(thread title had to be changed to be more family friendly)
I've been testing Selvala online a fair bit since the spoilers. Now that I'm confident the deck is strong enough to be competitive I'll post the list, but also because there aren't many good Selvala lists online. The best way to describe this deck is as follows: Rofellos, Llanowar Emissary + Captain Sisay with a bit of Rhys the Redeemed thrown in. Rofellos because Selvala normally comes out on turn 2 to generate 5-6 mana on turn 3, enough for a Primeval Titan, Garruk, Caller of Beasts or Primal Command etc. Sisay because of the card draw, and the similar playstyle that having a CA utility will orient the deck towards. And Rhys simply because she's a G/W Elf, and has similar Elfball interactions that compliment the general. But Selvala combines the abilities of both Rofellos and Sisay with a MUCH more resilient body that makes your gameplan more reliable.
Why is Selvala so good?
-She's an Elf (Wirewood Lodge, Priest of Titania).
-Her ability is a mana ability and cannot be responded to or Stifled.
-She is a 2/4, which is highly relevant in a Marath meta, and her beefy body makes her resilient against pretty much all the playable red burns and sweepers in the format, besides Mizzium Mortars.
-She is one of few generals that can provide 6 mana or more on turn 3.
-The lifegain is incremental and combined with the numerous dorks and Selvala's 2/4 body provides a solid buffer against aggressive decks.
Why is Selvala not so good?
-Her card draw is a bit random and in certain matchups like Wanderer will usually give your opponents better cards. However with the way this deck is built it's assumed your draws are better than your opponents', since you can do more with the mana acceleration Selvala provides. Your draws are generally better because of greater threat density. See Armageddon, Primeval Titan, Wild Pair, Survival of the Fittest etc.
-As a creature-based combo deck you are prone to sweepers, and must play conservatively against control decks such as Griselbrand and GAAIV.
Gameplan
The three primary ways to win are elfball (Craterhoof), survival (Lark+entity combo) and wild pair infinite (entity+priest/rofellos+symbiote). Craterhoofball and symbiote-priest-entity (the 1-2-3 combo) are the easiest ones to pull off. Here are brief descriptions of how they work.
1. Entity-Priest-Symbiote - This is an infinite mana/untap combo that is normally assembled with Wild Pair (more on that card later), and also Yisan, the Wanderer Bard with just three activations. With all three in play, tap Priest of Titania for some mana, then activate Mirror Entity for x=1. Since Wirewood Symbiote is now an Elf, this allows it to bounce itself (thus removing it's once-per-turn limitation on activating its ability) to untap the Priest (note: Mirror Entity coincidentally also lets you add more mana with Priest of Titania's ability). Replay the symbiote from hand, then activate mirror again for x=1. Tap priest for mana, bounce symbiote to untap priest, repeat. After generating infinite green mana you can also untap all your creatures by spending one mana to cast symbiote, one mana to activate entity's ability for x=1, then bouncing symbiote to untap whichever creature you wish. You would usually win by then activating mirror entity for x= arbitrarily big number and attacking with all, or untapping Selvala many times to draw your deck and then winning with whatever the hell you want.
I know, I know...a three-card combo in theory should be clunky, but the pieces come together very easily and each card is already powerful (being involved in other combos of their own), so just keep this interaction in mind whenever you draw one of the three combo pieces, and strive to set it up. With experience, the combo should start coming together more often than the other combos I mention below. On Wild Pair:
With Wild Pair, any 1/1 that you draw will be able to assemble at least two of the combo pieces the same turn, although you won't win unless you give Priest haste somehow (*cough* Stoneforge Mystic for Lightning Greaves). Example: Play Elvish Mystic, with Wild Pair trigger tutor for Wirewood Symbiote. Using symbiote's ability bounce the elvish mystic to untap something, and with Wild Pair trigger get Priest of Titania or Mirror Entity. A cool trick with Wild Pair is to use Mirror Entity to set the power/toughness of any creature you cast from hand in response to Wild Pair's triggered ability. Wild Pair will check for the new adjusted P/T accordingly when the trigger resolves after the resolution of mirror entity's activated ability. For example, Mirror for x=2 when the Wild Pair trigger goes on the stack, and you can get a Fiend Hunter or an Acidic Slime to deal with a threat. For activate for x=5 and get Craterhoof Behemoth to pump your guys in addition to the 5/5's they already become from Mirror Entity. Remember also that Wild Pair checks for combined P/T totals, so an Angel of Serenity can get an Elesh Norn, Grand Cenobite, and a Stoneforge Mystic can get a Reclamation Sage or Rofellos, Llanowar Emissary. Wild Pair is the only reason Reclamation Sage isn't strictly better than the recently cut Harmonic Sliver.
3. Lark-Entity - With Survival in play, chain out Mirror Entity, Karmic Guide, Acidic Slime for Reveillark in hand to cast it for its evoke cost. The lark hits the can, and targets guide and entity. Guide trigger goes on stack and targets lark, bringing back lark onto the battlefield along with entity. So where do we go now with entity, lark and guide on board? Stack mirror entity's ability for x=0 as many times as you wish. The first activation resolves, wiping your board and triggering lark, which targets slime and guide. Guide returns lark to play, and slime blows up a land. Second activation of mirror resolves, and you repeat the combo. Depending on the board state and your available mana, you may not be able to stack your graveyard, and can only grab Acidic Slime, but it should be sufficient to win the game by blowing up all their lands and most of their noncreature permanents. If you have one extra mana, you can Survival chain an extra Wood Elves into the mix to fetch out all your Forests, and then if you have another creature in your hand after tutoring all your forests you can even Survival chain for Eternal Witness to return your entire graveyard to your hand. Since you normally can't win on the same turn you do the combo, use the last reveillark trigger to target entity and guide, which will restore your original board position to after evoking the lark. This will allow you to slime your opponent's lands at instant speed, and you can also pull the trigger on the guide-lark interaction at any time to get something else.
*Just be careful to stack entity the appropriate number of times if going for the slime route, since it's not a 'may' trigger.
3. Spike Archangel - Unlike the lark combo, this combo doesn't rely upon survival that much. Downside is that it's not a one-card combo which the lark (read: survival) combo is. Upside is that it can be easily assembled with your suite of creature tutors. My favourite tutor would be Primal Command, since it disrupts the opponent as well as fetch you a combo piece or wincon. A turn 3 Primal Command bouncing their land to the top and getting an Archangel of Thune is plain nasty. With Spike Feeder and Archangel of Thune out, activate feeder's lifegain ability once to trigger archangel and put +1/+1 counters on all your guys, including the feeder. Note that if a opponent plays removal in response to feeder's first activation, you cannot activate it the second time because he will die as a state-based action. BUT if you anticipate removal, keep Selvala open to tap and hopefully gain life, which will add another counter on Spike Feeder and let you activate the lifegain ability a second time to combo off.
