Blossoming defense is a good protection spell but not provides evasion. In this list I think you could include some Aethersphere Harvester. I've already suggested them but nobody likes them so not sure about including them or not ???
Kessig Wolf Run would be the most viable option in naya colors but not sure if we have 2/3 mana to activate it when needed. Anyways an interesting option to be considered.
I don't think Domri belongs to this deck also. It's not very good with the rest of the deck (we have not enough creatures to make his +1 useful and reaching the ultimate seems utopic to me). Even Sarkhan Vol seems more useful here because he reach the ultimate asily and it's a win condition on its own.
I like burning Force's list it seems to run smoothly.
Anyways I think this development is going on the right way also
Beside of that, Territorial Gorger seems overcosted and a win more card also. It does the same function that cub but only for one turn. To combo with him you need to have it + elephant + tangleroot + way to spend energy, so it's a 4 card combo instead the 3 card combo you are using right now.
I also think 20 lands are enough for a deck like this one because your CC cost is really low and finish at 3 mana (because vines are there to be discarded)
I was also tempted on cutting the white because it only provides the miner and good sideboard cards like RIP (rest in peace), SS (stony silence) and the so, but not already sure about cutting it.
In your list you are still using Attune with Aether, so having a single plains doesn't seem to hurt a lot (or even having fetches plus 1 temple garden).
The Aethergeode Miner still seems god to me because is aggresive 2cc 3power and because with the elemental bond usually lets you draw almost your entire deck.
Also 16 creatures seems to few to me and even more if you play pump spells like Highspire Infusion. If you want to play pump spells I would include Electrostatic Pummeler to make the trick, but I think this idea is not that good because would be better in other decks that plays become inmense and temur battle-rage. This would be another different deck.
In your list you have removed the bond. Why? In my testings the card is good against controlish decks because all your creature make you draw another card so it's a nice effect.
Anyways I think including manadorks would be beneficial to our speed. The only problem is find something to do with them in lategame.
Also if you want wild defiance I think I would go in the Electrostatic Pummeler route also
I see your points, you are going into full aggro route which is another option. Anyways I think elemental bond must be there as a 2 of or 3 of and don't forget that tangleroot is simmetrical so although your opponents usually won't be as beneficied as you if you fight against an elves deck is better not to play them :P. Seriously, I think 4 of them are a lot and because the effect is simmetrical you must be careful about when you play it.
Also I still think you need more creatures but beside of the obvious I'm not sure about what more can we play. The closest next one are the Aethergeode Miner and bristling hydra which can be awesome with rancor then
I've tested your list and works fine ;), the Highspire Infusion surprised me. Anyways I still think the deck needs more creatures because in some matches I found only a 1/1 essence warden on the table to hit. Looking for another options...
Yes, and it would be a better deck imho.
It would be more of a midrange deck with fatties like Verdurous Gearhulk and better removal.
Energy just isn't very good at the moment, maybe if they continue printing more energy cards it will be more viable in the future though I don't know if this mechanic would return after "Kaladesh block".
You have plenty of cheap removal and also some reach. In one game against eldrazi deck his plays were turn 1 eldrazi temple turn2 temple SSG reality Smasher and mine were turn 1 Attune, turn 2 harnessed lightning killing your smasher with 5 energy and discarding an additional card (i think it was a cub). It was really funny
This list is grave proof because the 4 MD oozes so snappy, goyfs, tasigur and the so are not so good ;). Also with constrictor the oozes grows a lot easily.
With Rishkar we have some acceleration so gearhulk is castable and also gamewinning.
The list still includes the combo so if you are lucky and draw tangleroot you still can combo, but I'm thinking on removing them for two Tireless Tracker so we will have another big beater and also card advantage. Probably I'll do it anyways because a three card combo with no card drawing or manipulation is not what I want and having snake out, for each {G} I can pay the cubs get +2 +2 so I don't need an infinite infinite when with a 10/10 is usually enough
What do you think??
I like that list a lot. I'm even thinking on adding a couple or three of Traverse the Ulvenwald to find the combo pieces also. The only issue here is that to reach delirium profitably we will have to include more artifact creatures (like walking ballista or something like that to get the delirium.
I'm not sure how playable these monuments are at 3-cmc but maybe there would be some combo that could break one of them as it is sometimes (often) the case with cost-reduction effects.
Hi there folks!
So I'm new to this and I'm trying to get a use for this deck. Making it playable at modern.
And I said playable, not competitive (which is pretty much impossible imo lol).
So far, after all my readings (this thread inlcuded) I came up with this build:
I've often thought about making my RG Energy deck in Standard for a competitive Modern deck. Electrostatic Pummeler is just so good when the right stuff is being used with it. Energy is just a good mechanic nonetheless, I honestly think it could be used in Modern. I highly doubt it being top tier, but I sense it can steal some games because not many people expect it.
