Doran, the Siege Tower is an awesome card that is full of flavor. A 5/5 for 3CMC is a giant beat stick. He is a favorite of EDH and has been played off and on in midrange Abzan decks. Most recently Craig Wescoe played him in the Fate Reforged Protour (his list). However, this is before Doran 5-8 was printed in the form of Assault Formation, which is just begging to be built around.
There have been a few threads in the deck creation forum discussing both of these cards. Notably these two: Baby Got Back and Walls Deck. Personally I have been posting quite a bit in the Baby Got Back thread, but I wanted to make a more formal primer of the deck which has been testing quite well so far.
The deck I have made is very strong against the majority of "Tier 1" decks listed on this forum, and has enough flexibility to adapt to most situations. This deck can move very fast and can easily deal 19 dmg on turn 4, consistently if left unchecked. At the same time it can be a bit grindy and adaptable with a good removal suite and adaptable creatures like Skinshifter. If you like midrange decks, I suspect you will like this deck.
Decklist
This is my current list that I am testing on MTGO. I hope to start doing dailies with it and seeing if I can put up some results.
Spellskite and Doran, the Siege Tower are BFFs. Doran makes Spellskite become a 4/4 beater for 2cmc that can eat spells, break combos and mess up peoples plans. Spellskite in return for this awesome gift of power gets Doran's back and redirect removal. Don't forget to protect Doran. It is easy to get in the mind set that your 0/x's are awesome beaters and forget that this is only true when Doran (and AF) is around. Spellskite has to get Doran's back.
As you may have figured out, AF and Doran are basically the main win conditions of this deck. However, unlike other midrange decks that drop big threats like Tarmogoyf in multiples, Doran and AF are pretty much solo players. So for that reason 4 of each is a bit of overkill, but at the same time you need to be able to find them and get them in your hand. Flooding your hand with either sucks. I used to play 7 effects, 4 Doran and 3 AF, but I dropped to 3 and 3, and with Treefolk Harbinger have had no problems finding my Dorans. Treefolk Harbinger is another important card here. He is a crazy good one drop in this deck. He fixes your mana and can make sure you hit 3 lands. He gets your win condition and is a 3/3 beater with Doran or AF around. Wild Nacatl would be proud.
The other 1-drop in the deck is Birds of Paradise. I didn't think this deck needed any ramp, as Harbinger into Spellskite into Doran is the normal game plan. However, one glaring weakness of the deck is the lack of flyers. The extra mana comes in any from time to time and at worst can chump block later in the game or ping opponents.
Lets talk about plan B. Playing a deck that relies on having at least one copy in play is pretty easily disrupted. And considering all of our win conditions are 2-3 CMC Abrupt Decay wrecks us. Plan B consists of beefy threats that don't need Doran or AF to end the game. If you are playing abzan colors it is basically impossible not to consider Siege Rhino. I don't really need to explain why he is awesome. I went with 3, just because he doesn't play nice with collected company. The other two main threats are Skinshifter and Loxodon Smiter. The smiters are a meta call. They used to be Coursers of Kruphix but With Kolaghan's Command becoming popular with junk and BGx doing well, Loxodon Smiter is a good answer. Also, as he is uncounterable, it is a good card against control and Twin decks. Onto Skinshifter. This is the wild-card of the deck that most people don't expect. He can be a win condition with or without Doran or AF. With Doran/AF, he is a 8/8 for G that can't be chump blocked. The way he works is you swing with him, and wait for them to assign blockers. They give you something small, he becomes a 4/4 rhino and tramples through, they give you something meaty like a Tasigur or Goyf, 0/8 Plant and power through. A few caveats with Nick Cage. You can only change him once per turn. So if you become a 0/8 plant and they kill your Doran/AF, you do no damage. Also, he can be bolted in response to his activation. Just things to keep in mind.
I used to have Dungrove Elder in the deck but have recently taken him out to allow for the Swords, Smiters and Birds. He is a great card that if you can stick him can just end a game without question. I have found him a little slow however, and rarely came out turn 3. He was much more of a late game play. However, he was handy because he was fetchable with Harbinger and could help you land your Murmuring bosks.
