How to win:
Play dudes
Play edric
Smash
Draw
Take extra Turns
Repeat
???
Profit
I am seeing if I am missing anything important, any better little guys i should be running? Going for maximum redundancy here. I don't want to drop the money on Capture or Temporal Manipulation.
Is there a particular reason you aren't running Craterhoof Behemoth? That's one omission that seems like a quick fix that would help increase the redundancy of the deck. A card that I personally love in my Edric deck, which I highly recommend, is Druids' Repository. It helps convert the small flying men into usable mana to cast those Time Spells and hold up counter-magic too. You also seem a little light on counter-magic. Is this personal preference?
Craterhoof is to high on the mana curve imo. I would like druids and more countermagic or that spell that regenerates everything. I don't like signal pest, torpor orb, or null rod. Ideas? Any other cards seem weak?
Craterhoof is to high on the mana curve imo. I would like druids and more countermagic or that spell that regenerates everything. I don't like signal pest, torpor orb, or null rod. Ideas? Any other cards seem weak?
Off the top of my head, the below cards stand out to me as inefficient or non-synergistic with your deck strategy, and I'll explain why. To clarify, Edric's deck strategy is to play a TON of Flying Men variants so that we can take advantage of Edric's triggered ability. Every creature should have some type of evasion and at least 1 power in order to maximize this strategy. As we bury our opponents in card advantage, we're able to protect our board state via cheap counterspells (the best ones under 2 CMC) so that we can maintain our card advantage engine. Once we've established control over our board state, we then chain a bunch of Time Walk variants in order to dig to find a solid win condition. Those win conditions can include: Throne of the God-Pharaoh, Beastmaster Ascension, Craterhoof Behemoth, Biomass Mutation (my personal favorite), Overrun-type cards. While not an exhaustive list, this is the basic game plan.
Spellskite - it has no power. While it does a great job of protecting Edric from spot removal and can disrupt a few infinite combos, it doesn't do as a good a job as Eladamri or cheap counter-magic. I feel like this card is included to give Edric protection, and I personally believe that there are better ways to do so that have direct synergy with the Edric game-plan.
Signal Pest - it doesn't have any power of its own and +1/+0 just isn't good enough in comparison to other win conditions out there. Why don't you try out Biomass Mutation? It's a fun way to kill people and it's a hella cheap card, money-wise.
Regrowth - you have a ton of these kind of effects. If you're chaining Time spells together, repeatedly, I think you only need a finite number of these cards in order to actually close the game. Regrowth and Reclaim seem to be taking up redundant space that could be better used as possible counterspells or spot removal.
Phantasmal Image - none of your creatures actually have relevant abilities or stats to make this guy worth it. Is there a common creature that this card usually is? Otherwise, this could be a dude with evasion, a counterspell, or some other way to directly impact the game. Perhaps this could be the cut for Druids' Repository or Harvest Season, both of which will allow you to cast more spells per turn and allow access to the higher CMC turn spells
Temporal Mastery- I think that you have enough Time Spells in the deck that you could cut at least one to free up a slot. I've personally found that somewhere between 5-6 Time Spells is more than enough to find at least one within the first 10-15 cards in the game. I actually just added Time Stretch and it's actually even better in this deck than I would have originally thought, considering its CMC. Harvest Season and Druids' Repository go a long way to helping secure the mana to cast these expensive Time Spells.
Sylvan Library - is actually worse than Edric. Unless you're in a meta where Edric dies over and over again, this card just isn't good enough in comparison to Edric. I cut it in an early iteration of my own Edric deck and I haven't looked back.
Caustic Caterpillar - I think this is actually a decent card. You could easily keep it, since you can threaten an instant speed Naturalize on the board while triggering Edric. Sadly, it doesn't have evasion, so that's why I cut it in favor of a cheap counterspell.
I'm actually really fond of Torpor Orb, Null Rod, and Phyrexian Revoker in your deck. These are cards that disrupt our opponents' strategies and help redirect removal and counterspells away from cards that we actually care about. And in the case that they resolve, they do a really, really good job of slowing opponents down and making creatures not as effective. If you can manage it, I would also recommend adding Cursed Totem and maybe Back to Basics. Back to Basics is especially good since it can actually secure about 2-3 turns for you. If an opponent can't untap their lands and it comes back to you, what's the difference between that and actually taking an extra turn? Nothing. They might have had a chance to play a land, that's it. There are many ways to gain tempo on opponents, and these kind of global disruption effects can do that for you.
