This isn't your typical beatdown Elves deck. It functions off of amassing Elves and using the sheer number of elves to ramp into a Genesis Wave or simply cast Shaman of the Pack. You can swing wide, its just not plan A.
The Core:
mana dorks: Llanowar Elves and Elvish Mystic are pretty much the standard T1 Elf play.
Heritage Druid: tap any elf as soon as it hits the board for hasted mana
Elvish Archdruid: more elves, more mana
Shaman of the Pack: more elves, more life loss
The Tech:
Prowess of the Fair: I cannot say enough about this card. It keeps the elf count up no matter if you're getting bolted or chump blocking so Heritage/Archdruid/Shaman can do their thing. What's extra special about it is that all 3 of those cards count it as an elf. You can even tap it with Heritage Druid! Its close to broken in multiples. If their removal doesn't exile, it's board advantage for you.
Lifecrafter's Bestiary: Firstly, the scry is HUGE. Elves don't want to draw lands. They can actually function off of one land in some cases. This scry and additional card draw let's you speed through your deck for a Genesis Wave if you don't have one already. (G: Draw a card) as a mana-sink is as good as it gets for Elves. It's generally better to always scry(better chance of hitting an elf than a land AND it puts you closer to what you need).
Genesis Wave: The big selling point of this tech with Genesis Wave is this: Genesis Wave does not miss! If Elves are untouched you can hit a G-Wave as early as turn 3 or 4 for the win. If it takes longer, that's what the other tech is for.
The rest are fill cards: Nettle Sentinel, Essence Warden, Elvish Visionary, Eternal Witness, and Throne of the God-Pharaoh. They all have their own synergies. Nettle likes Heritage. Essence likes everything in the deck and is a solid card in general. Visionary is draw. Witness is in every green deck, and throne is the 4th Shaman of the Pack, but a little different.
I haven't tested Chord of Calling yet, I plan to. I also plan on testing Eyeblight's Ending and Lys Alana Scarblade. Although I'm less optimistic about those two. I have thoughts on Thoughtseize in the sideboard to sub PotF against exile.
Best of all, its practically a budget deck except for Cavern of Souls. Hopefully I can find more and better cards.
"I can't use this card because coco and stampede miss it"
"Elves have all this Mana and nothing to dump it in"
With Genesis any permanent is playable. The focus becomes Mana generation and a 2nd Mana sink with joraga warcaller. Which is a Scaleable Lord. You can use Garruk, or Nissa. You could use fervor, or intruder alarm. Joraga even doubles as fodder for heritage druid. Any hand with heritage druid and archdruid with any of life crafter's, Genesis, or joraga becomes a nuthand. Too bad DS is banned.
I feel like you want blooming marsh and maybe even llanowar wastes if you don't have the fetch/shocks. Black mana is pretty critical to not having a stranded hand and the draw back of marsh coming in play tapped post 3 lands is irrelevant with no coco. Black would open up a decent sideboard selection for grave hate or discard, as you feel weak to combo decks (like storm and Titan as you said).
This feels very in line with the "evolutionary elves" list that was floating around a year or so ago. Prowess gets kind of silly with it.
Maybe a tutor or two. summon's pact is a fine card if your opponent drops the shields and you can go for it right there. Go snag a heritage Druid or nettle you need to just go off. Also makes grabbing militant easy from the board.
I changed the deck some. 20 1 drop elves. 8 dorks, heritage, essence and nettle. Nettle or 2 wins games with heritage and life crafter's. I added in a couple garruk's, an itlimoc, a regal force, and a thousand-year elixir. decks been highly resilient without potf. Subbed unowned caverns for unclaimed territory until I can afford them. Added llanowar waste. 11 sources of black Mana for just sotp has never been an issue. I plan on getting a set of thoughtseize. It could be good enough mainboard. The raw power of Genesis wave is insane. Still tinkering per the norm. Garruk does literally everything the deck needs with a lack of Lord's and is picture perfect synergy if I pull the 1 itlimoc. Itlimoc isn't an awesome card it's just a cross between stampede and archdruid #5. I find viridian joiner an interesting take on Mana generation, haven't tested. The thing I don't like about ezuri is he can't regenerate himself. The shams are usually enough to close out a game. I did test Evo leap a while ago, but its somewhat counterproductive without potf. Coco elves really only has ezuri to dump Mana in. Ultimately, sotp is better than ezuri Imo. Life loss is harder to stop than combat damage. Chording ezuri has it's advantages but if you have 11 Mana to chord for ezuri and protect him from bolt, wouldn't putting 8 permanents on the field be better because it gets past a path and the like?