Ok, mana base. This deck has an incredibly smooth mana base. I am not an expert here on crafting a mana base, but I have been very surprised at how well it has worked out. Murmuring Bosk is really to thank for it. When you play this deck in paper, almost no one has seen this card. In a nutshell, it is a tri-land that comes into play untapped if you reveal a Treefolk in your hand. Normally it is a great turn 1 play, show a Treefolk Harbinger, the the harbinger and find your Doran (or land if you need one). On top of that it is fetchable! Yup, it is a forest, which means your 8 fetches can get it for you too, and it counts for Dungrove Elder's P/T. Awesome card all around. Other lists I have seen only play 1 or two, but they are also not playing many treefolk, this deck plays 9 and I very rarely have any issues playing it untapped.
The rest of the mana base is fairly regular. I play a bunch of forests so that Dungrove Elder can hit higher P/T and so that the deck is more resilient to Blood Moon. If you look through the cards in the deck, it is a very green base. One swamp and plains round out the basics. All of the 8 fetches can find green, which is important. The one utility land, is Gavony Township. This is a new addition, but a few times I have found myself at parity with an opponent and I wanted a way to break this in my favor. This is the same reason I have included the two swords in the deck, as later in the game they can really swing things in my favor.
Card Choices and Sideboarding Some Cards to Think About
Collected Company - Modern's new darling card. This fits very nicely into the deck as most of the creatures we play are less than 4 cmc (sorry Value Rhino). It also lets us overcome one of the deck's short comings which is getting one-for-one'd by BGx decks. However, one of the downsides to this card is if you don't have out Doran or AF, many of the cards it will grab are just stalling. If you do chose to run it, you will want to have 4 Dorans in your deck.
Reach of Branches - IMO this is the treefolk version of Advent of the Wurm. It is super easy to cast at 4G and can be recurred. However, it is the top of our curve, and you may be saying why this card instead of something like Batterskull. Fair question. The reason I am interested in this card and why I am play testing it currently is because it can be fetched with Treefolk Harbinger and helps out matchups that cause a lot of discard, 8-rack, BGx with Lily, or any deck where you get into battles of attrition. I am not 100% sold on it yet, but it seems good on paper as a 1-of in the deck.
Birds of Paradise - Why only 2? This deck has a low enough curve that it is not looking to ramp (too much), however, Turn 2 Doran is kind of awesome. They serve another purpose too. In game 1, forest into bird may be very misleading and can cause misplays by your opponent, many mana dorks immediately eat removal. As I mentioned above the deck is weak against fliers. The birds turn into 1/1 flyers that can trade with Vendilion Cliques, Vault Skirges and can turn into late game beaters with a sword attached.
Sword of Fire and Ice/Sword of Light and Shadow - Again with the need to break parity. These are perfect pairs with Skinshifter. He has so many different ways of attacking that if you give him a bit of protection he can just win a game for you, remember he trample and flies if you want him too. They also go well with Birds of Paradise and give the deck another avenue of attack. It could be argued that they should be replaced by batterskull which is value, since both need 5 CMC to be really used, but I commonly find myself with 5 mana around and being able to keep one mana up for Skinshifter is useful.
Tower Defense - Potential bomb in this deck. +0/+5 and reach?! To all creatures you control?!?!? A total killer on offense or defense. Good to keep in your back pocket. It's major downside is that you need AF or doran out. I wouldn't have more than 1-2 in main, but always a good surprise and cheap at 2cmc.
Nameless Inversion - This is a card I am really debating about. There are a few cool things about it. With Doran out, it is -3/-3 for 2cmc. Without Doran it is a potential kill spell, or it could pump something like Nyx-Fleece Ram for some surprise damage to close out a game. The niftiest thing about it, IMO, is that it has Changling. So it can be fetched with Treefolk Harbinger and it can be used to allow Murmuring Bosk to come into play untapped.
Heartwood Storyteller - I love this card. So much flavor. 2/3 for 3cmc is a bit soft, Courser of Kruphix has a hard enough time finding a home, but this guy has my eye. The first thing people might say about playing him in modern is, 2/3 means he eats a bolt. Well that is ok! I get a free card out of it, and you wasted a burn spell and mana. Sweet. The biggest hang up I have about him is if we cast our removal spells, our opponents get a card. I want to have him in the deck, he is a treefolk and all, but he just seems too slow and can potentially give away card advantage.
