Ramp - 4
4 Gaea's Touch(I'm undecided what to run here, but this is pretty close to the best option... you want a non-creature permanent here to make best use of the Stampede, and this lets us cast Stampede on Turn 3)
This is obviously a particularly budget version (it weighs in in the $50-60 zone, with the only money cards being Eternal Witness, It That Betrays and World Breaker). You obviously salt your own version to taste.
Thoughts?
Oh, Concordant Crossroads is an evil, evil thought. I love it.
You'd probably only want to play three tops, but it still plays beautifully with Selvala's Stampede, too.
I thought loooong and hard about Posts - half of the Eldrazi slated for this deck are falling out of a mono-blue 9-Post deck (4 Cloud / 4 Glimmer / 1 Thespian's Stage).
At the end of the day, you need double green to resolve the Stampede, which means if you want it going off on Turn 3, you've probably only got room to play a single Post. Which doesn't get you to six mana. Gaea's Touch actually turns out to be better ramp here (mostly because you're only trying to hit 6, and you shouldn't care a great deal after that... Posts just hit 6 and keep going).
I am sure you already know this, but it might be worthwhile to mention that World Breaker doesn't do anything off Stampede since it is a cast trigger.
If artifacts and Enchantments are a problem, you could run Bane of Progress. It destroys your Gaea's Touch (if you haven't sacrificed it already) but that seems worth it to blow up everyone else's stuff.
For another big dumb beater you could try Realm Seekers. It should always enter as at least a 10/10 in a 4 player game (and probably bigger than that) and with a haste enabler, it turns into a real threat that also doubles as a way to keep making your land drops for your Eldrazi.
Main issue I see with the deck is that it's basically a combo deck but has no early game card draw or ways to fetch up the combo piece(s). Yes you have Soul of the Harvest but thats a 6 CMC card which you then have to cast additional creatures to draw from. If you don't get a Selvala's Stampede in your opening hand then you'll most likely just be sitting there with a hand full of fatties.
I'd consider adding something like Harmonize to help draw into your combo.
I tend to agree w/ Decay. As good as Selvala's Stampede is, I feel the way this deck is currently constructed you'd be better off w/ Lurking Predators. Then it's a 50/50 chance you get a creature anytime an opponent does anything & they all swing in w/ Annihilator as soon as it's your turn. I feel like w/ Selvala's Stampede you play a much lower creature count with more supporting non creature cards so you definitely get the ridiculous creatures that end the game from it, but your deck still functions or at least buys time without it.
I am sure you already know this, but it might be worthwhile to mention that World Breaker doesn't do anything off Stampede since it is a cast trigger. If artifacts and Enchantments are a problem, you could run Bane of Progress. It destroys your Gaea's Touch (if you haven't sacrificed it already) but that seems worth it to blow up everyone else's stuff.
No, that would be derp on my part. Bane of Progress would probably be a pretty decent solution in the end - I only ever want to hit six mana with Gaea's Touch. If I'm hardcasting Bane of Progress, I'm probably already there. If I resolve Bane off Stampede, I probably don't care about ramp anymore.
Either that, or I throw in a couple of spare Reclamation Sages, but they'd probably suffer the same fate as they do in Aluren/Recycle decks (in that they make an appearance when you don't need them, rather than as a toolbox item on demand).
Main issue I see with the deck is that it's basically a combo deck but has no early game card draw or ways to fetch up the combo piece(s). Yes you have Soul of the Harvest but thats a 6 CMC card which you then have to cast additional creatures to draw from. If you don't get a Selvala's Stampede in your opening hand then you'll most likely just be sitting there with a hand full of fatties.
I'd consider adding something like Harmonize to help draw into your combo.
I tend to agree w/ Decay. As good as Selvala's Stampede is, I feel the way this deck is currently constructed you'd be better off w/ Lurking Predators. Then it's a 50/50 chance you get a creature anytime an opponent does anything & they all swing in w/ Annihilator as soon as it's your turn. I feel like w/ Selvala's Stampede you play a much lower creature count with more supporting non creature cards so you definitely get the ridiculous creatures that end the game from it, but your deck still functions or at least buys time without it.
If I wanted to play monogreen hyperramp, I'd never leave home without my Harmonize, Tireless Tracker, and Primeval Titans.
If you can put up a boardstate where it is unprofitable to attack you, why go light on the card draw?
