Introduction Iwamori of the Open Fist is a pseudo-group hug and beatdown deck that helps opponents dump their hands, encouraging them to overextend and run out of gas, while taking over the game with huge creatures and draw cards to pump out more threats than our opponents. The creatures are also pretty wrath resilient so that we can gain value from board wipes. The theme that i set for the deck is to cycle through hands and dumping them onto the field as consistently as possible. To that end, the card draw that i choose would have to draw me cards (a significant number) either on resolution of the spell, or before it reaches my next turn. This is to prevent disruption in the form of wraths etc. That way, the next turn i hopefully have the cards necessary to dump and cycle again.
The wheel cards all serve to refill our hands after a deal. Creatures are Tier 1 since they can be dealed by the big 3 (Hypergenesis, Eureka, Myojin)
Enchantments and Artifacts are T2, while the Planeswalker is T3. However, in essence all permanents are good since Genesis Wave and Primal Surge also works on them.
That leaves Weird Harvest as the odd card. I have hopes for this card as it allows me to directly chain into the next deal by grabbing either Myojin or Eternal Witness along with another wheel.
Paleoloth is also worth mentioning as it can grab creatures from our GY to hand, potentially recycling a previous set of wheel and deal cards.
Dealing
Deal cards are going to be sorted into 2 categories.
The categories are A)Able to deal multiple permanents at once
or B) Able to deal one permanent at a time
Hypergenesis, Eureka, Myojin of Life's Web, Genesis Wave, Primal Surge, The Great Aurora
all belong to cat A. They allow us to dump multiple permanents and hopefully chain into the next set of wheel and deal cards. Some cards like Gen Wave and Primal Surge do both parts, by getting cards and then putting them into play, all by themselves. Pyxis of Pandemonium can have a similar effect, but takes multiple turns to set up, so i'll have to see if it's too clunky, or worth the slot.
Tempting Wurm works exclusively on our opponents'. Hopefully this would encourage the opponents to dump their hand and run out of gas allowing us to take control of the game, if our opponents' draw engines arent as good as ours. Especially if we have a board wipe to follow up with.
Lurking Predators, Call of the Wild and Garruk, Caller of Beasts belong to cat B. They give everyone at the table or just us one free spell/permanent per turn (usually). With our suite of library manipulation effects, hopefully we can get exactly what we want when they trigger while our opponents' rely entirely on luck. Lurking Predators and Call the Wild work exclusively for us, so more advantage there.
Top Deck Manipulation Cream of the Crop,Mirri's Guile,Sensei's Divining Top,Scroll Rack
These along with our array of shuffle effects should give sufficient control over the library to enable cards like Lurking Predators and Call of the Wild. At some point, i may decide to remove this package if i feel they aren't worth the slots.
Removals and Such Oblivion Stone,Nevinyrral's Disk,Perilous Vault are the board wipes for the deck. These are going to help us control the board when opponents' take advantage of our deals to overextend. We don't mind wrathing our creatures as many of them persist through wraths or give us other cool effects on death.
Woodfall Primus,Terastodon serve as the spot removal of the deck, taking care of key permanents that are a detriment to our gameplan.
What's Next
Alright that will probably be the core of the deck subject to changes. The deck will be sleeved up and tested over the coming weeks and tweaks will be done as needed. Currently there are many many cards still under consideration just begging for a slot to be tested in. As always feel free to comment, critique, discuss, question or flame. Let me know if you want me to elaborate on anything or have suggestions. Take a look at my other builds located below in my signature.
Beast Within
Survival of the Fittest
Ascetism
Bane of Progress
Defense Grid
Drop of Honey
Lignify
Hua Tuo
I've always wanted to see a list with Iwamori so thanks for shedding some light on the dude.
First...I second the Hall of Gemstone just because it you might want some cards to fight back with if people get too greedy. It kinda-sorta goes with the theme too I guess. Just explain to your opponents when you play it that they shouldn't worry about casting spells because your going to allow them to just put cards into play. Turn Magic into a game of trust.
I've always wanted to see a list with Iwamori so thanks for shedding some light on the dude.
First...I second the Hall of Gemstone just because it you might want some cards to fight back with if people get too greedy. It kinda-sorta goes with the theme too I guess. Just explain to your opponents when you play it that they shouldn't worry about casting spells because your going to allow them to just put cards into play. Turn Magic into a game of trust.
Given all this, you have a public enemy number 1 that is Containment Priest. Beware
There is a specific reason for running Primal Surge. The theme that i set for the deck is to cycle through hands and dumping them onto the field as consistently as possible. To that end, the card draw that i choose would have to draw me cards (a significant number) either on resolution of the spell, or before it reaches my next turn. This is to prevent disruption in the form of wraths etc. That way, the next turn i hopefully have the cards necessary to dump and cycle again.
Genesis Wave and Primal Surge serve as copies number 3 and 4 of something like Eureka, except that it also does the draw portion of the "combo" for me. However, i probably still want about 10 or so instants/sorceries in the deck, because i'm currently more afraid of decking myself to a regal force than i am about getting a huge primal surge.
I am not overly concerned about adding in more card draw at this point. I believe i already have about 10+ card draw effects and a few pseudo-draw with large scale recursion to hand or battlefield etc.
Containtment priest is a good issue. Green is pretty bad with board wipes, so i may have to look into alternatives. Perhaps there are some decent "fight" cards that can go into the deck as pseudo wraths or something.
Hall of Gemstones is a solid choice that will prevent disruption, thanks. As for the traditional group hug cards, at this point i'm not sure if i want to go that way. I feel that i can play around Iwamori and the other non-traditional group hugs effects i have now because it can help me lure opponents into overextending their hands and running out of gas or getting wrathed while i continue to gain value. However, if i start giving them extra cards and such, the advantage i might get from them overextending would be diminished. I have to give this more thought.
Okie so the type of cards that i'm looking for now would be
A)More Omen Machine/Gate to Aether type effects if i have missed any.
B)More wrath or large scale fight type effects if any exist
C)Some good creatures that further the theme which i may not have found
D)Top deck manipulation ideas
E)Possibly adding in another subtheme. Off the top of my head i entertained the idea of bouncing stuff back to my hand to replay for extra value with stuff like Erratic Portal, Cloudstone Curio, Blood Clock and Umbilicus. Have not convinced myself that i want to go in that direction though.
The only fight card that seems like it might be worth playing is Setessan Tactics
Other removal i could probably run are:
Duplicant
Ulamog if i want to go Eldrazi and need a graveyard shuffle.
Ugin and Karn planeswalkers seems like a auto include for mono green
All is Dust Arena
Song of the dryads is some nice permanent removal in green against containment priest.
Arena is good at what it does although I never liked that your opponents get to choose their fighter. I guess in that sense it's a little huggy while still benefiting you mostly.