This is the core without the 18 lands. That leaves 8 slots mainboard. Any interaction with the opponent will be the sideboard thus far.
I like black discard because it's proactive protection for a proactive deck. That might make mainboard.
Because the deck has such little interaction, it's important that a bomb will win the game. If resolved there is no better wincon than g wave in my opinion. Hitting 10 Mana with a g wave in hand is the objective.
Hey, very cool deck! However, there are some things I think are wrong with your reasoning.
1. No CoCo/Chord/Lead. I can accept that this is a (relatively) budgeted deck, but no Lead? As of now you have close to no consistency, and if you draw the wrong half of your deck at the wrong time it could be disastrous. I would add at least one of those cards to the deck to help you get more consistent. CoCo and Lead also allow you to play a grindy game, which is something this list is trying to do. You say you plan to test Chord, which you should definitely do, and I think you should also try Company.
2. No Ezuri. You say, "The thing I don't like about ezuri is he can't regenerate himself. The shams are usually enough to close out a game. Coco elves really only has ezuri to dump Mana in. Ultimately, sotp is better than ezuri Imo. Life loss is harder to stop than combat damage. Chording ezuri has it's advantages but if you have 11 Mana to chord for ezuri and protect him from bolt, wouldn't putting 8 permanents on the field be better because it gets past a path and the like?" So as far as I can tell, you make a couple points:
a. He can't regenerate himself. The problem with this argument is, of the popular removal spells in the format, only Path and Terminate hit him, and both stop him from regenerating anyway. Push can hit him too, but not as consistently.
b. CoCo Elves only has him to dump mana into. Well... yeah, he's a mana sink. But that isn't all he does. He also regenerates your creatures, making him great against board wipes and good against beatdown decks, while also keeping a win condition in the deck. You essentially have Genesis Wave in his slot as a mana sink. I think this is incorrect because it's usually a turn or so slower. He also taps for mana with Heritage Druid and helps Archdruid, whereas Wave sits in your hand until you're ready to cast it. He is a great mana sink, and by far the best option Elves has, but that isn't all he does.
c. Life loss is harder to stop then combat damage. First of all, I'm not convinced this is relevant--people don't really run fog effects in modern. He also does more damage usually. Shaman will deal around 10 damage. Ezuri can easily deal upwards of 20 damage on turn 4. Past that, this argument forgets half of the card. He protects your other elves very well, and in my opinion should be in your deck.
3. Prowess of the Fair. Yes, I know you're singing the praises, and here's the direct quote:
"I cannot say enough about this card. It keeps the elf count up no matter if you're getting bolted or chump blocking so Heritage/Archdruid/Shaman can do their thing. What's extra special about it is that all 3 of those cards count it as an elf. You can even tap it with Heritage Druid! Its close to broken in multiples. If their removal doesn't exile, it's board advantage for you."
Sadly, this doesn't mention the fact that several of modern's top decks (Gifts Storm, Humans, Eldrazi Tron, etc.) play little to no removal, and in those matchups, its just a 2 mana do-nothing card. Even outside of those matchups, how many tokens does it usually make? And all of the cards you mention that it synergizes with are high priority removal magnets anyway. This should be an easy cut for an Ezuri, or for the next card I'm going to get to.
4. No Dwynen's Elite. This card does so many things for us. It provides card advantage in grindy matchups, allows us to swing with an army of giant creatures with lords or an Ezuri if you add one, synergizes with Chord and Archdruid, where it's basically a free spell, and allows you to go off with a Heritage Druid on turn 2.
5. 4 Essence Warden. I think this card should be a 1-2 of, if in the deck at all. However, this is a relatively minor issue.
6. The Sideboard. How much Storm is in your meta that you need 4 Dryad Militants along with the Relic? I would cut down to 3-4 pieces of graveyard hate and add more lifegain creatures (I know you have the Wardens but they get bolted almost immediately most of the time), more big mana hate, etc.
