Skarrg Goliath -> Static Orb I was just having too many issues with the Goliath. He was too expensive in the early game and it really came down to a very situational game state for him to be really good even later on. I really liked what he does but I also like the disruption that this deck brings so I think Static Orb gives me a better out of the gates card. It makes opponents early game ramp less important and chump blockers harder to maintain. Originally I thought that the Goliath was going to be more useful to me due to the fact that I can tutor for him but like half of my creature tutors go to play not hand so that was sort of an issue I had with him.
Worldly Tutor -> Time of Need the problem here is that I can ramp into thrun off of worldly tutor getting Refellos on turn two. Time of Need currently only has two targets in the deck being thrun and refellos. I prefer the versatility of worldly over time of need even though it is card disadvantage there are just too few options on what to get in here currently with the legendary tutor.
City of Solitude -> Dosan the Falling Leaf I really like non-creatures due to being harder to remove. Blue players are one of the bigger ones that these effects hit and they have a much harder time dealing with an enchantment than a creature. The advantage of Dosan though is that I can still regen thrun with him and tutor for him. I dont necessarily rely on this sort of effect on a regular basis though... I could potentially see running both but I dislike how fragile creatures tend to be on average to replace city with him.
Crushing Vines -> Arashi, Sky Asunder I dont much care for Arashi. Crushing vines has more versatility to it for less mana if you generally channel him. The only way he is better is if you can cast him out and use his ability a few times. I like the versatility of the vines to hit artifacts as well. If it was just a flying creature kill then it would probably be Whirlwind.
Infiltration Lens -> Skullclamp I am running a creature light deck so skullclamp isn't really an option. People block thrun a lot though to reduce his damage. The lense can operate as a psudo trample to discourage blocks and it works well with trample as it further deters blockers. I would want a lot more creatures or be in a token strategy for skullclamp to work here. Keep in mind as well that Thrun dying doesn't really happen because we put him in the command zone when it does happen.
Vorinclex - its an option. I just prefer him in very select decks. I have been impressed by him in Omnath, Locus of Mana and Mayael the Anima. Essentially for him to be amazing for me though I want to drop him in at EOT or off of stored mana or something. I dont like tapping out to drop him just to watch a counterspell or swords to plowshares remove him. Also, being creature light often shifts focus to the few creatures that can be targeted in here which I feel less keen on.
Dryad Arbor - I just dont really have any benefit to it in this deck. It dies to a wrath and it contributs little to nothing to my objective. I like it a lot in something like Edric or possibly Kamahl where numbers matter. I play more of a voltron control here where numbers matter little. It just isnt right for the deck here but its a fun card.
Slice in Twain -> Nature's Claim I have been thinking about this for some time and more recently the draw a card has become a little less needed in here. I decided that four mana just felt really heavy for what it did so I am moving to the claim. I really love that draw a card on it but the cheap removal is probably more effective here.
In Consideration:
Awakening Zone the more I consider resource denial the better this card becomes. Currently of the issues I sometimes have with the deck, continuous sac outlets have been a problem such as Sheoldred, Whispering One and some like effects. To some extent, Awakening Zone can mitigate issues with these as well as produce some level of ramp and resource in a mana deprived state. Ironically it actually plays well into my own Tabernacle due to the fact that I can sac a token to pay for Thrun, then spawn a new token after paying for my creatures.
Storm Cauldron it punishes high mana curve decks as well as heavy ramp decks. It essentially is another land / mana disruption style of card. Exploration and Burgeoning become better as well if I incorporate this and might have to be considered in parallel if I go to this.
Of the two in consideration I am really thinking of pushing into Awakening Zone for some testing. Its always a question of what to cut though so I have to give it some thought but the card has been popping up in my head a bit more of late as a good card to try.
Now that you have the two keep stuff tapped orbs, Bear Umbra would be pretty sweet for you. Just a consideration.
Awakening Zone is awesome, one of my favorite cards. Nothing like swinging a Sword of Fire and Ice on an Eldrazi Spawn token...
It could be an option but I think Sword of Feast and Famine makes the cut above it due to the protections it gives. I already run one totem armor and I can tell you, I dont think the totem protection has ever worked as usually Thrun dies to 1) clones, 2) sac effects, and 3) tuck wraths usually.
There aren't a ton of wraths in my meta so they aren't as big of a deal for me. The land untapping options could be really solid though. Plus the evasion of pro green / black is actually a really good set of protections to connect. I will put them on my maybe list.
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I have officially moved to MTGNexus. I just wanted to let people know as my response time to salvation decks being bumped is very hit or miss.
So, I am pushing my decklist further into a resource disruption route for better or worse, it is just the direction I decided I wanted to go with my list. Here are a few changes I am pushing arround for now testing things out:
DECK CHANGE:
Increasing Savagery -> Sword of Feast and Famine originally I didn't run this sword because I didn't need the untap as much. Now I am running more land deprive tactics and the evasions + pump are still really good. This keeps my pump count at the same number but this pump gives evasion and interacts well with some of my disruption that has been added.
City of Solitude -> Nature's Wrath the city was to screw over some of the instant speed shenanigans but its become less of an issue in some means but I think Nature's Wrath hits opponents better. Plus it really screws some of the three color decks over which I love. When used with Urborg, Tomb of Yawgmoth its really cool too.
Tangle -> Awakening Zone this can give me chump blockers but it also helps through resource denial, vs sac effects, and helps ramp. Fogs sadly have to be horded all game and are very situational as to if they will get me out of anything.
Primal Command -> Living Plane the command had been giving me issues and with its high mana cost plus the fact that I am moving more towards disruption it makes it even more challenging to keep in my list. Living Plane primarily works in my list with Tabernacle to gum things up. I have a lot of land searching though so it seems nice with that. It could potentially also work with Revenge of the Hunted to blow someone's lands up hard.
Constant Mists -> Expedition Map cutting out another fog effect which have just been really situational and cards I tend to have to sit on for a long time for a land fetch. This can ramp me into a faster Thrun potentially or help me set up some of my nice utility lands.
Rogue's Passage -> Petrified Field gives me a nice land retrieval in land forum. I have a lot of land searching so this keeps some of my nice legend lands from getting popped off to easily. Overall I really dont use the Passage much as its really expensive to do so and its rare that Thrun is punching hard without trample anyways.
IN QUESTION:
Revenge of the Hunted its a nice effect but it only lasts one turn. It is removal but it also requires opponents not to be able to tap creatures and such. I like what it does but its expensive, very temporary, and situational on what it works against.
