Seems questionable - I don't see it being a better tutor target than Kozilek, which aside from being free a disgusting amount of the time is also recast-able much more frequently.
You've already tried out Deadeye Navigator as a substitute for Primeval Titan?
Gyre Sage looks like it has potential. Fills a similar role to Bloom Tender, even if hitting the "produces three mana" is tougher to achieve, but in a deck that combos and plays many creatures in a turn, and can then untap it with Wirewood Symbiote, it could be scary. I know the deck is super focused on the curve, and this doesnt have immediate impact until you play at least two other creatures, but I'm defintely excited by it's potential.
I don't think it will make the cut : the card does nothing by itself the turn it comes on the BTF (bad point) and nothing until you cast a creature with power 2 or more, which isn't the case of most of the creatures we play in this deck.
And when it's done, it gives only G.
Seriously, I won't play this creature in Karador (which is wayyyyyyyy slower than animar) because it doesn't make the cut against Bloom tender, so imagine in turbo animar ;-)
While normally the "doesn't do anything when it comes out" argument is valid, it's not in the case of this guy. Bloom Tender is one of the best creatures in our deck and he doesn't do anything until the turn after. You make certain exceptions when the creature in question can tap for that much mana. This guy will require some testing, but I think he could definitely end up making the cut.
URGImperial AnimarGRU BRGProssh, Tokenmaker of KherGRB WURNarset NostalgicRUW UBR"I like your deck better" JelevaRBU UBlue BraidsU GAzusa, Lost but RampingG
WUHanna, Pillowfort's NavigatorUW WBRAleshacratsBRW UBRGrixis Pew PewRBU URGYasova the ThreateningGRU BGGlissa the ArticiferGB WUSygg MerfolkUW RSquee, Value NabobR
Not even comparable - Bloom tender allows you to do a turn 3 Animar w/ some scary same-turn follow up. It absolutely cripples opponents strategies by enabling lethal combo's on a dime.
Sage on the other hand, does nothing the turn Animar comes out, and is only really large after the fact. Aside from the first counter, there's only 4 other creatures that can trigger the second+. Not that impressive for the wait.
Seems questionable - I don't see it being a better tutor target than Kozilek, which aside from being free a disgusting amount of the time is also recast-able much more frequently.
You've already tried out Deadeye Navigator as a substitute for Primeval Titan?
Well, it's more than just a curve issue. Cradle/Eye of Ugin wins games, and it enables a indefinitely sustainable combo whereas Primordial Sage / Soul of Harvest do not and are frequently detrimental. They both also lose out to Kozilek, making either poor choices as Empath tutor targets.
There really is no perfect substitute for Primeval Titan, and it's kind of bs that he, of all cards, was banned in multiplayer, which really doesn't make much sense IMO in a format that lets Sol Ring's, Mana Crypt's and Vamp/Seal's run rampant.
Deadeye Navigator, while definitely much weaker in a much greater range of scenarios, can also just auto-win with Peregrine Drake / Cloud of Faeries. It's definitely a really strong card, and was excellent in the deck, it just didn't fit in a format in which Primeval Titan was a card. But in your case, it's an excellent finisher.
One more question - why simian/elvish guide and lotus petal didnt make the cut into the current version from previous version? it seems to me like good acceleration
Because they're one-sbot accel, not permanent like most of our turn 1 ramp.
URGImperial AnimarGRU BRGProssh, Tokenmaker of KherGRB WURNarset NostalgicRUW UBR"I like your deck better" JelevaRBU UBlue BraidsU GAzusa, Lost but RampingG
WUHanna, Pillowfort's NavigatorUW WBRAleshacratsBRW UBRGrixis Pew PewRBU URGYasova the ThreateningGRU BGGlissa the ArticiferGB WUSygg MerfolkUW RSquee, Value NabobR
Right, it usually takes ~4 mana to combo off, so if you cheat a T2 Animar into play, then next turn you're sitting on only 3 mana, and you're down a card, which subsequently sets you back a turn. At that point, it's pure card disadvantage, and only caters to a small subset of the available combos. Plus, you only really evade counters if you're on the play, and any set backs are magnified.
One of the goals in the deck right now is to be able to combo off of any hand, and so the overall strategy has gone in the direction of using systematic combos over a set of very specific combos. This in return makes the deck considerably more consistent, makes it very difficult for your opponent to adapt their strategies, and adds in a level of resilience that allows you to brush off sweepers and counters. Not to mention the fact that you force your opponent to operate inefficiently.