With this list is really easy to trigger revolt so the fatal pushes and liberators are great (because you have 6 fetch + 4 rampager to trigger revolt)
Also including a couple of abrupt decay seems logic to me as a catch all spell.
You have the combo inside with tangleroot and cub and lot of difficult to remove threats (7 gods + scroungers).
To enable Rhonas you have 11 creatures (8 of them only cost two mana so you can curve nicely) and 2 more hearts of kiran that can be crewed with scroungers and rampagers.
The only flexible slot is the terminate which I've include as a way to deal with 5 or bigger CMC creatures that push or decay can't hit.
I have to test this list extensively but at least on paper seems really appealing to me. What do you think?
I really like your list burning It must be funny as hell
I suggest you to include abrupt decay or maelstrom pulse although they don't exile at least they are so versatile and can save you from briges chalices and the so. Another option would be qasali pridemage (but it doesn't take care of creatures ) but at least will pump your other dudes with the exalted.
Also I suggest you to play at least a couple of scavenging ooze agaisnt all the graveyard strategies ramping in modern .
As a small anecdote, in my local shop there is also a guy (only one) that play gods in modern (rhonas to be more specifical). This is because he plays standard and when there are modern tourneys he plays with his standard deck also (I think this deck is the only one he has). Also without combo is not as easy as it could seem to beat him :P.
Hope that suggestions help you. The problem is what to cut in your list ???
I like the idea of the elemental bond. With it you draw with vines, with finks and whenevber you cast your elephants so seems like a legit way of burying your opponent into card advantage.
Perhaps I would try to include more creatures that benefits from satyr wayfinder and the elephant but can't think on anyone more.
Would be possible to include few more removal in the deck?
I think that in that list satyr wayfinder and longtusk cub area must and caan't be cut. I mean:
Longtusk cub: It's the only way (beside Aether Hub) to get rid of the energy that greenbelt rampager produces. And this is important because you want to play the elephant as much times as you can because:
Playing it two times recur your venevines with only him as a creature
Playing it with elemental bond reads--> G: Draw a card. You probably want to do as much times as you can in a turn
Playing it with Rhonas's monument reads --> G: target creature gets +2/+2 and trample. Also you probably want to do it as much times as you can in a turn. The only way to do that is wasting the energy the elephant produces into something and cub fulfills perfectly that role
Also this cat usually will enter into the battlefield as a 3/3 because turn 1 land --> play rampager, turn 2 Aether Hub play the cub, spend the two energy into a counter on the cat and you have a 3/3
So I think this little cat is a must in the list burning force propose.
About the satyr wayfinder is a way to loof for vengevines into the graveyard while helping you to ramp (and also find more Aether Hubs to spend your energy on them). I also thinik this card is a must because is like a mulch/grisly Salavage/gather the pack effect attached to a creature.
on the other side other cards that could be included in the deck are flamewake phoenix (for more return to the battlefield creatures that can be discarded, and bring form the grave) and hooting mandrills which are cheap and can easily be casted here. Anyways I'm not sure the deck has room for them because that list seems to be very compressed.
Also I'm not sure if I would use FP as the only removal in the deck. it's true that with rampager is a combo because you weill always have revolt but there are lot of creatures nowdays that FP can't hit. Dismember comes to my mind as a complement.
Anyways I think street wraith is better than insolent neonate, because it gives you the chance of playing hollow ones in turn 1 unless neonate that gives you the same in turn 2. So I think a better list would be:
I've found that in this deck rhonas is really easy to activate so you can attack or block profitably and also rhonas in the graaveyard is great for soulflayer also, which give us another indestructible deathtouch guy.
The synergy between monuments also helps a ton to activate Rhonas and elemental bond let you draw lot of cards with rampager.
Also soulflayer can gain reach (thanks to constrictor) and haste (via vengevine) although I would like to find a way to give him more abilities (even thinking on including a couple of Samut, Voice of Dissent which gives another angle of attack.
The deck is fun as hell so what do you think?? any more suggestions??
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Kessig Wolf Run would be the most viable option in naya colors but not sure if we have 2/3 mana to activate it when needed. Anyways an interesting option to be considered.
I don't think Domri belongs to this deck also. It's not very good with the rest of the deck (we have not enough creatures to make his +1 useful and reaching the ultimate seems utopic to me). Even Sarkhan Vol seems more useful here because he reach the ultimate asily and it's a win condition on its own.
I like burning Force's list it seems to run smoothly.