Eldrazi Conscription its a great buff but its damn expensive and with the direction of resource disruption it doesnt really fit in nicely.
Well, I tried running a little heavier land disruption for a while and while its been sort of fun they have been difficult to set up effectively and some of the 2+ card disruptions have been very difficult to set up. I also have had some issues getting buffs more recently so I decided to cut into the disruption with some of the effects that have been a little less stable to bring my buff count back up.
DECK CHANGE:
Nature's Wrath -> Increasing Savagery I am going to take another crack at the savagery. I had it in my list before but very shortly. I dislike that it lacks evasion but it has options to absolutely wreck someone with the flashback and it gives a huge buff for little mana. Its sort of one of those buffs you want another buff to work with otherwise you hope to just get setup quick with it and beat face before others are established. I had some issues with Nature's Wrath that it was situational and even if I did get it set up properly it was sometimes too late. I got it set up against a GU player and a mono B player one game but the GU player already had like 15+ lands and it hardly even affected him. In this sense I need to try to get it set up pre-emptively on them which is hard to really do with an enchantment.
Living Plane -> O-Naginata Living Plane just had too many situational things riding on it. I really didn't want it without my Tabernacle so I think its just too situational all in all. I really wanted to get it set up though sometime and I do have tons of nonbasic land tutors but even then, its just not what I need to be focusing on in here. I needed more buff effects and I had been meaning to play O-Naginata for some time now. It seems like a lot of things I like seeing on a buff for Thrun.
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I have officially moved to MTGNexus. I just wanted to let people know as my response time to salvation decks being bumped is very hit or miss.
Do you have any issue with Sword of Feast and Famine having protection from green? It would remove / limit your auras and targeted green pump. Or do you just equip it to other creatures in those cases?
I have been thinking about Nature's Will lately as a sword like effect with some control elements too. Would be really mean with your static orb / winter orb. I'm not ready to go down that road with my list yet but it is tempting. Tabernacle is out of reach for me though.
I know that someone already mentioned this but I think with all your resource denial it might be worth looking at Nature's Will, Seedborn Muse, and Bear Umbra again.
Well.... I got it to about 70% - 80% of where I wanted it to be then just got busy. If you look at the card options in the last few sections I haven't added comments to the cards. There is also the strategy section which is like completely not finished. I have some things to get done before putting it in for submission but plan to one day. Also my build has been sort of volatile over the last few months as I have been trying out a few different approaches involving resource disruption with it. I like some of the effects but I went too far into that strategy and it ended up hurting so I am in the process of pulling back on that stuff to a happy medium. Ideally.... one day lol. Some of it is out of sync with he current deck as well so I will probably have to go back through the card options section and change the bolding as well as possibly add a few cards that were tested or added to the list. It needs a little maintenance and finishing up. (I probably put like 30 hours into upgrading it to a primer so far and just need another like 10-20 hours to polish it off.)
I have also been meaning to drop in some deck changes for several weeks now lol. Most of these are nothing new but I have just been lazy about updating.
DECK CHANGE
Sword of Feast and Famine -> Fireshrieker I wasn't running much for green auras before but I am coming back to running more so I probably do need to get rid of the sword. In a deck with less buffs and less green auras it wasn't a problem but I need to be able to cast spells on thrun. The double strike has panned out very nicely so far. I ended up killing someone on turn 4 with it in the case of a turn 2 thrun game. I from there dropped Increasing Savagery followed by Fireshrieker and just took him out.
Staff of Nin -> Memory Jar the staff has just felt slow and clunky. I want to try a different direction and see how it goes. I like how the jar gets a lot of results quickly and for some reason it doesn't end up dying very often at all on me which I like.
Scapeshift -> Mythic Proportions After a while I decided that I didn't much like Scapeshift. It was cool in the beginning but I find that Expedition Map and Sylvan Scrying which I also run are more versatile in the fact that they can ramp my start and replace themselves. Scapeshift seems better designed for decks like Valukut and such decks. It costs sort of a lot to use and there aren't TONS of utility lands I always want from it. The Proportions gives me another big finisher effect which I don't always like but when a game drags on longer I need some bigger punch buff effects.
Revenge of the Hunted -> Blanchwood Armor the revenge was a really cool card but being that it is a one turn effect I am trying to turn to more continuous buffs if I can. Blanchwood is another really solid size buff but it worries me to be adding so many buffs that lack evasion.
Urborg, Tomb of Yawgmoth -> Rogue's Passage As I lost some of my resource deprival stuff I am also going to cut Urborg. Right now all it does is let Tabernacle tap for mana which is amusing but not enough to keep it in the list. The passage becomes more important again with some of my buffs not adding evasion.
I am thinking about trying to get some testing in with Berserk here sometime soon as well. I like the idea of just explosive buff it gives. It seems like it has a lot of potential but I also find it less impressive since there are multiple opponents. Since it doesn't actually sacrifice which is the impression I had on it earlier it makes it a lot more viable in here. The increase in strong buffs that dont give evasion also makes the inclusion of Berserk more viable too.
I was debating trying out Triumph of Ferocity over Staff of Nin. It is conditional but goes along with the theme of having a large general and is much cheaper too. I ran it at one time and am debating play testing it again.
Are you concerned at all with Memory Jar giving your opponents options too and filling their graveyards?
I was debating trying out Triumph of Ferocity over Staff of Nin. It is conditional but goes along with the theme of having a large general and is much cheaper too. I ran it at one time and am debating play testing it again.
Are you concerned at all with Memory Jar giving your opponents options too and filling their graveyards?
Triumph of Ferocity the problem I have with it is that its slow draw over time and still Thrun dependent. I dont like that it doesn't even draw a card until next turn but still has dependencies on Thrun. I would much rather have some non thrun dependent draw as a lot of our draw currently stems from him and him doing well.
Memory Jar because my opponents dont get to keep the hand they get I am not as worried about it. I generally cast this one turn and the turn after pop it. Its a bit vulnerable with that tactic but it also gives a very fast large buff of card options. I am not too worried about the graveyard interactions off of it but it exists I suppose. I have had a lot of success running this in the past. Its really nice in a deck that has a generally speaking low curve because its easy to get 2-3 effects off in a turn. Its also sort of nice if your opponents run spot removal because they cant really target us much with that stuff so they tend to spin it off at each other because they will discard it otherwise.