Good points, lads. I've been pondering what this deck does if it doesn't draw a Stampede in the first ten cards (in which case, it probably doesn't do a lot, and dies before Turn 6). Lurking Predators will come down a turn later, and will probably be less explosive for me (in that my playgroup are smart enough to play around it, it will be a removal magnet, and will dump less fatties in in any given moment), which is why I've gone the Stampede route here. Not to say Predators is a bad card, though (PRO TIP: It's freaking awesome too).
I've steered away from spells like Harmonize simply because it's a card I can't dump out of my hand with Stampede... but do I really care? I mean, the odds of me still having Harmonize in my hand by the time I resolve Stampede might be low anyway... Tireless Tracker is definitely worth testing with too, though. Good card is good.
Okay, I think I've got this about as efficient as I can get it.
Believe it or not, I've dumped Harmonize in favour of Heart Warden - the Warden comes down two turns earlier, helps ramp into Stampede, can be thrown overboard for card advantage and gets recurred by Artisan of Kozilek for lulz. I was finding in my goldfishing that if I was Harmonizing on Turn 4, things were pretty screwed anyway, and I was inevitably filling my hand up to about ten, discarding and holding onto my pants for another turn. Same went for Soul of the Harvest - cute idea to refill straight after a Stampede, but very win-more. If I drew it while trying to draw ramp and/or Stampede, he was very disappointing. Tireless Tracker is the bomb here, though - the full four come onboard.
It also turned out that I probably had too many finishers and not enough ramp/card draw. So we fixed that. I think I have a decent balance right now. We'll see.
I also clicked that I have a spare Blightsteel Colossus floating about, and this is probably the deck for it (given it lives through Bane of Progress, too).
That gives us:
What's Tireless Tracker doing here that's so 'bomby'? Card is great; just not sure I see what you're getting at.
When this deck is not Stampeding, it's got a lot of mana to spare, and is hitting extra land drops and/or ramping. The Tracker is also sitting at a perfect spot in the curve, so if I'm not completely going off on Turn 3, that's probably getting resolved instead. So I'm hitting Trackers early and often, and hitting a fair few extra land drops too, so it's Clue Central sometimes. If I haven't drawn Stampede yet, I've usually got the mana to throw Clues overboard to go digging for it.
There's also the case where I've already Stampeded and emptied my hand. If the Stampede has dumped Trackers on the table, lands are no longer dead draws post-Stampede. It also helps to fill my hand back up with threats if I've got the Stampede in hand and nothing else.
The really cute thing? If I've got land in my hand and Tracker on the table when I Stampede, the Stampede actually specifies that I can put permanents into play with the "free" mode (not just creatures like the "wild" mode) - so if I've got nothing better to do, I can just dump out the land and investigate away. Cute when I hit a Tracker off the "wild" mode first, too.
It's like this deck takes the Tracker's utility and turns it up to a Tracker Utility Fest.
Decay, you're right, too - an annoyance in playtesting has been to lose the Crossroads to Bane of Progress when Stampeding. Might have to look at alternatives.
Fair enough. It actually could have served me well just last night. I was stuck at 5 mana with a mitt FULL of 6 CMC cards, including a pair of Prime Times and a pair of Stampedes. It was absolutely miserable. My teammate (Slivers) had the game sewn up but then things took a last-sec turn and we ended up losing the match because I couldn't find my sixth land.
If you're not going to pay for it anyway, why not Zoidberg?
Totally. But also gets nailed by Bane of Progress.
The only mono-green creature solution is Surrak, the Hunt Caller.
I might actually have to goldfish with it and see if I've stumbled across the one place where the damned thing actually works (as much as it's only hasting a single thing, if it's one big thing...)
Doing it this way you're not "helping out" your opponents and your own Bane of Progress doesn't destroy your haste.
I completely disagree with these guys FWIW. Concordant Crossroads always has and always will be the best card for the job and it's not close to being close. The problem is that people don't realize what it's actually for.
