Oran-Rief and Hardened Scales make Graft a lot more powerful in this deck. When Hardened Scales is in play, the graft ability is twice as nice. Hardened Scales makes Oran-Rief, a good card, into a great card. [Tap], place 2 +1/+1 counters on target creature that entered the battlefield this turn. Not to mention... Each creature gets even stronger with more copies of Hardened Scales.
Feral Hydra seems like an obvious add here. Grows in size scary quick with the right cards!
Simic Guildmage really makes the combat phase an ordeal for your opponents. Block a creature, and counters will get transferred and make my other creatures bigger.
For one, should I get max out on Strangleroot Geists in place of Young Wolf?
Undying is a strategic choice here; If I have a guildmage on the field, they are invulnerable until I'm out of mana, or they will come back a heck of a lot stronger! The undying creatures go well with the Grafted Wargear too. The wargear also plays well with graft creatures who can now graft every single one of its counters onto others if necessary.
Only trouble is, I seem to be going in a lot of directions with this deck. Anyone have any comments or suggestions?
I'm a casual player on a budget who plays occasionally -- this is a fun project for me!
What do you think I need more or less of?
Never was a huge fan of Graft but I tried it once or twice. I will say that my L2 Judge buddy just about gave me a heart attack the other night playing something new in his Graft deck. That cards is DUMB in a Graft deck. OMFG. Absolutely terrifying.
I will second Hardened Scales too. Card is amazing in many decks like this, not just Graft.
I will say that my L2 Judge buddy just about gave me a heart attack the other night playing something new in his Graft deck. That cards is DUMB in a Graft deck. OMFG. Absolutely terrifying.
Definitely! I was going to make a Vorel deck which revolves around heavy control and extra turns using tokens with some fun finishers. Seems like a fun GU commander, too! Charge counters for days!
Some other cards to consider are Kitchen Finks +1/+1 counters and -1/-1 counters cancel each other out.
Spike Feeder, with scales it comes into play with 3 counters, and it's ability to transfer can be used on it's self to add counters.
Triskelion is good because it has the ability to get past anything that might stop you from attacking.
I dunno, it seems like Finks wouldn't be used to the best of their ability in this deck. I'm really into making a card reach its absolute potential, not about throwing in good stuff because good stuff. (Thrummingbird and Prophet of Kruphix exluded )
Spike Feeder is a good one! I might add this.
Triskelion is interesting but a bit off-base for this deck. Doesn't really fit the flavor, for me. Thanks though 8)
Not sure if anyone has mentioned gilder bairn he is cute and does good stuff for counters.
Also tezzeret's gambit card draw + proliferate??? pretty awesome I think. I've always liked that card. Anything with proliferate really.
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Standard // nRG Aggro
Modern // Burn (main) and Living End (secondary) now Jund.
For fun check out my janky combo primer: Turn 3 Grixis Combo
"Can't beat em' Jund em'!"
Some other cards to consider are Kitchen Finks +1/+1 counters and -1/-1 counters cancel each other out.
Spike Feeder, with scales it comes into play with 3 counters, and it's ability to transfer can be used on it's self to add counters.
Triskelion is good because it has the ability to get past anything that might stop you from attacking.
I dunno, it seems like Finks wouldn't be used to the best of their ability in this deck. I'm really into making a card reach its absolute potential, not about throwing in good stuff because good stuff. (Thrummingbird and Prophet of Kruphix exluded )
Spike Feeder is a good one! I might add this.
Triskelion is interesting but a bit off-base for this deck. Doesn't really fit the flavor, for me. Thanks though 8)
The point of finks is to keep gaining life off it. It will never die unless you can't put a +1/+1 counter on it. It fits the deck very well actually. I play it in my Hardened Scales deck.
Also, Trisk is a good option to get around stuff like Fog or other cards that prevent you from doing damage in combat. If someone plays Magus of the Moat the best you can hope for is winning with Thrummingbird. It all depends on what you expect to face when you play this deck.
Some other cards to consider are Kitchen Finks +1/+1 counters and -1/-1 counters cancel each other out.