Sideboard Cards
Stony Silence - The giant middle finger to Affinity and Tron. I run 2 in my board for an unknown meta, but if you see a lot of robots, by all means increase it.
Rest In Peace - I have this at 2, but I think I want to increase to 3. Jund is on the rise and Goyf and Scooze come with Jund. Grixis Delver is also on the rise with Tasigur, the Golden Fang and Gurmag Angler. All these decks are some what crippled by RIP. However, the biggest reason I want to increase the number to 3 is Anafenza Combo. Infinite life is basically we lose. RIP shuts down the combo hard and prevents the infinite damage combo as well. RIP is also good against living end and gifts ungiven.
Choke - This deck does not like counterspells. Just saying. Twin and UWx control decks get much butt hurt if you stick a choke.
Leyline of Sanctity - I have this in my board currently, but I am debating taking it out for other answers to BGx decks. I originally included it for protection against lily and discard. However, since I started playing Loxodon Smiters main, I have noticed a lot of BGx player siding out a lot of their discard, which really plays to our favor. The only other deck that really hates this card is burn, but we have a pretty good matchup against them as we can get a lot of our lands with out hurting ourselves and we can quickly stop their ground attack.
Chalice of the Void - This card wins against burn. Drop it on 2 and watch their brows furrow. Also great against elves, stops a huge portion of their deck. It is helpful against delver as well, but they can get around it with Tasigur and Gurmag.
Match Ups
This section is a work in progress as I test this deck more. If anyone else is playing the deck, please let me know how your testing/results go.
8-Rack
This is a pretty good matchup if you can land Doran/AF. Half of our creatures are 0/Xs which means you laugh at Ensnaring Bridge. We also have 3 smiters main, which means their discard can be risky. Over all I would say this is a pretty favorable matchup game 1, and very, very favorable game 2-3 if you board in leylines.
Results
I will add this once I, or someone else, have some
Nice primer. One question: have you considered Pendelhaven?
Cheers!
Thanks, I am getting better at writing them. As far as Pendelhaven goes, it doesn't really fit in this deck well. It is essentially a green mana source that can only pump 3 cards in the deck. If it could give any creature in the deck +1/+2 I would definitely include it.
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No idea because my favorite decks keep getting banned or having the rules changed against them
I haven't actually tested Zur the Enchanter, but a 4 color mana base can be a bit greedy, considering the base of the deck is so green and Zur has no green. With Jund on the rise, it scares me a bit that Zur will just be an easy target and a difficult cast.
I updated the primer a bit with a section talking about specific cards and the sideboard. I am testing out a bit of new tech in Reach of Branches. As I mentioned in the primer breaking parity is something this deck does not do well with. However, Reach has some cool bits about it. First it turns late game Treefolk Harbingerss into something useful as you can fetch Reach, second is you can use it over and over again since about 50% of the lands in the deck are forests.
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No idea because my favorite decks keep getting banned or having the rules changed against them
I was also thinking that we should have some draw added into the deck. As Westmanden has mentioned, Wall seems like a good choice to go with. Also maybe some Thoughtseize and/or Inquisition of Kozilek.
I was also thinking that we should have some draw added into the deck. As Westmanden has mentioned, Wall seems like a good choice to go with. Also maybe some Thoughtseize and/or Inquisition of Kozilek.
I like the idea of card draw form Wall of Omens but it because difficult to attack with unless you run 4 AF. This might not be a bad idea, but my only concern with putting defenders in the deck is it makes them reliant on other cards to be decent. If you don't have AF, Wall of Omens is basically a dead card.
I used to run discard in the board, for combo and the like, but this deck really doesn't want to go 1-for-1. The combo decks I am worried about atm are Abzan CoCo, storm and Twin. If scapeshift becomes a thing again I might consider using leylines more and discard. Against control, 1-for-1 discard really doesn't help you as they just have ways of drawing more cards.
I can test it more when I have time. But, I played my first daily with the Deck and went 1-2 before dropping. The last game was very very close against burn. This is the list I played.
Round 1 0-2 vs UW Tron
Game 1 was very close I had lethal on the board but he had topdecked a sphinx's rev, which he got off for 2. From there he just controlled the board with board wipes and eventually got Iona and Elesh Norn on the field and I just died.
