As you see I am playing with zero Nettle Sentinels simply because, from my experience with playing elves for a while, Nettle just doesn't get us there. If you look at the legacy version of elves, they win by going with plan A (which is comboing off and getting Craterhoof Behemoth) and use the synergy of Nettle, Heritage Druid, Glimpse of Nature, etc in order to establish a board state and find Craterhoof Behemoth. Our synergy doesn't rely on playing a bunch of 1 mana creatures like the legacy version does (which ultimately makes Nettle good since we can always untap it after casting a 1 mana creature and glimpse). Our synergy is infinite mana into Ezuri, Renegade Leader. Therefore, we should try to do the same thing that the legacy version does and that's more consistently assemble our combo pieces. By doing so we win on turn 3 or 4 more consistently, especially against games that we shouldn't win or are bad matchups (such as Tron, Control, Jund, etc).
In other words, I want to win more game ones by comboing off instead of relying on slowly assembling the pieces and using plan b, which is aggro. I want to rely more on plan B post sideboard, which makes sense since elves can do that and we have Selfless Spirit to protect our board state, but for game one I want to steal away games that most elf decks would have difficulty of winning. To make that happen, I dropped Nettle completely and play 3 Vizier of Remedies and 1 Fauna Shaman. This makes it easier to Chord of Calling because we have more copies of our combo pieces. Also, having more copies of the combo gives use the ability to combo out without even chording or cocoing. Fauna allows us to pitch our mana dorks or elites for the missing combo piece (or Archdruid if you're forced to go aggro). Dropping Nettle also allows us to have 3 flex slots (Fauna Shaman, Reclamation Sage, and Eternal Witness are all replaceable dependent on your meta) while still keeping our plan a intact.
Sideboard is pretty standard, I think, but it also has room for editing (this is just tinkered towards SCG Open Charlotte).
It will take you about 7-18 games (depending on how often you have the heritage druid starting hand) to get the feeling that your heritage druids often do not have enough 1-drops with them to activate their ability early.
It would be a good idea to swap the tech 3 drops (eternal wit and rec sage) for more 1 drop elves, be it nettle, boreal, essence warden etc, to maintain your critical mass of 1 drop elves that work with heritage druid starts.
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I would have to agree with MarcWizard here. You need a critical number of 1-drops for possible t2 hand-emptying plays. If only there was an elf that spews an elf token when it dies.
Fairly new to Elves, running the GB Shaman build...
I have a few questions:
1. CoCo - do I want to use it pre-combat so I know how much mana I have to play with (if I hit Ezuri, Renegade Leader for example), or do I want to do it after blocks but before damage to maximise the chance of Elvish Archdruid and/or Shaman of the Pack?? Or is my opponent's End Step always the best time if possible?
2. Opinions on Throne of the God-Pharaoh? I've played against it and it did good work, I've seen a few lists run 1 or 2 of them as an alt win-con as it gets around Ensnaring Bridge too.
Being on the GB build myself and having run Nykthos for quite some time before switching to Westvale, my vote is STRONGLY for Westvale. You will flip it more than you think you would and it will win you games you otherwise wouldn't have. It's a land and a finishing spell all in one. Love the card, especially with push being the "removal card of choice" rather than Path these days.
Fairly new to Elves, running the GB Shaman build...
I have a few questions:
1. CoCo - do I want to use it pre-combat so I know how much mana I have to play with (if I hit Ezuri, Renegade Leader for example), or do I want to do it after blocks but before damage to maximise the chance of Elvish Archdruid and/or Shaman of the Pack?? Or is my opponent's End Step always the best time if possible?
2. Opinions on Throne of the God-Pharaoh? I've played against it and it did good work, I've seen a few lists run 1 or 2 of them as an alt win-con as it gets around Ensnaring Bridge too.