Concordant Crossroads is the competitive go-to because it's cheap to cast on your "I win" turn. The only way to lose the game when you have a million Eldrazi in play is to something like Merciless Eviction or whatever and the easiest way to thwart that is to kill everyone instantly. That's where Haste enablers shine and that's why we run these kinds of cards in our "Primal Surge" decks. Still, the problem is that we sometimes draw our Haste enablers which means that we now have to cast them before we can win. If that card is Akroma's Memorial we have to get a 7 drop into play and have it survive for a full circuit before our "Primal Surge" OTKs and that's not always easy. Conversely, Concordant Crossroads only costs 1 mana and so we can virtually always cast it on our combo turn and prevent people from having an opportunity to react/respond to our gameplan. To be clear, I'm saying that you can't think of these as "value" cards because they're not. You shouldn't be putting Concordant Crossroads in fair decks as a generic Haste enabler. It's a card designed for degenerate combo decks that want something extremely cheap that they can cast on their Selvala's Stampede turn unimpeded.
If you can magically avoid drawing your Haste enablers every game, sure, field something like Maelstrom Wanderer. Doesn't matter at that point. For everyone else stick to the card that you cast for G so that you can go from "I have no board" to "you're all dead" on the same turn. As someone who play a metric ton of Green EDH decks believe me when I say that A) yes, you do draw your Haste enablers and B) no, you don't want to waste turns setting them up. You will straight-up lose unlosable games otherwise and yes, Concordant Crossroadss will win you games that few other cards possibly could.
I have a Selvala's Stampede deck as well and while I do want to cast that spell before turn 6, I dont run any small creatures because I dont want to reveal them from the top of my deck when I resolve the stampede.
I remember a few games where I actually managed to cast the stampede on turn 3. Here is my trick:
So I cast Selvala's Stampede tonight, and put down the Primeval Titan I was holding and that was it (because the rest of my hand was two lands.)
I don't know whether people should never vote wild, but, depending on the number of players, you also accelerated as you should have put the lands into play as they are permanents. That, along with the Titan, suggests you may need some mana sinks, if nothing else.
She may as well be though. Any deck that has a whack of Fetchlands is going to play her and be actively happy her to jam her at basically any stage of the game. I don't care about the text on the card nor specific keywords, I just care about whether or not the card works with the overall strategy. Even if Titania doesn't have the word "Landfall" on her nor cares about seeing lands ETB it's irrelevant if she's the ideal 5 drop for the archetype for other reasons.
Lotus Cobra is similar. It may not make your dreams come true when its paired with Peter Pan but turn 2 Cobra turn 3 Fetch is 5 mana on turn 3 or 6 mana on turn 4 and that's a fine place to be in your Selvala's Stampede deck.
Bouncing this thread, as I finally have my list together, and gave it its first run last night.
Five-player FFA, facing down a balls-to-the-wall reanimator deck trying to go T1 Entomb / Animate Dead, a Sneak Attack deck, a Belbe's Portal Eldrazi deck and a Gruul combo deck.
Had an imperfect draw - about three land, a Tireless Tracker and Selvala's Stampede.
The reanimator deck splashed a Turn 2 Inkwell Leviathan onto the table, and spread the love, hitting each person in the face with it in turn.
Then Sneak Attack and Belbe's Portal showed up... just as I drew and played Gaea's Touch.
They durdled for a turn and left me alone, and I then resolved Stampede on Turn 6 with a full hand. Let me just say... resolving Stampede with a full hand in FFA leads to all sorts of wailing and gnashing of teeth. People genuinely fear the contents of your hand.
So I ended up with three votes for the deck and two for the hand. You pick the creatures out of the deck first. First creature I flip over? The one! The only! Bane of Progress! He waxes the Animate, Inky, Sneak and the Portal, and makes three decks cry at the same time. And then I flip over Blightsteel Colossus and an Eldrazi, and drop two more out of my hand. Absolute wreckage. Won the game in two turns from there with no opposition.
TL;DR: Selvala's Stampede, in case no-one had figured it out by now, is absolutely legit. I had to wait until Turn 6 to resolve it, and still won easily. Imagine what this deck is going to do when I resolve it on Turn 3.
I'm considering something along the lines of the following:
Eldrazi Stampede v0.1
The Cards That Matter - 4
4 Selvala's Stampede
Ramp - 4
4 Gaea's Touch (I'm undecided what to run here, but this is pretty close to the best option... you want a non-creature permanent here to make best use of the Stampede, and this lets us cast Stampede on Turn 3)
Critters - 29
3 Eternal Witness (Recurs the Stampede)
4 Soul of the Harvest (Refills the hand post-Stampede, and is a serviceable beater to boot)
3 World Breaker (Handles problem artifacts and enchantments at a pinch)
4 Artisan of Kozilek
3 It That Betrays
4 Pathrazer of Ulamog
4 Ulamog's Crusher
2 Breaker of Armies
2 Bane of Bala Ged
Land - 23
23 Forest
This is obviously a particularly budget version (it weighs in in the $50-60 zone, with the only money cards being Eternal Witness, It That Betrays and World Breaker). You obviously salt your own version to taste.