7. Lifecrafters Bestiary. "Firstly, the scry is HUGE. Elves don't want to draw lands. They can actually function off of one land in some cases. This scry and additional card draw let's you speed through your deck for a Genesis Wave if you don't have one already. (G: Draw a card) as a mana-sink is as good as it gets for Elves. It's generally better to always scry(better chance of hitting an elf than a land AND it puts you closer to what you need)."
a. The scry keeps lands away, yes, but if you have a one lander you either will not be playing a Bestiary, playing it on turn 3, which is too slow, or playing it on turn 2 after drawing another land anyway. If you're having problems with mana flood, just cut lands.
b. The card draw is good, but G: Draw a card is too slow for us unless we have a Heritage draw.
8. 4 Visionary. This is one of the slowest cards in the deck, and I would only advocate running more than 1 if you run the Devoted Druid combo AND run 4 Collected Company. Even then I would try to stick to 1 or 2.
I hope these suggestions help you out! Good luck with the deck!
Thanks for the input. I've tested chord with ezuri. It's a 2nd wincon so to speak. It's great. Good enough to be Plan 1A.
I have the mentioned 28 elves 4 waves, 2 lifecrafter's and an itlimoc. I prefer lifecrafter's to lead. It's just better at finding a gwave. It's a tad slower than Lead, but it flies right by it within a turn.
Itlimoc is kind of good. It's a weak lead and a conditional archdruid. I tried Garruk too. Wasn't bad, wasn't great. Crazy synergy with itlimoc but not what were trying to accomplish.
Never been a huge fan of Dwynen. Not a bad card, it just seems win more/lose more. Dork gets bolted and its a completely dead card. I could see a good case for 2 of though.
Essence Warden is in because of all the 1 drop elves that are left, he's probably the most relevant. Doesn't do much against some very strong decks, but it flat out wins any aggro matchup that is based on creatures. Worst case scenario, its one less bolt to the face. One drops are important. It's good for heritage, and good for lifecrafter's. There was a time when I was maxing Visionaries and lifecrafter's. Great against control decks, not so much when ur turn 2 play is a visionary against burn.
No coco yet, maybe one day. I wish ewit was an elf. Still have 1 main with nullmage shepherd and regal force. So I have 4 open slots. And I'm leaning towards a couple chords, an ezuri and a thousand year elixir... for now at least. Elixir is kind of gross. You don't want it in your opening hand... but spending 3 to make 7+mana(3 elves and archdruid hasted untap sequence). And thats just it. The deck needs ramp. It needs to hit 10 mana on turn 3-5 to dominate. "I tilt the jug"
The Sage isn't going anywhere. Chalice/Moon/Bridge are cards that are just free wins against a lot of decks. Mostly Tron and Shadow in my meta. With some Burn, Storm, and UW control popping in from time to time.
PS: Not too interested in discussing lands. I have 11 sources or black mana that all come in untapped/ and only 1 of them is a mono-colored swamp. Eventually I will replaced budget lands for Caverns.
I couldn't help but wonder if Curio/Primal Command/E-Wit lock should be included. I haven't tested it at all out of fear of turns where you're doing 3 or 4 things for a cycle of infinite mana 1 mana at a time. But F'ing Tron is such a brutal matchup
He also mentioned, and its true, how the fastest ramp is Arbor Elf/Utopia Sprawl/Garruk. He even went as far as including a handful of enchantments for like Eidolon of Blossoms or Leyline of Vitality. You could even use Curio to bounce an abundant growth with Utopia Sprawl.
I don't have coco, not a one and I'm unlikely to invest 60 dollars or whatever for a playset. So I'm going to be a turn slower almost no matter what I do.
I can't help but want to build around chord. I also think that thoughtseize needs to be mainboard as a 4 of. To remove exile cards and/or combo pieces. I can't help but think that prowess of the fair adds a ton of resilience and plays well alongside chord. Facing a ***. With a chord and sotp in hand seems decent enough. So 29 or 30 elves dedicated to sotp with a secondary ezuri wincon.
I mean if other combo decks are faster and I don't have coco. I have to have some sort of disruption and resilience and/or card advantage.
