What's up guys? For my latest deck I decided I just wanted to ramp really hard, and one of the first options I thought of was the new Selvala, Explorer Returned from Conspiracy. Assuming that an average deck has just less than 40 lands, Selvala should consistently give me 2-3 mana and life every time I tap her, in addition to keeping my hand filled up with awesome stuff to play. I'm not a huge fan of the fact that she gives cards to my opponents, but hopefully I will be able to use that as a political advantage and maybe it will make people less inclined to kill her on sight. Anyway, the goal of the deck is to always play a card on turn 1 that will allow me to play Selvala on turn 2. The big turns for this deck are turn 3 and 4, where I will usually have somewhere from between 6 and 10 mana, depending on which ramp cards were used and how lucky I get with Selvala. The deck plays a lot of creature tutors to make sure we always have bombs to play with all of our mana. The rest of the deck is just filled out with utility creatures, removal, card draw, and a little bit of sorcery based ramp as a backup plan in case Selvala gets tucked or dies and gets too expensive to use profitably. I've also included a bunch of haste and untap effects to take advantage of all the mana dorks as well as to let my fatties get into the red zone a turn earlier. The current decklist is at 105 cards so I need to cut a few things, but otherwise it feels pretty good in initial testing. I'm looking forward to hearing what suggestions people have, or other people's experiences playing with or against Selvala. Thanks in advance for any and all feedback, and here's the decklist:
I've built a similar build with an even bigger stress on getting selvala out and getting her to pump out big mana in the first four turns of the game.
We can play up to 10 player games in my shop - but anything over 6 is uncommon. 6 is the magic number for this deck, I've found. Also, this deck is strictly NOT an infinite combo (it just activates her 30-90 times in the first few turns). I get and use Umbral Mantle ASAP - but because of the random elements the interaction can fizzle - hence its non-infinite nature.
It also eats up all the time and effort of everyone at the table. They usually won't scoop and continue the game without you because you're drawing everyone cards. If you do get knocked out, you've busted the game so wide open that it's impossible to backtrack one or more turns. I love this deck, but it's not one I feel polite about playing often.
My build is super-low-cmc balls-to-the-wall and all your eggs in a basket type deck.
I've built a similar build with an even bigger stress on getting selvala out and getting her to pump out big mana in the first four turns of the game.
We can play up to 10 player games in my shop - but anything over 6 is uncommon. 6 is the magic number for this deck, I've found. Also, this deck is strictly NOT an infinite combo (it just activates her 30-90 times in the first few turns). I get and use Umbral Mantle ASAP - but because of the random elements the interaction can fizzle - hence its non-infinite nature.
It also eats up all the time and effort of everyone at the table. They usually won't scoop and continue the game without you because you're drawing everyone cards. If you do get knocked out, you've busted the game so wide open that it's impossible to backtrack one or more turns. I love this deck, but it's not one I feel polite about playing often.
My build is super-low-cmc balls-to-the-wall and all your eggs in a basket type deck.
Damn, that is pretty crazy. I don't think I want to go quite so all in, but there are definitely some ideas that I can take from there. I avoided Umbral Mantle in my list because it can go infinite with Priest of Titania or Elvish Archdruid, but perhaps it's worth eschewing those two cards instead. Just curious, how do you win the game other than casting a huge Hurricane?
I would think your play group would get sick of this really quick and start stomping Selvala any time she hits the table.
..
They usually try to - but if your crew is like mine and the preferred houserule is to only allows mulligans if you're actually landscrewed, then it's hard to consistently have a playable answer by turn 2.
I've tweaked my list a bit and have a few things like Apostle's Blessing and Ranger's Guile in there now also.
This was the the 12th and most recent deck I'd built - and likely the last for quite some time.
It's definitely not a deck I'd play often - but it's good to have a ringer to give someone who thinks they're an EDH god a run for their money.