I spent a crazy amount of time on the OP yesterday (like 6 hours???) trying to get it updated and put in a request for primer status. I probably have a few more tweeks to add but overall I feel fairly comfortable with it as it stands. We will see how the feedback on it goes though but perhaps it might make its way to primer status in the nearer future.
Anywho, I had some deck changes I wanted to make as well that I sort of thought of as I was cleaning the OP up.
DECK CHANGE:
Tower Above -> Berserk I really enjoy Tower Above but I am really interested in how Berserk might play since finding out that it was not a sacrifice but destroy effect on it. So now instead of trying to kill a creature I might try to kill a player which sounds like a lot more fun. We will see how it goes though.
Petrified Field -> Buried Ruin I brought the Field in when trying to push more land disruption especially through Tabernacle. Now that I scaled back on that though I think I would rather have the Ruin back in the list.
Forest -> Mosswort Bridge With the increase in buffs for Thrun I want to see if Bridge will work for me more consistently. It has an ETB tapped effect which annoys me but I think I can get over that. The idea of potentially flashing in a game breaking buff on Thrun mid combat for 2 mana seems useful and with the increase in buffs I think I can more realistically have him big enough to do this more often.
EDIT: officially ordered an EX Beta Berserk this morning to cover my testing
You have 99 cards with Thrun in the OP. I think its missing a snow-covered forest.
You are correct, someone pointed out that my list using the numbers at the top of the columns added up to 101 and I panicked and reduced a land. I recounted the columns though and my artifact count was one higher than I had cards in the section though so I updated the counts and put the land back in the list. While I am here, best do my review.
M14 Set Review:
Enlarge this has a nice size buff + trample for its mana but the problem is that it’s a spell cast single use effect. It’s a nice effect for sure but I wish it stuck around or cost less mana to cast. This has some really cool utility though for anyone trying to use some of the lure based effects and combat tricks. As it stands I don’t intend to use this as I feel like its essentially a worse Tower Above due to the fact that it doesn’t give wither otherwise for the mana, Enlarge seems similar to Tower Above effects.
Garruk, Caller of Beasts he has some value over time but seeing how this is a fast creature deck and one that is creature light he just has no way of making it into a list with anything similar to my own build. You would need to be very creature heavy (probably 30+) to consider him in a Thrun build. I have no intentions to use him in anything resembling my current list.
Hunt the Weak it gives a slight buff to thrun then allows him to fight giving some removal as well. The big killer here is that it costs 4 mana at sorcery speed and only places a single +1/+1 counter on. I really like the design of this card but would love to have seen an uncommon / rare version where we might have gotten more counters / less cost / instant speed on it. I love the design of it but it’s just not powerful enough to warrant testing as is.
Kalonian Hydra oddly, I could see this guy really working well in some Thrun builds. If you were to commit to a heavier +/+ token theme this guy could be a really cool alternate wincon as well as provide Thrun some nice buffed scaling. If you arent already really heavy on +/+ counters though I think Forgotten Ancient is a better call but I could see having both in the same list being profitable for sure.
Oath of the Ancient Wood this opens up nicely to an enchantress build for thrun as well as to help with +/+ counter builds. Its an interesting card for sure and I could definitely see a cool enchantress build come from this. I played with an enchantress build a little and while these new additions help I still felt that it was a little much to try to pull off in mono green. Still, this effect is really cool but without building for enchantress, I just dont see this effect adding up fast enough. Even building as enchantress this is a really slow way to try to add counters outside of looping Broken Fall / Molting Skin over and over which is really expensive to do.
Primeval Bounty this is interesting from the front of the +/+ counters we could stack on Thrun quickly. My biggest concern with it currently is just the cost to drop the enchantment. I like all of the functions that it has but it needs to be cast one turn and essentially a turn later we will be ready to use it for the most part. Keeping the two mana up to regenerate thrun + drop a 6 mana enchant that does nothing the first turn is sort of a lot for me so currently I am not intending to run it but I see a lot of power in what this can do. If I designed the deck more for small spell pumps I could see this being really crazy for Thrun.
Vastwood Hydra sadly I have to say just run Strength of the Tajuru instead if you are honestly considering this guy. There are too many steps here in trying to get counters on thrun. This isnt a very good +/+ enabler sadly for what we want it to do since it has to die and then we are only putting counters really on Thrun.
Currently, I would say that Primeval Bounty, Kalonian Hydra, and Enlarge are the cards that are most worth considering out of the set. I don't have any plans yet to add any of them but they gave some nice new options for Thrun. I will have to think them over a bit more but I see some promise in some of them.
I also thought that I might mention that Master of the Wild Hunt has been sort of added to my watch list for potential cuts here. I have had a lot of situations where he feels too slow for his mana and brings too much attention to himself. I have been hesitant to tutor for or cast him recently when seeing him especially in the mid game as I feel like he rarely gets to really generate any value. I was sort of weighing the value of a pump based creature such as Wolfir Silverheart or going back to Forgotten Ancient.
I finally got primer status signed off for this deck. Yays, Thrun just got greener
Playing the deck a little last night. I opening handed Berserk and kept it just to see how it would work out. I never got up to using it sadly due to situations namely speaking being 3v1ed all game but other than that the game looked fairly good. I have been sort of considering possibly running a few more manlands to help stave off Edict effects potentially as sacrificing Thrun seems to be one of the biggest interruptions to my momentum available. Khalni Garden might even make it into the list as just sort of a pickup token. Anywho, I got hit by Edicts twice from the mono black player even though I never once swung at him... the 5c Horde of Notions deck started it off by using a Swords to Plowshares on my Refelos slowing me down by a turn and I started hitting him. The Pillowfort deck countered my Oblivion Stone I needed to live from the Horde of Notion decks Avenger of Zendikar that I would have swung right through if not for continuous edicts from the mono black player.... Even with all that it was amusing that it took all three of them to take me out and I had kept like any one of the things that the three of them had disrupted me for I would have easily kept going. Ohhhh well, it was amusing I suppose.
Still, Inkmoth Nexus and Khalni Garden might be a bit higher in my consideration after choking down a few more Edicts than usual. Also, I think Master of the Wild Hunt has annoyed me for one of the last times. I think I am going to find a replacement for him. He is always awkward when he comes to hand and he usually gets removed quickly if I drop him out.
You could always run Dryad Arbor as additional edict protection. If you ran fetches he/she'd be even sweeter.