Anyways I think this development is going on the right way also
Beside of that, Territorial Gorger seems overcosted and a win more card also. It does the same function that cub but only for one turn. To combo with him you need to have it + elephant + tangleroot + way to spend energy, so it's a 4 card combo instead the 3 card combo you are using right now.
I also think 20 lands are enough for a deck like this one because your CC cost is really low and finish at 3 mana (because vines are there to be discarded)
In your list you are still using Attune with Aether, so having a single plains doesn't seem to hurt a lot (or even having fetches plus 1 temple garden).
The Aethergeode Miner still seems god to me because is aggresive 2cc 3power and because with the elemental bond usually lets you draw almost your entire deck.
We have two combos here, the one you can do with tangleroot + Greenbelt Rampager + Longtusk Cub, but have also the way to find it with elemental bond + Greenbelt Rampager + Aethergeode Miner so not sure about it.
Also 16 creatures seems to few to me and even more if you play pump spells like Highspire Infusion. If you want to play pump spells I would include Electrostatic Pummeler to make the trick, but I think this idea is not that good because would be better in other decks that plays become inmense and temur battle-rage. This would be another different deck.
In your list you have removed the bond. Why? In my testings the card is good against controlish decks because all your creature make you draw another card so it's a nice effect.
Anyways I think including manadorks would be beneficial to our speed. The only problem is find something to do with them in lategame.
Also if you want wild defiance I think I would go in the Electrostatic Pummeler route also
What do you think??
Also I still think you need more creatures but beside of the obvious I'm not sure about what more can we play. The closest next one are the Aethergeode Miner and bristling hydra which can be awesome with rancor then
#Greenbelt Rampager can be replaced by: Narnam Renegade or Experiment One.
#Longtusk Cub can be replaced by: Greenwheel Liberator or Avatar of the Resolute.
#Harnessed Lightning can be replaced by: Abrupt Decay, Terminate, Kolaghan's Command or discard spells (Inquisition of Kozilek/Thoughtseize).
#Tangleroot can be replaced by Hardened Scales or Nissa, Voice of Zendikar.
#Attune with Aether can be replaced by Birds of Paradise.
It would be more of a midrange deck with fatties like Verdurous Gearhulk and better removal.
Energy just isn't very good at the moment, maybe if they continue printing more energy cards it will be more viable in the future though I don't know if this mechanic would return after "Kaladesh block".
I like that list a lot. I'm even thinking on adding a couple or three of Traverse the Ulvenwald to find the combo pieces also. The only issue here is that to reach delirium profitably we will have to include more artifact creatures (like walking ballista or something like that to get the delirium.
Anyways the list seems solid to me
So I'm new to this and I'm trying to get a use for this deck. Making it playable at modern.
And I said playable, not competitive (which is pretty much impossible imo lol).
So far, after all my readings (this thread inlcuded) I came up with this build:
10 Forest
2 Mountain
4 Aether Hub
4 Architect of the Untamed
4 Voltaic Brawler
4 Electrostatic Pummeler
4 Longtusk Cub
4 Bristling Hydra
4 Attune with Aether
4 Highspire Infusion
4 Decoction Module
4 Lightning Bolt
4 Rancor
Architect of the Untamed + Wooded Foothills = for some more energy. Sure I could use Tangleroot as well, but I rather use 4 Decoction Module as a main energy generator.
Highspire Infusion to ramp Electrostatic Pummeler and his friends. And Rancor for trample.
Maybe Natural State and Harnessed Lightning on the sideboard. And still not sure if I need Essence Warden for this.
What you guys think?
4 Aether Hub
4 Blooming Marsh
4 Game Trail
1 Sheltered Thicket
4 Forest
3 Mountain
1 Swamp
2 Glorybringer
4 Greenbelt Rampager
3 Hazoret the Fervent
2 Longtusk Cub
2 Rhonas the Indomitable
4 Scrapheap Scrounger
4 Voltaic Brawler
4 Attune with Aether
2 Blossoming Defense
2 Fatal Push
4 Heart of Kiran
4 Unlicensed Disintegration
So now in modern I would play something like:
4 Aether Hub
4 Blooming Marsh
4 Copperline gorge
1 Stomping ground
4 Forest
3 Mountain
1 Swamp
4 bloodrage brawler
3 Hazoret the Fervent
4 Longtusk Cub
3 Rhonas the Indomitable
4 Scrapheap Scrounger
4 Voltaic Brawler
4 Attune with Aether
3 Fatal Push
3 Heart of Kiran
3 Terminate
2 Tangleroot
What do you think?? The list seems pretty brutal, at least for me
My list right now is:
4 Aether Hub
1 Overgrown tomb
1 Blood Crypt
1 Stomping ground
3 Wooded Foothills
3 Verdant Catacombs
5 Forest
1 Mountain
1 Swamp
4 Greenbelt Rampager
4 Greenwheel Liberator
4 Scrapheap Scrounger
4 Voltaic Brawler
4 Longtusk Cub
4 Rhonas the Indomitable
3 Hazoret the Fervent
4 Attune with Aether
3 Fatal Push
2 Heart of Kiran
2 Abrupt Decay
1 Terminate
2 Tangleroot
With this list is really easy to trigger revolt so the fatal pushes and liberators are great (because you have 6 fetch + 4 rampager to trigger revolt)
Also including a couple of abrupt decay seems logic to me as a catch all spell.
