Edit: I just realized that I didn't post this in multiplayer like I'd meant to.
Also, I forgot to mention the goal of the deck. Which is to do beat people with one of my favorite cards, with Ember swallower. I know it's not exactly a spectacular card, I just love what it does and is the one card I don't want to remove from the deck
I do like it, but I wanted to see if I could manage to build a deck that runs off as few lands on the field as possible seeing as the power level in my playgroup isn't that high at the moment.
I do like it, but I wanted to see if I could manage to build a deck that runs off as few lands on the field as possible seeing as the power level in my playgroup isn't that high at the moment.
What do you mean by that? Your land count and your group's overall power-level shouldn't be dependent variables. Your decks should employ as many lands as they need in order to consistently cast their spells and enact their gameplans.
I didn't mean lower the land count than what it is already, I meant make the focus of the deck to start running off lands through making quick use of hexproof/mana dorks like
I wanted to keep it mostly creatures, I like making use of the utlimate, I usually manage to make it happen since no one I've played has stopped to take him seriously. Another thing I wanted to try and accomplish is to keep them off lands so that a wrath effect can't happen. That's why I didn't add Wildfire.
I have the shamans in to force my opponents to tap their lands or use their answers on their turn. And if they don't then it slows them down even more.
I just like what Oblivion Sower does, I don't see it as all that great in a ultiplayer setting, it does work no doubt, but exiling 4 and snatching a single land is more for 1v1 in my opinion.
I wanted to keep it mostly creatures, I like making use of the utlimate, I usually manage to make it happen since no one I've played has stopped to take him seriously. Another thing I wanted to try and accomplish is to keep them off lands so that a wrath effect can't happen. That's why I didn't add Wildfire.
How does this deck not fold to Anger of the Gods/Wrath of God/Toxic Deluge? You don't have a single piece of reliable land destruction before turn 5, so I don't see how you're stopping wrath effects.
It makes very little sense to field 8 mana dorks in a deck with 4x Wildfire. There's a reason why I highlighted alternatives that don't need to survive.
I just like what Oblivion Sower does, I don't see it as all that great in a ultiplayer setting, it does work no doubt, but exiling 4 and snatching a single land is more for 1v1 in my opinion.
I'm a very competitive player and I field the Sower all the time in multiplayer. You'll frequently hit 2 lands and every now and then you nail 3-4 and jump for joy. Obviously you hit 0-1 sometimes too but it's the kind of card that's really good 60% of the time amazing 20% of the time and awful the remaining 20%.
I wanted to keep it mostly creatures, I like making use of the utlimate, I usually manage to make it happen since no one I've played has stopped to take him seriously. Another thing I wanted to try and accomplish is to keep them off lands so that a wrath effect can't happen. That's why I didn't add Wildfire.
How does this deck not fold to Anger of the Gods/Wrath of God/Toxic Deluge? You don't have a single piece of reliable land destruction before turn 5, so I don't see how you're stopping wrath effects.[/quote
It makes very little sense to field 8 mana dorks in a deck with 4x Wildfire. There's a reason why I highlighted alternatives that don't need to survive.
I just like what Oblivion Sower does, I don't see it as all that great in a ultiplayer setting, it does work no doubt, but exiling 4 and snatching a single land is more for 1v1 in my opinion.
I'm a very competitive player and I field the Sower all the time in multiplayer. You'll frequently hit 2 lands and every now and then you nail 3-4 and jump for joy. Obviously you hit 0-1 sometimes too but it's the kind of card that's really good 60% of the time amazing 20% of the time and awful the remaining 20%.
I looked for some removal that would probably work better for the original idea I had for this deck, and Mizzium Mortars would work better I think.
My luck with cards like Oblivion Sower in a multiplayer setting has never been good. That's why I'm reluctant to try it. I usually end up with garbage put of the deal
My luck with cards like Oblivion Sower in a multiplayer setting has never been good. That's why I'm reluctant to try it. I usually end up with garbage put of the deal
You're bound by the same facts of statistical probability as everyone else. Assuming a 24 land deck then your cumulative probability of hitting 2 or more lands is 52.78% and your cumulative probability of hitting 3 or more is 17.12%. That is, the card is extremely good 70% of the time (assuming 24/60 split) and that's a demonstrable fact regardless of how we want to perceive our inherent "luck factor" to be. Don't get me wrong, I understand that it's possible to cast this card 30 times and never put a single land into play, but from a purely mathematical perspective it's unreasonable to argue that the card is inherently inconsistent insofar as certain conditions are met (i.e. players have decks with a critical-mass of lands).
Even with stuff such as Genesis Hydra , I never seem to hit anything I want it to.
There is certainly some luck involved, and bad luck certainly does happen, but most of the time, when I hear this statement, it suggests to me that there are issues with the build of the deck, or you are trying to use the card in a way it shouldn't be used. With a card like Genesis Hydra you aren't casting him to hit your silver bullet. That's a job for GSZ. You need to have a critical mass of relevant targets for him, and think of him as a body producer, not a silver bullet finder.
There is certainly some luck involved, and bad luck certainly does happen, but most of the time, when I hear this statement, it suggests to me that there are issues with the build of the deck, or you are trying to use the card in a way it shouldn't be used. With a card like Genesis Hydra you aren't casting him to hit your silver bullet. That's a job for GSZ. You need to have a critical mass of relevant targets for him, and think of him as a body producer, not a silver bullet finder.