1. There are too many scenarios to answer your first question with a definitive answer. Precombat can be good if you have the potential to create more mana from Heritage Druid to do other things. After blocks can be good if you are hoping to get in extra points with Archdruid or Shaman like you mention. Post combat is good if you want to play around counter magic and you're sure you don't need to play around sweepers. Post combat is also good to entice opponents to use removal suboptimally. They may take an extra point or two of damage in combat by holding back removal for something you may flip off collected company if they are expecting it. Opponent's end step always feels good since it plays around sweepers and can cause opponents to use their mana less efficiently if they know they need to hold up removal for the unexpected.
TLDR: The best time to cast Collected Company will constantly change in relation to board state and stage of the game.
2. I've only played Throne a couple of times. It did some work when it was out and was the target of discard other times which is probably a good thing. I think I could see myself going back to playing one, but probably no more than that. I don't really have enough experience with the card to give a more in depth answer.
3. I love Westvale Abbey. I've flipped it several times now and have stolen games I had no business winning with it. Nykthos plays better in to your primary game plan though. It can create an extra burst of mana to activate Ezuri or cast a Chord or Ccco a turn earlier. These two lands are both great, but they attack from different angles. It's up to you if you want more resilience from Westvale or a faster clock from Nykthos.
Fairly new to Elves, running the GB Shaman build...
I have a few questions:
1. CoCo - do I want to use it pre-combat so I know how much mana I have to play with (if I hit Ezuri, Renegade Leader for example), or do I want to do it after blocks but before damage to maximise the chance of Elvish Archdruid and/or Shaman of the Pack?? Or is my opponent's End Step always the best time if possible?
2. Opinions on Throne of the God-Pharaoh? I've played against it and it did good work, I've seen a few lists run 1 or 2 of them as an alt win-con as it gets around Ensnaring Bridge too.
1. There's really no absolute answer on this. It all dependes on your match-up and how the board looks like.
Vs control and match-ups with board wipe (i.e jeskai control) , you generally want to wait for a wipe, float the mana, then cast it at the end of that phase. You'd also wanna wait until s/he taps out to avoid being countered. I like to keep around 4 power on board and reserve my coco as a 2nd/3rd wave
Vs aggro/combo/go big, you'll want to cast it asap since you wanna race and/or block
Vs grindy match-ups with lots of removal (ie jund and abzan), game 1 they probably dont have a board wipe so you'd wanna throw out everything you can. G2/3 changes dramatically aa they probably bring im damnations, wraths and such so you adjust accordingly.
2. Thrones is a great card, it's up to your taste on whether you find it good enough to dilute your coco plan or cut chords/leads for. They work great with shaman and heritage druids though. Great vs grinding and control.
3.Westvale is great in a GB shell. As M4Bear said, it wins you games you otherwise wouldn't have. In a GW shell, the mana produced by Nykthos is just better as your plan B is overruning with Ezuri. I like running Itlimoc as a 1-of. Great topdeck and just busted when your hand can abuse it. Imagine this:
T1 dork, t2 land drop into heritage and Dwynen's Elite into Itlimoc, end turn flip into coco. Thia would probably lead to some turn 2 scoops on the other end.
I'm not saying that I'm the best player but I've had a lot of experience on the deck so I hope this helps.
I'd like to ask your opinions on my sideboard. I'm gonna run Vizier Elves, pretty stock list. EWit main, 4 Ezuris. Here's what I'm expecting:
Lots of:
Death's Shadow
E-Tron
Burn
Abzan
Some:
Affinity
Storm
Titanshift
UWx control
Ad Naus
A bit of:
Elves
Living End
8-rack
Other Tron
Lantern Control
Here's what I'm thinking of:
3 Path to exile
1 Stony Silence
1 RIP
2 Lead the Stampede
1 Phyrexian Revoker
1 Scavenging Ooze
1 Selfless Spirit
1 Rec Sage
1 Eidolon of Rhetoric
1 Aven Mindcensor
1 Chameleon Colossus
1 Fracturing Gust
I want to stick a couple of Kitchen Finks but I can't find the space for them. Also, thinking of removing Gust for a 2nd Colossus. What do you guys think?