We play partial Paris, so everyone mulligans pretty aggressively, I have been dabbling with this general and the combo(Selvala/sword/mantle), but without pushing for a wincon to see how long I can keep her out, and so far feeding the fire (group hug) on the table seems to make everyone have to deal with each other and makes me look like less of a threat, but when I add in some nasty stuff next week, they may not be so happy to let me keep Selvala out.
What's up guys? For my latest deck I decided I just wanted to ramp really hard, and one of the first options I thought of was the new Selvala, Explorer Returned from Conspiracy. Assuming that an average deck has just less than 40 lands, Selvala should consistently give me 2-3 mana and life every time I tap her, in addition to keeping my hand filled up with awesome stuff to play. I'm not a huge fan of the fact that she gives cards to my opponents, but hopefully I will be able to use that as a political advantage and maybe it will make people less inclined to kill her on sight. Anyway, the goal of the deck is to always play a card on turn 1 that will allow me to play Selvala on turn 2. The big turns for this deck are turn 3 and 4, where I will usually have somewhere from between 6 and 10 mana, depending on which ramp cards were used and how lucky I get with Selvala. The deck plays a lot of creature tutors to make sure we always have bombs to play with all of our mana. The rest of the deck is just filled out with utility creatures, removal, card draw, and a little bit of sorcery based ramp as a backup plan in case Selvala gets tucked or dies and gets too expensive to use profitably. I've also included a bunch of haste and untap effects to take advantage of all the mana dorks as well as to let my fatties get into the red zone a turn earlier. The current decklist is at 105 cards so I need to cut a few things, but otherwise it feels pretty good in initial testing. I'm looking forward to hearing what suggestions people have, or other people's experiences playing with or against Selvala. Thanks in advance for any and all feedback, and here's the decklist:
Average CMC: 3.60
1 Selvala, Explorer Returned
Artifact (11)
1 Akroma's Memorial
1 Lightning Greaves
1 Magewright's Stone
1 Mind's Eye
1 Scroll Rack
1 Sensei's Divining Top
1 Skullclamp
1 Sol Ring
1 Swiftfoot Boots
1 Thousand-Year Elixir
1 Well of Lost Dreams
Creature (37)
1 Angel of Serenity
1 Arbor Elf
1 Archangel of Thune
1 Archetype of Endurance
1 Avacyn's Pilgrim
1 Avacyn, Angel of Hope
1 Avenger of Zendikar
1 Bane of Progress
1 Birds of Paradise
1 Blazing Archon
1 Boreal Druid
1 Craterhoof Behemoth
1 Elesh Norn, Grand Cenobite
1 Elvish Archdruid
1 Elvish Mystic
1 Eternal Witness
1 Fierce Empath
1 Fyndhorn Elves
1 Joraga Treespeaker
1 Knight of the Reliquary
1 Llanowar Elves
1 Oracle of Mul Daya
1 Priest of Titania
1 Qasali Pridemage
1 Quirion Ranger
1 Reclamation Sage
1 Regal Force
1 Scavenging Ooze
1 Soul of New Phyrexia
1 Soul of the Harvest
1 Sun Titan
1 Terastodon
1 Vorinclex, Voice of Hunger
1 Woodfall Primus
1 Worldspine Wurm
1 Wurmcoil Engine
1 Yosei, the Morning Star
1 Aura Shards
1 Burgeoning
1 Exploration
1 Mirari's Wake
1 Mirri's Guile
1 Sylvan Library
1 Utopia Sprawl
Instant (6)
1 Chord of Calling
1 Eladamri's Call
1 Nature's Claim
1 Path to Exile
1 Swords to Plowshares
1 Worldly Tutor
Sorcery (8)
1 Cultivate
1 Genesis Wave
1 Green Sun's Zenith
1 Kodama's Reach
1 Life's Legacy
1 Nature's Lore
1 Skyshroud Claim
1 Tooth and Nail
Land (37)
1 Brushland
1 Command Tower
1 Dryad Arbor
14 Forest
1 Gavony Township
1 Krosan Verge
1 Pendelhaven
10 Plains
1 Reflecting Pool
1 Stirring Wildwood
1 Sunpetal Grove
1 Temple Garden
1 Temple of Plenty
1 Wirewood Lodge
1 Wooded Bastion
GUB [Retired Primer] The Mimeoplasm BUG
Modern: UR Storm RU
Cube: WUBRG Pauper Cube GRBUW
Credit for the banner goes to DarkNightCavalier at Heroes of the Plane Studios
We can play up to 10 player games in my shop - but anything over 6 is uncommon. 6 is the magic number for this deck, I've found. Also, this deck is strictly NOT an infinite combo (it just activates her 30-90 times in the first few turns). I get and use Umbral Mantle ASAP - but because of the random elements the interaction can fizzle - hence its non-infinite nature.