I know you said you were good on card draw, but Well of Knowledge is another good hug/draw engine.
Song of the dryads is some nice permanent removal in green against containment priest.
Arena is good at what it does although I never liked that your opponents get to choose their fighter. I guess in that sense it's a little huggy while still benefiting you mostly.
I know you said you were good on card draw, but Well of Knowledge is another good hug/draw engine.
Song of the Dryads will probably find its way into the deck sooner or later. I'm leaving it out atm because I feel like it will get wrathed away bringing whatever i enchanted back.
Not sure how i feel about Arena. I'll give give it a spot for testing first.
As to the well, i don't quite want to give my opponents cards because i wanted to keep them overextended as much as possible.
Got a preliminary decklist set up as the initial draft of the deck. I'll probably find some time in the upcoming weeks to put the deck together and start tests.
Nice job on the list! It definitely helps when trying sift through cards you've already discussed.
I'm going to go on a whim and try and pinpoint the strategy of this deck: Tempt your opponents to overextend as much as possible then knock 'em back down with board wipes. If this is the case, I can't see myself running nevinyrral's disk. It's a tricky to catch people off guard with that card. wave of vitriol doesn't hit creatures, but still a decent board wipe.
Nice job on the list! It definitely helps when trying sift through cards you've already discussed.
I'm going to go on a whim and try and pinpoint the strategy of this deck: Tempt your opponents to overextend as much as possible then knock 'em back down with board wipes. If this is the case, I can't see myself running nevinyrral's disk. It's a tricky to catch people off guard with that card. wave of vitriol doesn't hit creatures, but still a decent board wipe.
Green is a color that lacks board wipes. I believe i should run everything i am able to in that regards, especially stuff that hits creatures, because acidic slime, terastodon and woodfall primus are noncreature permanents only removal.
The suprise factor isn't that much of a concern as plays like hypergenesis and eureka allow us to put down permanents in order, and i can just put down the disk last if i have it. By then they have already committed to the board or not. Passing 1 round before getting to wrath shouldnt be that big a deal considering my creatures are likely to be as big if not bigger than theirs and that i would prefer to swing before wrathing as well.
Considering the noncreature removal i already have, and the issue of not being a permanent, i should pass on wave of vitriol. The vineyards are pretty good if i choose to go that route. For the moment the decklist is lacking ramp. I'm gonna test it and see whether it feels too slow atm. If it does i'll likely cut cards for etb forest creatures and perhaps the vineyards to ramp it up.
For the moment i have a ton of cards under the consideration list. What i might need help with now is cutting/eliminating cards from the deck and the considerations list if they don't fit the theme or are too weak to be played on their own.
I know it's in your consideration pile, but let me throw some love the way of Survival of the Fittest. The repeatability of it turned out to make it the MVP of my all permanent Yisan, the Wanderer Bard EDH deck I built when M15 came out. 99 permanents and one Primal Surge that I never got to cast. Yisan and Survival pretty much gave me enough tutoring so that I had an answer to every threat with a library of splashy ETB effects, but this is only if you see yourself relying on creatures to answer the vast majority of the problems coming at you.
Also you might consider Storm Cauldron for emergencies as a way to slow down people that get a faster draw engine going. It's not for everyone, I admit, but it also can be useful if you play against a lot of mass land destruction like Armageddon. Just tap all your lands and return them to your hand rather than letting them hit the graveyard.
I'd suggest that you cut Vernal Bloom, Darksteel Pendant, That Which Was Taken, Protean Hulk (BANNED), and Deadwood Treefolk.
Oh god, protean hulk is banned...whyyye edh gods whyyyyyy. I can agree on Vernal Bloom without any explanation. Would you consider Darksteel Pendant's effect to be too weak for top deck manipulation? The indestructibility is oddly relevant as it will survive through oblivion stone and nevinyrral's disk. That Which Was Taken also seems like pretty good tech for granting indestructibility to resist wraths, and has synergy with myojin for repeated deals. Why do you feel that it shoul be cut from consideration? Lastly on Deadwood Treefolk. I put it in because it would recur a creature on both etb and ltb for my next deal card. Is that effect too weak for a slot? Drop of honey is pretty sweet and on theme. I'm worried that not having creatures on the field might be too common to make it worthwhile do. Probably needs testing, so into consideration in goes.
I know it's in your consideration pile, but let me throw some love the way of Survival of the Fittest. The repeatability of it turned out to make it the MVP of my all permanent Yisan, the Wanderer Bard EDH deck I built when M15 came out. 99 permanents and one Primal Surge that I never got to cast. Yisan and Survival pretty much gave me enough tutoring so that I had an answer to every threat with a library of splashy ETB effects, but this is only if you see yourself relying on creatures to answer the vast majority of the problems coming at you.
Also you might consider Storm Cauldron for emergencies as a way to slow down people that get a faster draw engine going. It's not for everyone, I admit, but it also can be useful if you play against a lot of mass land destruction like Armageddon. Just tap all your lands and return them to your hand rather than letting them hit the graveyard.
Survival of the Fittest is crazy strong. I run it in my Kresh deck. I don't quite run a toolbox of creature solutions though, so i'm not sure how on theme or synergistic its going to be. That's why i haven't given it a slot for the moment. Storm Cauldron is something i run in my Borborygmous deck, and i feel that it fits very well there, so i'd not want to repeat the effect here unless its on theme as well.
How do you guys feel about Craterhoof Behemoth? I feel like the etb effect might fizzle on me often unless my previous cycle of creatures are still alive or i managed to land concordant crossroads at the same time.
Finally got around to building the deck and doing a few tests to test the concept.
Multiple changes have been made. Some of them may be reverted in the future, but this feels like a good base to go with.
24 Forests -> 27 Forests
- Buried Ruin
- Yavimaya Hollow
- Evolving Wilds
- Terramorphic Expanse
- Myriad Landscape
- Thawing Glaciers
+ Temple of the False God
+ Haunted Fengraf
+ Nykthos, Shrine to Nyx
- Karn Liberated
- Ugin, the Spirit Dragon
- Setessan Tactics
- All is Dust
+ See the Unwritten
+ Green Sun's Zenith
- Sylvan Library
- Hall of Gemstone
+ Elemental Bond
- Pyxis of Pandemonium
- Hunted Wumpus
- Oracle of Mul Daya
- Phytotitan
- Deadwood Treefolk
- Nacatl War-Pride
- Acidic Slime
- Hua Tuo, Honored Physician
+ Rofellos, Llanowar Emissary
+ Gyre Sage
+ Shaman of Forgotten Ways
+ Karametra's Acolyte
+ Woodland Bellower
+ Rampaging Baloths
+ Panglacial Wurm
The original list was able to cycle off a few times each game, usually ending with a blowout turn for about 20+ permanents. The problem i had with it was that the build was rather slow on the early turns since it barely had anything to do before turn 4 and didn't have any ramp either. With the changes made here i hope to see improvement in the early game as well as increased consistency in cycledumping hands.