And of course, there are many times where you're just so ahead after an early Selvala and Tangle Wire or Armageddon that your opponent just concedes. In this case, resolving one of the three aforementioned combos is just a courtesy kill.
Another interesting comparison I forgot to mention is Marath, because both feature a midrange-y combo gameplan and both generals come out on turn two. Marath midrange decks combo with survival in a similar fashion as well, and can run the lark combo and spike-angel combo along with the usual resto-kiki-conscript. I think Selvala is a better combo general than Marath because it's more consistent and streamlined from only playing two colors, which gives you an easier, less disruptable mana base, more dedicated combo slots rather than midrange-y cards, as well as Selvala's innate card draw and mana accel which speeds up your combo plan. EDIT: Marath has more ways to combo out and is less mana intensive from using Survival, so is in many respects superior. However Selvala's mana accel as well as the generally insane mana accel in elfball decks can pump out lark-combo at the same pace as kiki-resto-guide, if not faster and without dying to a timed removal spell. BUT Marath can also pull off kiki-combo from birthing pod quite easily too, so overall I would have to concede that Marath is a better combo general.
Looks nice, just want to let you know that you have 40 creatures in that list, not 41 so you're short a card. I'm gonna try it out, I put fauna shamaman as the missing creature and summoners pact instead of tanglewire.
So like
-1 Kotr, +1 Archdruid
-1 Wayfarer, +1 Maps
-1 Sprawl, +1 Sylvan Scrying
-1 Wild Growth, +1 Birchlore
That would add 3 more elves to the deck also for synergy. And then maybe Gyre Sage over Bloom Tender since it has the potential to get bigger but I'm not sure about that one. I also like Earthcraft for amazing synergy with chaining low cmc summoning sick elves with Skullclamp, Genesis Wave, ect.
teeg, tangle wire, and mind censor all contribute to an immediate win. i do think fauna shaman should make it into the deck but i dont necessarily think the others should.
also really cool deck!
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Sprawl and growth are necessary since you need to get Selvala out asap. The odds of getting geddon/ravages with sprawl/growth are quite low. Maybe Mox Diamond, Jeweled Amulet, Chrome Mox can replace sprawl/growth or could be run in addition to the one mana dorks?
I might try the archdruid and fauna shaman, but not sure if archdruid is gonna be any good since it's an expensive priest of titania that clashes with Selvala.
Nykthos can definitely be experimented with. It worked great with my last G/W deck, which was a Teeg deck.
Wayfarer is very consistent in this G/W deck (the deck doesn't really ramp, except for titan and wood elves), more so if you hold onto your fetches or if you use Scryb Ranger and Quirion Ranger. But I can see merit in scrying or maps instead, since you really only need to tutor for cradle 95% of the time.
Not sure how I feel about Summoner's Pact. It only tutors for prime time and crater.
Knight can usually add more mana than Archdruid since I tutor for Cradle. Knight is generally just very good utility, and a strong midrangey card that is powerful by itself.
Also kriggy, I rarely attack lol. Until I drop the craterhoof...
Resto seems bad here since i have more tappers than etb guys. EDIT: just did a count, 17 tappers and 16 ETB guys, maybe resto isn't as dead as i think.
@Kamenitza yeah you're dead on about Norn. It's been good against some decks for sure, but I could make do with angel of serenity in that slot as well, not to mention angel is great against reanimator. Early on while I played selvala, elesh norn was my go to fatty, but lately it's become more and more just craterhoof, so maybe I'm learning subconsciously that elesh norn isn't necessary.
I tried oracle before and didn't like it that much, but in hindsight I believe oracle is just as strong as kotr. Oracle will ensure I ALWAYS hit a nonland with Selvala, not to mention ramp me and filter through lands. Courser would be worse since it's not an elf and clashes with selvala as a 3 drop. Mirri's guile might be good, it seems like it doesn't provide card advantage which is what I don't like, but it's like a cheaper Abundance, which I guess provides virtual card advantage in the form of consistent mana and always drawing the best two cards out of the top three (unless you have Quirion Ranger).
Also I don't like the idea of caverns. The bulk of my elves come out on t1-t2, and pretty much always resolve. In the early game I might be concerned that they counter Selvala, but my deck can survive without a t2-t3 Selvala. Cavern would be better for letting me resolve a titan or craterhoof. However I still prefer having a basic Forest for many reasons (Rofellos, Scryb/Quirion, Utopia Sprawl, Land Tax, KotR, waste/moon), and all my other colorless lands I think are better than Cavern.
-1 Elesh Norn
-1 Utopia Sprawl
-1 Wild Growth
-1 Land Tax
-1 Spike Feeder
-1 Archangel of Thune
+1 Oracle of Mul Daya
+1 Chrome Mox
+1 Mox Diamond
+1 Mirri's Guile
+1 Fauna Shaman
+1 Courser of Kruphix
Good contribution, and props for innovating. However, I think it is misleading for you to say that this deck is a better combo deck than Marath. Marath, at least in my opinion, is way superior to this no matter how you build it.
I put in Sylvan Scrying and Maps to search for Cradle, Nykthos, and Wirewood Lodge along with Wayfarer and KotR and replaced Sprawl and Growth because I want to get those lands out asap and I don’t want to be blowing them up so I don’t like Armageddon and Ravages of War. Hokkori is great with Cradle out and 4 ways to tutor for it.
I like Voice of Resurgence as a hatebear much more than Aven. Resurgence is great against counters and removal while I don’t think that Aven does enough.
Earthcraft is just a good card, i think it needs to be in here. It turns every creature into a mana dork with haste for 2 mana and all the Marath decks run it.
Oblivion Rings is a direct upgrade to Council’s Judgement imo since it costs 1 less W and can be tutored for with Enlightened Tutor.
Fauna Shaman needs to be in here and I think Elvish Archdruid can replace Wood Elves since it’s the weakest 3cmc elf. Woodelves can fetch a white source but I really think Archdruid is nuts in this deck especially with the untap effects.
Genesis Wave is one of my personal favorite cards and I think it fits perfectly in a deck that ramps this hard and is almost all permanents.
@Cbass
I insist you keep Flagstones in XD. Doesn't seem to be in your list although you didn't cut it. It's almost strictly better than a Plains.
Regarding O-ring, I like that it can get tutored, but council's judgment is better I reckon because it doesn't target and exiles permanently.