I'd like to ask your opinions on my sideboard. I'm gonna run Vizier Elves, pretty stock list. EWit main, 4 Ezuris. Here's what I'm expecting:
Lots of:
Death's Shadow
E-Tron
Burn
Abzan
Some:
Affinity
Storm
Titanshift
UWx control
Ad Naus
A bit of:
Elves
Living End
8-rack
Other Tron
Lantern Control
Here's what I'm thinking of:
3 Path to exile
1 Stony Silence
1 RIP
2 Lead the Stampede
1 Phyrexian Revoker
1 Scavenging Ooze
1 Selfless Spirit
1 Rec Sage
1 Eidolon of Rhetoric
1 Aven Mindcensor
1 Chameleon Colossus
1 Fracturing Gust
I want to stick a couple of Kitchen Finks but I can't find the space for them. Also, thinking of removing Gust for a 2nd Colossus. What do you guys think?
The lifegain is missing from your sideboard, and since burn is category 1 u will definitely want some of that. Popular additions are essence warden and kitchen finks, but I have also found Leyline of Vitality to be good if somewhat swingy; If I start with it, its basically GG, playing 2/3 nettles and gaining life with an unkillable "soul sister". But drawing it later is a pain and its hard to cast compared to the former 2. Anyway, my point is Burn is good at racing so we want to make sure we keep shifting their goalpost.
Also, Burrenton forge tender. Don't leave home without it.
I would drop:
Phyrexian Revoker - I used to run this but it never became very useful. We'd rather kill walkers with combat damage, and if used to stop a combo, well its a very fragile lock, and we can't protect it.
Path to exiles - 3 slots for answers we have no way of tutoring is not very attractive to me. And considering our gameplan, there are few things we can't outsize if we focus on our own creature plan. One particular target I'd concede that path is a good target for is Wurmcoil. This often buys them the turn they need to resolve Ugin. But then again you run the infinite combo, so you don't even have that issue with 6 lifelink.
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Thanks man. I'll draw another list and see how it goes. Although, I think I'm overboarding vs Affinity. Thinking of shaving that Fracturing Gust instead of the PTEs as they are very flexible. They can go vs most go big or go wide strategies and help me in games where I do not draw the combo or my opponent just kills everything and drops a big bomb. Haven't really tested much though. Will keep posting my results here.
Fatal push would not work as Ormendal is indestructible. They could still target (as, when flipped, is a creature and a land would be 0 CMC) but the spell would resolve without removing Ormendal.
M4 vs Merfolk L 1-2
+2 Path, +1 Stony (on the play), +2 Finks, +1 Selfless
-1 Visionary, -1 Ezuri, -1 Devoted, -3 Nettle
I made some questionable sideboarding here. To be fair, I was really rusty and was there to just get a feel of the deck.
Notes:
I was drawing Eternal Witness way more than usual. I bought an FNM foil version so maybe that's a factor. LOL
There were times when Ezuri was clogged in my hand. Sometimes it's good because I can keep casting one until my opponent runs out of removal
Kitchen Finks is an overrated card. Or maybe I was wrong to put them in some of my match-ups.
My sideboard was almost an exact copy of Ross Merriam's when he wrote that SCG article (http://www.starcitygames.com/article/35649_The-Excellent-Return-Of-Elves.html)
The deck has a steeper learning curve compared to other lists. It relies more on the board to win so you should know whether the risks of overcommitting is worth it. Sadly, I'm not yet good at this.
I want more Path to Exiles in the sideboard.
Aven Mindcensor is just too slow.
