I recently put my hands on a playset of Torrential Gearhulks and Drake Havens. I tried building a UW deck using Curator of Mysteries, a ton of cycling cards (Cast Out, Censor, Gilded Light, Complicate, etc.) and some basic mana rocks. It did pretty badly. I found it was much, much too slow. The cycling cost, plus the cost of activation on Drake Haven, is just way too high for UW colors.
We play multiplayer, usually 3-4 players, free for all. We don't follow any formats so all cards are viable. Meta is usually fast aggro, some tokens, one guy just made a land creature deck. I'm usually the one who runs combo decks so that's not so much an issue. I mostly want something that'll survive aggro. I don't want to put too much money into this deck, like maybe 50$ more than the cards I already have.
So reading around on the internet, I figured that it probably was a much better deal to go the discard route than the cycling route. Usually discard doesn't cost mana. I've been looking at a bunch of interesting cards Pull from Tomorrow, Commit // Memory, CAreful Study, Think Twice. A board sweeper would do wonders too so maybe akroma's vengeance. Baral, Chief of Compliance sounds like it could do well too.
I'm currently at work so I can't spend too much time thinking about a deck using all this. I figured I'd put it up here and see if anyone had any ideas. I'd like the deck to be in UW or UG colors. I'd rather avoid u only but it does look like blue has all it needs for a deck like this. I've got budget dual lands in these colors somewhere in my binders, Irrigated Farmlands and Botanical Sanctum.
I'm also definitely open to triple color UWG, bant is it?
Careful studyis cheap draw discard[/card], but a sorcery. I like the big instants that were suggested earlier Comeuppance and Illusionist's Gambit. I can discard them and play them with Torrential Gearhulk later. Vengeful Dreams looks like it can save me from large attacks while generating a ton of drakes, plus bonus exile. Fog effects have proven to be efficient in our games so Angelsong fits. Drift of Phantasms will help me tutor my drake havens.
I'm unsure about Tolarian Winds and Akroma's Vengeance. Tolarian Winds can help me generate a lot of drakes at a low mana cost. Akroma's Vengeance is a cycling sweeper, always good in multiplayer, but it would wipe my Drake Havens. I think more mana rocks would help because I think this deck will require a lot of mana.
I wonder if Pull from Tomorrow has a place in this deck, or maybe Baral, Chief of Compliance. I also tried finding useful madness cards, but I think they'll just clutter the deck. Maybe if I had some way to shuffle my graveyard back to my deck instead. I'd also like to find some interesting lands to put in here. I guess I can always just put more budget duals. I always hope to fit Emeria, the Sky Ruin in a white deck, but I don't think it's reasonable here.
Out of curiosity, which aspect of the deck are you most attached to - instants + Gearhulk or Cycling + drakes? They both pull the deck in different directions, and you'd probably be better off picking one or the other. For example, a Bant deck that uses Life From the Loam + Lonely Sandbar/Ash Barrens/etc. to generate tons of card advantage and Drake Haven + Astral Slide/Eternal Witness to grind out value would probably be a decently powerful multiplayer deck. Not tier 1 or anything, but you'd have no issues running out of steam and you'd always have some amount of meaningful decisions to make.
EDIT: Also, to fix the slowness issue, if your meta has tons of aggressive decks, just punish them by playing Wrath of God/Supreme Verdict/Day of Judgment. Let them dump their hands on turns 1-3 and then wipe them out and get your grind on.
Well, my main objective is to figure out if there's a viable deck that contains both the hulks and the drake havens. I'm hoping to be able to play both in the same deck. I know and am familiar with decks that make use of both cards individually. I imagine that the Astral slide, eternal witness, drake haven combo is one of the best ways to get value out of cycling.
If I don't find any way to make this deck work, I'll split the hulks and the Drakes into two decks. I'll make a Bant Astral Slide with a couple of interesting ETB effects. In any case, I'm not planning on purchasing a playset of life from the loam anytime soon...
Got any suggestions for an original deck with torrential gearhulks?
Play some Frantic Search into big payoff instants. You get the discard triggers for free drakes.