Wood Elves should stay. It has synergy with Wirewood Symbiote, Priest of Titania, Cradle, and can also be mirror-lark combo'ed for all the Forests in your deck. One of many reasons why I try to keep my Forest count high XD.
Voice isn't good in a combo deck although it's excellent in my Teeg aggro/hatebears deck, whereas Mindcensor has more uses and can disrupt the opponent's gameplan and sometimes win games on its own. Voice doesn't nearly do that as much as Mindcensor. Regarding hatebears, Linvala and Teeg are here to cockblock my tougher matchups, MWanderer, oloreanimator and marath.
Earthcraft can be played for sure. Reason it's especially good in Marath is because you tap Marath from Earthcraft to make a 1/1 elemental, then tap that 1/1 to make another and so on until Marath dies. Earthcraft is just extra mana acceleration, but it doesn't break the deck the way it can break Marath or Animar I believe.
Also I realise the point you made earlier about Wild Growth having anti-synergy with Armageddon is probably invalid. It's like saying why play cards like Nature's Lore if you're going to armageddon? In terms of card advantage a wild growth is just the same as a nature's lore or rampant growth. As long as that wild growth gets you the mana to be able to play armageddon in the first place.
Also, I think you're making a BIG mistake cutting ravages and armageddon (ravages for budgetary reasons yeah). Provided you have even a Selvala on board, and maybe a mana dork for extra value, following with a turn 3 or turn 4 armageddon is pretty much game over. Armageddon is the best card you can draw after casting an early Selvala, because it breaks the symmetry once you have Selvala or a mana dork to make up for the lands you destroyed. In the early game, that usually only means two lands (tap mana dork, tap Selvala for 1-2 mana, tap you 2 lands and cast geddon, then play your 3rd land). Armageddon is also your silver bullet against some of the top-tier decks in the format and your tougher matchups, such as Mwanderer and Oloro Esper Control.
@kwiz: You're right, and I'll edit my OP to say that. It's been awhile since I've faced a combo Marath deck, and I forget how scary or how easy it is to get the kiki combo off of pod, or even survival in a less mana intensive chain than lark (resto->kiki->guide). At least kiki combos can be stopped with removal, whereas lark combo can't be interacted with short of instant speed graveyard-hate.
I have been using thousand year elixir in my deck and it is insane especially with getting two activations with knight. I have been trying to find space for a dauntless escort to survive board wipes which might be important against control. How does everyone feel about township in the lands as a back up to archangel of thune with all the mana dorks running around.
Anyhow, the best I can come up with myself is a game in the top 8 of a PTQ back during Urza block in which we were starting game 3 with time already expired, so the tiebreaker rule was that whoever had more life after 3 turns would win. And I lost to... healing salve.
@mysticx: Naw pendelhaven isn't strictly better than Forest. Flagstones is almost strictly better than Plains though....
Reason being I run Quirion Rangerandfriends, as well as stuff like Utopia Sprawl and Rofellos, so I like to keep my Forest count high.
@khardrock: I saw your games and liked the thousand-year elixir, I think I will try that. Not sure about the academy rector though lol. Also township I don't like, I only picture it there to backup the spike-feeder in case of removal, but we have Selvala for that too to trigger Archangel and pump feeder. And this isn't really an aggro deck, so township didn't seem like an obvious inclusion. However in my games against Oloro I often found that craterhoof wasn't enough for a lethal alpha strike so the township might provide some reach. It's still not as good as my other colorless lands. Regarding dauntless escort, I can usually tutor Gaddock Teeg around a 4 mana-board wipe. Escort doesn't protect me from Toxic Deluge unfortunately, which is the only board wipe I can't play around, especially if I'm on the draw.
@Cbass: I decided against the spike-angel combo because I wasn't pulling it off enough. It's much more common (and relevant to my board state) to grab a Craterhoof Behemoth instead. Also drawing Survival is just an insta-win, and it requires less mana and less cards than the spike-angel combo. I guess I should rename this deck 'Double Penetration' then lol.
Spas - it's no problem. I have strong opinions about my own decks as well, I was just questioning whether Selvala offers any *real* advantage over Marath regarding those combos. Sure she gives you a little extra mana, but that's all I can see. Both run pod, survival, 'lark, etc, but marath gives you red which opens up kiki-jiki as well as cards that combo with pinging or counters. That's how I saw it, is all
Fair enough :P. The more I tweak this deck, the more it plays as a ramp deck rather than a combo deck - the option to combo is just gravy sometimes. Plus, the card draw can help more than the mana accel when I'm flooded out and threats are more of a priority than mana. But generally I'm playing Selvala as a ramp general so I can drop my fatties by turn 3.
On a related note, not sure if this classifies as a combo, but I get turn 3 or 4 Armageddon/Ravages so often that it's hard to discount it as a combo. Imagine this: turn 1 forest Elvish Mystic, turn 2 plains Selvala. Turn 3 float 3 mana from dork and both lands, play Quirion Ranger, tap Selvala for 1-2 mana, bounce forest using quirion to use Selvala again and cast Armageddon. Play land for turn and pass. If you hit two nonlands with Selvala the first time you don't even need the extra mana from the second activation to power armageddon, and can just play another mana dork. Selvala is the only general I can think of that can do this type of play early on and reliably as she is the only GW commander that can mana ramp.
@Cbass: Sun Titan is a great midrange card. It's got so much value in this deck, since most of my best cards are CMC 3 or less (Tangle Wire, Mirror Entity, Knight of the Reliquary) so recurring them is very strong. I once won a game with Sun Titan recurring Mirror Entity and winning that same turn with infinite damage. (Link to replay HERE)
Teeg can backfire, especially when I play Teeg then draw a Chord or Pod or Geddon, but for the most part it's a necessary creature tutor to combat decks like Oloro and Maelstrom Wanderer. Teeg sometimes complicates my casting order when I have Teeg and one of the aforementioned spells in hand, and have to cast that spell first before Teeg, but other than that it's a must play card. Just like Linvala, both cards hose certain decks (even though getting Linvala Bribery'ed or Gilded Drake'ed can wreck me pretty hard). Maybe in the future I will build a pure combo version that doesn't need to run hate cards like Teeg, Linvala or Mindcensor, and will just plow through and combo.
EDIT: Also updated OP with a new combo. Replaced the outdated spike feeder-archangel combo.
Torpor orb isn't really a thing, at least from my experience playing online. And as for Hushwing Gryff, that will probably only see play in Thalia (Oloro will probably be banned come M15). My current answers for torpor orb are Council's Judgment and Primal Command, or Aura Shards + creature. Beast Within is the only card I might consider, because I have enough artifact/enchantment removal in this deck and beast can also hit lands. But overall it's hard to justify spot removal in this deck unless it has more than one function. Reclamation Sage is a sorcery speed Nature's Claim, but it can be tutored for and clamped. I recently cut swords to plowshares in this deck, which goes to show that slots are quite tight in this deck.
