Alright, this is a deck that I have been piloting in the Just For Fun room a bit, and it is pretty fun to use. I'm sure there are some improvements that it could use, but it works fairly well so far? The worst match up is MBC, but I've done fairly well with it otherwise considering it isn't tuned to be competitive.
I haven't built a sideboard yet, because I've mostly just been playing this as a entertainment in between doing other things, and haven't had time for full matches, but if I were to build one, I would probably be filling it with counter-magic, because being able to sideboard into some interaction might be a good thing. I'd probably throw some Mizzium Skien in there too, because it would allow us to protect our board from pretty much everything.
If I were to make some changes: less lands. The deck floods out more often than I would like. I'd cut the mountain, since we're never using it to cast Rolling Thunder, and would probably go down to 8 and 8, and throw in some more draw power. Perhaps 3 See Beyond? I used to run 4 Mystical Teachings in here, but we really don't need Capsize 5-8; but one might be appropriate.
The deck can have infinite mana accessible on turn 4 fairly easily, so it is possible to completely Capsize lock someone on turn 4 until you can get Ulamog's Crusher online or fire off a Rolling Thunder for X=arbitrarily large.
Why those specific creatures? All of them, except the Gatewarden, make mana or fix your mana. Wall of Roots is the worst of these, and would be first on the chopping block for removal should somthing better be presented.
I went with the Gatewarden because it is both a flying blocker with 2 power, which means it can at least annoy a flipped Delver of Secrets, and it is still effectively a free spell when you have Overgrown Battlement or Axebane Guardian out. Being able to tap an Island and turn on the infinite mana combo is also good.
In terms of what I am not playing:
Brainstorm is not in here because you want to be able to shuffle away a t5 Oona's Gatewarden or at least not have to draw it.
Mystical Teachings I had this in for a while. It seemed redundant considering it only fetches Capsize, and Capsize by itself doesn't end the game, it only stalls it out.
Angelic Wall Would only be cast if there was an Axebane Guardian in play. I guess I could throw in a Plains to tutor with Gatecreeper Vine, and that would make it a bit more playable, but I still haven't felt that putting this deck into 4 or 5 colours would be a good idea. EDIT: Was thinking of Wall of Omens when I wrote this; definitely not worth it since there is no card draw.
Those are really the only ones that I have actively considered and cut. I'm open to suggestions if you know of something better to play.
Shield Sphere, if you'd like to up the Defender count cheaply. I'd also drop the Crusher/Capsize count down, and instead get some Train of Thought for mass drawing into your Wincons.
Perhaps a singleton Oona's Grace, and dropping a few defenders to make room for some counterspells? You may also want some anti flyer tech ~ perhaps One Eyed Scarecrow?
I considered Doorkeeper, but the problem is that that takes either excessive turns, or a second Galvanic Alchemist to kill. Neither seems ideal.
Guildgates were considered, but having mana come in untapped seemed almost to trump having access to either colour at any given time. I could be wrong here, but, I felt that having a blue on turn 1 that was untapped was more important that having a green tapped on turn 1.
The Prisms might help since they also draw a card to replace themselves, but I still don't feel that they are needed since we have 8 draw spells that also help us get rid of unwanted cards as it is. The mana might not be perfect, but so far it hasn't been a major issue. Going forward I think having access to card draw is more important than more fixing since Gatecreepers also fix.
Train of Thought seems to be worth considering since it has the capacity to draw us more than one card at a time. It is fairly expensive, but that is something that this deck can usually deal with fairly well. I often find myself with lots of potential mana but without things to spend it on efficiently.
Why not Freed from the real? It seems much better than galvanic genius. Also I think the shield sphere is better than wall of roots. And I saw a list running scalding devil as a win con instant speed seemed Okay. Just some thoughts
Why not Freed from the real? It seems much better than galvanic genius. Also I think the shield sphere is better than wall of roots. And I saw a list running scalding devil as a win con instant speed seemed Okay. Just some thoughts
Yes, you know that you can infinitely combo out with Axebane Guardian and Freed from the Real/Galvanic Alchemist? It depends on the number of defenders you have out, but it's easily doable if you just focus on 0 and 1 cmc defenders and then a bunch of digs.
I like vent sentinel because it can kill creatures it blocks and it can win the game without the combo just doming your opponent enough times. I would also like at least one guildgate for the vine to fetch. Maybe gruul/izzet to produce red for torch or vent sentinel.
my local shop is starting with pauper tournaments and I was thinking this would be a good list to surprise people. I think the best way to go would be either all in on the combo or more of a midrange deferder matters deck with vent sentinel as the primary wincon. my plan is all in on the combo
list
"Please don't disillusion me. I haven't had breakfast yet."
-Children of the Mind
to whom it may concern: i apologize in advance for any gspelling or grammar errors in py posts. for some reason i am just not as
good at tyoing or proofreading as i would like to be
Use trinket mage to fetch viridian longbow for the kill. Seems way better than current wincon as its tutorable with Drift and can be useful to snipe x/1s. Nightshade Peddler in the SB lets you be more controlly.
All of these lists NEED gigadrowse. Pauper is not combo friendly, you have to have some way to stop them killing your creatures in response.
Good ideas will define lay do some testing. Tapped out was helpful for gold fishing definitely adding drift of phantasm. The deck seems way slower than I originally hoped but the consistency is their. What do you think of muddle the mixture in place of mana leak? I like using pingers over trinket Mage because the pingers can combo with free from the real as well as the peddler so I don't have add one drops for trinket Mage . But it may be better anyway. Plus it gets shield sphere.
"Please don't disillusion me. I haven't had breakfast yet."