Game 2 he got ahead with Remands and just tempo'd me until he just hard cast a Emrakul. That was that.
Round 2 2-1 vs Living End.
Game 1 Was very solid for me. I had lethal on my turn 4 swinging for 16. I knew if he had his cascade card I was done, but there was nothing else I could do. He had it and went off.
Game 2 I sided in RIP, and mulled to 6 and got it in my hand. Dropped it turn 2 and proceded to just beat him down.
Game 3 I sided in my chalices too as I forgot that Chalice on 0 beats living end. I drop a chalice on 0 my turn 1. I win on turn 4.
Round 3 1-2 vs Burn
Game 1 I kept a 1 land hand with harbinger, 2x spellskites, Ram, and a rhino. It wasn't ideal, but I didn't want to start at 5. I am on the play and get my harbinger in play and tutor a land to the top of my deck. He starts with Swiftspear and passes. I proceed to get my Ram, followed by spellskite and spellskite the next two turns. I keep him off lethal with blockers and the spell skites until I am down to 7. I get a 4th land and drop my rhino. I top deck another rhino and drop that. He scoops.
Game 2 I side in my chalices. He is on the play and just starts burning me. He drops an Eidolon on his turn 2, which I path, at this point I am down to 14. I get a doran in plan and start swining. He gets 6 points of damage from lava spikes, and then I eat 2 boros charms to the face.
Game 3 I am on a roll with Turn 1 harbinger into chalice on 1, with AF and 2 skinshifters in my hand. I did have a RAM in play, but he cast Destructive Revelry on it. I get him down to 14 after fetches shocks and a swing from the harbinger. I attack with my harbinger and Skinshifter as a 0/8 plant with AF on the field. I feel pretty good at this point, but then he plays Deflecting Palm on my shinshifter and causes a 16pt life swing, I am now down to 4 from 12. He plays a fetch land and passes. I swing with my skinshift and harbinger again, he fetches and is down to 13. At this point I get greedy. I figured that he forgot about the pump effect of AF and I decide to go for it. I had to sac a Verdant catacomb for the land to make the play work, and go to 3. He then casts lightning helix on me and I realize my misplay. He baited me well. If I had slow played it I would likely have won. But the things you learn.
Over all I am really pleased with the deck and I got a lot of compliments on it by the people I played.
Changes in the future are taking out both swords for Eidolons of Rhetoric in the main. Not sure what I want to do with the SB yet. I am putting in Eidolons because they slow decks down and prevent double Spirits, kills storm and makes it harder for control to play as they can't counter multiple threats. I will continue to play in dailies as I can manage.
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I cant see why u are playing 2 birds?
We would prefer to play harbinger turn 1, and we really dont need the ramp.
as for wall of omens its never a dead card, its a good card on its own and the AF makes it a threat.
Smiter is a meta call, and i think in the current meta it is only liliana that makes him good.
Liliana and Kolaghan's command. Also good against twin and control since he can't be countered.
I put the birds because depending on your hand turn 2 doran is quite a thing. As is turn 2 harbinger and spells kite with doran to follow. I am typically very happy to have the birds stick.
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I agree that Omen is never a dead card. I don't even think about using it to attack but to defend as a 4/4. I like that we can draw the card we tutored for from Harbinger.
Using my phone so I can't post the list I'm using but I took the swords out and birds out too.
I agree that Omen is never a dead card. I don't even think about using it to attack but to defend as a 4/4. I like that we can draw the card we tutored for from Harbinger.
Using my phone so I can't post the list I'm using but I took the swords out and birds out too.
That is a good point. I have 2 flex spots in my list right now. I had swords but I am dropping them for Eidolon of Rhetoric atm. I can try Wall of Omen in their place. I am also going to drop Reach of Branches. It seemed like good tech, but I have never actually cast the thing. I'll put in either a Tree of Redemption or Wall of Omens for it.
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Have you considered Gideon Jura at the top of your curve? His +2 could leave the opponent completely open to a massive, lethal swing.
Not a bad idea, particularly against elves. However most times I find that I struggle with hand destruction and removal. I am certainly up for testing it.
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Looks good. Duress I think is best in the board. It can help in some games, but isn't broad enough to cover your threats. I might consider using IoK or Thoughtseize.