OP will not be updated till i feel the build is heading in the right direction.
Was testing the deck today with some friends and Iwamori managed to go off quite well. I decided to record the plays to post it up so that you guys can get an idea of what the deck does.
Starting hand was a bunch of lands, a Garruk, an Oblivion Stone and an Elemental Bond.
Omen Machine was a nonbo with the rest of deck considering how it prevents me from drawing cards. If I were to remove it, thematically Gate to the Aether should follow. In it's place i've put Pyxis of Pandemonium in since i forgot about it when i put the draft together and i feel it deserves some testing. The other open spot goes to Song of the Dryads as permanent based removal. Apart from the board wipes, most of the removal in the deck only hits noncreature permanents. This is probably something that needs to be adjusted in the future.
Tap Nykthos for 23 Green Mana
Cast Weird Harvest for X=18, left with 3 floating mana and 3 untapped lands. Each player goes nuts and digs out every creature from their deck pretty much. I took every creature apart from Panglacial Wurm, Weathered Treefolk, Myojin of Life's Web, Genesis and Tempting Wurm.
Major Overkill. I rushed through resolving the turn since i didnt want to keep everyone waiting, but there was basically alot more that could have been done if i wanted to.
Another one bites the dust. I remember Rofellos being banned because it was too strong as a commander. When i happenstanced it on magiccards.info and saw that it wasnt banned there, i figured that when they consolidated the banned commanders and banned cards in the 99 together it fell off. Guess that was too much to ask for.
So i'm in the market for a low cmc creature that has the potential to produce 5+ mana at the least. Any suggestions?
I have The Great Aurora in my consideration list. I'm not inclined to put it into the deck just yet while i sort all the minor issues out. It would seem that the Aurora might be able to act as a pseudo-chain by dumping new lands onto the battlefield while digging for a dump card like Eureka to put the rest of the permanents in play as well. No where near as good as the other enablers, but something to keep in mind for consistency nevertheless.
I'm pretty ecstatic about the way the deck has been performing. Concordant Crossroad is the allstar of the deck, without which games would take one additional round of uncertainty before coming to a close. Due to that, i may be putting in additional haste effects like Akroma's memorial into the deck.
Eiter way, i'm taking Iwamori off testing and pushing it into the optimization phase. There will be very few large sweeping changes from here on out, and cards will be rotated in and out one or two at a time instead.
If you need a creature that Woodland Bellower can fetch you could try Voyaging Satyr to get another activation out of Nykthos (if you can reliably get that land onto the field in every game). There is also Sacellum Godspeaker which isn't dependant on devotion, but does require you to have a ton of creatures in your hand. And finally Patron of the Orochi is lurking at the other end of the mana curve and out of reach for the bellower, but I feel it's pseudo-Seedborn Muse activated ability might make it worth mentioning.
If you need a creature that Woodland Bellower can fetch you could try Voyaging Satyr to get another activation out of Nykthos (if you can reliably get that land onto the field in every game). There is also Sacellum Godspeaker which isn't dependant on devotion, but does require you to have a ton of creatures in your hand. And finally Patron of the Orochi is lurking at the other end of the mana curve and out of reach for the bellower, but I feel it's pseudo-Seedborn Muse activated ability might make it worth mentioning.
Really good suggestions. I run Nykthos and Gaea's Cradle so Voyaging Satyr could potentially work, however i don't think the deck has enough land support to consistently get both out. Sacellum Godspeaker is a card i would have never found if you didnt point it out. Seems like it could work in the deck. I'm going to try it out in Rofello's place to begin with.
Rofellos is banned, so sadly off it goes. As a replacement, i'm trying out Sacellum Godspeaker. Whether it will work out well or not isn't something i'm sure of yet.
Oath of Druids was simply a bad call on my part to make it into the deck. Not once has it worked out in my favor, considering I normally always had the most creatures on the table. The Great Aurora is taking it's spot. I believe that it will work out to be an additional Eureka effect while also doubling as a board wipe.
Arena was excessive and too narrow in scope. Taking out one problem creature at a time is just too inefficient in this deck. I'm slotting in Akroma's Memorial because i'm in love with Concordant Crossroads, and want more similar effects in the deck for redundancy and consistency.
If you guys have any additional suggestions for a mass haste enabler, do tell.
The only other possible mass haste enablers in green are Vitaspore Thallid & Reflex Sliver. The thallid is too much work, but the sliver could be useful if you could reliably find Hivestone and get it onto the field at the same time.
The colorless options I can think of are no less involved, Golem Artisan could grant everything haste with a cost of 2 per creature, but only if you can turn all your creatures into artifacts with Mycosynth Lattice. Or you could use Minion Reflector if you can deal with the mana cost it imposes.
Personally I think your best bet is to just give yourself an extra turn by playing Ugin's Nexus and then sacing it to a sac outlet, or just let Bane of Progress destroy it if both enter the battlefield after you cast Eureka.
You could also try the fun combo of imprinting the nexus on Prototype Portal. You need a sac outlet, like Phyrexia's core to get it to work, because you can't use the legend rule to sac for an extra turn. If any copies of the nexus remain on the battlefield as you go into your next turn, the nexus on the battlefield will prevent you from taking your next turn.
Only interesting card in BFZ, unless i'm delving in Eldrazi land:
Greenwarden of Murasa: This little beatstick works as a bigger brother to Eternal Witness which works to our favor since it works with stuff like Kavu Lair. Going in for sure.
Cards that i'm not impressed with and looking for replacements for:
Vorapede
Weatherseed Treefolk
Panglacial Wurm
Giant Adephage
Nylea, God of the Hunt
Sensei's Divining Top
Scroll Rack
Mirri's Guile
The Top effects which were added in for cards like Call of the Wild and Lurking Predators aren't impactful enough without them in play, so those are the first to go. The rest of the creatures just arent very good. I don't know if their replacements are any better, but its worth a try.