Dryad could be an option. My biggest thing about it though is that it is always a creature so if its just a sweeper then I loose my land too. I have to keep fetchlands uncracked otherwise to try and get it which might be an option as I usually keep 2 mana available to regenerate so I might be able to float that as one of the two I keep up and go get a basic if I just need to regen. I wasn't originally running fetchlands though so that also has a downside of adding a lot more value to the deck and with only 4 options for fetches that I can run in the deck a lot of them are more than I care to spend on adding the arbor.
Overall, I will think about it but I tend to favor manlands over the dryad at the moment. I tend to keep a few mana up for Thrun to regenerate as is so paying 1-2 to animate in response to an edict is something I should be able to manage.
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I have officially moved to MTGNexus. I just wanted to let people know as my response time to salvation decks being bumped is very hit or miss.
Oh trust me I know, I agree with everything you said about him. I might be in the Modern mindset of using arbor to "counter" a Lili's -2 ability. I didn't know how desperate you were
Also, Treetop Village is no joke. Taps for :symg:, very cheap to activate, and has built in trample.
Oh trust me I know, I agree with everything you said about him. I might be in the Modern mindset of using arbor to "counter" a Lili's -2 ability. I didn't know how desperate you were
Also, Treetop Village is no joke. Taps for :symg:, very cheap to activate, and has built in trample.
He is in consideration for me for sure. I like how I could probably get away with replacing a forest with him and not have too much for bad results. I don't overly like ETB tapped lands but there aren't many turns I have to plan around in this deck. Treetop Village, Inkmoth Nexus, and Khalni Garden are sort of some of the forerunner options I was thinking of possibly moving to.
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I have officially moved to MTGNexus. I just wanted to let people know as my response time to salvation decks being bumped is very hit or miss.
He is in consideration for me for sure. I like how I could probably get away with replacing a forest with him and not have too much for bad results. I don't overly like ETB tapped lands but there aren't many turns I have to plan around in this deck. Treetop Village, Inkmoth Nexus, and Khalni Garden are sort of some of the forerunner options I was thinking of possibly moving to.
Agreed about the etb tapped part, but you can't have it all lol. The trample also works pretty well with your swords. Inkmoth would too probably. I can just picture an inkmoth with 2 swords getting Berserked
Mosswort Bridge -> Treetop Village from the get go, I knew that the Bridge was a winmore land. Still, I wanted to play around with it. In the end I think a land to sac to Edict is more effective. The bridge is only good when I am already doing well so meh. The treetop will not be likely to do that much attacking but it could chump attacking utility guys coming my way. If Thrun gets tucked I can also use it to potentially connect with some of my equipment.
Mystifying Maze -> Inkmoth Nexus Maze is very very rarely useful for me in here. I am generally one of the more aggressive decks and if I am trying to defend myself with a Maze then something has probably already gone wrong. I can use the Inkmoth as a secondary wincon that can carry equipment and auras if need be. It also animates for cheap to eat an Edict if need be. I also contemplated possibly cutting Tower of the Magistrate instead here but I have used it on several occasions to make a creature drop a Sword of Feast and Famine that was trying to block me. In the end the Maze was strictly defensive and I felt I could do better in this deck.
Forest -> Khalni Garden this takes out another basic but it does tap for green so I am not too concerned. It does ETB tapped but it helps against edict as it gives me a free dude.
Master of the Wild Hunt -> Primal Command Master has been on the chopping block for a while. Due to Thrun having hexproof I tend to draw a lot of attention to any other creatures I drop. Master drops at an odd time so even in an opening hand I didn't like when he dropped so I was forced to play him later or after I needed to be able to fight something. He just wasn't very good at sticking around and not very good at when he would drop into play. It feels sort of odd to be bringing the Command back again as I have had it before. In the end though I just felt like having one more means of recovering Thrun would be useful and it has a large set of options on how to use it. Sometimes with my Thrun recover cards the best option is to get the most versatility in what they do rather than making them cheap and efficient as I tend to burn those cards off being greedy.
Mystifying Maze -> Inkmoth Nexus Maze is very very rarely useful for me in here. I am generally one of the more aggressive decks and if I am trying to defend myself with a Maze then something has probably already gone wrong. I can use the Inkmoth as a secondary wincon that can carry equipment and auras if need be. It also animates for cheap to eat an Edict if need be. I also contemplated possibly cutting Tower of the Magistrate instead here but I have used it on several occasions to make a creature drop a Sword of Feast and Famine that was trying to block me. In the end the Maze was strictly defensive and I felt I could do better in this deck.
Really?
I had a very similar list to yours for quite awhile (similar... because I based it on yours :D) and I found myself playing very controlish games. I'd often have a board of "Thrun, one equipment, and land" and find myself playing the control/removal game. For me, Maze was amazing (forgive the pun) since it let me swing out without too much fear of my opponents crushing me in the face since I could randomly punk their creatures. I was rarely sad to see it.
While I *do* like Inkmoth, I feel like Maze is better defensively. Inkmoth just seems bad for any kind of defensive purpose (trample roflstomps it, you're rarely going to get there with infect using only Inkmoth, artifact removal makes it sad, etc) beyond soaking an edict. Have you considered running something like Voyager Staff to mitigate edicts?
Forest -> Khalni Garden this takes out another basic but it does tap for green so I am not too concerned. It does ETB tapped but it helps against edict as it gives me a free dude.
Ok, this one I'm definitely coming down against. I tried out Khalni Garden as well and it was TERRIBLE every time since the token is just way too bad to care about. It isn't even a good roadblock for dudes, since it's just a 0/1 and trample happens to be everywhere in EDH. If you had a way to make that 0/1 a threat, ok, but I'm just not seeing it, especially as it cannot carry a Mask of Memory or Jitte and do anything (it isn't dealing combat damage with 0 power). I like Dryad Arbor here more than Khalni Garden, even if it *is* slightly more fragile.
I think the whole point of those cards is to fight edicts. Thun's only weakness. I think Dryad Arbor isn't a bad choice if you include green fetch lands to sneak it out.
I think the whole point of those cards is to fight edicts. Thun's only weakness. I think Dryad Arbor isn't a bad choice if you include green fetch lands to sneak it out.
Well, yeah. I get that ISB wants Khalni Garden and Inkmoth to fight edicts but I feel like Inkmoth isn't going to get there (it's a worse Dryad Arbor in that it dies to artifact removal and can't be GSZ'd into play) and the 0/1 token from Khalni Garden is just terrible. At least Dryad Arbor can DO something (it carries a Jitte and Mask of Memory well, which the 0/1 plant cannot do).
