart Expedition
4x Courser of Kruphix
4x Harrow
Instant (8)
4x Bathe in Light
4x Pit Fight
12x Forest
4x Blossoming Sands
4x Plains
I think this should be a little more explosive than the list you posted. Courser provides some nice early defense, and in extreme circumstances, chaining your ramp spells can lead to an 7/7 Voracious wurm on turn 4, and you can go into turn 5 with 7 land on the field. You still have access to Voracious as a 3/3 turn 3, but the removal of glimmerpost should add some consistency. I'm still not sold on Bathe in Light. I recommend looking for other options that don't buff opposing green decks.
and discounting the token generators is ill-advised. what's causing you to overlook Crush of Wurms, Roar of the Wurm (find someway to discard it, and cast it via flashback), and WurmCalling?
King of Misfortune & Master of Rocket Launchers
"Do ya feel lucky? Because you'd better start runnin' while you still can."
375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev)
Edgar Rice Burroughs, forgotten legend of the word.
It is there to slow my opponent's development a bit, also to gain a little life because every bit helps with this deck, and when I am able, to use it together with Voracious Wurm to pump him up.
Not perfect I know...was also considering Dawnglow Infusion in there somewhere...because it would pump up Voracious late game, but would also keep me alive to get the fatties out.
And as Kumlekar mentioned above, I am looking to make a Tribal Wars legal deck, so token counters are not Creature spells with the subtype Wurm.
The token creators would be in if I were just making a Wurm Themed deck...so would a bunch of other things, but the need for 20 Wurms is what limits the deck.
One of the first ones I built was a Rat Tribal deck that had 4 copies of Corrupt that did the real damage, so basically it was a Corrupt deck that happened to have 20 Rats. We all agreed it was not in the spirit of the Tribal theme.
So an old school Elfball deck fits the theme, an Elf deck that ramped you up to Lord of the Pit would be borderline, and some sort of Elf/Pestilence thing probably wouldn't.
It's a fine line to be sure...but just having the Wurms to meet the requirement and then relying on Fireballing them as the killing blow is "cheating"
We casual players can be so annoying sometimes...
What would people suggest?
I won't want any creatures for the Tribal concerns listed above. And W/G is still the mana base I want due to Novablast Wurm
Formless Nurturing seems too costly; Lightform gives me flying and lifelink; Mastery of the Unseen is a frontrunner I would think; Soul Summons is nice and cheap, but is it too much "one and done"?; Wildcall looks like a front runner too due to my available mana.
Any thoughts on which I might include and what I might pull out?
I think the manifest + flicker could be done in a combo-oriented deck rather than a tribal one, simply because the combo package occupies less card slots. For example, heres a simple reanimator-like shell - this isn't really wurm tribal but it's a fun idea!
But do I?
I would think I would have enough other Wurms to do the heavy lifting so the ones I manifest would just be early blockers and/or damage.
I would not expect to flip them over very often, if at all.
Which is why I thought Lightform might be a nice addition.
But in the end I really would only have room for a playset of ONE of the eligible Manifests.
A good point...I might as well just add 4 cheap creatures as opposed to Lightform. Similar problem with the other Sorceries, especially since I may accidentally lose some of my utility spells or mana drops instead of a creature.
But Mastery of the Unseen is repeatable and might be the best option of them.
Hmm...
Still considering swapping out Drain the Well for Dawnglow Infusion
Or are they playing Volvers and Apes?
If the former, I think you should go more in the direction of interfering with their plans via wraths. If that feels cheesy to you, I would recommend the mana ramping walls to slow down attacks. The best ones are Overgrown Battlement and Axebane Guardian. That leaves you very little wiggle room for flex spells, I understand, but they do a pretty good job of creating big mana for Mastery of the Unseen.
4 Axebane Guardian
4 Wurmcoil Engine
4 Armada Wurm
4 Bellowing Tanglewurm
2 Worldspine Wurm
2 Pellaka Wurm
4 Cool Wurm
1 Spidersilk Armor
3 Mastery of the Unseen
4 Wrath of God
A bit of both. We are an extremely casual playgroup and aren't out netdecking and playtesting, but the idea is to win after all. But the other decks can range from a tightly assembled Goblin Deck to a Sliver deck that is basically "Highlander Slivers" just to see what happens. And we usually play multiple decks per person in a mini-tournament to see which tribe comes out on top...kind of a Tribal World Cup.
I can't remember if I mentioned this earlier in the thread, but this is my 4th attempt at this deck. While I didn't try Overgrown Battlement or Axepane, I DID have Vine Trellis. (Obviously not as good) The problem with that is that I lose Mana Acceleration because I can't tap them for Mana if I need them to block. So I sit there with a mana source staring at me that I can't really use.
Wraths can be problematic because the faster decks can often get back on their feet more easily than the Wurms can. Novablast Wurm is an exception because it sticks around and does 7 damage every turn since it clears the board before blockers can be declared.
Not meaning to PooPoo on any suggestions, which it often seems my responses are doing...but just giving additional thoughts and experiences.