1 Iwamori of the Open Fist
Creatures - 34
1 Sacellum Godspeaker
1 Gyre Sage
1 Shaman of Forgotten Ways
1 Karametra's Acolyte
1 Fierce Empath
1 Somberwald Sage
1 Ulvenwald Tracker
1 Acidic Slime
1 Tempting Wurm
1 Eternal Witness
1 Nylea, God of the Hunt
1 Garruk's Packleader
1 Woodland Bellower
1 Rampaging Baloths
1 Vigor
1 Paleoloth
1 Soul of the Harvest
1 Primalcrux
1 Avenger of Zendikar
1 Spearbreaker Behemoth
1 Moldgraf Monstrosity
1 Regal Force
1 Terastodon
1 Woodfall Primus
1 Vorinclex, Voice of Hunger
1 Craterhoof Behemoth
1 Khalni Hydra
1 Myojin of Life's Web
1 Worldspine Wurm
1 Thunderfoot Baloth
1 Brutalizer Exarch
1 Bane of Progress
1 Greenwarden of Murasa
Artifacts - 6
1 Sol Ring
1 Memory Jar
1 Pyxis of Pandemonium
1 Oblivion Stone
1 Nevinyrral's Disk
1 Perilous Vault
Enchantments - 8
1 Greater Good
1 Elemental Bond
1 Kavu Lair
1 Concordant Crossroads
1 Lurking Predators
1 Defense of the Heart
1 Pattern of Rebirth
1 Song of the Dryads
Instants and Sorceries - 9
1 Hypergenesis
1 Eureka
1 Genesis Wave
1 Primal Surge
1 Weird Harvest
1 Tooth and Nail
1 See the Unwritten
1 Green Sun's Zenith
1 The Great Aurora
1 Garruk, Primal Hunter
1 Garruk, Caller of Beasts
Lands - 38
1 Misty Rainforest
1 Windswept Heath
1 Verdant Catacombs
1 Wooded Foothills
1 Ancient Tomb
1 Temple of the False God
1 Haunted Fengraf
1 Nykthos, Shrine to Nyx
1 Mosswort Bridge
1 Gaea's Cradle
1 Reliquary Tower
27 Forest
Introduction
Iwamori of the Open Fist is a pseudo-group hug and beatdown deck that helps opponents dump their hands, encouraging them to overextend and run out of gas, while taking over the game with huge creatures and draw cards to pump out more threats than our opponents. The creatures are also pretty wrath resilient so that we can gain value from board wipes. The theme that i set for the deck is to cycle through hands and dumping them onto the field as consistently as possible. To that end, the card draw that i choose would have to draw me cards (a significant number) either on resolution of the spell, or before it reaches my next turn. This is to prevent disruption in the form of wraths etc. That way, the next turn i hopefully have the cards necessary to dump and cycle again.
Wheeling
Garruk, Primal Hunter
Garruk's Packleader, Soul of the Harvest, Regal Force, Paleoloth
Greater Good, Kavu Lair
Memory Jar
Weird Harvest
The wheel cards all serve to refill our hands after a deal. Creatures are Tier 1 since they can be dealed by the big 3 (Hypergenesis, Eureka, Myojin)
Enchantments and Artifacts are T2, while the Planeswalker is T3. However, in essence all permanents are good since Genesis Wave and Primal Surge also works on them.
That leaves Weird Harvest as the odd card. I have hopes for this card as it allows me to directly chain into the next deal by grabbing either Myojin or Eternal Witness along with another wheel.
Paleoloth is also worth mentioning as it can grab creatures from our GY to hand, potentially recycling a previous set of wheel and deal cards.
Dealing
Deal cards are going to be sorted into 2 categories.
The categories are A)Able to deal multiple permanents at once
or B) Able to deal one permanent at a time
Hypergenesis, Eureka, Myojin of Life's Web, Genesis Wave, Primal Surge, The Great Aurora
all belong to cat A. They allow us to dump multiple permanents and hopefully chain into the next set of wheel and deal cards. Some cards like Gen Wave and Primal Surge do both parts, by getting cards and then putting them into play, all by themselves. Pyxis of Pandemonium can have a similar effect, but takes multiple turns to set up, so i'll have to see if it's too clunky, or worth the slot.
Tempting Wurm works exclusively on our opponents'. Hopefully this would encourage the opponents to dump their hand and run out of gas allowing us to take control of the game, if our opponents' draw engines arent as good as ours. Especially if we have a board wipe to follow up with.
Lurking Predators, Call of the Wild and Garruk, Caller of Beasts belong to cat B. They give everyone at the table or just us one free spell/permanent per turn (usually). With our suite of library manipulation effects, hopefully we can get exactly what we want when they trigger while our opponents' rely entirely on luck. Lurking Predators and Call the Wild work exclusively for us, so more advantage there.
Defense of the Heart, Pattern of Rebirth and Tooth and Nail are glorified tutors in the deck. I'll figure out my opinion on them after testing.
Top Deck Manipulation
Cream of the Crop,Mirri's Guile,Sensei's Divining Top,Scroll Rack
These along with our array of shuffle effects should give sufficient control over the library to enable cards like Lurking Predators and Call of the Wild. At some point, i may decide to remove this package if i feel they aren't worth the slots.
Removals and Such
Oblivion Stone,Nevinyrral's Disk,Perilous Vault are the board wipes for the deck. These are going to help us control the board when opponents' take advantage of our deals to overextend. We don't mind wrathing our creatures as many of them persist through wraths or give us other cool effects on death.
Woodfall Primus,Terastodon serve as the spot removal of the deck, taking care of key permanents that are a detriment to our gameplan.
Misc Creatures
Vorapede,Weatherseed Treefolk persist through wraths or removals in some way or another.
Moldgraf Monstrosity recur creatures from GY to hand or the battlefield on death.
Worldspine Wurm creates tokens on death
Spearbreaker Behemoth and Nylea, God of the Hunt either have or grant indestructibility to creatures.
Eternal Witness,Genesis are recursion to get back key pieces that we need to continue wheel and dealing.
What's Next
Alright that will probably be the core of the deck subject to changes. The deck will be sleeved up and tested over the coming weeks and tweaks will be done as needed. Currently there are many many cards still under consideration just begging for a slot to be tested in. As always feel free to comment, critique, discuss, question or flame. Let me know if you want me to elaborate on anything or have suggestions. Take a look at my other builds located below in my signature.
Beast Within
Survival of the Fittest
Ascetism
Bane of Progress
Defense Grid
Drop of Honey
Lignify
Hua Tuo
- Protean Hulk + Scroll Rack
- Omen Machine + Song of the Dryads
- Gate to the Aether + Pyxis of Pandemonium
- Rofellos, Llanowar Emissary + Sacellum Godspeaker
- Oath of Druids + The Great Aurora
- Arena + Akroma's Memorial
- Mirri's Guile + Greenwarden of Murasa
- Scroll Rack + Bane of Progress
- Sensei's Divining Top + Brutalizer Exarch
- Vorapede + Fierce Empath
- Weatherseed Treefolk + Somberwald Sage
- Panglacial Wurm + Thunderfoot Baloth
- Cream of the Crop + Seasons Past
- Call of the Wild + Acidic Slime
- Giant Adephage + Duplicant
- Genesis + Ulvenwald Tracker
Norin the Wary (BRB) R
Blind Seer (Hose Everything) U
Mishra, Artificer Prodigy (Double Dipping) UBR
Borborygmos Enraged (Crush Mountains, Eat Forests) GR
Kresh the Bloodbraided (Get Wild) GRB
Derevi, Empyrial Tactician (Test Your Math) WUR
Toshiro Umezawa (Instant Reanimation) B
Dralnu, Lich Lord (Mill then Will) UB
Rakdos the Defiler (Death at any Cost) BR
Iwamori of the Open Fist (Wheel and Deal) G
Crovax, Ascendant Hero (Balancing Eggs) W
That said, Upwelling, Rites of Flourishing, and Heartbeat of Spring can all help games spiral out of control.