And honestly, if you want to protect Thrun from tucks/edicts, I highly recommend Voyager Staff again. It's been one of those cards that looks terribad and turns out to be amazing. I was always happy to have it.
It's worth noting that Dryad Arbor also makes a really nice turn one Green Sun's Zenith target - it might not happen a huge amount of the time, but when it does happen it's fantastic.
I actually prefer it to manlands most of the time as it's less mana intensive as well (though I guess the impact of that depends on how much mana you usually use per turn).
I agree with the GSZ point. The second point is up for debate, but I definitely get that perspective. There's been a number of times when a T1 Arbor has carried a Jitte, a Rancor, or a Sword to great victory (hilarious when you equip Feast and Famine on the Arbor and it untaps itself). I'd give it a try over the Garden, which just sucks (unless you reaaaally need another 0/1 plant for Avenger of Zendikar to boost).
Skarrg Goliath -> Static Orb I was just having too many issues with the Goliath. He was too expensive in the early game and it really came down to a very situational game state for him to be really good even later on. I really liked what he does but I also like the disruption that this deck brings so I think Static Orb gives me a better out of the gates card. It makes opponents early game ramp less important and chump blockers harder to maintain. Originally I thought that the Goliath was going to be more useful to me due to the fact that I can tutor for him but like half of my creature tutors go to play not hand so that was sort of an issue I had with him.
As a side note to this change, The Tabernacle at Pendrell Vale + Winter Orb / Static Orb is really mean at just locking the game up. This gives me another way to assemble that which I like.
Signature by Inkfox Aesthetics by Xen
[Modern] Allies
City of Solitude -> Dosan the Falling Leaf
Crushing Vines -> Arashi, Sky Asunder
Infiltration Lens -> Skullclamp
Just my suggestions, I like Time of Need a lot in Mono G.
Also feel like Vorinclex and Dryad Arbor are worth trying to find space for.
Worldly Tutor -> Time of Need the problem here is that I can ramp into thrun off of worldly tutor getting Refellos on turn two. Time of Need currently only has two targets in the deck being thrun and refellos. I prefer the versatility of worldly over time of need even though it is card disadvantage there are just too few options on what to get in here currently with the legendary tutor.
City of Solitude -> Dosan the Falling Leaf I really like non-creatures due to being harder to remove. Blue players are one of the bigger ones that these effects hit and they have a much harder time dealing with an enchantment than a creature. The advantage of Dosan though is that I can still regen thrun with him and tutor for him. I dont necessarily rely on this sort of effect on a regular basis though... I could potentially see running both but I dislike how fragile creatures tend to be on average to replace city with him.
Crushing Vines -> Arashi, Sky Asunder I dont much care for Arashi. Crushing vines has more versatility to it for less mana if you generally channel him. The only way he is better is if you can cast him out and use his ability a few times. I like the versatility of the vines to hit artifacts as well. If it was just a flying creature kill then it would probably be Whirlwind.
Infiltration Lens -> Skullclamp I am running a creature light deck so skullclamp isn't really an option. People block thrun a lot though to reduce his damage. The lense can operate as a psudo trample to discourage blocks and it works well with trample as it further deters blockers. I would want a lot more creatures or be in a token strategy for skullclamp to work here. Keep in mind as well that Thrun dying doesn't really happen because we put him in the command zone when it does happen.
Vorinclex - its an option. I just prefer him in very select decks. I have been impressed by him in Omnath, Locus of Mana and Mayael the Anima. Essentially for him to be amazing for me though I want to drop him in at EOT or off of stored mana or something. I dont like tapping out to drop him just to watch a counterspell or swords to plowshares remove him. Also, being creature light often shifts focus to the few creatures that can be targeted in here which I feel less keen on.
Dryad Arbor - I just dont really have any benefit to it in this deck. It dies to a wrath and it contributs little to nothing to my objective. I like it a lot in something like Edric or possibly Kamahl where numbers matter. I play more of a voltron control here where numbers matter little. It just isnt right for the deck here but its a fun card.
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[Modern] Allies
Slice in Twain -> Nature's Claim I have been thinking about this for some time and more recently the draw a card has become a little less needed in here. I decided that four mana just felt really heavy for what it did so I am moving to the claim. I really love that draw a card on it but the cheap removal is probably more effective here.
In Consideration:
Awakening Zone the more I consider resource denial the better this card becomes. Currently of the issues I sometimes have with the deck, continuous sac outlets have been a problem such as Sheoldred, Whispering One and some like effects. To some extent, Awakening Zone can mitigate issues with these as well as produce some level of ramp and resource in a mana deprived state. Ironically it actually plays well into my own Tabernacle due to the fact that I can sac a token to pay for Thrun, then spawn a new token after paying for my creatures.
Storm Cauldron it punishes high mana curve decks as well as heavy ramp decks. It essentially is another land / mana disruption style of card. Exploration and Burgeoning become better as well if I incorporate this and might have to be considered in parallel if I go to this.
Of the two in consideration I am really thinking of pushing into Awakening Zone for some testing. Its always a question of what to cut though so I have to give it some thought but the card has been popping up in my head a bit more of late as a good card to try.
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[Modern] Allies
Awakening Zone is awesome, one of my favorite cards. Nothing like swinging a Sword of Fire and Ice on an Eldrazi Spawn token...
WUBRG Some of these decks can actually win games...WUBRG
How I know I should build a deck:
It could be an option but I think Sword of Feast and Famine makes the cut above it due to the protections it gives. I already run one totem armor and I can tell you, I dont think the totem protection has ever worked as usually Thrun dies to 1) clones, 2) sac effects, and 3) tuck wraths usually.
There aren't a ton of wraths in my meta so they aren't as big of a deal for me. The land untapping options could be really solid though. Plus the evasion of pro green / black is actually a really good set of protections to connect. I will put them on my maybe list.
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DECK CHANGE:
Increasing Savagery -> Sword of Feast and Famine originally I didn't run this sword because I didn't need the untap as much. Now I am running more land deprive tactics and the evasions + pump are still really good. This keeps my pump count at the same number but this pump gives evasion and interacts well with some of my disruption that has been added.
City of Solitude -> Nature's Wrath the city was to screw over some of the instant speed shenanigans but its become less of an issue in some means but I think Nature's Wrath hits opponents better. Plus it really screws some of the three color decks over which I love. When used with Urborg, Tomb of Yawgmoth its really cool too.