It also eats up all the time and effort of everyone at the table. They usually won't scoop and continue the game without you because you're drawing everyone cards. If you do get knocked out, you've busted the game so wide open that it's impossible to backtrack one or more turns. I love this deck, but it's not one I feel polite about playing often.
My build is super-low-cmc balls-to-the-wall and all your eggs in a basket type deck.
Here's my deck (sans lands)
1 Chrome Mox
1 Lotus Petal
1 Sensei's Divining Top
1 Skullclamp
1 Magewright's Stone
1 Anvil of Bogardan
1 Scroll Rack
1 Talisman of Unity
1 Malachite Talisman
1 Selesnya Signet
1 Swiftfoot Boots
1 Iron Maiden
1 Thousand-Year Elixir
1 Umbral Mantle
1 Staff of Domination
1 Uba Mask
1 Sword of the Paruns
1 Well of Lost Dreams
1 Psychosis Crawler
1 Mind's Eye
1 Book of Rass
1 llanowar Elves
1 Birds of Paradise
1 Elvish Mystic
1 Avacyn's Pilgrim
1 Fyndhorn Elves
1 Quirion Ranger
1 Magus of the Vineyard
1 Scryb Ranger
1 Lotus Cobra
1 Seeker of Skybreak
1 Stoneforge Mystic
1 Elvish Spirit Guide
1 Azusa, Lost but Seeking
1 Oracle of Mul Daya
1 Utopia Sprawl
1 Instill Energy
1 Exploration
1 Concordant Crossroads
1 Nature's Chosen
1 Wild Growth
1 Carpet of Flowers
1 Prismatic Omen
1 Sylvan Library
1 Pursuit of Knowledge
1 Abundance
1 Mana Reflection
1 Steelshaper's Gift
1 Mobilize
1 New Frontiers
1 Hurricane
1 Green Sun's Zenith
1 Summoner's Pact
1 Crop Rotation
1 Emerald Charm
1 Burst of Energy
1 Squall Line
1 Avoid Fate
1 Enlightened Tutor
1 Path to Exile
1 Vitalize
1 Worldly Tutor
1 Nature's Claim
1 Silence
1 Savage Summoning
GUB [Retired Primer] The Mimeoplasm BUG
Modern: UR Storm RU
Cube: WUBRG Pauper Cube GRBUW
Credit for the banner goes to DarkNightCavalier at Heroes of the Plane Studios
Psychosis Crawler
and Lots of Selvala activations + Pursuit of Knowledge or Abundance (to prevent drawing yourself to death ) while you draw everyone out.
..
Azusa - Derevi - Glissa - Mizzix - Sharuum - Wanderer - Wort
They usually try to - but if your crew is like mine and the preferred houserule is to only allows mulligans if you're actually landscrewed, then it's hard to consistently have a playable answer by turn 2.
I've tweaked my list a bit and have a few things like Apostle's Blessing and Ranger's Guile in there now also.
This was the the 12th and most recent deck I'd built - and likely the last for quite some time.
It's definitely not a deck I'd play often - but it's good to have a ringer to give someone who thinks they're an EDH god a run for their money.
..
Azusa - Derevi - Glissa - Mizzix - Sharuum - Wanderer - Wort