@Leroy, I will when I get a chunk of time to set aside. Been stupid busy lately.
@Teko: We both play in control-heavy meta's. 80% of my match ups are against control, which says something. I think what we're going for are different things: I create resilience by making the deck fluid, efficient, and systematic, which really requires a 0-off approach.
Drawing into something like Aluren or Birthing Pod when trying to pull off a long-stack combo is a deal breaker, and in my case I don't have the package to tutor into. Though, depending on the Meta, I could see things like Aluren / Birthing Pod / Opposition and the likes being kill cards. I just have found that as is, I'm able to leverage consistency combined with the innate edge created from being able to spin a very meager board position into a same turn win.
Just curious though, with your decision to use Kesig Wolf Run, what kind of results were you having with Eye of Ugin previously? I've found Eye to offer more potent pressure quicker in non-combo situations, and obviously it's insane mid-combo as well.
I don't really see Pod being a substitute for Imperial, just because imperial is tutor-able, in addition to the obvious strength differences. There's still plenty of kick without Imperial though.
URGImperial AnimarGRU BRGProssh, Tokenmaker of KherGRB WURNarset NostalgicRUW UBR"I like your deck better" JelevaRBU UBlue BraidsU GAzusa, Lost but RampingG
WUHanna, Pillowfort's NavigatorUW WBRAleshacratsBRW UBRGrixis Pew PewRBU URGYasova the ThreateningGRU BGGlissa the ArticiferGB WUSygg MerfolkUW RSquee, Value NabobR
I don't hate it, and as a user of Summoner's Pact I find it slightly more tutorable than Ulamog (it can also be accessed via GSZ). The second green in its cost is even mitigated by the fact it lets you search out a forest. However, it requires basically infinite mana to keep it running, thus making it a little less efficient than Ulamog.
URGImperial AnimarGRU BRGProssh, Tokenmaker of KherGRB WURNarset NostalgicRUW UBR"I like your deck better" JelevaRBU UBlue BraidsU GAzusa, Lost but RampingG
WUHanna, Pillowfort's NavigatorUW WBRAleshacratsBRW UBRGrixis Pew PewRBU URGYasova the ThreateningGRU BGGlissa the ArticiferGB WUSygg MerfolkUW RSquee, Value NabobR
I don't hate it, and as a user of Summoner's Pact I find it slightly more tutorable than Ulamog (it can also be accessed via GSZ). The second green in its cost is even mitigated by the fact it lets you search out a forest. However, it requires basically infinite mana to keep it running, thus making it a little less efficient than Ulamog.
The more I think about it, the more that I realized that this card is more for multiplayer rather 1v1.
Yea, Green Primordial looks pretty damn weak. The forest doesn't enter untapped, it's not even remotely on par with Ulamog; there's really no justification for running both, and it's generally still cheaper to tutor empath for ulamog than to cast Green Primordial.
So far, gatecrash is a complete bust. Hopefully it'll churn out something worthwhile. I had expected more based off of this sets flavor.
I just learned about Duel Commander a few weeks ago and this whole thread has been awesome. Thank you for posting an amazing primer on such a sweet deck.
Have you added Fastbond to the list since the unbanning? That card has been absolutely insane for me, being another route to t2 Animar and netting a ridiculous amount of mana and card advantage whether drawn early or late. I've even been able to win without Animar a few times with Cloudstone Curio + Gaea's Cradel + Cloud of Faeries + Fathom Seer (and a Fyndhorn Elf to boost Cradel initially) to draw cards and generate mana until I ramped into Emrakul. It's also a nice spell to bait counter magic.
Fastbond I think is hit or miss, since the land count is so low. If you're chaining creatures and drawing cards like crazy, I can see it being good. But in the early turns, I can see it not doing anything spectacular as compared to a Maelstrom Wanderer deck.
I think I've mentioned Haru-Onna before, but I seem to have missed a very big interaction it has in the deck. Phyrexian Metamorph + this card = "GU: Draw two cards" or "G 2 life: Draw two cards". The different clone creatures enter as a spirit, so it bounces itself, and when you play the Haru again, you bounce the clone. Plus it's Skullclampable (a plus), a green creature (a plus), two clones bounce it, and two other creatures I want to test (Drift of Phantasms, Primordial Sage) are also spirits.