Tangle -> Awakening Zone this can give me chump blockers but it also helps through resource denial, vs sac effects, and helps ramp. Fogs sadly have to be horded all game and are very situational as to if they will get me out of anything.
Primal Command -> Living Plane the command had been giving me issues and with its high mana cost plus the fact that I am moving more towards disruption it makes it even more challenging to keep in my list. Living Plane primarily works in my list with Tabernacle to gum things up. I have a lot of land searching though so it seems nice with that. It could potentially also work with Revenge of the Hunted to blow someone's lands up hard.
Constant Mists -> Expedition Map cutting out another fog effect which have just been really situational and cards I tend to have to sit on for a long time for a land fetch. This can ramp me into a faster Thrun potentially or help me set up some of my nice utility lands.
Reliquary Tower -> Urborg, Tomb of Yawgmoth the tower just hasn't been all that useful for me so far. Urborg gives me a few fun things like allowing Tabernacle to tap for mana and making Nature's Wrath really fun.
Rogue's Passage -> Petrified Field gives me a nice land retrieval in land forum. I have a lot of land searching so this keeps some of my nice legend lands from getting popped off to easily. Overall I really dont use the Passage much as its really expensive to do so and its rare that Thrun is punching hard without trample anyways.
IN QUESTION:
Revenge of the Hunted its a nice effect but it only lasts one turn. It is removal but it also requires opponents not to be able to tap creatures and such. I like what it does but its expensive, very temporary, and situational on what it works against.
Eldrazi Conscription its a great buff but its damn expensive and with the direction of resource disruption it doesnt really fit in nicely.
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[Modern] Allies
DECK CHANGE:
Nature's Wrath -> Increasing Savagery I am going to take another crack at the savagery. I had it in my list before but very shortly. I dislike that it lacks evasion but it has options to absolutely wreck someone with the flashback and it gives a huge buff for little mana. Its sort of one of those buffs you want another buff to work with otherwise you hope to just get setup quick with it and beat face before others are established. I had some issues with Nature's Wrath that it was situational and even if I did get it set up properly it was sometimes too late. I got it set up against a GU player and a mono B player one game but the GU player already had like 15+ lands and it hardly even affected him. In this sense I need to try to get it set up pre-emptively on them which is hard to really do with an enchantment.
Living Plane -> O-Naginata Living Plane just had too many situational things riding on it. I really didn't want it without my Tabernacle so I think its just too situational all in all. I really wanted to get it set up though sometime and I do have tons of nonbasic land tutors but even then, its just not what I need to be focusing on in here. I needed more buff effects and I had been meaning to play O-Naginata for some time now. It seems like a lot of things I like seeing on a buff for Thrun.
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[Modern] Allies
I have been thinking about Nature's Will lately as a sword like effect with some control elements too. Would be really mean with your static orb / winter orb. I'm not ready to go down that road with my list yet but it is tempting. Tabernacle is out of reach for me though.
I know that someone already mentioned this but I think with all your resource denial it might be worth looking at Nature's Will, Seedborn Muse, and Bear Umbra again.
Retired Lists: Ghave - Hanna - Thrun - Zur
Pauper: Crypt Rats
Well.... I got it to about 70% - 80% of where I wanted it to be then just got busy. If you look at the card options in the last few sections I haven't added comments to the cards. There is also the strategy section which is like completely not finished. I have some things to get done before putting it in for submission but plan to one day. Also my build has been sort of volatile over the last few months as I have been trying out a few different approaches involving resource disruption with it. I like some of the effects but I went too far into that strategy and it ended up hurting so I am in the process of pulling back on that stuff to a happy medium. Ideally.... one day lol. Some of it is out of sync with he current deck as well so I will probably have to go back through the card options section and change the bolding as well as possibly add a few cards that were tested or added to the list. It needs a little maintenance and finishing up. (I probably put like 30 hours into upgrading it to a primer so far and just need another like 10-20 hours to polish it off.)
I have also been meaning to drop in some deck changes for several weeks now lol. Most of these are nothing new but I have just been lazy about updating.
DECK CHANGE
Sword of Feast and Famine -> Fireshrieker I wasn't running much for green auras before but I am coming back to running more so I probably do need to get rid of the sword. In a deck with less buffs and less green auras it wasn't a problem but I need to be able to cast spells on thrun. The double strike has panned out very nicely so far. I ended up killing someone on turn 4 with it in the case of a turn 2 thrun game. I from there dropped Increasing Savagery followed by Fireshrieker and just took him out.
Staff of Nin -> Memory Jar the staff has just felt slow and clunky. I want to try a different direction and see how it goes. I like how the jar gets a lot of results quickly and for some reason it doesn't end up dying very often at all on me which I like.
Scapeshift -> Mythic Proportions After a while I decided that I didn't much like Scapeshift. It was cool in the beginning but I find that Expedition Map and Sylvan Scrying which I also run are more versatile in the fact that they can ramp my start and replace themselves. Scapeshift seems better designed for decks like Valukut and such decks. It costs sort of a lot to use and there aren't TONS of utility lands I always want from it. The Proportions gives me another big finisher effect which I don't always like but when a game drags on longer I need some bigger punch buff effects.
Revenge of the Hunted -> Blanchwood Armor the revenge was a really cool card but being that it is a one turn effect I am trying to turn to more continuous buffs if I can. Blanchwood is another really solid size buff but it worries me to be adding so many buffs that lack evasion.
Urborg, Tomb of Yawgmoth -> Rogue's Passage As I lost some of my resource deprival stuff I am also going to cut Urborg. Right now all it does is let Tabernacle tap for mana which is amusing but not enough to keep it in the list. The passage becomes more important again with some of my buffs not adding evasion.
I am thinking about trying to get some testing in with Berserk here sometime soon as well. I like the idea of just explosive buff it gives. It seems like it has a lot of potential but I also find it less impressive since there are multiple opponents. Since it doesn't actually sacrifice which is the impression I had on it earlier it makes it a lot more viable in here. The increase in strong buffs that dont give evasion also makes the inclusion of Berserk more viable too.
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[Modern] Allies
I also agree on the Sword of Feast and Famine reasoning.
I was debating trying out Triumph of Ferocity over Staff of Nin. It is conditional but goes along with the theme of having a large general and is much cheaper too. I ran it at one time and am debating play testing it again.
Are you concerned at all with Memory Jar giving your opponents options too and filling their graveyards?