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4 Llanowar Elves
4 Elvish Mystic
4 Essence Warden
4 Nettle Sentinel
4 Heritage Druid
4 Elvish Visionary
4 Elvish Archdruid
3 Shaman of the Pack
1 Eternal Witness
4 Prowess of the Fair
3 Lifecrafter's Bestiary
3 Genesis Wave
1 Throne of the God-Pharaoh
Lands(17)
4 Gilt-Leaf Palace
4 Cavern of Souls
1 Nythkos, Shrine to Nyx
1 Woodland Cemetery
6 Forest
1 Swamp
4 Nature's Claim
4 Relic of Progenitus
4 Dryad Militant
2 Chameleon Collosus
1 Reclamation Sage
This isn't your typical beatdown Elves deck. It functions off of amassing Elves and using the sheer number of elves to ramp into a Genesis Wave or simply cast Shaman of the Pack. You can swing wide, its just not plan A.
The Core:
mana dorks: Llanowar Elves and Elvish Mystic are pretty much the standard T1 Elf play.
Heritage Druid: tap any elf as soon as it hits the board for hasted mana
Elvish Archdruid: more elves, more mana
Shaman of the Pack: more elves, more life loss
The Tech:
Prowess of the Fair: I cannot say enough about this card. It keeps the elf count up no matter if you're getting bolted or chump blocking so Heritage/Archdruid/Shaman can do their thing. What's extra special about it is that all 3 of those cards count it as an elf. You can even tap it with Heritage Druid! Its close to broken in multiples. If their removal doesn't exile, it's board advantage for you.
Lifecrafter's Bestiary: Firstly, the scry is HUGE. Elves don't want to draw lands. They can actually function off of one land in some cases. This scry and additional card draw let's you speed through your deck for a Genesis Wave if you don't have one already. (G: Draw a card) as a mana-sink is as good as it gets for Elves. It's generally better to always scry(better chance of hitting an elf than a land AND it puts you closer to what you need).
Genesis Wave: The big selling point of this tech with Genesis Wave is this: Genesis Wave does not miss! If Elves are untouched you can hit a G-Wave as early as turn 3 or 4 for the win. If it takes longer, that's what the other tech is for.
The rest are fill cards: Nettle Sentinel, Essence Warden, Elvish Visionary, Eternal Witness, and Throne of the God-Pharaoh. They all have their own synergies. Nettle likes Heritage. Essence likes everything in the deck and is a solid card in general. Visionary is draw. Witness is in every green deck, and throne is the 4th Shaman of the Pack, but a little different.
Cards you don't wanna see: Path to Exile, Anger of the Gods, Eidolon of the Great Revel
Decks you don't want to see: Grapeshot Storm, Amulet Titan
I haven't tested Chord of Calling yet, I plan to. I also plan on testing Eyeblight's Ending and Lys Alana Scarblade. Although I'm less optimistic about those two. I have thoughts on Thoughtseize in the sideboard to sub PotF against exile.
Best of all, its practically a budget deck except for Cavern of Souls. Hopefully I can find more and better cards.
"Elves have all this Mana and nothing to dump it in"
With Genesis any permanent is playable. The focus becomes Mana generation and a 2nd Mana sink with joraga warcaller. Which is a Scaleable Lord. You can use Garruk, or Nissa. You could use fervor, or intruder alarm. Joraga even doubles as fodder for heritage druid. Any hand with heritage druid and archdruid with any of life crafter's, Genesis, or joraga becomes a nuthand. Too bad DS is banned.
This feels very in line with the "evolutionary elves" list that was floating around a year or so ago. Prowess gets kind of silly with it.
I think a one of ezuri, renegade leader would be fine probably.
Maybe a tutor or two. summon's pact is a fine card if your opponent drops the shields and you can go for it right there. Go snag a heritage Druid or nettle you need to just go off. Also makes grabbing militant easy from the board.
Looks fun, gl!
4 elvish mystic
4 heritage druid
4 nettle sentinel
4 essence warden
4 elvish archdruid
4 shaman of the pack
3 Genesis wave
This is the core without the 18 lands. That leaves 8 slots mainboard. Any interaction with the opponent will be the sideboard thus far.
I like black discard because it's proactive protection for a proactive deck. That might make mainboard.
Because the deck has such little interaction, it's important that a bomb will win the game. If resolved there is no better wincon than g wave in my opinion. Hitting 10 Mana with a g wave in hand is the objective.