Blue has enough sweet looting effects that you can run virtually any instant in the game, and play like an instant reanimator deck. You can also run Mizzix's Mastery for back-up copies of your Gearhulks.
Flush out your list with Merfolk Looter and his ilk. It's probably better to make your Drake making the expensive part, plus then you're not limiting yourself only to cyclers.
I agree about discard over cycling. In fact, I am specifically trying to move away from cycling in my second version of the deck.
I saw Frantic Search but decided to use Careful study since it costs less. However, Frantic search is an instant. Do you think it makes it more worthwhile than Careful Study in this deck?
I know there are a lot of red cards that could help but I'm trying to stay away from red. I already have two UR decks.
I can't believe I forgot about Merfolk Looter. I was specifically looking for discard engines yesterday and it never popped up. I'll see if I can't fit it in there somewhere. If he gost a single mana, I would include it without hesitation...
So I just came back from playing a couple of games and I think the deck works. I managed to win a game against a Naya Big Creatures deck and an Awaken Indestructible Land deck. I only got to play one game since it was late and I have work tomorrow. Here's the deck I played with :
I couldn't get my hand on Angelsongs before the game so I settled for Cast Out. I also figured that Day of Judgement was more appropriate. It fits in right after the first Drake Haven. I can wipe the board and start building an army of drakes. Plus it leaves my Sol Ring and my Drake Havens alive. I didn't get to play a Vengeful Dream but man I wished I could've. It seems so powerful in this deck... My opponent's agreed on that opinion.
Here's the good :
- I always had something in hand
- Most of my cards were played during the opponent's turns
- Drift of Phantasm worked exactly as I had hoped, it fetched me a second drake haven
- Sol Ring turned the tide in my favor by allowing me to generate over 6 drakes a turn
- Comeuppance and Illusionist's Gambit worked wonders and really turned the board in my favor
- Torrential Gearhulk allowed me to play my big instants from the graveyard, or refill my hand while blocking some big 5/5s
- Day of Judgement fits better than Akroma's Vengeance, it's more in curve.
- Cast Out allowed me to get rid of a nasty indestructible creature
Here's the ugly :
- I never needed to use Tolarian Winds, Careful Study was more than enough. Had I played another turn though, I could've used it to generate 6-8 Drakes at instant speed.
- Trample would've been hard to deal with
- I cycled all the Curator of Mysteries I got my hands on
- The deck is a little slow. Opponents are filling the board while I'm casting Drake Haven, it was scary until turn 4 or 5. I think I need more mana rocks maybe.
And the bad :
- None that I can think of right now.
It was a very satisfying deck to play, exactly in the style I like, many options. I felt untouchable most of the times since I could always generate multiple drakes at instant speed. So thanks for the help, and I will update this as I play more.
The deck definitely looks like it's tuned a lot better. I would definitely consider Frantic Search over Careful Study. Don't forget that even though it costs 3 instead of 1, you get to untap 3 lands as part of the effect, and you can cast it as an instant. The net cost to cast the two cards and generate two Drakes is actually less with Frantic Search:
The fact that Frantic Search is an instant and therefore synergizes with Torrential Gearhulk makes it a no-brainer to me. You can also Transmute it up using Drift of Phantasms (Don't forget Transmuting lets you make a drake) to generate a few extra drakes in a pinch.
Propaganda might be something worth looking into if you're still worried about slow starts. It really puts a hard stop on go-wide strategies in the early turns. Also, Circular Logic may be something worth building around. If you cast Frantic Search in response to a spell, you can counter it, draw two, discard one, and generate two drakes for 3 mana. Turns those looting effects into minor card advantage.
Finally, it's not budget but if you add a little more card draw to the deck, you can probably squeeze in 1x Solitary Confinement. Free discard outlet every turn and keeps you alive forever. Also tutorable with Drift of Phantasms.
Yeah I agree about Frantic Search. I'll look into switching careful study. I only have one in my boxes right now. I also hadn't thought that transmute counted as a discard effect. It's one of those effects I've never played before.
Circular Logic is another card I didn't know about, it sounds appropriate for this deck. Although I'm not a big fan of counterspells in multiplayer games...