Some other cards I've thought about recently: Expedition Map: Adds to the Trinket Mage package (which I think is small if the only options are Mox Diamond and Skullclamp), as it finds any land but most importantly Gaea's Cradle. Crop Rotation: Instant speed find an untapped Gaea's Cradle Sylvan Scrying: Tutor for Gaea's Cradle Birchlore Rangers: Could potentially become better if more playable elves are printed. The deck already plays 11 elves, (2 more if counting the clones) Crackleburr: He goes infinite with Earthcraft alone, no Animar necessary. (I think? Does the untap symbol work regardless of summoning sickness?) Keymaster Rogue: If anyone has budget limitations sure, but he is another self bouncer. Krosan Wayfarer: He can't quite be skullclamped after he gets his land, but he drops any land into play at instant speed for 1 mana. And even if you don't use that ability, he can be Skullclamped. I think he's worth looking at Selkie Hedge-Mage: Only can target itself with Earthcraft out. I love the infinite combo potential when you have all the pieces (Earthcraft, 2 island, 2 forest) but I don't like the requiring a tapped creature part. (And I have a foil one too.... Bummer.) Skullmulcher: I know he was dismissed earlier but I'm loving him as an easily tutored Skullclamp effect. Even Flamekin Harbinger can fetch him. Skullclamp is limited by it's 1 equip cost, whereas Skullclamp can do the same in one shot for just G. Dizzy Spell: I was toying with having in Fabricate but this can't be countered and fetches more relevant things, even if it doesn't get Cloudstone Curio.
Fastbond has always been interesting, but is very inconsistent. Things get really exciting when Skull Clamp is in play and you're going ape **** with Fastbond, but in that scenario you're likely already at a point in which Skullclamp itself is already winning the game. Beyond the 5th land, Peregrine Drake is already ripe, and additional lands offer much less utility.
Crop Rotation/Sylvan Scrying/Expedition Map have been previously tested and discussed. They're all either dead draws, tempo sinkholes, or very very rarely gems. Primeval just does it better: Rotation/Scrying/Expedition just don't play nice with Peregrine Drake, and without the Eye of Ugin to back up Cradle, you're left vulnerable with a half-combo.
Birchlore Ranger - On the bench until WOTC prints some more elves.
Crackleburr - Needs haste for that to work, and let's be fair here, Earthcraft really doesn't need the support
Keymaster Rogue - If budget's in mind, then there are a lot of other changes that would come into play long before Rogue.
Krosan Wayfarer - It's so hard to make Krosan shine. So hard. If you're unfortunate enough to draw Cradle at the exact wrong time, Krosan's a hero, otherwise, otherwise he's at best a wild cantor without the tempo hax.
Selkie Hedge-Mage - Targeting here would occur when Selkie ETB, at which point even if I respond and Earthcraft, targets have already been declared. It's impossible for Selkie to self-target unless it enters tapped. Of course, self-targeting is also kind of boring, and the bigger issue here is that Selkie doesn't bounce what we want it to.
Skullmuncher - Creatures are assets, even if they're only utility is to boost cradle, and convert with clamp. Cashing out your chips is not ideal, and there are always always better tutor targets.
That makes sense. I hadn't really thought of it as a "win-more" card in this deck but it pretty much is.
I've been having issues (probably due to bad mulligan decisions) with card draw/selection in games, especially against control decks. Have you tested Muddle the Mixture (transmute for Survival or Earthcraft) or Drift of Phantasms (transmute for Cloudstone Curio or Mulldrifter) in the deck? I'm not sure what you would want to cut for them, but I kept thinking about how useful one of those would be for t2/3 against slower, non-combo decks to tutor a missing piece. Thoughts?
The problem with transmute is that it will eat your entire turn. Whereas, the "all creature and less counters" will cover all the expenses. I've tried other version of the deck (including transmute) and it'll be a dead draw. As a creature, it's nifty, as a tutor, you'll have to come up with UU1 which double of anything is hard enough. I've seen Jester's build turning into a threat because every creatures he cast are useable/reusable. Even Haru-Onna is cute, but feels... "slow."
If you insist that they should be included, what cards will be dropped? I haven't seen any card that's utterly dead draw as each of them are useful. Maybe you can use them in regular 1v1 since Primetime is banned.
I haven't noticed any particular dead draws, just awkward starting hands with lots of mana dorks and no card draw. I am still learning what hands are playable and what to throw away, but the partial paris muligans can be brutal.