Retired Lists: Ghave - Hanna - Thrun - Zur
Pauper: Crypt Rats
Triumph of Ferocity the problem I have with it is that its slow draw over time and still Thrun dependent. I dont like that it doesn't even draw a card until next turn but still has dependencies on Thrun. I would much rather have some non thrun dependent draw as a lot of our draw currently stems from him and him doing well.
Memory Jar because my opponents dont get to keep the hand they get I am not as worried about it. I generally cast this one turn and the turn after pop it. Its a bit vulnerable with that tactic but it also gives a very fast large buff of card options. I am not too worried about the graveyard interactions off of it but it exists I suppose. I have had a lot of success running this in the past. Its really nice in a deck that has a generally speaking low curve because its easy to get 2-3 effects off in a turn. Its also sort of nice if your opponents run spot removal because they cant really target us much with that stuff so they tend to spin it off at each other because they will discard it otherwise.
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Anywho, I had some deck changes I wanted to make as well that I sort of thought of as I was cleaning the OP up.
DECK CHANGE:
Tower Above -> Berserk I really enjoy Tower Above but I am really interested in how Berserk might play since finding out that it was not a sacrifice but destroy effect on it. So now instead of trying to kill a creature I might try to kill a player which sounds like a lot more fun. We will see how it goes though.
Petrified Field -> Buried Ruin I brought the Field in when trying to push more land disruption especially through Tabernacle. Now that I scaled back on that though I think I would rather have the Ruin back in the list.
Forest -> Mosswort Bridge With the increase in buffs for Thrun I want to see if Bridge will work for me more consistently. It has an ETB tapped effect which annoys me but I think I can get over that. The idea of potentially flashing in a game breaking buff on Thrun mid combat for 2 mana seems useful and with the increase in buffs I think I can more realistically have him big enough to do this more often.
EDIT: officially ordered an EX Beta Berserk this morning to cover my testing
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[Modern] Allies
You are correct, someone pointed out that my list using the numbers at the top of the columns added up to 101 and I panicked and reduced a land. I recounted the columns though and my artifact count was one higher than I had cards in the section though so I updated the counts and put the land back in the list. While I am here, best do my review.
M14 Set Review:
Enlarge this has a nice size buff + trample for its mana but the problem is that it’s a spell cast single use effect. It’s a nice effect for sure but I wish it stuck around or cost less mana to cast. This has some really cool utility though for anyone trying to use some of the lure based effects and combat tricks. As it stands I don’t intend to use this as I feel like its essentially a worse Tower Above due to the fact that it doesn’t give wither otherwise for the mana, Enlarge seems similar to Tower Above effects.
Garruk, Caller of Beasts he has some value over time but seeing how this is a fast creature deck and one that is creature light he just has no way of making it into a list with anything similar to my own build. You would need to be very creature heavy (probably 30+) to consider him in a Thrun build. I have no intentions to use him in anything resembling my current list.
Hunt the Weak it gives a slight buff to thrun then allows him to fight giving some removal as well. The big killer here is that it costs 4 mana at sorcery speed and only places a single +1/+1 counter on. I really like the design of this card but would love to have seen an uncommon / rare version where we might have gotten more counters / less cost / instant speed on it. I love the design of it but it’s just not powerful enough to warrant testing as is.
Kalonian Hydra oddly, I could see this guy really working well in some Thrun builds. If you were to commit to a heavier +/+ token theme this guy could be a really cool alternate wincon as well as provide Thrun some nice buffed scaling. If you arent already really heavy on +/+ counters though I think Forgotten Ancient is a better call but I could see having both in the same list being profitable for sure.
Oath of the Ancient Wood this opens up nicely to an enchantress build for thrun as well as to help with +/+ counter builds. Its an interesting card for sure and I could definitely see a cool enchantress build come from this. I played with an enchantress build a little and while these new additions help I still felt that it was a little much to try to pull off in mono green. Still, this effect is really cool but without building for enchantress, I just dont see this effect adding up fast enough. Even building as enchantress this is a really slow way to try to add counters outside of looping Broken Fall / Molting Skin over and over which is really expensive to do.
Primeval Bounty this is interesting from the front of the +/+ counters we could stack on Thrun quickly. My biggest concern with it currently is just the cost to drop the enchantment. I like all of the functions that it has but it needs to be cast one turn and essentially a turn later we will be ready to use it for the most part. Keeping the two mana up to regenerate thrun + drop a 6 mana enchant that does nothing the first turn is sort of a lot for me so currently I am not intending to run it but I see a lot of power in what this can do. If I designed the deck more for small spell pumps I could see this being really crazy for Thrun.
Vastwood Hydra sadly I have to say just run Strength of the Tajuru instead if you are honestly considering this guy. There are too many steps here in trying to get counters on thrun. This isnt a very good +/+ enabler sadly for what we want it to do since it has to die and then we are only putting counters really on Thrun.
Currently, I would say that Primeval Bounty, Kalonian Hydra, and Enlarge are the cards that are most worth considering out of the set. I don't have any plans yet to add any of them but they gave some nice new options for Thrun. I will have to think them over a bit more but I see some promise in some of them.
I also thought that I might mention that Master of the Wild Hunt has been sort of added to my watch list for potential cuts here. I have had a lot of situations where he feels too slow for his mana and brings too much attention to himself. I have been hesitant to tutor for or cast him recently when seeing him especially in the mid game as I feel like he rarely gets to really generate any value. I was sort of weighing the value of a pump based creature such as Wolfir Silverheart or going back to Forgotten Ancient.
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[Modern] Allies
Playing the deck a little last night. I opening handed Berserk and kept it just to see how it would work out. I never got up to using it sadly due to situations namely speaking being 3v1ed all game but other than that the game looked fairly good. I have been sort of considering possibly running a few more manlands to help stave off Edict effects potentially as sacrificing Thrun seems to be one of the biggest interruptions to my momentum available. Khalni Garden might even make it into the list as just sort of a pickup token. Anywho, I got hit by Edicts twice from the mono black player even though I never once swung at him... the 5c Horde of Notions deck started it off by using a Swords to Plowshares on my Refelos slowing me down by a turn and I started hitting him. The Pillowfort deck countered my Oblivion Stone I needed to live from the Horde of Notion decks Avenger of Zendikar that I would have swung right through if not for continuous edicts from the mono black player.... Even with all that it was amusing that it took all three of them to take me out and I had kept like any one of the things that the three of them had disrupted me for I would have easily kept going. Ohhhh well, it was amusing I suppose.