Solitary Confinementsounds pretty good. I'm pretty sure the guys I play with will freak out if I put it on the table though. I might go grab one.
Because this deck is quickly turning into one of my favorite, I'll revive this thread to provide some feedback on how it's performing so far. First of all, here's what the deck is at this moment, I have no plans to modify it :
I think I played 6-7, 3 player multiplayer games with the deck as of today. I won 5-6 of them I think. This deck wins in the long run but has a solid defense in the short game too.
Again, here are some notes about certain cards in the deck:
- Curator of mysteries : I probably cast it only twice, rest of the time, I cycled it for drakes, this is probably the next candidate for replacement
- Torrential Gearhulk : Man this guy kicks ass. Draw cards, prevent damage, exile creatures, frantic search into 2-4 drakes. Usually, When I get one on the table, it means I'm taking over the board
- Drift of Phantasms : Never cast it, always transmute into Frantic Search or Drake Haven
- Frantic Search : Best modification I ever did to the original deck. Man is this card is abusive in this deck. For two mana, at instant speed, filter two cards and generate 2-4 drakes usually.
- Hieroglyphic Illumination : Draw two cards at instant speed, cycle in early game. Keeps the hand full, good target for Gearhulk if nothing else available
- Vengeful Dreams : only cast once or twice, but man, when I have this card in my hand, I feel safe!
- Comeuppance and Illusionist's Gambit : Rarely cast em from my hand, usually a target for the hulks. Usually tips the game in my favor
- Drake haven : No explanation needed
- Cast out : Saved my ass a few times, deals with random annoying threats (game changing enchantments, huge indestructibles, whatever)
- Day Of Judgment : Play it when your drake havens are set up and you're ready to start discarding and cycling. Clear the board, generate 4 drakes and you've got the advantage
- Azorius Chancery : I put em there because it's ridiculously fun to untap them with Frantic Search
- Mana rocks : Always happy to play one of em, helps me cycle like crazy and generate crazy amounts of drakes. Coalition relic could be changed for another mana rock. I have a Mana Vault somewhere, is it worth it?
Admittedly, this deck costs an arm and a leg for a casual deck, close to 200 USD. I built it with cards I traded and that I had laying around. I already had the manabase in a binder not being used so that saved me a couple of bucks. It's real fun in multiplayer. It's not insanely oppressive in the early turns. But come turn 5-6, you start generating drakes, and eventually, you're generating 4-8 drakes a turn.
Besides this, it seems I always just have an answer in my hand. People don't want to attack because I can generate a ton of drakes. If they do attack, I can either chump block or use one of my improved fogs.
I don't know, I'm really starting to like this deck. If anyone has any improvement ideas, I'm all ears!
My only suggestion is for possibly replacing 1-3 Curator of Mysteries for more cycling lands. This deck seems like it really wants to play a land every single turn of the game. I haven't played the deck, so I can't say for sure!
And I agree about Drift of Phantasms, it makes the deck a lot more stable. I'd like to find another good 3 CMC card to put in the deck, off the top of my head, Oblivion Ring ... maybe instead of the Curators or the Cast Out?
This thread had slipped my mind. Glad to see the idea has caught on. I have played many times since I built the "definitive" version of this deck. I really have a solid win ration with it and it's quickly becoming an intimidating deck within my playgroup. That being said, it is still very hard to deal with since it's always in reactive mode.
I have to say, the all star card in this deck is absolutely Frantic Search. There is no way this deck works with it. I transmute Drift of Phantasms for it, I use Torrential Gearhulk to recast it, I cycle and cycle until I find it. It's absolutely required. Whenever I cast it, it's an easy 2-4 drakes.
Next, the two mega instants Comeuppance and Illusionist's Gambit have won me many games. They're easy to discard and cast later with a Gearhulk. Vengeful Dreams also works well, it's even recastable with the gearhulk. Exile 2-3 creatures, cast 2-6 drakes maybe. That also ends games.
I'm not sure I see a way to make it work with green. It really seems like it's made to go with white. Seriously, for multiplayer, it's tons of fun.