Spike Feeder, with scales it comes into play with 3 counters, and it's ability to transfer can be used on it's self to add counters.
Triskelion is good because it has the ability to get past anything that might stop you from attacking.
I dunno, it seems like Finks wouldn't be used to the best of their ability in this deck. I'm really into making a card reach its absolute potential, not about throwing in good stuff because good stuff. (Thrummingbird and Prophet of Kruphix exluded )
Spike Feeder is a good one! I might add this.
Triskelion is interesting but a bit off-base for this deck. Doesn't really fit the flavor, for me. Thanks though 8)
The point of finks is to keep gaining life off it. It will never die unless you can't put a +1/+1 counter on it. It fits the deck very well actually. I play it in my Hardened Scales deck.
Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
I think you may have misinterpreted the text of persist. Persist triggers only when the creature had zero -1/-1's on it when it goes through the game action of dying. Other counters or modifiers have no effect on persist's trigger except those which would modify the rule.
Kitchen Finks is in play with 3 +1/+1 counters on it. Finks also has a -1/-1 counter on it. Opponent casts Doom Blade targeting Kitchen Finks. The spell resolves and KF goes to the graveyard; persist does not trigger because it had a -1/-1 counter on it when it went through the die action.
Some other cards to consider are Kitchen Finks +1/+1 counters and -1/-1 counters cancel each other out.
Spike Feeder, with scales it comes into play with 3 counters, and it's ability to transfer can be used on it's self to add counters.
Triskelion is good because it has the ability to get past anything that might stop you from attacking.
I dunno, it seems like Finks wouldn't be used to the best of their ability in this deck. I'm really into making a card reach its absolute potential, not about throwing in good stuff because good stuff. (Thrummingbird and Prophet of Kruphix exluded )
Spike Feeder is a good one! I might add this.
Triskelion is interesting but a bit off-base for this deck. Doesn't really fit the flavor, for me. Thanks though 8)
The point of finks is to keep gaining life off it. It will never die unless you can't put a +1/+1 counter on it. It fits the deck very well actually. I play it in my Hardened Scales deck.
Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
I think you may have misinterpreted the text of persist. Persist triggers only when the creature had zero -1/-1's on it when it goes through the game action of dying. Other counters or modifiers have no effect on persist's trigger except those which would modify the rule.
Kitchen Finks is in play with 3 +1/+1 counters on it. Finks also has a -1/-1 counter on it. Opponent casts Doom Blade targeting Kitchen Finks. The spell resolves and KF goes to the graveyard; persist does not trigger because it had a -1/-1 counter on it when it went through the die action.
What's meant about KF is that if you have a repeatable way to give it +1/+1 counters at instant speed, KF is indeed very hard to kill.
KF dies with no counters and returns with a -1/-1 counter. You play an instant speed way of putting a +1/+1 counter on it. If your opponent can't kill it again in response, it will now be a 'fresh' Finks.
Kitchen Finks is in play with 3 +1/+1 counters on it. Finks also has a -1/-1 counter on it.
I think you missed the rule where if a +1/+1 or -1/-1 counter is placed on a permanent with a counter of the opposite type already there, then both counters are removed. In your example, Finks would only have two +1/+1 counters left on it as a state based effect. So they are correct in how this would work.
2 Feral Hydra
1 Protean Hydra
4 Simic Initiate
4 Young Wolf
4 Gyre Sage
3 Simic Guildmage
2 Strangleroot Geist
2 Thrummingbird
2 Tuskguard Captain
2 Fathom Mage
2 Prophet of Kruphix
2 Bioshift
4 Hardened Scales
2 Solidarity of Heroes
2 Grafted Wargear
Lands:24
12 Forest
6 Island
4 Oran-Rief, the Vastwood
2 Simic Guildgate
Oran-Rief and Hardened Scales make Graft a lot more powerful in this deck. When Hardened Scales is in play, the graft ability is twice as nice. Hardened Scales makes Oran-Rief, a good card, into a great card. [Tap], place 2 +1/+1 counters on target creature that entered the battlefield this turn. Not to mention... Each creature gets even stronger with more copies of Hardened Scales.