With these in mind, I tuned my list to shift to a more flexible one. Here's what I'm gonna run next:
I wanted Ooze as life gain instead of Finks since it can be put in the 60. I wanted to free up some of my SB and those were the easiest cuts. I also removed the Leads to make way for more Paths since I think that there are a lot of aggro decks than control in my local meta. Swapped Nykthos for Westvale as it has more impact. Also wins vs board stalls. Also, this list is for may local LGS. If I were to go to a large tournament right now, I would still probably run my first list.
In GB builds, what do you guys think about swapping out the 4 Chord of Callings for 2 Lead the Stampede, 1 Throne of the God Pharoh and 1 Growing Rites of Itlimoc?
In GB builds, what do you guys think about swapping out the 4 Chord of Callings for 2 Lead the Stampede, 1 Throne of the God Pharoh and 1 Growing Rites of Itlimoc?
Game 1 I think you should be as fast as you can and Leads, Thrones and Itlimoc does not help. I highly suggest running 3-4 Chords and 1-2 Leads or Rites/Throne. If you really want to run 3 Chords 1 Lead and 1 Itlimoc or Throne
4 Llanowar Elves
4 Elvish Mystic
4 Heritage Druid
1 Fauna Shaman
3 Vizier of Remedies
4 Dwynen's Elite
4 Devoted Druid
4 Elvish Archdruid
4 Ezuri, Renegade Leader
1 Eternal Witness
1 Reclamation Sage
4 Collected Company
4 Chord of Calling
Lands (18)
3 Windswept Heath
3 Horizon Canopy
4 Cavern of Souls
4 Razorverge Thicket
2 Forest
1 Westvale Abbey
1 Temple Garden
3 Path to Exile
1 Burrenton Forge-Tender
1 Stony Silence
1 Rest in Peace
1 Scavenging Ooze
1 Selfless Spirit
1 Kataki, War's Wage
1 Rhys the Exiled
1 Kitchen Finks
1 Aven Mindcensor
1 Eidolon of Rhetoric
2 Lead the Stampede
As you see I am playing with zero Nettle Sentinels simply because, from my experience with playing elves for a while, Nettle just doesn't get us there. If you look at the legacy version of elves, they win by going with plan A (which is comboing off and getting Craterhoof Behemoth) and use the synergy of Nettle, Heritage Druid, Glimpse of Nature, etc in order to establish a board state and find Craterhoof Behemoth. Our synergy doesn't rely on playing a bunch of 1 mana creatures like the legacy version does (which ultimately makes Nettle good since we can always untap it after casting a 1 mana creature and glimpse). Our synergy is infinite mana into Ezuri, Renegade Leader. Therefore, we should try to do the same thing that the legacy version does and that's more consistently assemble our combo pieces. By doing so we win on turn 3 or 4 more consistently, especially against games that we shouldn't win or are bad matchups (such as Tron, Control, Jund, etc).
In other words, I want to win more game ones by comboing off instead of relying on slowly assembling the pieces and using plan b, which is aggro. I want to rely more on plan B post sideboard, which makes sense since elves can do that and we have Selfless Spirit to protect our board state, but for game one I want to steal away games that most elf decks would have difficulty of winning. To make that happen, I dropped Nettle completely and play 3 Vizier of Remedies and 1 Fauna Shaman. This makes it easier to Chord of Calling because we have more copies of our combo pieces. Also, having more copies of the combo gives use the ability to combo out without even chording or cocoing. Fauna allows us to pitch our mana dorks or elites for the missing combo piece (or Archdruid if you're forced to go aggro). Dropping Nettle also allows us to have 3 flex slots (Fauna Shaman, Reclamation Sage, and Eternal Witness are all replaceable dependent on your meta) while still keeping our plan a intact.
Sideboard is pretty standard, I think, but it also has room for editing (this is just tinkered towards SCG Open Charlotte).
Anyways, please let me know what you guys think.
It would be a good idea to swap the tech 3 drops (eternal wit and rec sage) for more 1 drop elves, be it nettle, boreal, essence warden etc, to maintain your critical mass of 1 drop elves that work with heritage druid starts.