There is certainly some luck involved, and bad luck certainly does happen, but most of the time, when I hear this statement, it suggests to me that there are issues with the build of the deck, or you are trying to use the card in a way it shouldn't be used. With a card like Genesis Hydra you aren't casting him to hit your silver bullet. That's a job for GSZ. You need to have a critical mass of relevant targets for him, and think of him as a body producer, not a silver bullet finder.
Just curious as to what everyone thinks of this deck
2 Rootbound Crag
2 Rugged Highlands
4 Temple of abandon
8 Forest
8 Mountain
4 Birds of Paradise
4 Sylvan Caryatid
3 Stoneshaker Shaman
3 Sylvan Ranger
3 Archetype of Endurance
3 Ember Swallower
2 Groundskeeper
2 Tilling-Treefolk
1 Primordial Sage
3 Harmonize
3 Epicenter
Planeswalkers
3 Xenagos, The Reveler
Edit: I just realized that I didn't post this in multiplayer like I'd meant to.
Also, I forgot to mention the goal of the deck. Which is to do beat people with one of my favorite cards, with Ember swallower. I know it's not exactly a spectacular card, I just love what it does and is the one card I don't want to remove from the deck
8x Forest
6x Mountain
4x Temple of abandon
4x Cinder Glade
2x Rootbound Crag
4x Sakura-Tribe Elder
4x Farhaven Elf
4x Ember Swallower
4x Oblivion Sower
4x Sylvan Primordial
1x Archetype of Endurance
4x Wild Growth
4x Harmonize
3x Xenagos, The Reveler
4x Wildfire
I highly recommend playing something that looks more like this.
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
What do you mean by that? Your land count and your group's overall power-level shouldn't be dependent variables. Your decks should employ as many lands as they need in order to consistently cast their spells and enact their gameplans.
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 wanted to keep it mostly creatures, I like making use of the utlimate, I usually manage to make it happen since no one I've played has stopped to take him seriously. Another thing I wanted to try and accomplish is to keep them off lands so that a wrath effect can't happen. That's why I didn't add Wildfire.
I do like Oblivion Sower, very nice card.
Sylvan Primordial always destroys 3 opposing lands and puts 3 lands into play for you. Sower is fine and all but it's no Sylvan-father.
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
4 Rootbound Crag
4 Temple of abandon
8 Forest
8 Mountain
4 Birds of Paradise
4 Sylvan Caryatid
4 Sakura-Tribe Elder
4 Ember Swallower
4 Sylvan Primordial
3 Archetype of Endurance
3 Stoneshaker Shaman
4 Harmonize
4 Wildfire
Planeswalkers - 3
3 - Xenagos, The Reveler
I have the shamans in to force my opponents to tap their lands or use their answers on their turn. And if they don't then it slows them down even more.
I just like what Oblivion Sower does, I don't see it as all that great in a ultiplayer setting, it does work no doubt, but exiling 4 and snatching a single land is more for 1v1 in my opinion.
How does this deck not fold to Anger of the Gods/Wrath of God/Toxic Deluge? You don't have a single piece of reliable land destruction before turn 5, so I don't see how you're stopping wrath effects.
It makes very little sense to field 8 mana dorks in a deck with 4x Wildfire. There's a reason why I highlighted alternatives that don't need to survive.
I'm a very competitive player and I field the Sower all the time in multiplayer. You'll frequently hit 2 lands and every now and then you nail 3-4 and jump for joy. Obviously you hit 0-1 sometimes too but it's the kind of card that's really good 60% of the time amazing 20% of the time and awful the remaining 20%.
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 looked for some removal that would probably work better for the original idea I had for this deck, and Mizzium Mortars would work better I think.
My luck with cards like Oblivion Sower in a multiplayer setting has never been good. That's why I'm reluctant to try it. I usually end up with garbage put of the deal
You're bound by the same facts of statistical probability as everyone else. Assuming a 24 land deck then your cumulative probability of hitting 2 or more lands is 52.78% and your cumulative probability of hitting 3 or more is 17.12%. That is, the card is extremely good 70% of the time (assuming 24/60 split) and that's a demonstrable fact regardless of how we want to perceive our inherent "luck factor" to be. Don't get me wrong, I understand that it's possible to cast this card 30 times and never put a single land into play, but from a purely mathematical perspective it's unreasonable to argue that the card is inherently inconsistent insofar as certain conditions are met (i.e. players have decks with a critical-mass of lands).
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
There is certainly some luck involved, and bad luck certainly does happen, but most of the time, when I hear this statement, it suggests to me that there are issues with the build of the deck, or you are trying to use the card in a way it shouldn't be used. With a card like Genesis Hydra you aren't casting him to hit your silver bullet. That's a job for GSZ. You need to have a critical mass of relevant targets for him, and think of him as a body producer, not a silver bullet finder.
My Powered 610 card Vintage Multiplayer Cube
cEDH: WUBR Blue Farm WUBR, UG Kinnan Flips UG, U Urza Scepter U
Either that or you play him in a deck with Arbor Elf, Wild Growth, Overgrowth and Garruk Wildspeaker and cast Genesis Hydra/Genesis Wave for your entire deck on turn 4 :).
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
That's how I prefer to play him... but then you don't miss on anything, and your probably not too worried about silver bullets anyway.
My Powered 610 card Vintage Multiplayer Cube
cEDH: WUBR Blue Farm WUBR, UG Kinnan Flips UG, U Urza Scepter U