1. No CoCo/Chord/Lead. I can accept that this is a (relatively) budgeted deck, but no Lead? As of now you have close to no consistency, and if you draw the wrong half of your deck at the wrong time it could be disastrous. I would add at least one of those cards to the deck to help you get more consistent. CoCo and Lead also allow you to play a grindy game, which is something this list is trying to do. You say you plan to test Chord, which you should definitely do, and I think you should also try Company.
2. No Ezuri. You say, "The thing I don't like about ezuri is he can't regenerate himself. The shams are usually enough to close out a game. Coco elves really only has ezuri to dump Mana in. Ultimately, sotp is better than ezuri Imo. Life loss is harder to stop than combat damage. Chording ezuri has it's advantages but if you have 11 Mana to chord for ezuri and protect him from bolt, wouldn't putting 8 permanents on the field be better because it gets past a path and the like?" So as far as I can tell, you make a couple points:
a. He can't regenerate himself. The problem with this argument is, of the popular removal spells in the format, only Path and Terminate hit him, and both stop him from regenerating anyway. Push can hit him too, but not as consistently.
b. CoCo Elves only has him to dump mana into. Well... yeah, he's a mana sink. But that isn't all he does. He also regenerates your creatures, making him great against board wipes and good against beatdown decks, while also keeping a win condition in the deck. You essentially have Genesis Wave in his slot as a mana sink. I think this is incorrect because it's usually a turn or so slower. He also taps for mana with Heritage Druid and helps Archdruid, whereas Wave sits in your hand until you're ready to cast it. He is a great mana sink, and by far the best option Elves has, but that isn't all he does.
c. Life loss is harder to stop then combat damage. First of all, I'm not convinced this is relevant--people don't really run fog effects in modern. He also does more damage usually. Shaman will deal around 10 damage. Ezuri can easily deal upwards of 20 damage on turn 4. Past that, this argument forgets half of the card. He protects your other elves very well, and in my opinion should be in your deck.
3. Prowess of the Fair. Yes, I know you're singing the praises, and here's the direct quote:
"I cannot say enough about this card. It keeps the elf count up no matter if you're getting bolted or chump blocking so Heritage/Archdruid/Shaman can do their thing. What's extra special about it is that all 3 of those cards count it as an elf. You can even tap it with Heritage Druid! Its close to broken in multiples. If their removal doesn't exile, it's board advantage for you."
Sadly, this doesn't mention the fact that several of modern's top decks (Gifts Storm, Humans, Eldrazi Tron, etc.) play little to no removal, and in those matchups, its just a 2 mana do-nothing card. Even outside of those matchups, how many tokens does it usually make? And all of the cards you mention that it synergizes with are high priority removal magnets anyway. This should be an easy cut for an Ezuri, or for the next card I'm going to get to.
4. No Dwynen's Elite. This card does so many things for us. It provides card advantage in grindy matchups, allows us to swing with an army of giant creatures with lords or an Ezuri if you add one, synergizes with Chord and Archdruid, where it's basically a free spell, and allows you to go off with a Heritage Druid on turn 2.
5. 4 Essence Warden. I think this card should be a 1-2 of, if in the deck at all. However, this is a relatively minor issue.
6. The Sideboard. How much Storm is in your meta that you need 4 Dryad Militants along with the Relic? I would cut down to 3-4 pieces of graveyard hate and add more lifegain creatures (I know you have the Wardens but they get bolted almost immediately most of the time), more big mana hate, etc.
7. Lifecrafters Bestiary. "Firstly, the scry is HUGE. Elves don't want to draw lands. They can actually function off of one land in some cases. This scry and additional card draw let's you speed through your deck for a Genesis Wave if you don't have one already. (G: Draw a card) as a mana-sink is as good as it gets for Elves. It's generally better to always scry(better chance of hitting an elf than a land AND it puts you closer to what you need)."
a. The scry keeps lands away, yes, but if you have a one lander you either will not be playing a Bestiary, playing it on turn 3, which is too slow, or playing it on turn 2 after drawing another land anyway. If you're having problems with mana flood, just cut lands.
b. The card draw is good, but G: Draw a card is too slow for us unless we have a Heritage draw.
8. 4 Visionary. This is one of the slowest cards in the deck, and I would only advocate running more than 1 if you run the Devoted Druid combo AND run 4 Collected Company. Even then I would try to stick to 1 or 2.