Feral Hydra seems like an obvious add here. Grows in size scary quick with the right cards!
Simic Guildmage really makes the combat phase an ordeal for your opponents. Block a creature, and counters will get transferred and make my other creatures bigger.
For one, should I get max out on Strangleroot Geists in place of Young Wolf?
Undying is a strategic choice here; If I have a guildmage on the field, they are invulnerable until I'm out of mana, or they will come back a heck of a lot stronger! The undying creatures go well with the Grafted Wargear too. The wargear also plays well with graft creatures who can now graft every single one of its counters onto others if necessary.
Only trouble is, I seem to be going in a lot of directions with this deck. Anyone have any comments or suggestions?
I'm a casual player on a budget who plays occasionally -- this is a fun project for me!
What do you think I need more or less of?
Spike Feeder, with scales it comes into play with 3 counters, and it's ability to transfer can be used on it's self to add counters.
Triskelion is good because it has the ability to get past anything that might stop you from attacking.
BUWGRChilds PlayGRWUB
BUWGR Highlander GRWUB
UBSquee's Shapeshifting PetBU
BW Multiplayer Control WB
RG Changeling GR
UR Mana FlareRU
UMerfolkU
B MBMC B
I will second Hardened Scales too. Card is amazing in many decks like this, not just Graft.
Fully-powered 600-Card "Dream Cube" https://cubecobra.com/cube/list/dreamcube
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Definitely! I was going to make a Vorel deck which revolves around heavy control and extra turns using tokens with some fun finishers. Seems like a fun GU commander, too! Charge counters for days!
I dunno, it seems like Finks wouldn't be used to the best of their ability in this deck. I'm really into making a card reach its absolute potential, not about throwing in good stuff because good stuff. (Thrummingbird and Prophet of Kruphix exluded )
Spike Feeder is a good one! I might add this.
Triskelion is interesting but a bit off-base for this deck. Doesn't really fit the flavor, for me. Thanks though 8)
Also tezzeret's gambit card draw + proliferate??? pretty awesome I think. I've always liked that card. Anything with proliferate really.
Modern // Burn (main) and Living End (secondary) now Jund.
For fun check out my janky combo primer: Turn 3 Grixis Combo
"Can't beat em' Jund em'!"
The point of finks is to keep gaining life off it. It will never die unless you can't put a +1/+1 counter on it. It fits the deck very well actually. I play it in my Hardened Scales deck.
Also, Trisk is a good option to get around stuff like Fog or other cards that prevent you from doing damage in combat. If someone plays Magus of the Moat the best you can hope for is winning with Thrummingbird. It all depends on what you expect to face when you play this deck.
BUWGRChilds PlayGRWUB
BUWGR Highlander GRWUB
UBSquee's Shapeshifting PetBU
BW Multiplayer Control WB
RG Changeling GR
UR Mana FlareRU
UMerfolkU
B MBMC B
Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
I think you may have misinterpreted the text of persist. Persist triggers only when the creature had zero -1/-1's on it when it goes through the game action of dying. Other counters or modifiers have no effect on persist's trigger except those which would modify the rule.
Kitchen Finks is in play with 3 +1/+1 counters on it. Finks also has a -1/-1 counter on it. Opponent casts Doom Blade targeting Kitchen Finks. The spell resolves and KF goes to the graveyard; persist does not trigger because it had a -1/-1 counter on it when it went through the die action.
What's meant about KF is that if you have a repeatable way to give it +1/+1 counters at instant speed, KF is indeed very hard to kill.
KF dies with no counters and returns with a -1/-1 counter. You play an instant speed way of putting a +1/+1 counter on it. If your opponent can't kill it again in response, it will now be a 'fresh' Finks.
I think you missed the rule where if a +1/+1 or -1/-1 counter is placed on a permanent with a counter of the opposite type already there, then both counters are removed. In your example, Finks would only have two +1/+1 counters left on it as a state based effect. So they are correct in how this would work.