Oh, and the one notable exclusion I just noticed: why no Emrakul? Just too much mana and Ulamog is just fine at ending the game?
URGImperial AnimarGRU BRGProssh, Tokenmaker of KherGRB WURNarset NostalgicRUW UBR"I like your deck better" JelevaRBU UBlue BraidsU GAzusa, Lost but RampingG
WUHanna, Pillowfort's NavigatorUW WBRAleshacratsBRW UBRGrixis Pew PewRBU URGYasova the ThreateningGRU BGGlissa the ArticiferGB WUSygg MerfolkUW RSquee, Value NabobR
URGImperial AnimarGRU BRGProssh, Tokenmaker of KherGRB WURNarset NostalgicRUW UBR"I like your deck better" JelevaRBU UBlue BraidsU GAzusa, Lost but RampingG
WUHanna, Pillowfort's NavigatorUW WBRAleshacratsBRW UBRGrixis Pew PewRBU URGYasova the ThreateningGRU BGGlissa the ArticiferGB WUSygg MerfolkUW RSquee, Value NabobR
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You've already tried out Deadeye Navigator as a substitute for Primeval Titan?
Gyre Sage looks like it has potential. Fills a similar role to Bloom Tender, even if hitting the "produces three mana" is tougher to achieve, but in a deck that combos and plays many creatures in a turn, and can then untap it with Wirewood Symbiote, it could be scary. I know the deck is super focused on the curve, and this doesnt have immediate impact until you play at least two other creatures, but I'm defintely excited by it's potential.
EDH Decks:
Elesh Norn, Grand Cenobite
Tajic, Blade of the Legion
Oloro, Ageless Ascetic
Kozilek, Butcher of Truth
Purphoros, God of the Forge
Ezuri, Renegade Leader 1v1
Prossh, Skyraider of Kher 1v1
Hythonia the Cruel
Trying to build:
Jenara, Asura of War
Designing a Custom Set:
Clash of the Cultures: 5 Wedges, 5 Cultures
Providing Artwork for:
Archester: Frontier of Steam
While normally the "doesn't do anything when it comes out" argument is valid, it's not in the case of this guy. Bloom Tender is one of the best creatures in our deck and he doesn't do anything until the turn after. You make certain exceptions when the creature in question can tap for that much mana. This guy will require some testing, but I think he could definitely end up making the cut.
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Sage on the other hand, does nothing the turn Animar comes out, and is only really large after the fact. Aside from the first counter, there's only 4 other creatures that can trigger the second+. Not that impressive for the wait.
I haven't; I'll give that a spin.
There really is no perfect substitute for Primeval Titan, and it's kind of bs that he, of all cards, was banned in multiplayer, which really doesn't make much sense IMO in a format that lets Sol Ring's, Mana Crypt's and Vamp/Seal's run rampant.
Deadeye Navigator, while definitely much weaker in a much greater range of scenarios, can also just auto-win with Peregrine Drake / Cloud of Faeries. It's definitely a really strong card, and was excellent in the deck, it just didn't fit in a format in which Primeval Titan was a card. But in your case, it's an excellent finisher.
Because they're one-sbot accel, not permanent like most of our turn 1 ramp.
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BGGlissa the ArticiferGB
WUSygg MerfolkUW
RSquee, Value NabobR
One of the goals in the deck right now is to be able to combo off of any hand, and so the overall strategy has gone in the direction of using systematic combos over a set of very specific combos. This in return makes the deck considerably more consistent, makes it very difficult for your opponent to adapt their strategies, and adds in a level of resilience that allows you to brush off sweepers and counters. Not to mention the fact that you force your opponent to operate inefficiently.
@Teko: We both play in control-heavy meta's. 80% of my match ups are against control, which says something. I think what we're going for are different things: I create resilience by making the deck fluid, efficient, and systematic, which really requires a 0-off approach.
Drawing into something like Aluren or Birthing Pod when trying to pull off a long-stack combo is a deal breaker, and in my case I don't have the package to tutor into. Though, depending on the Meta, I could see things like Aluren / Birthing Pod / Opposition and the likes being kill cards. I just have found that as is, I'm able to leverage consistency combined with the innate edge created from being able to spin a very meager board position into a same turn win.
Just curious though, with your decision to use Kesig Wolf Run, what kind of results were you having with Eye of Ugin previously? I've found Eye to offer more potent pressure quicker in non-combo situations, and obviously it's insane mid-combo as well.