You have the combo inside with tangleroot and cub and lot of difficult to remove threats (7 gods + scroungers).
To enable Rhonas you have 11 creatures (8 of them only cost two mana so you can curve nicely) and 2 more hearts of kiran that can be crewed with scroungers and rampagers.
The only flexible slot is the terminate which I've include as a way to deal with 5 or bigger CMC creatures that push or decay can't hit.
I have to test this list extensively but at least on paper seems really appealing to me. What do you think?
You've already listed all the exiling options, they are all White.
I suggest you to include abrupt decay or maelstrom pulse although they don't exile at least they are so versatile and can save you from briges chalices and the so. Another option would be qasali pridemage (but it doesn't take care of creatures ) but at least will pump your other dudes with the exalted.
Also I suggest you to play at least a couple of scavenging ooze agaisnt all the graveyard strategies ramping in modern .
As a small anecdote, in my local shop there is also a guy (only one) that play gods in modern (rhonas to be more specifical). This is because he plays standard and when there are modern tourneys he plays with his standard deck also (I think this deck is the only one he has). Also without combo is not as easy as it could seem to beat him :P.
Hope that suggestions help you. The problem is what to cut in your list ???
Perhaps I would try to include more creatures that benefits from satyr wayfinder and the elephant but can't think on anyone more.
Would be possible to include few more removal in the deck?
Which would be your sideboard?
Longtusk cub: It's the only way (beside Aether Hub) to get rid of the energy that greenbelt rampager produces. And this is important because you want to play the elephant as much times as you can because:
About the satyr wayfinder is a way to loof for vengevines into the graveyard while helping you to ramp (and also find more Aether Hubs to spend your energy on them). I also thinik this card is a must because is like a mulch/grisly Salavage/gather the pack effect attached to a creature.
on the other side other cards that could be included in the deck are flamewake phoenix (for more return to the battlefield creatures that can be discarded, and bring form the grave) and hooting mandrills which are cheap and can easily be casted here. Anyways I'm not sure the deck has room for them because that list seems to be very compressed.
Also I'm not sure if I would use FP as the only removal in the deck. it's true that with rampager is a combo because you weill always have revolt but there are lot of creatures nowdays that FP can't hit. Dismember comes to my mind as a complement.
Anyways I think street wraith is better than insolent neonate, because it gives you the chance of playing hollow ones in turn 1 unless neonate that gives you the same in turn 2. So I think a better list would be:
4 Aether Hub
4 copperline gorge
3 Wooded Foothills
3 Verdant Catacombs
4 Forest
1 overgrown tomb
1 stomping ground
4 Greenbelt Rampager
4 Longtusk Cub
4 Satyr wayfinder
4 noose constrictor
4 Vengevine
4 Hollow one
4 Street Wraith
2 Hooting Mandrills
4 Faithless looting
2 Rhonas's monument
2 elemental Bond
2 fatal push
2 Dismember
Still playing this deck although it has changet a lot since last posting.
My list right now is:
4 Aether Hub
4 Blossoming Marsh
3 Wooded Foothills
3 Verdant Catacombs
4 Forest
1 overgrown tomb
4 Greenbelt Rampager
4 Longtusk Cub
4 Satyr wayfinder
4 noose constrictor
4 Vengevine
4 Rhonas the Indomitable
4 Soulflayer
2 Rhonas's monument
2 elemental Bond
3 fatal push
2 Abrupt Decay
3 Dismember
I've found that in this deck rhonas is really easy to activate so you can attack or block profitably and also rhonas in the graaveyard is great for soulflayer also, which give us another indestructible deathtouch guy.
The synergy between monuments also helps a ton to activate Rhonas and elemental bond let you draw lot of cards with rampager.
Also soulflayer can gain reach (thanks to constrictor) and haste (via vengevine) although I would like to find a way to give him more abilities (even thinking on including a couple of Samut, Voice of Dissent which gives another angle of attack.
The deck is fun as hell so what do you think?? any more suggestions??