This thread had slipped my mind. Glad to see the idea has caught on. I have played many times since I built the "definitive" version of this deck. I really have a solid win ration with it and it's quickly becoming an intimidating deck within my playgroup. That being said, it is still very hard to deal with since it's always in reactive mode.
I have to say, the all star card in this deck is absolutely Frantic Search. There is no way this deck works with it. I transmute Drift of Phantasms for it, I use Torrential Gearhulk to recast it, I cycle and cycle until I find it. It's absolutely required. Whenever I cast it, it's an easy 2-4 drakes.
Next, the two mega instants Comeuppance and Illusionist's Gambit have won me many games. They're easy to discard and cast later with a Gearhulk. Vengeful Dreams also works well, it's even recastable with the gearhulk. Exile 2-3 creatures, cast 2-6 drakes maybe. That also ends games.
I'm not sure I see a way to make it work with green, wish I had some ideas for you... It really seems like it's made to go with white. Seriously, for multiplayer, it's tons of fun.
I recently put my hands on a playset of Torrential Gearhulks and Drake Havens. I tried building a UW deck using Curator of Mysteries, a ton of cycling cards (Cast Out, Censor, Gilded Light, Complicate, etc.) and some basic mana rocks. It did pretty badly. I found it was much, much too slow. The cycling cost, plus the cost of activation on Drake Haven, is just way too high for UW colors.
We play multiplayer, usually 3-4 players, free for all. We don't follow any formats so all cards are viable. Meta is usually fast aggro, some tokens, one guy just made a land creature deck. I'm usually the one who runs combo decks so that's not so much an issue. I mostly want something that'll survive aggro. I don't want to put too much money into this deck, like maybe 50$ more than the cards I already have.
So reading around on the internet, I figured that it probably was a much better deal to go the discard route than the cycling route. Usually discard doesn't cost mana. I've been looking at a bunch of interesting cards Pull from Tomorrow, Commit // Memory, CAreful Study, Think Twice. A board sweeper would do wonders too so maybe akroma's vengeance. Baral, Chief of Compliance sounds like it could do well too.
I'm currently at work so I can't spend too much time thinking about a deck using all this. I figured I'd put it up here and see if anyone had any ideas. I'd like the deck to be in UW or UG colors. I'd rather avoid u only but it does look like blue has all it needs for a deck like this. I've got budget dual lands in these colors somewhere in my binders, Irrigated Farmlands and Botanical Sanctum.
I'm also definitely open to triple color UWG, bant is it?
Anyhow, thanks for any help
WUGFlicker Control (WIP)
3x Curator of Mysteries
4x Torrential Gearhulk
Instants
2x Censor
3x Complicate
3x Choking Tethers
4x Hyeropglyphic Illumination
2x Gilded Light
2x Renewed Faith
2x Forsake the Worldly
4x Cast Out
4x Drake Haven
Artifacts
4x Corrupted Grafstone
Non basic Lands
2x Secluded Steps
2x Lonely Sandbar
4x Irrigated Farmlands
WUGFlicker Control (WIP)
Those are Exceptional suggestions. I did not know those cards. I will definitely try one or two of them in my deck
WUGFlicker Control (WIP)
Do you have a list? I love this idea
4x Torrential Gearhulk
3x Drift of Phantasms
3x Curator of Mysteries
Lands
2x Lonely Sandbar
2x Secluded Steppe
4x Irrigated Farmlands
10x Island
5x Plains
4x Drake Haven
Instants
4x Hieroglyphic Illumination
3x Angelsong
3x Vengeful Dreams
2x Comeuppance
2x Illusionist's Gambit
2x Tolarian Winds
4x Careful Study
2x Akroma's Vengeance
Artifacts
1x Sol Ring
Careful studyis cheap draw discard[/card], but a sorcery. I like the big instants that were suggested earlier Comeuppance and Illusionist's Gambit. I can discard them and play them with Torrential Gearhulk later. Vengeful Dreams looks like it can save me from large attacks while generating a ton of drakes, plus bonus exile. Fog effects have proven to be efficient in our games so Angelsong fits. Drift of Phantasms will help me tutor my drake havens.