I wonder if I should swap council's judgment for o-ring for now?
Interestingly, I just made the opposite changes in my own G/W list (-Market/Rector, +Wasteland/Ranger of Eos); there were SO many times where I would resolve Rector and then lose while falling all over myself trying to kill her. She is ridiculously powerful (especially with Pod) but I found that she was most-often just a speedbump. That being said, I think it's still worth a try; you might have a lot more success with her.
The deck looks amazing, man, keep up the excellent work!
Yeah I just won a game off of a rector trigger. Wild Pair's more of a bomb than survival off a rector trigger. I had a knight of the reliquary and Wirewood Symbiote in play. I used knight to get high market and sac the rector for Wild Pair. I cast the 1/1 in hand, fetched Mirror Entity and used x=1 to make my symbiote an elf. I bounced symbiote using its own cost, since it's now an elf, and untapped knight to get cradle. Then I recast symbiote and with the Wild Pair trigger on the stack I tapped cradle for 5 to make symbiote and all my guys 5/5's to Wild Pair for Craterhoof Behemoth (a 5/5) and overrun for the win. Pretty much with symbiote and mirror out you can get anything from your deck with an even combined P/T by activating mirror in response to the Wild Pair trigger. I got to untap knight each time using symbiote, and recasting symbiote and x=1 to make symbiote an elf cost a net 1 mana to trigger Wild Pair. Definitely not win more, my new favourite card.
I've been testing Selvala online a fair bit since the spoilers. Now that I'm confident the deck is strong enough to be competitive I'll post the list, but also because there aren't many good Selvala lists online. The best way to describe this deck is as follows: Rofellos, Llanowar Emissary + Captain Sisay with a bit of Rhys the Redeemed thrown in. Rofellos because Selvala normally comes out on turn 2 to generate 5-6 mana on turn 3, enough for a Primeval Titan, Garruk, Caller of Beasts or Primal Command etc. Sisay because of the card draw, and the similar playstyle that having a CA utility will orient the deck towards. And Rhys simply because she's a G/W Elf, and has similar Elfball interactions that compliment the general. But Selvala combines the abilities of both Rofellos and Sisay with a MUCH more resilient body that makes your gameplan more reliable.
Why is Selvala so good?
-She's an Elf (Wirewood Lodge, Priest of Titania).
-Her ability is a mana ability and cannot be responded to or Stifled.
-She is a 2/4, which is highly relevant in a Marath meta, and her beefy body makes her resilient against pretty much all the playable red burns and sweepers in the format, besides Mizzium Mortars.
-She is one of few generals that can provide 6 mana or more on turn 3.
-The lifegain is incremental and combined with the numerous dorks and Selvala's 2/4 body provides a solid buffer against aggressive decks.
Why is Selvala not so good?
-Her card draw is a bit random and in certain matchups like Wanderer will usually give your opponents better cards. However with the way this deck is built it's assumed your draws are better than your opponents', since you can do more with the mana acceleration Selvala provides. Your draws are generally better because of greater threat density. See Armageddon, Primeval Titan, Wild Pair, Survival of the Fittest etc.
-As a creature-based combo deck you are prone to sweepers, and must play conservatively against control decks such as Griselbrand and GAAIV.
Gameplan
The three primary ways to win are elfball (Craterhoof), survival (Lark+entity combo) and wild pair infinite (entity+priest/rofellos+symbiote). Craterhoofball and symbiote-priest-entity (the 1-2-3 combo) are the easiest ones to pull off. Here are brief descriptions of how they work.
1. Entity-Priest-Symbiote - This is an infinite mana/untap combo that is normally assembled with Wild Pair (more on that card later), and also Yisan, the Wanderer Bard with just three activations. With all three in play, tap Priest of Titania for some mana, then activate Mirror Entity for x=1. Since Wirewood Symbiote is now an Elf, this allows it to bounce itself (thus removing it's once-per-turn limitation on activating its ability) to untap the Priest (note: Mirror Entity coincidentally also lets you add more mana with Priest of Titania's ability). Replay the symbiote from hand, then activate mirror again for x=1. Tap priest for mana, bounce symbiote to untap priest, repeat. After generating infinite green mana you can also untap all your creatures by spending one mana to cast symbiote, one mana to activate entity's ability for x=1, then bouncing symbiote to untap whichever creature you wish. You would usually win by then activating mirror entity for x= arbitrarily big number and attacking with all, or untapping Selvala many times to draw your deck and then winning with whatever the hell you want.
I know, I know...a three-card combo in theory should be clunky, but the pieces come together very easily and each card is already powerful (being involved in other combos of their own), so just keep this interaction in mind whenever you draw one of the three combo pieces, and strive to set it up. With experience, the combo should start coming together more often than the other combos I mention below.
On Wild Pair:
With Wild Pair, any 1/1 that you draw will be able to assemble at least two of the combo pieces the same turn, although you won't win unless you give Priest haste somehow (*cough* Stoneforge Mystic for Lightning Greaves). Example: Play Elvish Mystic, with Wild Pair trigger tutor for Wirewood Symbiote. Using symbiote's ability bounce the elvish mystic to untap something, and with Wild Pair trigger get Priest of Titania or Mirror Entity. A cool trick with Wild Pair is to use Mirror Entity to set the power/toughness of any creature you cast from hand in response to Wild Pair's triggered ability. Wild Pair will check for the new adjusted P/T accordingly when the trigger resolves after the resolution of mirror entity's activated ability. For example, Mirror for x=2 when the Wild Pair trigger goes on the stack, and you can get a Fiend Hunter or an Acidic Slime to deal with a threat. For activate for x=5 and get Craterhoof Behemoth to pump your guys in addition to the 5/5's they already become from Mirror Entity. Remember also that Wild Pair checks for combined P/T totals, so an Angel of Serenity can get an Elesh Norn, Grand Cenobite, and a Stoneforge Mystic can get a Reclamation Sage or Rofellos, Llanowar Emissary. Wild Pair is the only reason Reclamation Sage isn't strictly better than the recently cut Harmonic Sliver.
2. Elfball - Drop a bunch of dorks, cradle is nice, make tons of mana off mana dorks and Selvala and untappers like Scryb Ranger, Wirewood Symbiote and Quirion Ranger, drop Craterhoof Behemoth. There are various ways to get behemoth; Fierce Empath and Green Sun's Zenith commonly grab him.