For a spell that I've loved to have in my back pocket: Heroic Intervention. It gets around Wrath effects and helps give Edric shroud in case that's important.
So, for the 8 cards I suggest cutting, I'd recommend the following in their place:
All of these cards are cheap ($$$) and cheap (in CMC) and they all directly contribute to the overall game plan. The Bident of Thassa and Coastal Piracy cards are for redundancy in Edric's effect and help dig even deeper into your deck. Harvest Season and Druids' Repository can almost double your mana output and allow you to cast more spells per turn and reach the mana levels needed to cast the more CMC expensive Time Spells. I particularly like Harvest Season because it also draws out basic lands, meaning each Edric trigger is more likely to draw me a relevant card type instead of land. The cheap counterspells do what they do, and I think you'll be surprised at how relevant Mana Leak's 3 is in stopping opponents' spells from resolving. It's a secret EDH sleeper card in my opinion and it helps protect our game plan in the early turns of the game when we need to get our game plan off and running.
I hope this helps! I just played some games with Edric against my wife's tuned Kaalia list (which is in my signature) and it does a great job of standing up against it. Edric is a ton of fun and draws more cards in a non-infinite way than any other deck I've played.
I hope the changes work out for you. I've really enjoyed the cards I've suggested and I think that they'll help you too. Do let us know how the changes go!
1x Arbor Elf
1x Boreal Druid
1x Caustic Caterpillar
1x Cloud of Faeries
1x Cloud Sprite
1x Cursecatcher
1x Eladamri, Lord of Leaves
1x Elvish Mystic
1x Eternal Witness
1x Faerie Miscreant
1x Fyndhorn Elves
1x Gudul Lurker
1x Hope of Ghirapur
1x Jace's Phantasm
1x Llanowar Elves
1x Martyr of Frost
1x Mausoleum Wanderer
1x Merfolk Spy
1x Phyrexian Revoker
1x Priest of Titania
1x Scryb Sprites
1x Siren Stormtamer
1x Slither Blade
1x Spellstutter Sprite
1x Spiketail Hatchling
1x Spire Tracer
1x Sylvan Safekeeper
1x Treetop Scout
1x Triton Shorestalker
1x Wharf Infiltrator
1x Wingcrafter
1x Zephyr Sprite
1x Breeding Pool
1x City of Brass
1x Command Tower
1x Dryad Arbor
1x Evolving Wilds
7x Forest
1x Gaea's Cradle
1x Hinterland Harbor
10x Island
1x Lumbering Falls
1x Mana Confluence
1x Nykthos, Shrine to Nyx
1x Pendelhaven
1x Reliquary Tower
1x Terramorphic Expanse
1x Yavimaya Coast
1x Yavimaya Hollow
Artifact (6)
1x Chrome Mox
1x Lotus Petal
1x Mana Crypt
1x Null Rod
1x Sol Ring
1x Torpor Orb
Enchantment (5)
1x Beastmaster Ascension
1x Burgeoning
1x Druids' Repository
1x Exploration
1x Mystic Remora
1x Chain of Vapor
1x Counterspell
1x Crop Rotation
1x Cyclonic Rift
1x Heroic Intervention
1x Mana Leak
1x Mystical Tutor
1x Nature's Claim
1x Negate
1x Noxious Revival
1x Reclaim
1x Spell Pierce
1x Unified Will
1x Unsubstantiate
Sorcery (10)
1x Beacon of Tomorrows
1x Green Sun's Zenith
1x Nostalgic Dreams
1x Notorious Throng
1x Part the Waterveil
1x Regrowth
1x Temporal Mastery
1x Temporal Trespass
1x Time Warp
1x Walk the Aeons
How to win:
Play dudes
Play edric
Smash
Draw
Take extra Turns
Repeat
???
Profit
I am seeing if I am missing anything important, any better little guys i should be running? Going for maximum redundancy here. I don't want to drop the money on Capture or Temporal Manipulation.