BGW Elves BGW|BW Tokens BW|WBR Sword&ShieldWBR|BUG DelverBUG|UWR Kiki UWR | UR Storm UR
I have a few questions:
1. CoCo - do I want to use it pre-combat so I know how much mana I have to play with (if I hit Ezuri, Renegade Leader for example), or do I want to do it after blocks but before damage to maximise the chance of Elvish Archdruid and/or Shaman of the Pack?? Or is my opponent's End Step always the best time if possible?
2. Opinions on Throne of the God-Pharaoh? I've played against it and it did good work, I've seen a few lists run 1 or 2 of them as an alt win-con as it gets around Ensnaring Bridge too.
3. Opinions on Westvale Abbey over Nykthos, Shrine to Nyx? I'm running a single Growing Rites of Itlimoc and feel the deck generates enough mana anyway without the need for Nykthos. Westvale is a good alt win-con too.
Being on the GB build myself and having run Nykthos for quite some time before switching to Westvale, my vote is STRONGLY for Westvale. You will flip it more than you think you would and it will win you games you otherwise wouldn't have. It's a land and a finishing spell all in one. Love the card, especially with push being the "removal card of choice" rather than Path these days.
1. There are too many scenarios to answer your first question with a definitive answer. Precombat can be good if you have the potential to create more mana from Heritage Druid to do other things. After blocks can be good if you are hoping to get in extra points with Archdruid or Shaman like you mention. Post combat is good if you want to play around counter magic and you're sure you don't need to play around sweepers. Post combat is also good to entice opponents to use removal suboptimally. They may take an extra point or two of damage in combat by holding back removal for something you may flip off collected company if they are expecting it. Opponent's end step always feels good since it plays around sweepers and can cause opponents to use their mana less efficiently if they know they need to hold up removal for the unexpected.
TLDR: The best time to cast Collected Company will constantly change in relation to board state and stage of the game.
2. I've only played Throne a couple of times. It did some work when it was out and was the target of discard other times which is probably a good thing. I think I could see myself going back to playing one, but probably no more than that. I don't really have enough experience with the card to give a more in depth answer.
3. I love Westvale Abbey. I've flipped it several times now and have stolen games I had no business winning with it. Nykthos plays better in to your primary game plan though. It can create an extra burst of mana to activate Ezuri or cast a Chord or Ccco a turn earlier. These two lands are both great, but they attack from different angles. It's up to you if you want more resilience from Westvale or a faster clock from Nykthos.
BLiliana, Heretical HealerB| |GTitania, Protector of ArgothG
GWBDoom Plane EnchantressBWG
1. There's really no absolute answer on this. It all dependes on your match-up and how the board looks like.
Vs control and match-ups with board wipe (i.e jeskai control) , you generally want to wait for a wipe, float the mana, then cast it at the end of that phase. You'd also wanna wait until s/he taps out to avoid being countered. I like to keep around 4 power on board and reserve my coco as a 2nd/3rd wave
Vs aggro/combo/go big, you'll want to cast it asap since you wanna race and/or block
Vs grindy match-ups with lots of removal (ie jund and abzan), game 1 they probably dont have a board wipe so you'd wanna throw out everything you can. G2/3 changes dramatically aa they probably bring im damnations, wraths and such so you adjust accordingly.
2. Thrones is a great card, it's up to your taste on whether you find it good enough to dilute your coco plan or cut chords/leads for. They work great with shaman and heritage druids though. Great vs grinding and control.
3.Westvale is great in a GB shell. As M4Bear said, it wins you games you otherwise wouldn't have. In a GW shell, the mana produced by Nykthos is just better as your plan B is overruning with Ezuri. I like running Itlimoc as a 1-of. Great topdeck and just busted when your hand can abuse it. Imagine this:
T1 dork, t2 land drop into heritage and Dwynen's Elite into Itlimoc, end turn flip into coco. Thia would probably lead to some turn 2 scoops on the other end.