Still, Inkmoth Nexus and Khalni Garden might be a bit higher in my consideration after choking down a few more Edicts than usual. Also, I think Master of the Wild Hunt has annoyed me for one of the last times. I think I am going to find a replacement for him. He is always awkward when he comes to hand and he usually gets removed quickly if I drop him out.
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[Modern] Allies
Dryad could be an option. My biggest thing about it though is that it is always a creature so if its just a sweeper then I loose my land too. I have to keep fetchlands uncracked otherwise to try and get it which might be an option as I usually keep 2 mana available to regenerate so I might be able to float that as one of the two I keep up and go get a basic if I just need to regen. I wasn't originally running fetchlands though so that also has a downside of adding a lot more value to the deck and with only 4 options for fetches that I can run in the deck a lot of them are more than I care to spend on adding the arbor.
Overall, I will think about it but I tend to favor manlands over the dryad at the moment. I tend to keep a few mana up for Thrun to regenerate as is so paying 1-2 to animate in response to an edict is something I should be able to manage.
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[Modern] Allies
Also, Treetop Village is no joke. Taps for :symg:, very cheap to activate, and has built in trample.
He is in consideration for me for sure. I like how I could probably get away with replacing a forest with him and not have too much for bad results. I don't overly like ETB tapped lands but there aren't many turns I have to plan around in this deck. Treetop Village, Inkmoth Nexus, and Khalni Garden are sort of some of the forerunner options I was thinking of possibly moving to.
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[Modern] Allies
Agreed about the etb tapped part, but you can't have it all lol. The trample also works pretty well with your swords. Inkmoth would too probably. I can just picture an inkmoth with 2 swords getting Berserked
Mosswort Bridge -> Treetop Village from the get go, I knew that the Bridge was a winmore land. Still, I wanted to play around with it. In the end I think a land to sac to Edict is more effective. The bridge is only good when I am already doing well so meh. The treetop will not be likely to do that much attacking but it could chump attacking utility guys coming my way. If Thrun gets tucked I can also use it to potentially connect with some of my equipment.
Mystifying Maze -> Inkmoth Nexus Maze is very very rarely useful for me in here. I am generally one of the more aggressive decks and if I am trying to defend myself with a Maze then something has probably already gone wrong. I can use the Inkmoth as a secondary wincon that can carry equipment and auras if need be. It also animates for cheap to eat an Edict if need be. I also contemplated possibly cutting Tower of the Magistrate instead here but I have used it on several occasions to make a creature drop a Sword of Feast and Famine that was trying to block me. In the end the Maze was strictly defensive and I felt I could do better in this deck.
Forest -> Khalni Garden this takes out another basic but it does tap for green so I am not too concerned. It does ETB tapped but it helps against edict as it gives me a free dude.
Master of the Wild Hunt -> Primal Command Master has been on the chopping block for a while. Due to Thrun having hexproof I tend to draw a lot of attention to any other creatures I drop. Master drops at an odd time so even in an opening hand I didn't like when he dropped so I was forced to play him later or after I needed to be able to fight something. He just wasn't very good at sticking around and not very good at when he would drop into play. It feels sort of odd to be bringing the Command back again as I have had it before. In the end though I just felt like having one more means of recovering Thrun would be useful and it has a large set of options on how to use it. Sometimes with my Thrun recover cards the best option is to get the most versatility in what they do rather than making them cheap and efficient as I tend to burn those cards off being greedy.
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[Modern] Allies
Really?
I had a very similar list to yours for quite awhile (similar... because I based it on yours :D) and I found myself playing very controlish games. I'd often have a board of "Thrun, one equipment, and land" and find myself playing the control/removal game. For me, Maze was amazing (forgive the pun) since it let me swing out without too much fear of my opponents crushing me in the face since I could randomly punk their creatures. I was rarely sad to see it.
While I *do* like Inkmoth, I feel like Maze is better defensively. Inkmoth just seems bad for any kind of defensive purpose (trample roflstomps it, you're rarely going to get there with infect using only Inkmoth, artifact removal makes it sad, etc) beyond soaking an edict. Have you considered running something like Voyager Staff to mitigate edicts?
Ok, this one I'm definitely coming down against. I tried out Khalni Garden as well and it was TERRIBLE every time since the token is just way too bad to care about. It isn't even a good roadblock for dudes, since it's just a 0/1 and trample happens to be everywhere in EDH. If you had a way to make that 0/1 a threat, ok, but I'm just not seeing it, especially as it cannot carry a Mask of Memory or Jitte and do anything (it isn't dealing combat damage with 0 power). I like Dryad Arbor here more than Khalni Garden, even if it *is* slightly more fragile.
Radha, Heir to Keld, Vorel of the Hull Clade, Kemba, Kha Regent, Vela the Night-Clad, Kozilek, Butcher of Truth, Barrin, Master Wizard, Slobad, Goblin Tinkerer, Patron of the Orochi, Oloro, Ageless Ascetic, Thraximundar, Roon of the Hidden Realm, Prossh, Skyraider of Kher, Marath, Will of the Wild, Teneb, the Harvester
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Well, yeah. I get that ISB wants Khalni Garden and Inkmoth to fight edicts but I feel like Inkmoth isn't going to get there (it's a worse Dryad Arbor in that it dies to artifact removal and can't be GSZ'd into play) and the 0/1 token from Khalni Garden is just terrible. At least Dryad Arbor can DO something (it carries a Jitte and Mask of Memory well, which the 0/1 plant cannot do).
And honestly, if you want to protect Thrun from tucks/edicts, I highly recommend Voyager Staff again. It's been one of those cards that looks terribad and turns out to be amazing. I was always happy to have it.
I agree with the GSZ point. The second point is up for debate, but I definitely get that perspective. There's been a number of times when a T1 Arbor has carried a Jitte, a Rancor, or a Sword to great victory (hilarious when you equip Feast and Famine on the Arbor and it untaps itself). I'd give it a try over the Garden, which just sucks (unless you reaaaally need another 0/1 plant for Avenger of Zendikar to boost).
Radha, Heir to Keld, Vorel of the Hull Clade, Kemba, Kha Regent, Vela the Night-Clad, Kozilek, Butcher of Truth, Barrin, Master Wizard, Slobad, Goblin Tinkerer, Patron of the Orochi, Oloro, Ageless Ascetic, Thraximundar, Roon of the Hidden Realm, Prossh, Skyraider of Kher, Marath, Will of the Wild, Teneb, the Harvester
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