Cheers!
Krichaiushii on PucaTrade.
First...I second the Hall of Gemstone just because it you might want some cards to fight back with if people get too greedy. It kinda-sorta goes with the theme too I guess. Just explain to your opponents when you play it that they shouldn't worry about casting spells because your going to allow them to just put cards into play. Turn Magic into a game of trust.
I know you also are looking into playing Primal Surge, but some other hand fillers you could run if you decide against it are Hunter's Insight,Hunter's Prowess, Momentous Fall, Life's legacy Soul's Majesty. Freyalise, Llanowar's Fury and Mind's Eye are great permanent draw if you're still looking to use primal surge.
Some cards to flash creatures from your hand into play:Dramatic Entrance and a card still have yet to see someone play;Lure of Prey. Permanent versions you can use: Elvish Piper, Norwood Priestess.
Given all this, you have a public enemy number 1 that is Containment Priest. Beware
There is a specific reason for running Primal Surge. The theme that i set for the deck is to cycle through hands and dumping them onto the field as consistently as possible. To that end, the card draw that i choose would have to draw me cards (a significant number) either on resolution of the spell, or before it reaches my next turn. This is to prevent disruption in the form of wraths etc. That way, the next turn i hopefully have the cards necessary to dump and cycle again.
Genesis Wave and Primal Surge serve as copies number 3 and 4 of something like Eureka, except that it also does the draw portion of the "combo" for me. However, i probably still want about 10 or so instants/sorceries in the deck, because i'm currently more afraid of decking myself to a regal force than i am about getting a huge primal surge.
I am not overly concerned about adding in more card draw at this point. I believe i already have about 10+ card draw effects and a few pseudo-draw with large scale recursion to hand or battlefield etc.
Containtment priest is a good issue. Green is pretty bad with board wipes, so i may have to look into alternatives. Perhaps there are some decent "fight" cards that can go into the deck as pseudo wraths or something.
Hall of Gemstones is a solid choice that will prevent disruption, thanks. As for the traditional group hug cards, at this point i'm not sure if i want to go that way. I feel that i can play around Iwamori and the other non-traditional group hugs effects i have now because it can help me lure opponents into overextending their hands and running out of gas or getting wrathed while i continue to gain value. However, if i start giving them extra cards and such, the advantage i might get from them overextending would be diminished. I have to give this more thought.
Okie so the type of cards that i'm looking for now would be
A)More Omen Machine/Gate to Aether type effects if i have missed any.
B)More wrath or large scale fight type effects if any exist
C)Some good creatures that further the theme which i may not have found
D)Top deck manipulation ideas
E)Possibly adding in another subtheme. Off the top of my head i entertained the idea of bouncing stuff back to my hand to replay for extra value with stuff like Erratic Portal, Cloudstone Curio, Blood Clock and Umbilicus. Have not convinced myself that i want to go in that direction though.
Norin the Wary (BRB) R
Blind Seer (Hose Everything) U
Mishra, Artificer Prodigy (Double Dipping) UBR
Borborygmos Enraged (Crush Mountains, Eat Forests) GR
Kresh the Bloodbraided (Get Wild) GRB
Derevi, Empyrial Tactician (Test Your Math) WUR
Toshiro Umezawa (Instant Reanimation) B
Dralnu, Lich Lord (Mill then Will) UB
Rakdos the Defiler (Death at any Cost) BR
Iwamori of the Open Fist (Wheel and Deal) G
Crovax, Ascendant Hero (Balancing Eggs) W
If you find yourself actually casting your dudes often enough, you could perhaps consider Recycle.
Other removal i could probably run are:
Duplicant
Ulamog if i want to go Eldrazi and need a graveyard shuffle.
Ugin and Karn planeswalkers seems like a auto include for mono green
All is Dust
Arena
Norin the Wary (BRB) R
Blind Seer (Hose Everything) U
Mishra, Artificer Prodigy (Double Dipping) UBR
Borborygmos Enraged (Crush Mountains, Eat Forests) GR
Kresh the Bloodbraided (Get Wild) GRB
Derevi, Empyrial Tactician (Test Your Math) WUR
Toshiro Umezawa (Instant Reanimation) B
Dralnu, Lich Lord (Mill then Will) UB
Rakdos the Defiler (Death at any Cost) BR
Iwamori of the Open Fist (Wheel and Deal) G
Crovax, Ascendant Hero (Balancing Eggs) W
Arena is good at what it does although I never liked that your opponents get to choose their fighter. I guess in that sense it's a little huggy while still benefiting you mostly.
I know you said you were good on card draw, but Well of Knowledge is another good hug/draw engine.
Song of the Dryads will probably find its way into the deck sooner or later. I'm leaving it out atm because I feel like it will get wrathed away bringing whatever i enchanted back.
Not sure how i feel about Arena. I'll give give it a spot for testing first.
As to the well, i don't quite want to give my opponents cards because i wanted to keep them overextended as much as possible.
Got a preliminary decklist set up as the initial draft of the deck. I'll probably find some time in the upcoming weeks to put the deck together and start tests.
Norin the Wary (BRB) R
Blind Seer (Hose Everything) U
Mishra, Artificer Prodigy (Double Dipping) UBR
Borborygmos Enraged (Crush Mountains, Eat Forests) GR
Kresh the Bloodbraided (Get Wild) GRB
Derevi, Empyrial Tactician (Test Your Math) WUR
Toshiro Umezawa (Instant Reanimation) B
Dralnu, Lich Lord (Mill then Will) UB
Rakdos the Defiler (Death at any Cost) BR
Iwamori of the Open Fist (Wheel and Deal) G
Crovax, Ascendant Hero (Balancing Eggs) W
I'm going to go on a whim and try and pinpoint the strategy of this deck: Tempt your opponents to overextend as much as possible then knock 'em back down with board wipes. If this is the case, I can't see myself running nevinyrral's disk. It's a tricky to catch people off guard with that card. wave of vitriol doesn't hit creatures, but still a decent board wipe.