I don't really see Pod being a substitute for Imperial, just because imperial is tutor-able, in addition to the obvious strength differences. There's still plenty of kick without Imperial though.
Mind sharing a full decklist?
I'm excited to try out Realmwright. It doesn't ramp, but it's got some really good mana fixing.
EDH Decks:
Elesh Norn, Grand Cenobite
Tajic, Blade of the Legion
Oloro, Ageless Ascetic
Kozilek, Butcher of Truth
Purphoros, God of the Forge
Ezuri, Renegade Leader 1v1
Prossh, Skyraider of Kher 1v1
Hythonia the Cruel
Trying to build:
Jenara, Asura of War
Designing a Custom Set:
Clash of the Cultures: 5 Wedges, 5 Cultures
Providing Artwork for:
Archester: Frontier of Steam
Seems remarkably unexciting to me. It really doesn't do anything.
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UBlue BraidsU
GAzusa, Lost but RampingG
WBRAleshacratsBRW
UBRGrixis Pew PewRBU
URGYasova the ThreateningGRU
BGGlissa the ArticiferGB
WUSygg MerfolkUW
RSquee, Value NabobR
Duel Commander
URG [Primer] Maelstrom Wanderer [Primer] URG
Duel Commander Current Projects:
RGWMarath, Will of the WildRGW
BRXMogis, God of SlaughterBRX
RWxIoras, God of VictoryRWx
WBxAthreos, God of PassageWBx
Created By: DarkNightCavalier
I don't hate it, and as a user of Summoner's Pact I find it slightly more tutorable than Ulamog (it can also be accessed via GSZ). The second green in its cost is even mitigated by the fact it lets you search out a forest. However, it requires basically infinite mana to keep it running, thus making it a little less efficient than Ulamog.
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UBlue BraidsU
GAzusa, Lost but RampingG
WBRAleshacratsBRW
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WUSygg MerfolkUW
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The more I think about it, the more that I realized that this card is more for multiplayer rather 1v1.
Duel Commander
URG [Primer] Maelstrom Wanderer [Primer] URG
Duel Commander Current Projects:
RGWMarath, Will of the WildRGW
BRXMogis, God of SlaughterBRX
RWxIoras, God of VictoryRWx
WBxAthreos, God of PassageWBx
Created By: DarkNightCavalier
So far, gatecrash is a complete bust. Hopefully it'll churn out something worthwhile. I had expected more based off of this sets flavor.
Have you added Fastbond to the list since the unbanning? That card has been absolutely insane for me, being another route to t2 Animar and netting a ridiculous amount of mana and card advantage whether drawn early or late. I've even been able to win without Animar a few times with Cloudstone Curio + Gaea's Cradel + Cloud of Faeries + Fathom Seer (and a Fyndhorn Elf to boost Cradel initially) to draw cards and generate mana until I ramped into Emrakul. It's also a nice spell to bait counter magic.
I think I've mentioned Haru-Onna before, but I seem to have missed a very big interaction it has in the deck. Phyrexian Metamorph + this card = "GU: Draw two cards" or "G 2 life: Draw two cards". The different clone creatures enter as a spirit, so it bounces itself, and when you play the Haru again, you bounce the clone. Plus it's Skullclampable (a plus), a green creature (a plus), two clones bounce it, and two other creatures I want to test (Drift of Phantasms, Primordial Sage) are also spirits.
Some other cards I've thought about recently:
Expedition Map: Adds to the Trinket Mage package (which I think is small if the only options are Mox Diamond and Skullclamp), as it finds any land but most importantly Gaea's Cradle.
Crop Rotation: Instant speed find an untapped Gaea's Cradle
Sylvan Scrying: Tutor for Gaea's Cradle
Birchlore Rangers: Could potentially become better if more playable elves are printed. The deck already plays 11 elves, (2 more if counting the clones)
Crackleburr: He goes infinite with Earthcraft alone, no Animar necessary. (I think? Does the untap symbol work regardless of summoning sickness?)
Keymaster Rogue: If anyone has budget limitations sure, but he is another self bouncer.
Krosan Wayfarer: He can't quite be skullclamped after he gets his land, but he drops any land into play at instant speed for 1 mana. And even if you don't use that ability, he can be Skullclamped. I think he's worth looking at
Selkie Hedge-Mage: Only can target itself with Earthcraft out. I love the infinite combo potential when you have all the pieces (Earthcraft, 2 island, 2 forest) but I don't like the requiring a tapped creature part. (And I have a foil one too.... Bummer.)