3. Lark-Entity - With Survival in play, chain out Mirror Entity, Karmic Guide, Acidic Slime for Reveillark in hand to cast it for its evoke cost. The lark hits the can, and targets guide and entity. Guide trigger goes on stack and targets lark, bringing back lark onto the battlefield along with entity. So where do we go now with entity, lark and guide on board? Stack mirror entity's ability for x=0 as many times as you wish. The first activation resolves, wiping your board and triggering lark, which targets slime and guide. Guide returns lark to play, and slime blows up a land. Second activation of mirror resolves, and you repeat the combo. Depending on the board state and your available mana, you may not be able to stack your graveyard, and can only grab Acidic Slime, but it should be sufficient to win the game by blowing up all their lands and most of their noncreature permanents. If you have one extra mana, you can Survival chain an extra Wood Elves into the mix to fetch out all your Forests, and then if you have another creature in your hand after tutoring all your forests you can even Survival chain for Eternal Witness to return your entire graveyard to your hand. Since you normally can't win on the same turn you do the combo, use the last reveillark trigger to target entity and guide, which will restore your original board position to after evoking the lark. This will allow you to slime your opponent's lands at instant speed, and you can also pull the trigger on the guide-lark interaction at any time to get something else.
*Just be careful to stack entity the appropriate number of times if going for the slime route, since it's not a 'may' trigger.
3. Spike Archangel - Unlike the lark combo, this combo doesn't rely upon survival that much. Downside is that it's not a one-card combo which the lark (read: survival) combo is. Upside is that it can be easily assembled with your suite of creature tutors. My favourite tutor would be Primal Command, since it disrupts the opponent as well as fetch you a combo piece or wincon. A turn 3 Primal Command bouncing their land to the top and getting an Archangel of Thune is plain nasty. With Spike Feeder and Archangel of Thune out, activate feeder's lifegain ability once to trigger archangel and put +1/+1 counters on all your guys, including the feeder. Note that if a opponent plays removal in response to feeder's first activation, you cannot activate it the second time because he will die as a state-based action. BUT if you anticipate removal, keep Selvala open to tap and hopefully gain life, which will add another counter on Spike Feeder and let you activate the lifegain ability a second time to combo off.And of course, there are many times where you're just so ahead after an early Selvala and Tangle Wire or Armageddon that your opponent just concedes. In this case, resolving one of the three aforementioned combos is just a courtesy kill.
Another interesting comparison I forgot to mention is Marath, because both feature a midrange-y combo gameplan and both generals come out on turn two. Marath midrange decks combo with survival in a similar fashion as well, and can run the lark combo and spike-angel combo along with the usual resto-kiki-conscript. I think Selvala is a better combo general than Marath because it's more consistent and streamlined from only playing two colors, which gives you an easier, less disruptable mana base, more dedicated combo slots rather than midrange-y cards, as well as Selvala's innate card draw and mana accel which speeds up your combo plan. EDIT: Marath has more ways to combo out and is less mana intensive from using Survival, so is in many respects superior. However Selvala's mana accel as well as the generally insane mana accel in elfball decks can pump out lark-combo at the same pace as kiki-resto-guide, if not faster and without dying to a timed removal spell. BUT Marath can also pull off kiki-combo from birthing pod quite easily too, so overall I would have to concede that Marath is a better combo general.
Selvala Combo-Wombo v4.0 241014
1 Selvala, Explorer Returned
Creatures - 42 (w/ dryad arbor)
1 Arbor Elf
1 Birds of Paradise
1 Elvish Mystic
1 Avacyn's Pilgrim
1 Fyndhorn Elves
1 Llanowar Elves
1 Boreal Druid
1 Joraga Treespeaker
1 Quirion Ranger
1 Wirewood Symbiote
1 Weathered Wayfarer
1 Rofellos, Llanowar Emissary
1 Priest of Titania
1 Voyaging Satyr
1 Fauna Shaman
1 Scavenging Ooze
1 Stoneforge Mystic
1 Wood Elves
1 Fierce Empath
1 Eternal Witness
1 Fiend Hunter
1 Reclamation Sage
1 Village Bell-Ringer
1 Knight of the Reliquary
1 Yisan, the Wanderer Bard
1 Mirror Entity
1 Academy Rector
1 Restoration Angel
1 Ranger of Eos
1 Oracle of Mul Daya
1 Linvala, Keeper of Silence
1 Reveillark
1 Acidic Slime
1 Brutalizer Exarch
1 Primeval Titan
1 Sun Titan
1 Regal Force
1 Elesh Norn, Grand Cenobite
1 Craterhoof Behemoth
Sorceries - 4
1 Green Sun's Zenith
1 Reap and Sow
1 Primal Command
1 Tooth and Nail
Instants - 5
1 Swords to Plowshares
1 Worldly Tutor
1 Enlightened Tutor
1 Eladamri's Call
1 Chord of Calling
Enchantments - 7
1 Utopia Sprawl
1 Wild Growth
1 Fastbond
1 Sylvan Library
1 Survival of the Fittest
1 Oblivion Ring
1 Wild Pair
Artifacts - 7
1 Mox Diamond
1 Chrome Mox
1 Skullclamp
1 Lightning Greaves
1 Umezawa's Jitte
1 Birthing Pod
1 Tangle Wire
1 Garruk, Caller of Beasts
Lands - 35
12 Snow-Covered Forest
4 Snow-Covered Plains
1 Misty Rainforest
1 Verdant Catacombs
1 Wooded Foothills
1 Windswept Heath
1 Marsh Flats
1 Flooded Strand
1 Arid Mesa
1 Temple Garden
1 Savannah
1 Wooded Bastion
1 Horizon Canopy
1 Gaea's Cradle
1 Dryad Arbor
1 Selesnya Sanctuary
1 Wasteland
1 Cavern of Souls
1 High Market
1 Wirewood Lodge
1 Nykthos, Shrine to Nyx
Older Decklists
1 Selvala, Explorer Returned
Creatures - 40 (w/ dryad arbor)
1 Arbor Elf
1 Birds of Paradise
1 Elvish Mystic
1 Avacyn's Pilgrim
1 Fyndhorn Elves
1 Llanowar Elves
1 Boreal Druid
1 Joraga Treespeaker
1 Quirion Ranger
1 Wirewood Symbiote
1 Mother of Runes
1 Weathered Wayfarer
1 Rofellos, Llanowar Emissary
1 Priest of Titania
1 Fauna Shaman
1 Scavenging Ooze
1 Scryb Ranger
1 Stoneforge Mystic
1 Wood Elves
1 Fierce Empath
1 Eternal Witness
1 Fiend Hunter
1 Reclamation Sage
1 Courser of Kruphix
1 Knight of the Reliquary
1 Yisan, the Wanderer Bard
1 Mirror Entity
1 Ranger of Eos
1 Oracle of Mul Daya
1 Linvala, Keeper of Silence
1 Karmic Guide
1 Reveillark
1 Acidic Slime
1 Primeval Titan
1 Sun Titan
1 Regal Force
1 Angel of Serenity
1 Craterhoof Behemoth
Sorceries - 4
1 Green Sun's Zenith
1 Armageddon
1 Ravages of War
1 Primal Command
Instants - 5
1 Swords to Plowshares
1 Worldly Tutor
1 Enlightened Tutor
1 Eladamri's Call
1 Chord of Calling
Enchantments - 7
1 Utopia Sprawl
1 Wild Growth
1 Fastbond
1 Sylvan Library
1 Survival of the Fittest
1 Oblivion Ring
1 Wild Pair
1 Mox Diamond
1 Chrome Mox
1 Skullclamp
1 Lightning Greaves
1 Umezawa's Jitte
1 Birthing Pod
1 Tangle Wire
Planeswalkers - 1
1 Garruk, Caller of Beasts
Lands - 36
12 Snow-Covered Forest
4 Snow-Covered Plains
1 Misty Rainforest
1 Verdant Catacombs
1 Wooded Foothills
1 Windswept Heath
1 Marsh Flats
1 Flooded Strand
1 Arid Mesa
1 Temple Garden
1 Savannah
1 Wooded Bastion
1 Horizon Canopy
1 Gaea's Cradle
1 Dryad Arbor
1 Selesnya Sanctuary
1 Flagstones of Trokair
1 Wasteland
1 Cavern of Souls
1 High Market
1 Wirewood Lodge
1 Nykthos, Shrine to Nyx
Changelog
Flagstones of Trokair
Scryb Ranger
Mother of Runes
Courser of Kruphix
Armageddon
Ravages of War
Angel of Serenity
IN
IN
IN
IN
IN
IN
Random deck stats
-12 turn one mana dorks.