Other options to temp opponents with overextending:eladamri's vineyard or magus of the vineyard
Green is a color that lacks board wipes. I believe i should run everything i am able to in that regards, especially stuff that hits creatures, because acidic slime, terastodon and woodfall primus are noncreature permanents only removal.
The suprise factor isn't that much of a concern as plays like hypergenesis and eureka allow us to put down permanents in order, and i can just put down the disk last if i have it. By then they have already committed to the board or not. Passing 1 round before getting to wrath shouldnt be that big a deal considering my creatures are likely to be as big if not bigger than theirs and that i would prefer to swing before wrathing as well.
Considering the noncreature removal i already have, and the issue of not being a permanent, i should pass on wave of vitriol. The vineyards are pretty good if i choose to go that route. For the moment the decklist is lacking ramp. I'm gonna test it and see whether it feels too slow atm. If it does i'll likely cut cards for etb forest creatures and perhaps the vineyards to ramp it up.
For the moment i have a ton of cards under the consideration list. What i might need help with now is cutting/eliminating cards from the deck and the considerations list if they don't fit the theme or are too weak to be played on their own.
Norin the Wary (BRB) R
Blind Seer (Hose Everything) U
Mishra, Artificer Prodigy (Double Dipping) UBR
Borborygmos Enraged (Crush Mountains, Eat Forests) GR
Kresh the Bloodbraided (Get Wild) GRB
Derevi, Empyrial Tactician (Test Your Math) WUR
Toshiro Umezawa (Instant Reanimation) B
Dralnu, Lich Lord (Mill then Will) UB
Rakdos the Defiler (Death at any Cost) BR
Iwamori of the Open Fist (Wheel and Deal) G
Crovax, Ascendant Hero (Balancing Eggs) W
Drop of Honey?
I'd suggest that you cut Vernal Bloom, Darksteel Pendant, That Which Was Taken, Protean Hulk (BANNED), and Deadwood Treefolk.
Also you might consider Storm Cauldron for emergencies as a way to slow down people that get a faster draw engine going. It's not for everyone, I admit, but it also can be useful if you play against a lot of mass land destruction like Armageddon. Just tap all your lands and return them to your hand rather than letting them hit the graveyard.
Oh god, protean hulk is banned...whyyye edh gods whyyyyyy. I can agree on Vernal Bloom without any explanation. Would you consider Darksteel Pendant's effect to be too weak for top deck manipulation? The indestructibility is oddly relevant as it will survive through oblivion stone and nevinyrral's disk. That Which Was Taken also seems like pretty good tech for granting indestructibility to resist wraths, and has synergy with myojin for repeated deals. Why do you feel that it shoul be cut from consideration? Lastly on Deadwood Treefolk. I put it in because it would recur a creature on both etb and ltb for my next deal card. Is that effect too weak for a slot? Drop of honey is pretty sweet and on theme. I'm worried that not having creatures on the field might be too common to make it worthwhile do. Probably needs testing, so into consideration in goes.
Survival of the Fittest is crazy strong. I run it in my Kresh deck. I don't quite run a toolbox of creature solutions though, so i'm not sure how on theme or synergistic its going to be. That's why i haven't given it a slot for the moment. Storm Cauldron is something i run in my Borborygmous deck, and i feel that it fits very well there, so i'd not want to repeat the effect here unless its on theme as well.
How do you guys feel about Craterhoof Behemoth? I feel like the etb effect might fizzle on me often unless my previous cycle of creatures are still alive or i managed to land concordant crossroads at the same time.
changelog
-Protean Hulk + Scroll Rack
Norin the Wary (BRB) R
Blind Seer (Hose Everything) U
Mishra, Artificer Prodigy (Double Dipping) UBR
Borborygmos Enraged (Crush Mountains, Eat Forests) GR
Kresh the Bloodbraided (Get Wild) GRB
Derevi, Empyrial Tactician (Test Your Math) WUR
Toshiro Umezawa (Instant Reanimation) B
Dralnu, Lich Lord (Mill then Will) UB
Rakdos the Defiler (Death at any Cost) BR
Iwamori of the Open Fist (Wheel and Deal) G
Crovax, Ascendant Hero (Balancing Eggs) W
Dosan, the Falling Leaf also messes with control strategies, while Heartwood Storyteller and Horn of Greed can provide cards in a huggy way.
Cheers!
Krichaiushii on PucaTrade.
Multiple changes have been made. Some of them may be reverted in the future, but this feels like a good base to go with.
1 Iwamori of the Open Fist
Creatures - 30
1 Rofellos, Llanowar Emissary
1 Gyre Sage
1 Shaman of Forgotten Ways
1 Karametra's Acolyte
1 Tempting Wurm
1 Eternal Witness
1 Nylea, God of the Hunt
1 Genesis
1 Vorapede
1 Weatherseed Treefolk
1 Garruk's Packleader
1 Woodland Bellower
1 Rampaging Baloths
1 Vigor
1 Paleoloth
1 Soul of the Harvest
1 Primulcrux
1 Avenger of Zendikar
1 Spearbreaker Behemoth
1 Moldgraf Monstrosity
1 Giant Adephage
1 Regal Force
1 Panglacial Wurm
1 Terastodon
1 Woodfall Primus
1 Vorinclex, Voice of Hunger
1 Craterhoof Behemoth
1 Khalni Kydra
1 Myjoin of Life's Web
1 Worldspine Wurm
1 Sol Ring
1 Memory Jar
1 Scroll Rack
1 Gate to the Æther
1 Omen Machine
1 Sensei's Divining Top
1 Oblivion Stone
1 Nevinyrral's Disk
1 Perilous Vault
Enchantments - 11
1 Greater Good
1 Elemental Bond
1 Kavu Lair
1 Oath of Druids
1 Concordant Crossroads
1 Lurking Predators
1 Call of the Wild
1 Cream of the Crop
1 Mirri's Guile
1 Defense of the Heart
1 Pattern of Rebirth
Instants and Sorceries - 8
1 Hypergenesis
1 Eureka
1 Genesis Wave
1 Primal Surge
1 Weird Harvest
1 Tooth and Nail
1 See the Unwritten
1 Green Sun's Zenith
1 Garruk, Primal Hunter
1 Garruk, Caller of Beasts
Lands - 39
1 Misty Rainforest
1 Windswept Hearth
1 Verdant Catacombs
1 Wooded Foothills
1 Ancient Tomb
1 Temple of the False God
1 Haunted Fengraf
1 Nykthos, Shrine to Nyx
1 Mosswort Bridge
1 Gaea's Cradle
1 Reliquary Tower
27 Forests
1 Arena
24 Forests -> 27 Forests
- Buried Ruin
- Yavimaya Hollow
- Evolving Wilds
- Terramorphic Expanse
- Myriad Landscape
- Thawing Glaciers
+ Temple of the False God
+ Haunted Fengraf
+ Nykthos, Shrine to Nyx
- Karn Liberated
- Ugin, the Spirit Dragon
- Setessan Tactics
- All is Dust
+ See the Unwritten
+ Green Sun's Zenith
- Sylvan Library
- Hall of Gemstone
+ Elemental Bond
- Pyxis of Pandemonium
- Hunted Wumpus
- Oracle of Mul Daya
- Phytotitan
- Deadwood Treefolk
- Nacatl War-Pride
- Acidic Slime
- Hua Tuo, Honored Physician
+ Rofellos, Llanowar Emissary
+ Gyre Sage
+ Shaman of Forgotten Ways
+ Karametra's Acolyte
+ Woodland Bellower
+ Rampaging Baloths
+ Panglacial Wurm
The original list was able to cycle off a few times each game, usually ending with a blowout turn for about 20+ permanents. The problem i had with it was that the build was rather slow on the early turns since it barely had anything to do before turn 4 and didn't have any ramp either. With the changes made here i hope to see improvement in the early game as well as increased consistency in cycledumping hands.