-Children of the Mind
to whom it may concern: i apologize in advance for any gspelling or grammar errors in py posts. for some reason i am just not as
good at tyoing or proofreading as i would like to be
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4 Axebane Guardian
4 Galvanic Alchemist
The Defenders
4 Oona's Gatewarden
4 Overgrown Battlements
4 Wall of Roots
4 Gatecreeper Vine
4 Preordain
4 Ponder
The Win Conditions
4 Ulamog's Crusher
4 Capsize
1 Rolling Thunder
9 Island
9 Forest
1 Mountain
I haven't built a sideboard yet, because I've mostly just been playing this as a entertainment in between doing other things, and haven't had time for full matches, but if I were to build one, I would probably be filling it with counter-magic, because being able to sideboard into some interaction might be a good thing. I'd probably throw some Mizzium Skien in there too, because it would allow us to protect our board from pretty much everything.
If I were to make some changes: less lands. The deck floods out more often than I would like. I'd cut the mountain, since we're never using it to cast Rolling Thunder, and would probably go down to 8 and 8, and throw in some more draw power. Perhaps 3 See Beyond? I used to run 4 Mystical Teachings in here, but we really don't need Capsize 5-8; but one might be appropriate.
The deck can have infinite mana accessible on turn 4 fairly easily, so it is possible to completely Capsize lock someone on turn 4 until you can get Ulamog's Crusher online or fire off a Rolling Thunder for X=arbitrarily large.
Why those specific creatures? All of them, except the Gatewarden, make mana or fix your mana. Wall of Roots is the worst of these, and would be first on the chopping block for removal should somthing better be presented.
I went with the Gatewarden because it is both a flying blocker with 2 power, which means it can at least annoy a flipped Delver of Secrets, and it is still effectively a free spell when you have Overgrown Battlement or Axebane Guardian out. Being able to tap an Island and turn on the infinite mana combo is also good.
In terms of what I am not playing:
Brainstorm is not in here because you want to be able to shuffle away a t5 Oona's Gatewarden or at least not have to draw it.
Mystical Teachings I had this in for a while. It seemed redundant considering it only fetches Capsize, and Capsize by itself doesn't end the game, it only stalls it out.
Angelic Wall Would only be cast if there was an Axebane Guardian in play. I guess I could throw in a Plains to tutor with Gatecreeper Vine, and that would make it a bit more playable, but I still haven't felt that putting this deck into 4 or 5 colours would be a good idea. EDIT: Was thinking of Wall of Omens when I wrote this; definitely not worth it since there is no card draw.
Those are really the only ones that I have actively considered and cut. I'm open to suggestions if you know of something better to play.
Perhaps a singleton Oona's Grace, and dropping a few defenders to make room for some counterspells? You may also want some anti flyer tech ~ perhaps One Eyed Scarecrow?
I considered Doorkeeper, but the problem is that that takes either excessive turns, or a second Galvanic Alchemist to kill. Neither seems ideal.
Guildgates were considered, but having mana come in untapped seemed almost to trump having access to either colour at any given time. I could be wrong here, but, I felt that having a blue on turn 1 that was untapped was more important that having a green tapped on turn 1.
The Prisms might help since they also draw a card to replace themselves, but I still don't feel that they are needed since we have 8 draw spells that also help us get rid of unwanted cards as it is. The mana might not be perfect, but so far it hasn't been a major issue. Going forward I think having access to card draw is more important than more fixing since Gatecreepers also fix.
Train of Thought seems to be worth considering since it has the capacity to draw us more than one card at a time. It is fairly expensive, but that is something that this deck can usually deal with fairly well. I often find myself with lots of potential mana but without things to spend it on efficiently.
Yes, you know that you can infinitely combo out with Axebane Guardian and Freed from the Real/Galvanic Alchemist? It depends on the number of defenders you have out, but it's easily doable if you just focus on 0 and 1 cmc defenders and then a bunch of digs.
4 Overgrown Battlement
3 Galvanic Alchemist
4 Gatecreeper Vine
2 Shield Sphere
4 Drift of Phantasms
3 Tinder Wall
2 Ulamog's Crusher
3 Kaervek's Torch
3 Commune with the Gods
4 Ponder
2 Preordain
8 Island
7 Forest
This version is a little better with Commune with the Gods and Thornwood Falls being printed. I'm considering dropping both Preordains for a 4th Commune with the Gods and a Fierce Empath to fish up Ulamog's Crusher. I just wonder if its enough digs...
I'd really like to make a GY version, but I don't know if the power is there. Any thoughts on Archer's Parapet and Vent Sentinel?
Pauper: Burn
Modern: Burn
Legacy: Burn
EDH: Marath, Will of the Wild - Ramp/Combo | Anafenza the Foremost - French | Uril, the Miststalker - Voltron | Freyalise, Llanowar's Fury - Goodstuff
Ghost Council of Orzhov - Tokens | Lazav, Dimir Mastermind - Control | Isamaru, Hound of Konda - Tiny Leaders
list
4 wall of blossoms
4 axebane guardian
2 overgrown battlement
1 mnemonic wall
2 stinging barrier
2 prodigal sorcerer
2 nightshade peddler
4 freed from the real
4 daze
4 mana leak
4 whispers of the muse
1 capsize
1 stream of life
1 train of thought
2 simic growth chamber
8 forest
6 island
Click here for free Mudholes
to whom it may concern: i apologize in advance for any gspelling or grammar errors in py posts. for some reason i am just not as
good at tyoing or proofreading as i would like to be
All of these lists NEED gigadrowse. Pauper is not combo friendly, you have to have some way to stop them killing your creatures in response.
Click here for free Mudholes
to whom it may concern: i apologize in advance for any gspelling or grammar errors in py posts. for some reason i am just not as
good at tyoing or proofreading as i would like to be