Thoughts?
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And 4x Cloudpost plus 4x Vesuva?
My meta: 3 or 4 player free for all, anything goes but boring games or broken decks cause a vote to end that game.
Oh, Concordant Crossroads is an evil, evil thought. I love it.
You'd probably only want to play three tops, but it still plays beautifully with Selvala's Stampede, too.
I thought loooong and hard about Posts - half of the Eldrazi slated for this deck are falling out of a mono-blue 9-Post deck (4 Cloud / 4 Glimmer / 1 Thespian's Stage).
At the end of the day, you need double green to resolve the Stampede, which means if you want it going off on Turn 3, you've probably only got room to play a single Post. Which doesn't get you to six mana. Gaea's Touch actually turns out to be better ramp here (mostly because you're only trying to hit 6, and you shouldn't care a great deal after that... Posts just hit 6 and keep going).
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If artifacts and Enchantments are a problem, you could run Bane of Progress. It destroys your Gaea's Touch (if you haven't sacrificed it already) but that seems worth it to blow up everyone else's stuff.
For another big dumb beater you could try Realm Seekers. It should always enter as at least a 10/10 in a 4 player game (and probably bigger than that) and with a haste enabler, it turns into a real threat that also doubles as a way to keep making your land drops for your Eldrazi.
I'd consider adding something like Harmonize to help draw into your combo.
If you can put up a boardstate where it is unprofitable to attack you, why go light on the card draw?
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No, that would be derp on my part.
Bane of Progress would probably be a pretty decent solution in the end - I only ever want to hit six mana with Gaea's Touch. If I'm hardcasting Bane of Progress, I'm probably already there. If I resolve Bane off Stampede, I probably don't care about ramp anymore.
Either that, or I throw in a couple of spare Reclamation Sages, but they'd probably suffer the same fate as they do in Aluren/Recycle decks (in that they make an appearance when you don't need them, rather than as a toolbox item on demand).
Good points, lads. I've been pondering what this deck does if it doesn't draw a Stampede in the first ten cards (in which case, it probably doesn't do a lot, and dies before Turn 6).
Lurking Predators will come down a turn later, and will probably be less explosive for me (in that my playgroup are smart enough to play around it, it will be a removal magnet, and will dump less fatties in in any given moment), which is why I've gone the Stampede route here. Not to say Predators is a bad card, though (PRO TIP: It's freaking awesome too).
I've steered away from spells like Harmonize simply because it's a card I can't dump out of my hand with Stampede... but do I really care? I mean, the odds of me still having Harmonize in my hand by the time I resolve Stampede might be low anyway...
Tireless Tracker is definitely worth testing with too, though. Good card is good.
Okay, let's test with...
-3 World Breaker
+3 Bane of Progress
-4 Random Eldrazi
+4 mix of Harmonize / Tireless Tracker
Reporting back when I've goldfished this to death.
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Believe it or not, I've dumped Harmonize in favour of Heart Warden - the Warden comes down two turns earlier, helps ramp into Stampede, can be thrown overboard for card advantage and gets recurred by Artisan of Kozilek for lulz. I was finding in my goldfishing that if I was Harmonizing on Turn 4, things were pretty screwed anyway, and I was inevitably filling my hand up to about ten, discarding and holding onto my pants for another turn. Same went for Soul of the Harvest - cute idea to refill straight after a Stampede, but very win-more. If I drew it while trying to draw ramp and/or Stampede, he was very disappointing. Tireless Tracker is the bomb here, though - the full four come onboard.
It also turned out that I probably had too many finishers and not enough ramp/card draw. So we fixed that. I think I have a decent balance right now. We'll see.
I also clicked that I have a spare Blightsteel Colossus floating about, and this is probably the deck for it (given it lives through Bane of Progress, too).