-16 elves including general
-21 mana/utility tapping creatures
-18 ETB/LTB creatures
-5 colorless lands
-17 white-producing lands
-28 green-producing lands
-22 Forests including fetchlands
-13 Plains including fetchlands
1. Jace High Tide Control
2. 5CC Horde Scapeshift
3. Selvala Channel Emrakul
4. Selvala GW Combo
5. Keranos Wildfire
Damia (EDH)
Niv-Mizzet (EDH)
Karador the Hermit Druid (EDH)
vs Sliver Overlord 040714 1-0 (not a completed game, but it shows you some SICK plays this deck is capable of by turn three and turn four.)
vs Zegana 040714 2-0
vs Oloro Reanimator 2-1
1. Jace High Tide Control
2. 5CC Horde Scapeshift
3. Selvala Channel Emrakul
4. Selvala GW Combo
5. Keranos Wildfire
Damia (EDH)
Niv-Mizzet (EDH)
Karador the Hermit Druid (EDH)
1. Jace High Tide Control
2. 5CC Horde Scapeshift
3. Selvala Channel Emrakul
4. Selvala GW Combo
5. Keranos Wildfire
Damia (EDH)
Niv-Mizzet (EDH)
Karador the Hermit Druid (EDH)
Btw how do you feel about Elvish Archdruid, Fauna Shaman, Genesis Wave, Nykthos Shrine to Nyx, Sylvan Scrying, Expedition Maps, Birchlore Rangers, Earthcraft, Gyre Sage, Beast Within and Summoner's Pact in here?
Personally I think
-1 forest, +1 Nykthos
-1 Gaddock, +1 Genesis Wave
-1 Tangle Wire, +1 Fauna Shaman
-1 Aven, +1 Summoner's Pact
And maybe Elvish Archdruid over Knight of the Reliquary since it would ramp as well and pump up everything else and Expedition Maps or Sylvan Scrying over Weathered Wayfarer since they're probably more consistent.
One more thing I see is that there's a little anti-synergy with Utopia Sprawl and Wild Growth with Armageddon, Ravages of War, Quirion Ranger, Scryb Ranger, and Hokori, Dust Drinker.
So like
-1 Kotr, +1 Archdruid
-1 Wayfarer, +1 Maps
-1 Sprawl, +1 Sylvan Scrying
-1 Wild Growth, +1 Birchlore
That would add 3 more elves to the deck also for synergy. And then maybe Gyre Sage over Bloom Tender since it has the potential to get bigger but I'm not sure about that one. I also like Earthcraft for amazing synergy with chaining low cmc summoning sick elves with Skullclamp, Genesis Wave, ect.
also really cool deck!
Modern
No clue
RIP Twin
MTGS Olde Name:
Hruen (apparently it was taken, probably by me about 10 years ago.........)
I might try the archdruid and fauna shaman, but not sure if archdruid is gonna be any good since it's an expensive priest of titania that clashes with Selvala.
Nykthos can definitely be experimented with. It worked great with my last G/W deck, which was a Teeg deck.
Wayfarer is very consistent in this G/W deck (the deck doesn't really ramp, except for titan and wood elves), more so if you hold onto your fetches or if you use Scryb Ranger and Quirion Ranger. But I can see merit in scrying or maps instead, since you really only need to tutor for cradle 95% of the time.
Not sure how I feel about Summoner's Pact. It only tutors for prime time and crater.
1. Jace High Tide Control
2. 5CC Horde Scapeshift
3. Selvala Channel Emrakul
4. Selvala GW Combo
5. Keranos Wildfire
Damia (EDH)
Niv-Mizzet (EDH)
Karador the Hermit Druid (EDH)
Also kriggy, I rarely attack lol. Until I drop the craterhoof...
Resto seems bad here since i have more tappers than etb guys. EDIT: just did a count, 17 tappers and 16 ETB guys, maybe resto isn't as dead as i think.
1. Jace High Tide Control
2. 5CC Horde Scapeshift
3. Selvala Channel Emrakul
4. Selvala GW Combo
5. Keranos Wildfire
Damia (EDH)
Niv-Mizzet (EDH)
Karador the Hermit Druid (EDH)
Modern
No clue
RIP Twin
MTGS Olde Name:
Hruen (apparently it was taken, probably by me about 10 years ago.........)
I tried oracle before and didn't like it that much, but in hindsight I believe oracle is just as strong as kotr. Oracle will ensure I ALWAYS hit a nonland with Selvala, not to mention ramp me and filter through lands. Courser would be worse since it's not an elf and clashes with selvala as a 3 drop. Mirri's guile might be good, it seems like it doesn't provide card advantage which is what I don't like, but it's like a cheaper Abundance, which I guess provides virtual card advantage in the form of consistent mana and always drawing the best two cards out of the top three (unless you have Quirion Ranger).