OP will not be updated till i feel the build is heading in the right direction.
Norin the Wary (BRB) R
Blind Seer (Hose Everything) U
Mishra, Artificer Prodigy (Double Dipping) UBR
Borborygmos Enraged (Crush Mountains, Eat Forests) GR
Kresh the Bloodbraided (Get Wild) GRB
Derevi, Empyrial Tactician (Test Your Math) WUR
Toshiro Umezawa (Instant Reanimation) B
Dralnu, Lich Lord (Mill then Will) UB
Rakdos the Defiler (Death at any Cost) BR
Iwamori of the Open Fist (Wheel and Deal) G
Crovax, Ascendant Hero (Balancing Eggs) W
Starting hand was a bunch of lands, a Garruk, an Oblivion Stone and an Elemental Bond.
Turn 3: Oblivion Stone
Turn 5: Oblivion Stone goes Boom (Other players were pretty fast this round. Damage taken by Iwamori = 18)
Turn 6: Garruk, Primal Hunter -> +1 to get a 3/3 Beast for protection
Turn 7: Kavu Lair + Elemental Bond -> +1 Garruk for a 3/3 Beast -> Draw 1 card
Turn 8: Drew into an Eureka. -3 the Garruk to draw 3 cards.
Eureka:
2 Forests
Garruk's Packleader
Eternal Witness
Terastodon
Concordant Crossroads
Resolution -> Draw 3 for Terastodon, Destroy 3 of my own lands. Gain 3 3/3 Elephants. Draw 6. E.Witness Returns Eureka to hand. Packleader draws 3.
Total drawn: 11
Mana left: 6
Cast Eureka again:
4 Forests
Soul of the Harvest
Spearbreaker Behemoth
Worldspine Wurm
Mirri's Guile
Resolution -> Draw 4 for Wurm, Draw 4 for Spearbreaker Behemoth, Draw 3 for Soul of the Harvest.
Mana left: 6
Hardcast Woodland Bellower -> Find Rofellos, Llanowar Emissary.
Tap Rofellos for 11 Mana.
Cast Green Sun's Zenith for X=8, search for Craterhoof Behemoth. (Drew into Primal Surge, but out of mana to continue the chain)
Craterhoof etb -> All creatures i control gain +14/+14 and gain trample until end of turn. They all have haste thanks to Concordant Crossroads.
Swing for Win. Total Damage Dealt: 249
Norin the Wary (BRB) R
Blind Seer (Hose Everything) U
Mishra, Artificer Prodigy (Double Dipping) UBR
Borborygmos Enraged (Crush Mountains, Eat Forests) GR
Kresh the Bloodbraided (Get Wild) GRB
Derevi, Empyrial Tactician (Test Your Math) WUR
Toshiro Umezawa (Instant Reanimation) B
Dralnu, Lich Lord (Mill then Will) UB
Rakdos the Defiler (Death at any Cost) BR
Iwamori of the Open Fist (Wheel and Deal) G
Crovax, Ascendant Hero (Balancing Eggs) W
- Omen Machine + Song of the Dryads
- Gate to the Aether + Pyxis of Pandemonium
Omen Machine was a nonbo with the rest of deck considering how it prevents me from drawing cards. If I were to remove it, thematically Gate to the Aether should follow. In it's place i've put Pyxis of Pandemonium in since i forgot about it when i put the draft together and i feel it deserves some testing. The other open spot goes to Song of the Dryads as permanent based removal. Apart from the board wipes, most of the removal in the deck only hits noncreature permanents. This is probably something that needs to be adjusted in the future.
Anyway another gamelog to share for today.
Played a Hypergenesis on turn 3 which resolved turn 6. Only thing i had on the board before resolution was land and Iwamori.
Hypergenesis:
Rampaging Baloths
Nykthos, Shrine to Nyx -> Trigger Rampaging Baloths
Primalcrux
Khalni Hydra
Woodland Bellower -> Gyre Sage
Regal Force -> Draw 7
Tap Nykthos for 23 Green Mana
Cast Weird Harvest for X=18, left with 3 floating mana and 3 untapped lands. Each player goes nuts and digs out every creature from their deck pretty much. I took every creature apart from Panglacial Wurm, Weathered Treefolk, Myojin of Life's Web, Genesis and Tempting Wurm.
Tap 1 land, use the 4 floating mana for Eureka.
Eureka:
Garruk's Packleader
Soul of the Harvest
+ 18 other creatures.
Draw into 40+ cards.
Tap 1 land to play concordant crossroads.
Tap Karametra's Acolyte for 70+ mana.
Use Spearbreaker Behemoth to make all my creatures indestructible
Play and Explode Oblivion Stone
Use Shaman of Forgotten Ways to make each players lfie total equal to the number of creatures they control which won me the game.
Major Overkill. I rushed through resolving the turn since i didnt want to keep everyone waiting, but there was basically alot more that could have been done if i wanted to.
Norin the Wary (BRB) R
Blind Seer (Hose Everything) U
Mishra, Artificer Prodigy (Double Dipping) UBR
Borborygmos Enraged (Crush Mountains, Eat Forests) GR
Kresh the Bloodbraided (Get Wild) GRB
Derevi, Empyrial Tactician (Test Your Math) WUR
Toshiro Umezawa (Instant Reanimation) B
Dralnu, Lich Lord (Mill then Will) UB
Rakdos the Defiler (Death at any Cost) BR
Iwamori of the Open Fist (Wheel and Deal) G
Crovax, Ascendant Hero (Balancing Eggs) W
This deck looks sweet, though. How do you feel about The Great Aurora?
| Omnath | Zada | Alesha | Scion |
| Mazirek | Animar |
Modern
UR Storm RU
UBRG Dredge GRBU
Standard
UR Thermo-Thing RU
So i'm in the market for a low cmc creature that has the potential to produce 5+ mana at the least. Any suggestions?