That gives us:
Eldrazi Stampede v0.2
The Cards That Matter - 6
4 Selvala's Stampede
2 Concordant Crossroads
Ramp / Card Advantage - 12
4 Gaea's Touch
4 Heart Warden
4 Tireless Tracker
Critters - 19
3 Eternal Witness (Recurs the Stampede)
2 Bane of Progress (Handles problem artifacts and enchantments at a pinch)
3 Artisan of Kozilek
3 It That Betrays
2 Pathrazer of Ulamog
2 Ulamog's Crusher
1 Breaker of Armies
2 Bane of Bala Ged
1 Blightsteel Colossus
Land - 23
23 Forest
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Just last week, Emperor game, I recall free-casting a Worldspine Wurm and a Pelakka Wurm for free and then drew into another Worldspine Wurm and a Sylvan Primordial. Yeah, I eventually won that game.
===
I keep forgetting to put Gaea's Touch in mine. Thanks for the reminder.
What's Tireless Tracker doing here that's so 'bomby'? Card is great; just not sure I see what you're getting at.
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Doing it this way you're not "helping out" your opponents and your own Bane of Progress doesn't destroy your haste.
When this deck is not Stampeding, it's got a lot of mana to spare, and is hitting extra land drops and/or ramping. The Tracker is also sitting at a perfect spot in the curve, so if I'm not completely going off on Turn 3, that's probably getting resolved instead. So I'm hitting Trackers early and often, and hitting a fair few extra land drops too, so it's Clue Central sometimes. If I haven't drawn Stampede yet, I've usually got the mana to throw Clues overboard to go digging for it.
There's also the case where I've already Stampeded and emptied my hand. If the Stampede has dumped Trackers on the table, lands are no longer dead draws post-Stampede. It also helps to fill my hand back up with threats if I've got the Stampede in hand and nothing else.
The really cute thing? If I've got land in my hand and Tracker on the table when I Stampede, the Stampede actually specifies that I can put permanents into play with the "free" mode (not just creatures like the "wild" mode) - so if I've got nothing better to do, I can just dump out the land and investigate away. Cute when I hit a Tracker off the "wild" mode first, too.
It's like this deck takes the Tracker's utility and turns it up to a Tracker Utility Fest.
Decay, you're right, too - an annoyance in playtesting has been to lose the Crossroads to Bane of Progress when Stampeding. Might have to look at alternatives.
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Gonna try it out!!
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Totally. But also gets nailed by Bane of Progress.
The only mono-green creature solution is Surrak, the Hunt Caller.
I might actually have to goldfish with it and see if I've stumbled across the one place where the damned thing actually works (as much as it's only hasting a single thing, if it's one big thing...)
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However if you play the nuts and field two heavies in one turn it falles short.
On the plus side, it doesn't hit the enemy.
By the way, a friend of mine uses Belbe's Portal with Eldrazi. Uses it at end of turn as a sort of pseudo-haste.
My meta: 3 or 4 player free for all, anything goes but boring games or broken decks cause a vote to end that game.
I completely disagree with these guys FWIW. Concordant Crossroads always has and always will be the best card for the job and it's not close to being close. The problem is that people don't realize what it's actually for.
Concordant Crossroads is the competitive go-to because it's cheap to cast on your "I win" turn. The only way to lose the game when you have a million Eldrazi in play is to something like Merciless Eviction or whatever and the easiest way to thwart that is to kill everyone instantly. That's where Haste enablers shine and that's why we run these kinds of cards in our "Primal Surge" decks. Still, the problem is that we sometimes draw our Haste enablers which means that we now have to cast them before we can win. If that card is Akroma's Memorial we have to get a 7 drop into play and have it survive for a full circuit before our "Primal Surge" OTKs and that's not always easy. Conversely, Concordant Crossroads only costs 1 mana and so we can virtually always cast it on our combo turn and prevent people from having an opportunity to react/respond to our gameplan. To be clear, I'm saying that you can't think of these as "value" cards because they're not. You shouldn't be putting Concordant Crossroads in fair decks as a generic Haste enabler. It's a card designed for degenerate combo decks that want something extremely cheap that they can cast on their Selvala's Stampede turn unimpeded.
If you can magically avoid drawing your Haste enablers every game, sure, field something like Maelstrom Wanderer. Doesn't matter at that point. For everyone else stick to the card that you cast for G so that you can go from "I have no board" to "you're all dead" on the same turn. As someone who play a metric ton of Green EDH decks believe me when I say that A) yes, you do draw your Haste enablers and B) no, you don't want to waste turns setting them up. You will straight-up lose unlosable games otherwise and yes, Concordant Crossroadss will win you games that few other cards possibly could.
