Well I think the title says it all. I've been promising a friend I would make a deck that runs 4 vengevine and I keep putting it off because I can't decide on a direction to go in. Really I am fishing for build ideas. The only thing I am certain of is that there will be 4 vengevine and some non-zero number of intuition.
All suggestions will be considered as I am looking for something that sparks in my mind.
This is what I consider the hardest part of deck design, that what does it want to do aspect.
Abc: "Trinity Green" was one of Green's best-ever control decks from the good ol' Urza Block days. It had insane mana ramp and used that ramp to destroy the opponent's lands.
WeaponX: I've played around with Vine decks a little. My best ones were B/G using Buried Alive, Small Pox, Bloodghast, and a slew of cheap, two-mana drop utility creatures like Sakura-Tribe Elder, Ravenous Rats (you can target yourself!), Shriekmaw, etc.
It wasn't so much destruction as it was ramping into putting your lands back on top so you didn't draw anything worth anything and they beat the crap out of you.
As for what I can say about this is that I did a very VERY bad GBU deck similar to this a while back and it sucked. I tried with madness as well if it helps and also a suit of discard spell to target my self to make madness go off.
But like I said, it sucked bad
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"You can't stop the signal, Mel." - Mr. Universe
If wizards would print a green, black and white version of Hydroblast and Blue Elemental Blast Painter could be done in every color.
You could try building around Beck/Call, since you'd get a draw trigger for returning the VVs to the battlefield. Run some blue cantrips, FOW backup, Fauna Shaman as a secondary engine, and maybe some green value creatures like Elvish Visionary.
I have heard vague rumors of a moustache-dispensing vending machine in a distant laundromat, across the street from a tattoo parlor. However, this information is shaky, and time is of the essence.
UG madness was the original plan since it had been done before and the cards I was aiming to play fit in easily. That eventually got me into ooze combo which seemed could actually just be updated.
Yesterday I had played the trinity green build I came up with to success. I can still improve on that list but it coming with an archetype revival and some new tools is making it interesting. Also no one will be prepared for a mono green control deck.
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Exactly, nobody sees mono-green control coming.
It's fun to play decks that are pretty well positioned already but that people aren't prepared to play.
That is where I left off. I did have edric main originally but he may be better off as a board option. That or I want to go back to accumulated knowledge as intuition is the only odd card. After vengevine it doesn't do much even with the ability to have land piles or artifact piles.
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Before I forget, I do want to add at least 1 quirion ranger and am debating about removing plow under as it feels win more. I also kind of want to bring back the khamal kill since I feel it just does more especially with the mana the deck can generate.
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As it stands I'm playing mono green control. Vengevine is basically replacing hermit Druid from the old trinity green lists from extended. Vengevine gives a way to help make tangle wire even more lopsided and by the same token had me curious about smokestack. Furthermore if graveyard hate is deemed necessary against me then I'm doing something right as intuition for vengevine is the only real graveyard interaction I have. That also ignores the ability to cast vengevines.
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I was actually toying with Venges in Modern, using Gravecrawler and Blasting Station with them. Puts out a hell of a lot of damage, and can stop the occasional exile spell, too.
Top 4'd with this again. I suspect having some cards for a sideboard helped. I had been considering cyclonic rift and after that durdle fest against death and taxes and an inability to deal with mirran crusader it seems a good call. I played bind in the board because dreams needed to be lived. It wasn't to bad either which has me curious about stifle. I was sad to have been unable to find my masticores as it seemed I could win games on the back of it alone.
Also, tangle wire against rug is amazing.
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Ran the deck one more time over the weekend. Added Jace and otherwise streamlined the deck. Still performed well in spite of the bad keeps. Masticore did what it needed to do. That said I think I'm shelving this deck and moving on to another idea.
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I almost have to wonder if Rofellos, Llanowar Emissary wouldn't just produce more mana on average than Priest of Titania, and he is a bit better in combat.
I just got to imagine hands where you're working with Priest, and like Goyf/Cobra/not elf. Without Priest Noble Heirarch might just be better than Arbor Elf, but I suppose Arbor can produce black mana if need be.
I guess there is the legendary downside, double Priest hands could be pretty bonkers.
I got to imagine at least one Scavenging Ooze in place of a Goyf is good as a GSZ target. The deck can just generate so much excess green mana that Ooze seems like it could do a good deal of work when you need some gravehate with more oomph than DRS at a fairly low opportunity cost.
I originally had rofellos but it wasn't as good as priest. The simple fact that DRS is around makes priest even better. Plus playing my own DRS gives away to get around combat.