I'm not saying that I'm the best player but I've had a lot of experience on the deck so I hope this helps.
Lots of:
Death's Shadow
E-Tron
Burn
Abzan
Some:
Affinity
Storm
Titanshift
UWx control
Ad Naus
A bit of:
Elves
Living End
8-rack
Other Tron
Lantern Control
Here's what I'm thinking of:
3 Path to exile
1 Stony Silence
1 RIP
2 Lead the Stampede
1 Phyrexian Revoker
1 Scavenging Ooze
1 Selfless Spirit
1 Rec Sage
1 Eidolon of Rhetoric
1 Aven Mindcensor
1 Chameleon Colossus
1 Fracturing Gust
I want to stick a couple of Kitchen Finks but I can't find the space for them. Also, thinking of removing Gust for a 2nd Colossus. What do you guys think?
I would never main deck reclamation sage main. I am NOT a fan of the fauna sherman and i Think 3 vizier is atleast one too many.
In sideboard i dont like rhys and the kitchen finks.
These suggestions are based on my experince..
The lifegain is missing from your sideboard, and since burn is category 1 u will definitely want some of that. Popular additions are essence warden and kitchen finks, but I have also found Leyline of Vitality to be good if somewhat swingy; If I start with it, its basically GG, playing 2/3 nettles and gaining life with an unkillable "soul sister". But drawing it later is a pain and its hard to cast compared to the former 2. Anyway, my point is Burn is good at racing so we want to make sure we keep shifting their goalpost.
Also, Burrenton forge tender. Don't leave home without it.
I would drop:
Phyrexian Revoker - I used to run this but it never became very useful. We'd rather kill walkers with combat damage, and if used to stop a combo, well its a very fragile lock, and we can't protect it.
Path to exiles - 3 slots for answers we have no way of tutoring is not very attractive to me. And considering our gameplan, there are few things we can't outsize if we focus on our own creature plan. One particular target I'd concede that path is a good target for is Wurmcoil. This often buys them the turn they need to resolve Ugin. But then again you run the infinite combo, so you don't even have that issue with 6 lifelink.
BGW Elves BGW|BW Tokens BW|WBR Sword&ShieldWBR|BUG DelverBUG|UWR Kiki UWR | UR Storm UR
I have a quick question here - can't someone cast Fatal Push on the Ormendal creature since his CC is 0? I haven't played with DFC much which is why I'm confused. See here:
http://magic.wizards.com/en/articles/archive/feature/shadows-over-innistrad-mechanics
Fatal push would not work as Ormendal is indestructible. They could still target (as, when flipped, is a creature and a land would be 0 CMC) but the spell would resolve without removing Ormendal.
Only have to worry about exile effects.
Ormendahl is Indestructible, so Push can target it, but it does nothing to him.
4 Razorverge Thicket
4 Cavern of Souls
2 Horizon Canopy
3 Windswept Heath
1 Temple Garden
2 Forest
1 Nykthos, Shrine to Nyx
1 Pendelhaven
Spells
4 Collected Company
4 Chord of Calling
4 Llanowar Elves
4 Elvish Mystic
4 Heritage Druid
3 Nettle Sentinel
4 Dwynen's Elite
4 Devoted Druid
1 Vizier of Remedies
1 Elvish Visionary
4 Elvish Archdruid
4 Ezuri, Renegade Leader
1 Eternal Witness
2 Path to Exile
2 Lead the Stampede
1 Rest in Peace
1 Stony Silence
1 Burrenton Forge-Tender
1 Kataki, War's Wage
1 Selfless Spirit
1 Eidolon of Rhetoric
1 Aven Mindcensor
2 Kitchen Finks
1 Chameleon Colossus
1 Reclamation Sage
I wasn't taking notes so this won't be detailed but here's a summary:
M1 vs Seismic Swans W 2-1
+1 BFT, +1 Selfless Spirit, +2 Kitchen Finks, +1 Rec Sage, +2 Path
-1 Visionary, -3 Nettle Sentinel, -2 Chord of Calling, -1 Dwynen's Elite
1-0
M2 vs TitanShift L 0-2
+1 BFT, +1 Selfless, +2 Finks, +1 Rec Sage, +1 Mindcensor
-1 Visionary, -3 Nettle, -1 Heritage, -1 Chord
1-1
M3 vs RG Ponza L 0-2
+1 BFT, +1 Selfless, +1 Rec Sage, +1 Mindcensor
-1 Chord, -1 Devoted, -1 Ezuri, -1 Nettle
1-2
M4 vs Merfolk L 1-2
+2 Path, +1 Stony (on the play), +2 Finks, +1 Selfless
-1 Visionary, -1 Ezuri, -1 Devoted, -3 Nettle
I made some questionable sideboarding here. To be fair, I was really rusty and was there to just get a feel of the deck.