Also I don't like the idea of caverns. The bulk of my elves come out on t1-t2, and pretty much always resolve. In the early game I might be concerned that they counter Selvala, but my deck can survive without a t2-t3 Selvala. Cavern would be better for letting me resolve a titan or craterhoof. However I still prefer having a basic Forest for many reasons (Rofellos, Scryb/Quirion, Utopia Sprawl, Land Tax, KotR, waste/moon), and all my other colorless lands I think are better than Cavern.
-1 Elesh Norn
-1 Utopia Sprawl
-1 Wild Growth
-1 Land Tax
-1 Spike Feeder
-1 Archangel of Thune
+1 Oracle of Mul Daya
+1 Chrome Mox
+1 Mox Diamond
+1 Mirri's Guile
+1 Fauna Shaman
+1 Courser of Kruphix
-----2nd edit----
-1 Mirri's Guile
-1 Courser of Kruphix
+1 Wild Growth
+1 Utopia Sprawl
1. Jace High Tide Control
2. 5CC Horde Scapeshift
3. Selvala Channel Emrakul
4. Selvala GW Combo
5. Keranos Wildfire
Damia (EDH)
Niv-Mizzet (EDH)
Karador the Hermit Druid (EDH)
1 Selvala, Explorer Returned
Creatures (42)
1 Dryad Arbor
1 Arbor Elf
1 Birds of Paradise
1 Elvish Mystic
1 Avacyn's Pilgrim
1 Fyndhorn Elves
1 Llanowar Elves
1 Boreal Druid
1 Quirion Ranger
1 Wirewood Symbiote
1 Mother of Runes
1 Weathered Wayfarer
1 Devoted Druid
1 Rofellos, Llanowar Emissary
1 Priest of Titania
1 Bloom Tender
1 Scryb Ranger
1 Elvish Visionary
1 Stoneforge Mystic
1 Gaddock Teeg
1 Voice of Resurgence
1 Fauna Shaman
1 Elvish Archdruid
1 Fierce Empath
1 Eternal Witness
1 Fiend Hunter
1 Harmonic Sliver
1 Knight of the Reliquary
1 Spike Feeder
1 Mirror Entity
1 Hokori, Dust Drinker
1 Archangel of Thune
1 Karmic Guide
1 Reveillark
1 Acidic Slime
1 Primeval Titan
1 Sun Titan
1 Regal Force
1 Angel of Serenity
1 Craterhoof Behemoth
Sorceries (4)
1 Green Sun's Zenith
1 Primal Command
1 Sylvan Scrying
1 Genesis Wave
Instants (6)
1 Swords to Plowshares
1 Crop Rotation
1 Worldly Tutor
1 Enlightened Tutor
1 Eladamri's Call
1 Chord of Calling
Enchantments (6)
1 Sylvan Library
1 Survival of the Fittest
1 Mirri's Guile
1 Earthcraft
1 Oblivion Ring
1 Aura Shards
Artifacts (4)
1 Skullclamp
1 Birthing Pod
1 Tangle Wire
1 Expedition Map
1 Ajani, Mentor of Heroes
1 Garruk, Caller of Beasts
Lands (36)
1 Misty Rainforest
1 Verdant Catacombs
1 Wooded Foothills
1 Windswept Heath
1 Marsh Flats
1 Flooded Strand
1 Arid Mesa
1 Temple Garden
1 Savannah
1 Wooded Bastion
1 Horizon Canopy
1 Sunpetal Grove
1 Command Tower
1 Gaea's Cradle
1 Wasteland
1 Dust Bowl
1 Wirewood Lodge
1 Nykthos, Shrine to Nyx
1 Cavern of Souls
12 Forest
5 Plains
Changes I made from the OP
- Armageddon
- Ravages of War
- Utopia Sprawl
- Wild Growth
- Land Tax
- Elsh Norn
- Wood Elves
- Yavimaya Hollow
- Flagstones
- Aven Mindcensor
- Council’s Judgement
+ Fauna Shaman
+ Genesis Wave
+ Mirri’s Guile
+ Expedition Maps
+ Sylvan Scrying
+ Earthcraft
+ Elvish Archdruid
+ Nykthos
+ Cavern of Souls
+ Voice of Resurgence
+ Oblivion Rings
I put in Sylvan Scrying and Maps to search for Cradle, Nykthos, and Wirewood Lodge along with Wayfarer and KotR and replaced Sprawl and Growth because I want to get those lands out asap and I don’t want to be blowing them up so I don’t like Armageddon and Ravages of War. Hokkori is great with Cradle out and 4 ways to tutor for it.
I like Voice of Resurgence as a hatebear much more than Aven. Resurgence is great against counters and removal while I don’t think that Aven does enough.
Earthcraft is just a good card, i think it needs to be in here. It turns every creature into a mana dork with haste for 2 mana and all the Marath decks run it.
Oblivion Rings is a direct upgrade to Council’s Judgement imo since it costs 1 less W and can be tutored for with Enlightened Tutor.
Fauna Shaman needs to be in here and I think Elvish Archdruid can replace Wood Elves since it’s the weakest 3cmc elf. Woodelves can fetch a white source but I really think Archdruid is nuts in this deck especially with the untap effects.
Genesis Wave is one of my personal favorite cards and I think it fits perfectly in a deck that ramps this hard and is almost all permanents.
I insist you keep Flagstones in XD. Doesn't seem to be in your list although you didn't cut it. It's almost strictly better than a Plains.
Regarding O-ring, I like that it can get tutored, but council's judgment is better I reckon because it doesn't target and exiles permanently.
Wood Elves should stay. It has synergy with Wirewood Symbiote, Priest of Titania, Cradle, and can also be mirror-lark combo'ed for all the Forests in your deck. One of many reasons why I try to keep my Forest count high XD.
Voice isn't good in a combo deck although it's excellent in my Teeg aggro/hatebears deck, whereas Mindcensor has more uses and can disrupt the opponent's gameplan and sometimes win games on its own. Voice doesn't nearly do that as much as Mindcensor. Regarding hatebears, Linvala and Teeg are here to cockblock my tougher matchups, MWanderer, oloreanimator and marath.
Earthcraft can be played for sure. Reason it's especially good in Marath is because you tap Marath from Earthcraft to make a 1/1 elemental, then tap that 1/1 to make another and so on until Marath dies. Earthcraft is just extra mana acceleration, but it doesn't break the deck the way it can break Marath or Animar I believe.