Skullmulcher: I know he was dismissed earlier but I'm loving him as an easily tutored Skullclamp effect. Even Flamekin Harbinger can fetch him. Skullclamp is limited by it's 1 equip cost, whereas Skullclamp can do the same in one shot for just G.
Dizzy Spell: I was toying with having in Fabricate but this can't be countered and fetches more relevant things, even if it doesn't get Cloudstone Curio.
EDH Decks:
Elesh Norn, Grand Cenobite
Tajic, Blade of the Legion
Oloro, Ageless Ascetic
Kozilek, Butcher of Truth
Purphoros, God of the Forge
Ezuri, Renegade Leader 1v1
Prossh, Skyraider of Kher 1v1
Hythonia the Cruel
Trying to build:
Jenara, Asura of War
Designing a Custom Set:
Clash of the Cultures: 5 Wedges, 5 Cultures
Providing Artwork for:
Archester: Frontier of Steam
Crop Rotation/Sylvan Scrying/Expedition Map have been previously tested and discussed. They're all either dead draws, tempo sinkholes, or very very rarely gems. Primeval just does it better: Rotation/Scrying/Expedition just don't play nice with Peregrine Drake, and without the Eye of Ugin to back up Cradle, you're left vulnerable with a half-combo.
Birchlore Ranger - On the bench until WOTC prints some more elves.
Crackleburr - Needs haste for that to work, and let's be fair here, Earthcraft really doesn't need the support
Keymaster Rogue - If budget's in mind, then there are a lot of other changes that would come into play long before Rogue.
Krosan Wayfarer - It's so hard to make Krosan shine. So hard. If you're unfortunate enough to draw Cradle at the exact wrong time, Krosan's a hero, otherwise, otherwise he's at best a wild cantor without the tempo hax.
Selkie Hedge-Mage - Targeting here would occur when Selkie ETB, at which point even if I respond and Earthcraft, targets have already been declared. It's impossible for Selkie to self-target unless it enters tapped. Of course, self-targeting is also kind of boring, and the bigger issue here is that Selkie doesn't bounce what we want it to.
Skullmuncher - Creatures are assets, even if they're only utility is to boost cradle, and convert with clamp. Cashing out your chips is not ideal, and there are always always better tutor targets.
Dizzy Spell - Way too slow.
I've been having issues (probably due to bad mulligan decisions) with card draw/selection in games, especially against control decks. Have you tested Muddle the Mixture (transmute for Survival or Earthcraft) or Drift of Phantasms (transmute for Cloudstone Curio or Mulldrifter) in the deck? I'm not sure what you would want to cut for them, but I kept thinking about how useful one of those would be for t2/3 against slower, non-combo decks to tutor a missing piece. Thoughts?
If you insist that they should be included, what cards will be dropped? I haven't seen any card that's utterly dead draw as each of them are useful. Maybe you can use them in regular 1v1 since Primetime is banned.
Duel Commander
URG [Primer] Maelstrom Wanderer [Primer] URG
Duel Commander Current Projects:
RGWMarath, Will of the WildRGW
BRXMogis, God of SlaughterBRX
RWxIoras, God of VictoryRWx
WBxAthreos, God of PassageWBx
Created By: DarkNightCavalier
Oh, and the one notable exclusion I just noticed: why no Emrakul? Just too much mana and Ulamog is just fine at ending the game?
He's super banned.
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UBlue BraidsU
GAzusa, Lost but RampingG
WBRAleshacratsBRW
UBRGrixis Pew PewRBU
URGYasova the ThreateningGRU
BGGlissa the ArticiferGB
WUSygg MerfolkUW
RSquee, Value NabobR
Duel Commander
URG [Primer] Maelstrom Wanderer [Primer] URG
Duel Commander Current Projects:
RGWMarath, Will of the WildRGW
BRXMogis, God of SlaughterBRX
RWxIoras, God of VictoryRWx
WBxAthreos, God of PassageWBx
Created By: DarkNightCavalier
He uses the French banlist. Even the French banlist has Emrakul on it.
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UBlue BraidsU
GAzusa, Lost but RampingG
WBRAleshacratsBRW
UBRGrixis Pew PewRBU
URGYasova the ThreateningGRU
BGGlissa the ArticiferGB
WUSygg MerfolkUW
RSquee, Value NabobR