I'm unsure about Tolarian Winds and Akroma's Vengeance. Tolarian Winds can help me generate a lot of drakes at a low mana cost. Akroma's Vengeance is a cycling sweeper, always good in multiplayer, but it would wipe my Drake Havens. I think more mana rocks would help because I think this deck will require a lot of mana.
I wonder if Pull from Tomorrow has a place in this deck, or maybe Baral, Chief of Compliance. I also tried finding useful madness cards, but I think they'll just clutter the deck. Maybe if I had some way to shuffle my graveyard back to my deck instead. I'd also like to find some interesting lands to put in here. I guess I can always just put more budget duals. I always hope to fit Emeria, the Sky Ruin in a white deck, but I don't think it's reasonable here.
Any other input?
WUGFlicker Control (WIP)
EDIT: Also, to fix the slowness issue, if your meta has tons of aggressive decks, just punish them by playing Wrath of God/Supreme Verdict/Day of Judgment. Let them dump their hands on turns 1-3 and then wipe them out and get your grind on.
If I don't find any way to make this deck work, I'll split the hulks and the Drakes into two decks. I'll make a Bant Astral Slide with a couple of interesting ETB effects. In any case, I'm not planning on purchasing a playset of life from the loam anytime soon...
Got any suggestions for an original deck with torrential gearhulks?
WUGFlicker Control (WIP)
EDIT: Geez, didn't realize Life From the Loam was a $100 playset now. Stupid speculator spikes.
Play some Frantic Search into big payoff instants. You get the discard triggers for free drakes.
Blue has enough sweet looting effects that you can run virtually any instant in the game, and play like an instant reanimator deck. You can also run Mizzix's Mastery for back-up copies of your Gearhulks.
Flush out your list with Merfolk Looter and his ilk. It's probably better to make your Drake making the expensive part, plus then you're not limiting yourself only to cyclers.
I saw Frantic Search but decided to use Careful study since it costs less. However, Frantic search is an instant. Do you think it makes it more worthwhile than Careful Study in this deck?
I know there are a lot of red cards that could help but I'm trying to stay away from red. I already have two UR decks.
I can't believe I forgot about Merfolk Looter. I was specifically looking for discard engines yesterday and it never popped up. I'll see if I can't fit it in there somewhere. If he gost a single mana, I would include it without hesitation...
WUGFlicker Control (WIP)
WUGFlicker Control (WIP)
4x Torrential Gearhulk
4x Drift of Phantasms
4x Curator of Mysteries
Lands
2x Lonely Sandbar
2x Secluded Steppe
4x Irrigated Farmlands
10x Island
5x Plains
4x Drake Haven
Instants
4x Hieroglyphic Illumination
2x Cast Out
2x Vengeful Dreams
2x Comeuppance
2x Illusionist's Gambit
2x Tolarian Winds
4x Careful Study
2x Day of Judgment
Artifacts
1x Sol Ring
I couldn't get my hand on Angelsongs before the game so I settled for Cast Out. I also figured that Day of Judgement was more appropriate. It fits in right after the first Drake Haven. I can wipe the board and start building an army of drakes. Plus it leaves my Sol Ring and my Drake Havens alive. I didn't get to play a Vengeful Dream but man I wished I could've. It seems so powerful in this deck... My opponent's agreed on that opinion.
Here's the good :
- I always had something in hand
- Most of my cards were played during the opponent's turns
- Drift of Phantasm worked exactly as I had hoped, it fetched me a second drake haven
- Sol Ring turned the tide in my favor by allowing me to generate over 6 drakes a turn
- Comeuppance and Illusionist's Gambit worked wonders and really turned the board in my favor
- Torrential Gearhulk allowed me to play my big instants from the graveyard, or refill my hand while blocking some big 5/5s
- Day of Judgement fits better than Akroma's Vengeance, it's more in curve.
- Cast Out allowed me to get rid of a nasty indestructible creature
Here's the ugly :
- I never needed to use Tolarian Winds, Careful Study was more than enough. Had I played another turn though, I could've used it to generate 6-8 Drakes at instant speed.