UB Dralnu, Lich Lord
RBW [Primer]-Kaalia of the Vast
BUG [Primer]-Tasigur, the Golden Fang
GWU [Primer]-Arcades, the Strategist
WUB Primer-Aminatou, the Fateshifter
UBR Nicol Bolas, the Ravager
Off the top of my head, the below cards stand out to me as inefficient or non-synergistic with your deck strategy, and I'll explain why. To clarify, Edric's deck strategy is to play a TON of Flying Men variants so that we can take advantage of Edric's triggered ability. Every creature should have some type of evasion and at least 1 power in order to maximize this strategy. As we bury our opponents in card advantage, we're able to protect our board state via cheap counterspells (the best ones under 2 CMC) so that we can maintain our card advantage engine. Once we've established control over our board state, we then chain a bunch of Time Walk variants in order to dig to find a solid win condition. Those win conditions can include: Throne of the God-Pharaoh, Beastmaster Ascension, Craterhoof Behemoth, Biomass Mutation (my personal favorite), Overrun-type cards. While not an exhaustive list, this is the basic game plan.
So, the cards that I think are weak:
1 Regrowth
1 Temporal Mastery
1 Phantasmal Image
1 Reclaim
1 Signal Pest
1 Caustic Caterpillar
1 Sylvan Library
I'm actually really fond of Torpor Orb, Null Rod, and Phyrexian Revoker in your deck. These are cards that disrupt our opponents' strategies and help redirect removal and counterspells away from cards that we actually care about. And in the case that they resolve, they do a really, really good job of slowing opponents down and making creatures not as effective. If you can manage it, I would also recommend adding Cursed Totem and maybe Back to Basics. Back to Basics is especially good since it can actually secure about 2-3 turns for you. If an opponent can't untap their lands and it comes back to you, what's the difference between that and actually taking an extra turn? Nothing. They might have had a chance to play a land, that's it. There are many ways to gain tempo on opponents, and these kind of global disruption effects can do that for you.
For a spell that I've loved to have in my back pocket: Heroic Intervention. It gets around Wrath effects and helps give Edric shroud in case that's important.
So, for the 8 cards I suggest cutting, I'd recommend the following in their place:
1 Harvest Season
1 Heroic Intervention
1 Bident of Thassa
1 Coastal Piracy
1 Mana Leak
1 Arcane Denial
1 Rapid Hybridization
All of these cards are cheap ($$$) and cheap (in CMC) and they all directly contribute to the overall game plan. The Bident of Thassa and Coastal Piracy cards are for redundancy in Edric's effect and help dig even deeper into your deck. Harvest Season and Druids' Repository can almost double your mana output and allow you to cast more spells per turn and reach the mana levels needed to cast the more CMC expensive Time Spells. I particularly like Harvest Season because it also draws out basic lands, meaning each Edric trigger is more likely to draw me a relevant card type instead of land. The cheap counterspells do what they do, and I think you'll be surprised at how relevant Mana Leak's 3 is in stopping opponents' spells from resolving. It's a secret EDH sleeper card in my opinion and it helps protect our game plan in the early turns of the game when we need to get our game plan off and running.
I hope this helps! I just played some games with Edric against my wife's tuned Kaalia list (which is in my signature) and it does a great job of standing up against it. Edric is a ton of fun and draws more cards in a non-infinite way than any other deck I've played.
UB Dralnu, Lich Lord
RBW [Primer]-Kaalia of the Vast
BUG [Primer]-Tasigur, the Golden Fang
GWU [Primer]-Arcades, the Strategist
WUB Primer-Aminatou, the Fateshifter
UBR Nicol Bolas, the Ravager
Currently Playing:
Multiplayer EDH Lists (click italics for a link to the thread!)
[Primer] Lord of Tresserhorn - Don't Tell Me What I Can't Do[Primer] Roon of the Hidden Realm - Rhino Blink
5 Color Tribal Guide (Slivers, Atogs, Allies, Spirits)
Also Playing (most decklists can be found on my profile)
MarathGeistKamahlGrenzoBolasThassaGitrog
PiratesZurVial Smasher&ThrasiosYennettJhoira(cEDH)Strix(Pauper)
Legacy: Maverick
Modern:
Melira PodRIP 1/19/15GWHatebears1 Harvest Season
1 Heroic Intervention and mana leak probably
UB Dralnu, Lich Lord
RBW [Primer]-Kaalia of the Vast
BUG [Primer]-Tasigur, the Golden Fang
GWU [Primer]-Arcades, the Strategist
WUB Primer-Aminatou, the Fateshifter
UBR Nicol Bolas, the Ravager