I have The Great Aurora in my consideration list. I'm not inclined to put it into the deck just yet while i sort all the minor issues out. It would seem that the Aurora might be able to act as a pseudo-chain by dumping new lands onto the battlefield while digging for a dump card like Eureka to put the rest of the permanents in play as well. No where near as good as the other enablers, but something to keep in mind for consistency nevertheless.
I'm pretty ecstatic about the way the deck has been performing. Concordant Crossroad is the allstar of the deck, without which games would take one additional round of uncertainty before coming to a close. Due to that, i may be putting in additional haste effects like Akroma's memorial into the deck.
Eiter way, i'm taking Iwamori off testing and pushing it into the optimization phase. There will be very few large sweeping changes from here on out, and cards will be rotated in and out one or two at a time instead.
Norin the Wary (BRB) R
Blind Seer (Hose Everything) U
Mishra, Artificer Prodigy (Double Dipping) UBR
Borborygmos Enraged (Crush Mountains, Eat Forests) GR
Kresh the Bloodbraided (Get Wild) GRB
Derevi, Empyrial Tactician (Test Your Math) WUR
Toshiro Umezawa (Instant Reanimation) B
Dralnu, Lich Lord (Mill then Will) UB
Rakdos the Defiler (Death at any Cost) BR
Iwamori of the Open Fist (Wheel and Deal) G
Crovax, Ascendant Hero (Balancing Eggs) W
| Omnath | Zada | Alesha | Scion |
| Mazirek | Animar |
Modern
UR Storm RU
UBRG Dredge GRBU
Standard
UR Thermo-Thing RU
I already have Karametra's Acolyte.
Really good suggestions. I run Nykthos and Gaea's Cradle so Voyaging Satyr could potentially work, however i don't think the deck has enough land support to consistently get both out. Sacellum Godspeaker is a card i would have never found if you didnt point it out. Seems like it could work in the deck. I'm going to try it out in Rofello's place to begin with.
Some other random creatures i'm considering as "fatties":
Reverent Hunter
Ancient Ooze
Norin the Wary (BRB) R
Blind Seer (Hose Everything) U
Mishra, Artificer Prodigy (Double Dipping) UBR
Borborygmos Enraged (Crush Mountains, Eat Forests) GR
Kresh the Bloodbraided (Get Wild) GRB
Derevi, Empyrial Tactician (Test Your Math) WUR
Toshiro Umezawa (Instant Reanimation) B
Dralnu, Lich Lord (Mill then Will) UB
Rakdos the Defiler (Death at any Cost) BR
Iwamori of the Open Fist (Wheel and Deal) G
Crovax, Ascendant Hero (Balancing Eggs) W
- Rofellos, Llanowar Emissary + Sacellum Godspeaker
- Oath of Druids + The Great Aurora
- Arena + Akroma's Memorial
Rofellos is banned, so sadly off it goes. As a replacement, i'm trying out Sacellum Godspeaker. Whether it will work out well or not isn't something i'm sure of yet.
Oath of Druids was simply a bad call on my part to make it into the deck. Not once has it worked out in my favor, considering I normally always had the most creatures on the table. The Great Aurora is taking it's spot. I believe that it will work out to be an additional Eureka effect while also doubling as a board wipe.
Arena was excessive and too narrow in scope. Taking out one problem creature at a time is just too inefficient in this deck. I'm slotting in Akroma's Memorial because i'm in love with Concordant Crossroads, and want more similar effects in the deck for redundancy and consistency.
If you guys have any additional suggestions for a mass haste enabler, do tell.
Norin the Wary (BRB) R
Blind Seer (Hose Everything) U
Mishra, Artificer Prodigy (Double Dipping) UBR
Borborygmos Enraged (Crush Mountains, Eat Forests) GR
Kresh the Bloodbraided (Get Wild) GRB
Derevi, Empyrial Tactician (Test Your Math) WUR
Toshiro Umezawa (Instant Reanimation) B
Dralnu, Lich Lord (Mill then Will) UB
Rakdos the Defiler (Death at any Cost) BR
Iwamori of the Open Fist (Wheel and Deal) G
Crovax, Ascendant Hero (Balancing Eggs) W
The colorless options I can think of are no less involved, Golem Artisan could grant everything haste with a cost of 2 per creature, but only if you can turn all your creatures into artifacts with Mycosynth Lattice. Or you could use Minion Reflector if you can deal with the mana cost it imposes.
Personally I think your best bet is to just give yourself an extra turn by playing Ugin's Nexus and then sacing it to a sac outlet, or just let Bane of Progress destroy it if both enter the battlefield after you cast Eureka.
You could also try the fun combo of imprinting the nexus on Prototype Portal. You need a sac outlet, like Phyrexia's core to get it to work, because you can't use the legend rule to sac for an extra turn. If any copies of the nexus remain on the battlefield as you go into your next turn, the nexus on the battlefield will prevent you from taking your next turn.
Only interesting card in BFZ, unless i'm delving in Eldrazi land:
Greenwarden of Murasa: This little beatstick works as a bigger brother to Eternal Witness which works to our favor since it works with stuff like Kavu Lair. Going in for sure.
Cards that i'm not impressed with and looking for replacements for:
Vorapede
Weatherseed Treefolk
Panglacial Wurm
Giant Adephage
Nylea, God of the Hunt
Sensei's Divining Top
Scroll Rack
Mirri's Guile
Changelog:
- Mirri's Guile + Greenwarden of Murasa
- Scroll Rack + Bane of Progress
- Sensei's Divining Top + Brutalizer Exarch
- Vorapede + Fierce Empath
- Weatherseed Treefolk + Somberwald Sage
- Panglacial Wurm + Thunderfoot Baloth
The Top effects which were added in for cards like Call of the Wild and Lurking Predators aren't impactful enough without them in play, so those are the first to go. The rest of the creatures just arent very good. I don't know if their replacements are any better, but its worth a try.
Norin the Wary (BRB) R
Blind Seer (Hose Everything) U
Mishra, Artificer Prodigy (Double Dipping) UBR
Borborygmos Enraged (Crush Mountains, Eat Forests) GR
Kresh the Bloodbraided (Get Wild) GRB
Derevi, Empyrial Tactician (Test Your Math) WUR
Toshiro Umezawa (Instant Reanimation) B
Dralnu, Lich Lord (Mill then Will) UB
Rakdos the Defiler (Death at any Cost) BR
Iwamori of the Open Fist (Wheel and Deal) G
Crovax, Ascendant Hero (Balancing Eggs) W