- Trample would've been hard to deal with
- I cycled all the Curator of Mysteries I got my hands on
- The deck is a little slow. Opponents are filling the board while I'm casting Drake Haven, it was scary until turn 4 or 5. I think I need more mana rocks maybe.
And the bad :
- None that I can think of right now.
It was a very satisfying deck to play, exactly in the style I like, many options. I felt untouchable most of the times since I could always generate multiple drakes at instant speed. So thanks for the help, and I will update this as I play more.
WUGFlicker Control (WIP)
Frantic Search: Tap 3 lands, cast Frantic Search, untap three lands, tap two for Drake Haven. Net cost = 2 lands.
Careful Study: Tap 1 land, cast Careful Study, tap two more for Drake Haven. Net cost = 3 lands.
The fact that Frantic Search is an instant and therefore synergizes with Torrential Gearhulk makes it a no-brainer to me. You can also Transmute it up using Drift of Phantasms (Don't forget Transmuting lets you make a drake) to generate a few extra drakes in a pinch.
Propaganda might be something worth looking into if you're still worried about slow starts. It really puts a hard stop on go-wide strategies in the early turns. Also, Circular Logic may be something worth building around. If you cast Frantic Search in response to a spell, you can counter it, draw two, discard one, and generate two drakes for 3 mana. Turns those looting effects into minor card advantage.
Finally, it's not budget but if you add a little more card draw to the deck, you can probably squeeze in 1x Solitary Confinement. Free discard outlet every turn and keeps you alive forever. Also tutorable with Drift of Phantasms.
Circular Logic is another card I didn't know about, it sounds appropriate for this deck. Although I'm not a big fan of counterspells in multiplayer games...
Solitary Confinementsounds pretty good. I'm pretty sure the guys I play with will freak out if I put it on the table though. I might go grab one.
Thanks for the suggestions!
WUGFlicker Control (WIP)
4x Irrigated Farmlands
3x Hallowed Fountain
2x Secluded Steppe
2x Lonely Sandbar
6x Island
4x Plains
2x Azorius Chancery
2x Day of Judgment
Artifact
1x Sol Ring
1x Coalition Relic
Creatures
4x Torrential Gearhulk
4x Drift of Phantasms
4x Curator Of Mysteries
4x Frantic Search
4x Hieroglyphic Illumination
3x Vengeful Dreams
2x Comeuppance
2x Illusionist's Gambit
Enchantments
4x Drake Haven
2x Cast Out
I think I played 6-7, 3 player multiplayer games with the deck as of today. I won 5-6 of them I think. This deck wins in the long run but has a solid defense in the short game too.
Again, here are some notes about certain cards in the deck:
- Curator of mysteries : I probably cast it only twice, rest of the time, I cycled it for drakes, this is probably the next candidate for replacement
- Torrential Gearhulk : Man this guy kicks ass. Draw cards, prevent damage, exile creatures, frantic search into 2-4 drakes. Usually, When I get one on the table, it means I'm taking over the board
- Drift of Phantasms : Never cast it, always transmute into Frantic Search or Drake Haven
- Frantic Search : Best modification I ever did to the original deck. Man is this card is abusive in this deck. For two mana, at instant speed, filter two cards and generate 2-4 drakes usually.
- Hieroglyphic Illumination : Draw two cards at instant speed, cycle in early game. Keeps the hand full, good target for Gearhulk if nothing else available
- Vengeful Dreams : only cast once or twice, but man, when I have this card in my hand, I feel safe!
- Comeuppance and Illusionist's Gambit : Rarely cast em from my hand, usually a target for the hulks. Usually tips the game in my favor
- Drake haven : No explanation needed
- Cast out : Saved my ass a few times, deals with random annoying threats (game changing enchantments, huge indestructibles, whatever)
- Day Of Judgment : Play it when your drake havens are set up and you're ready to start discarding and cycling. Clear the board, generate 4 drakes and you've got the advantage
- Azorius Chancery : I put em there because it's ridiculously fun to untap them with Frantic Search
- Mana rocks : Always happy to play one of em, helps me cycle like crazy and generate crazy amounts of drakes. Coalition relic could be changed for another mana rock. I have a Mana Vault somewhere, is it worth it?