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I went 3-1 at my store's Tuesday modern tournament the last two weeks. I have a really difficult time beating tron though. The mana base is rough too as nacatl is new as of this week to improve the clock. Thoughts?
Quillspike combos with devoted druid to make him infinitely big. Quillspike also has good synergy with kitchen finks in the board.
There's also Genju of the Fields to turn your plains into a 5/5 with lifelink...but I don't know if that's necessarily worth additional slots over something like Forbidding Watchtower.
Cheers!
Aggro: Naya Burn RWG
Combo: Scapeshift RG
Control: Jeskai Control UWR
Legacy
Control: Miracles UW
Aggro: Burn R
Thanks, I am getting better at writing them. As far as Pendelhaven goes, it doesn't really fit in this deck well. It is essentially a green mana source that can only pump 3 cards in the deck. If it could give any creature in the deck +1/+2 I would definitely include it.
I haven't actually tested Zur the Enchanter, but a 4 color mana base can be a bit greedy, considering the base of the deck is so green and Zur has no green. With Jund on the rise, it scares me a bit that Zur will just be an easy target and a difficult cast.
I updated the primer a bit with a section talking about specific cards and the sideboard. I am testing out a bit of new tech in Reach of Branches. As I mentioned in the primer breaking parity is something this deck does not do well with. However, Reach has some cool bits about it. First it turns late game Treefolk Harbingerss into something useful as you can fetch Reach, second is you can use it over and over again since about 50% of the lands in the deck are forests.
GWU Eldrazi
BRG Living End
WBG JunkFit
I like the idea of card draw form Wall of Omens but it because difficult to attack with unless you run 4 AF. This might not be a bad idea, but my only concern with putting defenders in the deck is it makes them reliant on other cards to be decent. If you don't have AF, Wall of Omens is basically a dead card.
I used to run discard in the board, for combo and the like, but this deck really doesn't want to go 1-for-1. The combo decks I am worried about atm are Abzan CoCo, storm and Twin. If scapeshift becomes a thing again I might consider using leylines more and discard. Against control, 1-for-1 discard really doesn't help you as they just have ways of drawing more cards.
I can test it more when I have time. But, I played my first daily with the Deck and went 1-2 before dropping. The last game was very very close against burn. This is the list I played.
3 Doran, the Siege Tower
4 Treefolk Harbinger
2 Birds of Paradise
4 Spellskite
3 Loxodon Smiter
3 Skinshifter
2 Nyx-Fleece Ram
3 Siege Rhino
Spells
3 Path to Exile
3 Abrupt Decay
1 Maelstrom Pulse
1 Reach of Branches
1 Sword of Light and Shadow
1 Sword of Fire and Ice
Lands
4 Murmuring Bosk
2 Temple Garden
2 Overgrown Tomb
1 Gavony Township
1 Plains
1 Swamp
4 Forest
4 Verdant Catacomb
4 Windswept Heath
2 Stony Silence
2 Choke
2 Rest in Peace
2 Pithing Needle
2 Night of Soul's Betrayal
2 Golgari Charm
2 Chalice of the Void
1 Drown in Sorrow
Round 1 0-2 vs UW Tron
Game 1 was very close I had lethal on the board but he had topdecked a sphinx's rev, which he got off for 2. From there he just controlled the board with board wipes and eventually got Iona and Elesh Norn on the field and I just died.
Game 2 he got ahead with Remands and just tempo'd me until he just hard cast a Emrakul. That was that.
Round 2 2-1 vs Living End.
Game 1 Was very solid for me. I had lethal on my turn 4 swinging for 16. I knew if he had his cascade card I was done, but there was nothing else I could do. He had it and went off.
Game 2 I sided in RIP, and mulled to 6 and got it in my hand. Dropped it turn 2 and proceded to just beat him down.
Game 3 I sided in my chalices too as I forgot that Chalice on 0 beats living end. I drop a chalice on 0 my turn 1. I win on turn 4.
Round 3 1-2 vs Burn
Game 1 I kept a 1 land hand with harbinger, 2x spellskites, Ram, and a rhino. It wasn't ideal, but I didn't want to start at 5. I am on the play and get my harbinger in play and tutor a land to the top of my deck. He starts with Swiftspear and passes. I proceed to get my Ram, followed by spellskite and spellskite the next two turns. I keep him off lethal with blockers and the spell skites until I am down to 7. I get a 4th land and drop my rhino. I top deck another rhino and drop that. He scoops.