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Green - Blue - Red - White - Gold
I remember a few games where I actually managed to cast the stampede on turn 3. Here is my trick:
4 Burgeoning and 4 Mystic Remora
If you cast Burgeoning on turn 1 and Remora on turn 2, you'll quickly end up with tons of lands in play and tons of cards in your hand.
Here is the actual decklist I am running:
1 Phyrexian Metamorph
2 Dack's Duplicate
2 Prophet of Kruphix
2 Rampaging Baloths
2 Combustible Gearhulk
1 Sylvan Primordial
1 Diluvian Primordial
2 Molten Primordial
4 Burgeoning
4 Mystic Remora
4 Temur Ascendancy
Artifacts (5)
1 Sol Ring
2 Sensei's Divining Top
2 Scroll Rack
Spells (10)
1 Flash
2 Decimate
4 Selvala's Stampede
2 Blasphemous Act
1 Expropriate
8 Forest
2 Mountain
2 Island
4 Izzet Boilerworks
2 Gruul Turf
2 Simic Growth Chamber
I don't know whether people should never vote wild, but, depending on the number of players, you also accelerated as you should have put the lands into play as they are permanents. That, along with the Titan, suggests you may need some mana sinks, if nothing else.
Team Games. Your teammates get to vote too.
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Or landfall or landfall-like triggers?
O.O?
Lotus Cobra, Tireless Tracker, Titania, Protector of Argoth, Avenger of Zendikar!!!!
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She may as well be though. Any deck that has a whack of Fetchlands is going to play her and be actively happy her to jam her at basically any stage of the game. I don't care about the text on the card nor specific keywords, I just care about whether or not the card works with the overall strategy. Even if Titania doesn't have the word "Landfall" on her nor cares about seeing lands ETB it's irrelevant if she's the ideal 5 drop for the archetype for other reasons.
Lotus Cobra is similar. It may not make your dreams come true when its paired with Peter Pan but turn 2 Cobra turn 3 Fetch is 5 mana on turn 3 or 6 mana on turn 4 and that's a fine place to be in your Selvala's Stampede deck.
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Sure. Try it out in Emperor sometime..
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450-Card "Artificer's Cube" https://cubecobra.com/cube/list/artificer
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Five-player FFA, facing down a balls-to-the-wall reanimator deck trying to go T1 Entomb / Animate Dead, a Sneak Attack deck, a Belbe's Portal Eldrazi deck and a Gruul combo deck.
Had an imperfect draw - about three land, a Tireless Tracker and Selvala's Stampede.
The reanimator deck splashed a Turn 2 Inkwell Leviathan onto the table, and spread the love, hitting each person in the face with it in turn.
Then Sneak Attack and Belbe's Portal showed up... just as I drew and played Gaea's Touch.
They durdled for a turn and left me alone, and I then resolved Stampede on Turn 6 with a full hand. Let me just say... resolving Stampede with a full hand in FFA leads to all sorts of wailing and gnashing of teeth. People genuinely fear the contents of your hand.
So I ended up with three votes for the deck and two for the hand. You pick the creatures out of the deck first. First creature I flip over? The one! The only! Bane of Progress! He waxes the Animate, Inky, Sneak and the Portal, and makes three decks cry at the same time. And then I flip over Blightsteel Colossus and an Eldrazi, and drop two more out of my hand. Absolute wreckage. Won the game in two turns from there with no opposition.
TL;DR: Selvala's Stampede, in case no-one had figured it out by now, is absolutely legit. I had to wait until Turn 6 to resolve it, and still won easily. Imagine what this deck is going to do when I resolve it on Turn 3.
My Stupidly Large Number of Current Decks
PucaTrade with me!
The Multiplayer Power Rankings
Cube: the Gittening (My Multiplayer Cube) - MTGS Cube List | @ CubeTutor
The N00b Cube (Peasant cube for new players) - MTGS Cube List | @ CubeTutor
Would it work in a three player (friendly mayhem) meta?
My guess is "yes".
Anything you would change in the deck or are you happy as it is?
My meta: 3 or 4 player free for all, anything goes but boring games or broken decks cause a vote to end that game.