Also I realise the point you made earlier about Wild Growth having anti-synergy with Armageddon is probably invalid. It's like saying why play cards like Nature's Lore if you're going to armageddon? In terms of card advantage a wild growth is just the same as a nature's lore or rampant growth. As long as that wild growth gets you the mana to be able to play armageddon in the first place.
Also, I think you're making a BIG mistake cutting ravages and armageddon (ravages for budgetary reasons yeah). Provided you have even a Selvala on board, and maybe a mana dork for extra value, following with a turn 3 or turn 4 armageddon is pretty much game over. Armageddon is the best card you can draw after casting an early Selvala, because it breaks the symmetry once you have Selvala or a mana dork to make up for the lands you destroyed. In the early game, that usually only means two lands (tap mana dork, tap Selvala for 1-2 mana, tap you 2 lands and cast geddon, then play your 3rd land). Armageddon is also your silver bullet against some of the top-tier decks in the format and your tougher matchups, such as Mwanderer and Oloro Esper Control.
@kwiz: You're right, and I'll edit my OP to say that. It's been awhile since I've faced a combo Marath deck, and I forget how scary or how easy it is to get the kiki combo off of pod, or even survival in a less mana intensive chain than lark (resto->kiki->guide). At least kiki combos can be stopped with removal, whereas lark combo can't be interacted with short of instant speed graveyard-hate.
1. Jace High Tide Control
2. 5CC Horde Scapeshift
3. Selvala Channel Emrakul
4. Selvala GW Combo
5. Keranos Wildfire
Damia (EDH)
Niv-Mizzet (EDH)
Karador the Hermit Druid (EDH)
It's just too bad deep analysis is off-color
Anyways, You have a decent number of 1/1s in there (I count 17).
Why not replace one forest for a strictly better pendelhaven?
Reason being I run Quirion Ranger and friends, as well as stuff like Utopia Sprawl and Rofellos, so I like to keep my Forest count high.
@khardrock: I saw your games and liked the thousand-year elixir, I think I will try that. Not sure about the academy rector though lol. Also township I don't like, I only picture it there to backup the spike-feeder in case of removal, but we have Selvala for that too to trigger Archangel and pump feeder. And this isn't really an aggro deck, so township didn't seem like an obvious inclusion. However in my games against Oloro I often found that craterhoof wasn't enough for a lethal alpha strike so the township might provide some reach. It's still not as good as my other colorless lands. Regarding dauntless escort, I can usually tutor Gaddock Teeg around a 4 mana-board wipe. Escort doesn't protect me from Toxic Deluge unfortunately, which is the only board wipe I can't play around, especially if I'm on the draw.
@Cbass: I decided against the spike-angel combo because I wasn't pulling it off enough. It's much more common (and relevant to my board state) to grab a Craterhoof Behemoth instead. Also drawing Survival is just an insta-win, and it requires less mana and less cards than the spike-angel combo. I guess I should rename this deck 'Double Penetration' then lol.
1. Jace High Tide Control
2. 5CC Horde Scapeshift
3. Selvala Channel Emrakul
4. Selvala GW Combo
5. Keranos Wildfire
Damia (EDH)
Niv-Mizzet (EDH)
Karador the Hermit Druid (EDH)
On a related note, not sure if this classifies as a combo, but I get turn 3 or 4 Armageddon/Ravages so often that it's hard to discount it as a combo. Imagine this: turn 1 forest Elvish Mystic, turn 2 plains Selvala. Turn 3 float 3 mana from dork and both lands, play Quirion Ranger, tap Selvala for 1-2 mana, bounce forest using quirion to use Selvala again and cast Armageddon. Play land for turn and pass. If you hit two nonlands with Selvala the first time you don't even need the extra mana from the second activation to power armageddon, and can just play another mana dork. Selvala is the only general I can think of that can do this type of play early on and reliably as she is the only GW commander that can mana ramp.
Changes
+Umezawa's Jitte
+Elesh Norn, Grand Cenobite
+Reclamation Sage
+Thousand-Year Elixir
+Wild Pair
-Swords to Plowshares
-Sunpetal Grove
-Harmonic Sliver
-Crop Rotation
-Ajani, Mentor of Hereoes
1. Jace High Tide Control
2. 5CC Horde Scapeshift
3. Selvala Channel Emrakul
4. Selvala GW Combo
5. Keranos Wildfire
Damia (EDH)
Niv-Mizzet (EDH)
Karador the Hermit Druid (EDH)
How usefull do you find Sun Titan to be? And has teeg ever backfored for you since it stops 8 of your own cards?
Teeg can backfire, especially when I play Teeg then draw a Chord or Pod or Geddon, but for the most part it's a necessary creature tutor to combat decks like Oloro and Maelstrom Wanderer. Teeg sometimes complicates my casting order when I have Teeg and one of the aforementioned spells in hand, and have to cast that spell first before Teeg, but other than that it's a must play card. Just like Linvala, both cards hose certain decks (even though getting Linvala Bribery'ed or Gilded Drake'ed can wreck me pretty hard). Maybe in the future I will build a pure combo version that doesn't need to run hate cards like Teeg, Linvala or Mindcensor, and will just plow through and combo.
EDIT: Also updated OP with a new combo. Replaced the outdated spike feeder-archangel combo.
1. Jace High Tide Control
2. 5CC Horde Scapeshift
3. Selvala Channel Emrakul
4. Selvala GW Combo
5. Keranos Wildfire
Damia (EDH)
Niv-Mizzet (EDH)
Karador the Hermit Druid (EDH)
experimental changes
-1 Wasteland
-1 Hokori, Dust Drinker
-1 Aura Shards
+1 High Market
+1 Academy Rector
+1 Beast Within
I wonder if I should swap council's judgment for o-ring for now?
1. Jace High Tide Control
2. 5CC Horde Scapeshift
3. Selvala Channel Emrakul
4. Selvala GW Combo
5. Keranos Wildfire
Damia (EDH)
Niv-Mizzet (EDH)
Karador the Hermit Druid (EDH)
Interestingly, I just made the opposite changes in my own G/W list (-Market/Rector, +Wasteland/Ranger of Eos); there were SO many times where I would resolve Rector and then lose while falling all over myself trying to kill her. She is ridiculously powerful (especially with Pod) but I found that she was most-often just a speedbump. That being said, I think it's still worth a try; you might have a lot more success with her.
The deck looks amazing, man, keep up the excellent work!
Asmira, Holy Avenger (French EDH)
I upload Duel Commander match replays to my YouTube channel
1. Jace High Tide Control
2. 5CC Horde Scapeshift
3. Selvala Channel Emrakul
4. Selvala GW Combo
5. Keranos Wildfire
Damia (EDH)
Niv-Mizzet (EDH)
Karador the Hermit Druid (EDH)