Hierarch proved to be unspectacular almost entirely because it must attack by itself. Otherwise it too was originally included just to win goyf wars.
Ooze got relegated to board. If a lot of graveyard based decks are around it can easily be moved into the main.
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Never knew that Priest counted EVERY elf in play. With that in mind the choice of her makes more sense.
Though, thinking about it in hindsight it makes sense considering that's how they printed the first tribal cards... that feeling of neither player wanting to play a Lord of Atlantis in the Merfolk mirror...
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All suggestions will be considered as I am looking for something that sparks in my mind.
This is what I consider the hardest part of deck design, that what does it want to do aspect.
2 intuition
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Tiny Leaders Overlord
Gravecrawler works pretty well with Vengevine especially if you have a sac outlet because it's so cheap to cast.
The only other idea I have right now is a trinity green build that should be able to close a game faster because of the vengevines.
-----The Legacy Flowchart-----
Tiny Leaders Overlord
WeaponX: I've played around with Vine decks a little. My best ones were B/G using Buried Alive, Small Pox, Bloodghast, and a slew of cheap, two-mana drop utility creatures like Sakura-Tribe Elder, Ravenous Rats (you can target yourself!), Shriekmaw, etc.
As for what I can say about this is that I did a very VERY bad GBU deck similar to this a while back and it sucked. I tried with madness as well if it helps and also a suit of discard spell to target my self to make madness go off.
But like I said, it sucked bad
If wizards would print a green, black and white version of Hydroblast and Blue Elemental Blast Painter could be done in every color.
RRImperial PainterRR
UUUUMonoOmniTellUUUU
BGURWDredgeWRUGB
(also wow they ruined the art on Plow Under)
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Tiny Leaders Overlord
That seems like an awesome deck!
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Yesterday I had played the trinity green build I came up with to success. I can still improve on that list but it coming with an archetype revival and some new tools is making it interesting. Also no one will be prepared for a mono green control deck.
-----The Legacy Flowchart-----
Tiny Leaders Overlord
It's fun to play decks that are pretty well positioned already but that people aren't prepared to play.
What was the list you were playing?
4 tarmogoyf
4 arbor elf
4 deathrite shaman
4 priest of Titania
4 lotus cobra
2 craterhoof behemoth
1 life from the loam
4 thorn of amethyst
3 tangle wire
3 plow under
3 green suns zenith
2 gaea's cradle
1 dryad arbor
1 academy ruins
4 misty rainforest
2 verdant catacombs
1 bayou
4 tropical island
3 forest
That is where I left off. I did have edric main originally but he may be better off as a board option. That or I want to go back to accumulated knowledge as intuition is the only odd card. After vengevine it doesn't do much even with the ability to have land piles or artifact piles.
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Tiny Leaders Overlord
-----The Legacy Flowchart-----
Tiny Leaders Overlord
—Sarnvax, Gitaxian sective
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Tiny Leaders Overlord
Also, tangle wire against rug is amazing.
-----The Legacy Flowchart-----
Tiny Leaders Overlord
-----The Legacy Flowchart-----
Tiny Leaders Overlord
—Sarnvax, Gitaxian sective
4 tarmogoyf
4 arbor elf
4 deathrite shaman
4 priest of Titania
4 lotus cobra
2 craterhoof behemoth
1 edric spymaster of trest
1 quirion ranger
4 thorn of amethyst
4 tangle wire
2 jace the mindsculptor
3 green suns zenith
2 gaea's cradle
1 dryad arbor
4 misty rainforest
2 verdant catacombs
2 bayou
4 tropical island
3 forest
There may be a card or two off as that's from memory.
-----The Legacy Flowchart-----
Tiny Leaders Overlord
I just got to imagine hands where you're working with Priest, and like Goyf/Cobra/not elf. Without Priest Noble Heirarch might just be better than Arbor Elf, but I suppose Arbor can produce black mana if need be.
I guess there is the legendary downside, double Priest hands could be pretty bonkers.
I got to imagine at least one Scavenging Ooze in place of a Goyf is good as a GSZ target. The deck can just generate so much excess green mana that Ooze seems like it could do a good deal of work when you need some gravehate with more oomph than DRS at a fairly low opportunity cost.
Hierarch proved to be unspectacular almost entirely because it must attack by itself. Otherwise it too was originally included just to win goyf wars.
Ooze got relegated to board. If a lot of graveyard based decks are around it can easily be moved into the main.
-----The Legacy Flowchart-----
Tiny Leaders Overlord
Though, thinking about it in hindsight it makes sense considering that's how they printed the first tribal cards... that feeling of neither player wanting to play a Lord of Atlantis in the Merfolk mirror...