Admittedly, this deck costs an arm and a leg for a casual deck, close to 200 USD. I built it with cards I traded and that I had laying around. I already had the manabase in a binder not being used so that saved me a couple of bucks. It's real fun in multiplayer. It's not insanely oppressive in the early turns. But come turn 5-6, you start generating drakes, and eventually, you're generating 4-8 drakes a turn.
Besides this, it seems I always just have an answer in my hand. People don't want to attack because I can generate a ton of drakes. If they do attack, I can either chump block or use one of my improved fogs.
I don't know, I'm really starting to like this deck. If anyone has any improvement ideas, I'm all ears!
WUGFlicker Control (WIP)
Hey thanks, there are definitely many cards that are now in the deck that I would've overlooked had it not been for the forums, Frantic Search, Comeuppance, Illusionist's Gambit.
Many thanks to all that participated!
WUGFlicker Control (WIP)
The super sweet tech that is Drift of Phantasms ... Oh man.
And I agree about Drift of Phantasms, it makes the deck a lot more stable. I'd like to find another good 3 CMC card to put in the deck, off the top of my head, Oblivion Ring ... maybe instead of the Curators or the Cast Out?
WUGFlicker Control (WIP)
WUGFlicker Control (WIP)
I have a playset of Life from the Loan that have been wasting space in an abysmally slow Astral Slide deck. This one seems so much more fun!
Unfortunately, I don't have the requisite manabase for bant colors.
Can I get some help on making this deck simic rather than azorius?
4 Life from the Loan
4 Torrential Gearhulks
4 Drift of Phantasms
4 Frantic Search
4 Heiroglyphic Illumination
4 Lonely Sandbar
After that core, I'm not really sure how to proceed.
Something like
1 Myriad Landscape
1 Evolving Wilds
4 Tranquil Thicket
4 Lonely Sandbar
6 Island
6 Forest
4 Drake Haven
4 Drift of Phantasms
2 Whelming Wave
4 Frantic Search
1 Grimiore of the Dead
4 Clever Impersonator
This seems to be the problem: Green has no discard payoff in light of instants for Gearhulk or cycling matters outside of Loam.
Maybe I just replace red in the astral slide deck?
4 Astral Slide
4 Drake Haven
4 Wrath of God
2 Ghostway
4 Wall of Omens
4 Coiling Oracle
4 Loxodon Hierarch
2 Sylvan Primordial
Help!
I have to say, the all star card in this deck is absolutely Frantic Search. There is no way this deck works with it. I transmute Drift of Phantasms for it, I use Torrential Gearhulk to recast it, I cycle and cycle until I find it. It's absolutely required. Whenever I cast it, it's an easy 2-4 drakes.
Next, the two mega instants Comeuppance and Illusionist's Gambit have won me many games. They're easy to discard and cast later with a Gearhulk. Vengeful Dreams also works well, it's even recastable with the gearhulk. Exile 2-3 creatures, cast 2-6 drakes maybe. That also ends games.
I'm not sure I see a way to make it work with green. It really seems like it's made to go with white. Seriously, for multiplayer, it's tons of fun.
WUGFlicker Control (WIP)
I have to say, the all star card in this deck is absolutely Frantic Search. There is no way this deck works with it. I transmute Drift of Phantasms for it, I use Torrential Gearhulk to recast it, I cycle and cycle until I find it. It's absolutely required. Whenever I cast it, it's an easy 2-4 drakes.
Next, the two mega instants Comeuppance and Illusionist's Gambit have won me many games. They're easy to discard and cast later with a Gearhulk. Vengeful Dreams also works well, it's even recastable with the gearhulk. Exile 2-3 creatures, cast 2-6 drakes maybe. That also ends games.
I'm not sure I see a way to make it work with green, wish I had some ideas for you... It really seems like it's made to go with white. Seriously, for multiplayer, it's tons of fun.
WUGFlicker Control (WIP)