Game 2 I side in my chalices. He is on the play and just starts burning me. He drops an Eidolon on his turn 2, which I path, at this point I am down to 14. I get a doran in plan and start swining. He gets 6 points of damage from lava spikes, and then I eat 2 boros charms to the face.
Game 3 I am on a roll with Turn 1 harbinger into chalice on 1, with AF and 2 skinshifters in my hand. I did have a RAM in play, but he cast Destructive Revelry on it. I get him down to 14 after fetches shocks and a swing from the harbinger. I attack with my harbinger and Skinshifter as a 0/8 plant with AF on the field. I feel pretty good at this point, but then he plays Deflecting Palm on my shinshifter and causes a 16pt life swing, I am now down to 4 from 12. He plays a fetch land and passes. I swing with my skinshift and harbinger again, he fetches and is down to 13. At this point I get greedy. I figured that he forgot about the pump effect of AF and I decide to go for it. I had to sac a Verdant catacomb for the land to make the play work, and go to 3. He then casts lightning helix on me and I realize my misplay. He baited me well. If I had slow played it I would likely have won. But the things you learn.
Over all I am really pleased with the deck and I got a lot of compliments on it by the people I played.
Changes in the future are taking out both swords for Eidolons of Rhetoric in the main. Not sure what I want to do with the SB yet. I am putting in Eidolons because they slow decks down and prevent double Spirits, kills storm and makes it harder for control to play as they can't counter multiple threats. I will continue to play in dailies as I can manage.
Liliana and Kolaghan's command. Also good against twin and control since he can't be countered.
I put the birds because depending on your hand turn 2 doran is quite a thing. As is turn 2 harbinger and spells kite with doran to follow. I am typically very happy to have the birds stick.
Using my phone so I can't post the list I'm using but I took the swords out and birds out too.
GWU Eldrazi
BRG Living End
WBG JunkFit
That is a good point. I have 2 flex spots in my list right now. I had swords but I am dropping them for Eidolon of Rhetoric atm. I can try Wall of Omen in their place. I am also going to drop Reach of Branches. It seemed like good tech, but I have never actually cast the thing. I'll put in either a Tree of Redemption or Wall of Omens for it.
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-Decks-
Commander:
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U Kami of the Crescent Moon U (Flagship Deck)
BW Teysa, Orzhov Scion WB
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Cube:
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Not a bad idea, particularly against elves. However most times I find that I struggle with hand destruction and removal. I am certainly up for testing it.
3-1 is good but, to be honest, that deck looks like a complete mess and in no way relates to this primer.
Signature courtesy of Rivenor and Miraculous Recovery
EDH Altered Cards by Galspanic (Seriously, this guy's awesome.)
My Pauper Cube
Tapped-Out Simulator
My Trade Thread
-Decks-
Commander:
GWR Rith, the Awakener RWG
U Kami of the Crescent Moon U (Flagship Deck)
BW Teysa, Orzhov Scion WB
Under Construction:
UBR Crosis, the Purger RBU
Cube:
WUBRGX Pauper XGRBUW
Signature courtesy of Rivenor and Miraculous Recovery
EDH Altered Cards by Galspanic (Seriously, this guy's awesome.)
My Pauper Cube
Tapped-Out Simulator
My Trade Thread
-Decks-
Commander:
GWR Rith, the Awakener RWG
U Kami of the Crescent Moon U (Flagship Deck)
BW Teysa, Orzhov Scion WB
Under Construction:
UBR Crosis, the Purger RBU
Cube:
WUBRGX Pauper XGRBUW
Signature courtesy of Rivenor and Miraculous Recovery
EDH Altered Cards by Galspanic (Seriously, this guy's awesome.)
My Pauper Cube
Tapped-Out Simulator
My Trade Thread
-Decks-
Commander:
GWR Rith, the Awakener RWG
U Kami of the Crescent Moon U (Flagship Deck)
BW Teysa, Orzhov Scion WB
Under Construction:
UBR Crosis, the Purger RBU
Cube:
WUBRGX Pauper XGRBUW