I hope these suggestions help you out! Good luck with the deck!
I have the mentioned 28 elves 4 waves, 2 lifecrafter's and an itlimoc. I prefer lifecrafter's to lead. It's just better at finding a gwave. It's a tad slower than Lead, but it flies right by it within a turn.
Itlimoc is kind of good. It's a weak lead and a conditional archdruid. I tried Garruk too. Wasn't bad, wasn't great. Crazy synergy with itlimoc but not what were trying to accomplish.
Never been a huge fan of Dwynen. Not a bad card, it just seems win more/lose more. Dork gets bolted and its a completely dead card. I could see a good case for 2 of though.
Essence Warden is in because of all the 1 drop elves that are left, he's probably the most relevant. Doesn't do much against some very strong decks, but it flat out wins any aggro matchup that is based on creatures. Worst case scenario, its one less bolt to the face. One drops are important. It's good for heritage, and good for lifecrafter's. There was a time when I was maxing Visionaries and lifecrafter's. Great against control decks, not so much when ur turn 2 play is a visionary against burn.
No coco yet, maybe one day. I wish ewit was an elf. Still have 1 main with nullmage shepherd and regal force. So I have 4 open slots. And I'm leaning towards a couple chords, an ezuri and a thousand year elixir... for now at least. Elixir is kind of gross. You don't want it in your opening hand... but spending 3 to make 7+mana(3 elves and archdruid hasted untap sequence). And thats just it. The deck needs ramp. It needs to hit 10 mana on turn 3-5 to dominate. "I tilt the jug"
4 Llanowar Elves
4 Elvish Mystic
4 Heritage Druid
4 Nettle Sentinel
4 Essence Warden
4 Elvish Archdruid
4 Shaman of the Pack
1 Ezuri, Renegade Leader
1 Eternal Witness
1 Nullmage Shepherd
1 Regal Force
4 Genesis Wave
2 Chord of Calling
Non-creature Permanents
2 Lifecrafter's Bestiary
1 Growing Rites of Itlimoc
1 Thousand-Year Elixir
4 Thoughtseize
4 Ghost Quarter
4 Relic of Progenitus
3 Reclamation Sage
The Sage isn't going anywhere. Chalice/Moon/Bridge are cards that are just free wins against a lot of decks. Mostly Tron and Shadow in my meta. With some Burn, Storm, and UW control popping in from time to time.
PS: Not too interested in discussing lands. I have 11 sources or black mana that all come in untapped/ and only 1 of them is a mono-colored swamp. Eventually I will replaced budget lands for Caverns.
Here is the website:
http://tappedout.net/mtg-decks/devoted-elves-semi-combo/
I couldn't help but wonder if Curio/Primal Command/E-Wit lock should be included. I haven't tested it at all out of fear of turns where you're doing 3 or 4 things for a cycle of infinite mana 1 mana at a time. But F'ing Tron is such a brutal matchup
He also mentioned, and its true, how the fastest ramp is Arbor Elf/Utopia Sprawl/Garruk. He even went as far as including a handful of enchantments for like Eidolon of Blossoms or Leyline of Vitality. You could even use Curio to bounce an abundant growth with Utopia Sprawl.
4 Llanowar Elves
4 Elvish Mystic
4 Heritage Druid
4 Nettle Sentinel
4 Elvish Visionary
4 Elvish Archdruid
3 Shaman of the Pack
2 Ezuri, Renegade Leader
2 Eternal Witness
1 Reclamation Sage
4 Cloudstone Curio
2 Primal Command
2 Chord of Calling
2 Genesis wave
Lands(18)
4 Gilt-Leaf Palace
4 Cavern of Souls
1 Llanowar Wastes
1 Mutavault
7 Forest
1 Swamp
Value meets Power with 3(Sotp, Ezuri, Primal/EWit Lock)different wincons, maybe even 4(Wide).
I can't help but want to build around chord. I also think that thoughtseize needs to be mainboard as a 4 of. To remove exile cards and/or combo pieces. I can't help but think that prowess of the fair adds a ton of resilience and plays well alongside chord. Facing a ***. With a chord and sotp in hand seems decent enough. So 29 or 30 elves dedicated to sotp with a secondary ezuri wincon.
I mean if other combo decks are faster and I don't have coco. I have to have some sort of disruption and resilience and/or card advantage.