Notes:
I was drawing Eternal Witness way more than usual. I bought an FNM foil version so maybe that's a factor. LOL
There were times when Ezuri was clogged in my hand. Sometimes it's good because I can keep casting one until my opponent runs out of removal
Kitchen Finks is an overrated card. Or maybe I was wrong to put them in some of my match-ups.
My sideboard was almost an exact copy of Ross Merriam's when he wrote that SCG article (http://www.starcitygames.com/article/35649_The-Excellent-Return-Of-Elves.html)
The deck has a steeper learning curve compared to other lists. It relies more on the board to win so you should know whether the risks of overcommitting is worth it. Sadly, I'm not yet good at this.
I want more Path to Exiles in the sideboard.
Aven Mindcensor is just too slow.
With these in mind, I tuned my list to shift to a more flexible one. Here's what I'm gonna run next:
4 Razorverge Thicket
4 Cavern of Souls
2 Horizon Canopy
3 Windswept Heath
1 Temple Garden
2 Forest
1 Westvale Abbey
1 Pendelhaven
Spells
4 Collected Company
4 Chord of Calling
4 Llanowar Elves
4 Elvish Mystic
4 Heritage Druid
3 Nettle Sentinel
4 Dwynen's Elite
4 Devoted Druid
1 Vizier of Remedies
2 Elvish Visionary
4 Elvish Archdruid
3 Ezuri, Renegade Leader
1 Scavenging Ooze
4 Path to Exile
2 Rest in Peace
1 Fracturing Gust
1 Phyrexian Revoker
1 Elvish Champion
1 Shaman of the Pack
1 Kataki, War's Wage
1 Selfless Spirit
1 Eidolon of Rhetoric
1 Aven Mindcensor
1 Chameleon Colossus
1 Reclamation Sage
I wanted Ooze as life gain instead of Finks since it can be put in the 60. I wanted to free up some of my SB and those were the easiest cuts. I also removed the Leads to make way for more Paths since I think that there are a lot of aggro decks than control in my local meta. Swapped Nykthos for Westvale as it has more impact. Also wins vs board stalls. Also, this list is for may local LGS. If I were to go to a large tournament right now, I would still probably run my first list.
Thoughts?
Edited. It was 3 Nettle Sentinel and 4 Heritage Druid. 34 creatures, 8 spells and 18 lands. Thanks!
Game 1 I think you should be as fast as you can and Leads, Thrones and Itlimoc does not help. I highly suggest running 3-4 Chords and 1-2 Leads or Rites/Throne. If you really want to run 3 Chords 1 Lead and 1 Itlimoc or Throne
My reasoning for this is that having 1 or 2 mana dorks in opener is absolutely CRUCIAL to having a keepable hand.
Mana dorks 9-12 can be any number of Boreal Druids / Elves of Deep Shadow (I want to try a 2/2 split to mitigate hurting myself too often)
Thoughts?