Most of the time, no. Think of it like kessig wolf run in knight of the reliquary decks; it pushes through blockers by giving a trampler deathtouch. However, wolf run can be used on any creature and at the worst is a land. Viper has a much lower floor because the deathtouch can be useless and you only bloodrush it to get through chumps.
OGD is playable in modern, IF the hatebears don't mind taking him in. However they already have their quality beaters that don't rely on having Leonin Arbiter or Aven Mindcensor out.
Private Mod Note
():
Rollback Post to RevisionRollBack
BGW Elves BGW|BW Tokens BW|WBR Sword&ShieldWBR|BUG DelverBUG|UWR Kiki UWR | UR Storm UR
I hate saying this, because I have also said this in the past, but I think, especially when we're talking in such detail about specific cards, that we really need to update the primer with this information.
A lot of new cards have come out, and the primer standard list does not even run Scavenging Ooze mainboard. The card choices still speak of how good Vines of Vastwood is against Splinter Twin and how Unravel the Aether is good against tron.
There is no mention at all of cards like Rhonas the Indomitable, Narnam Renegade, Wasteland Viper and Kessig Prowler, or sideboard cards like Life Goes On or Natural State.
Also, a section on bad card choices and why would be super helpful; I think my section on Old-Growth Dryads would be useful to new players if I edited it a bit.
The last time the primer has been updated was more than a year ago, and the person who made it hasn't been online for months.
Does anyone know if we can update the primer manually?
It's not bad and one of the best onedrop options in stompy builds without fetches or rampagers it goes something like this. e one, Dryad millitant, viper, narnam/Kessig Prowler(meta dependant), old-growth dryad, birds of paradise
An interesting list. I didn't even think OGD and BoP were even that high. I thought Young Wolf was higher. Even Servant of the Scale had its supporters.
I mean, it's all mostly academic, most of us only ran 8 1-drops (E1 and Militant) because we couldn't find a third option we were satisfied with, until Narnam came along.
I've always been kinda surprised that Skarrgan Pit-Skulk never really got any consideration in Modern Stompy, because it's always been pretty highly regarded in legacy lowland stompy. It's a bit of a nombo with Experiment One, granted...
well I was thinking of doing something semi stupid at a FNM soonish and trying to redo a older deck that I loved updated with some more modern cards. My problem with sharing the list is that it breaks a rule on thall shall not have 5cc creatures.I really liked the old Mono green aggresive evasion list from timespiral era and wanted to try out a simular list
I might move away from the above especially since im leaning towards a black splash for fatal push. I was thinking of always keeping Scryb ranger for push and or switching hiearch out for a complete set of birds and dropping in dryad millitant as well as fiddling around with moldervines numbers. I do have to ask, other than monetary reasons why no vengevine sugestions? If I drop Spectral I might do a more hasty varient in.
Not a complete list considering ive been thinking of going and using a card that ist that great anyway in Uktabi Drake as a replacement for birds to just hit harder faster. Nothings set in stone though.
I would still keep it lower to the ground
(Even with mana dorks)
2 rhonas
4 beloth
3 groundbreakers
2 predator ooze
And if you want vengevine (very good card) in a mono green list you need greenbelt rampager.
I would drop moldvine cloak and play blossoming defence instead. The hexproof matters alot.
I would also stick to 21 lands (with 8 dorks maybe 20)
Try moldervine first then say take it out. I will fully and truly say that blossoming defense is a great card and can save your creatures. But it is also a one time use card and using it aggressively unless its a combat trick (which it should be) makes it more a SB card in my book. On rhonas I've been thinking of a pair one main one sb, just a great card that can make lower end cards better. Tried Groundbreaker. Good card but in that spot of the game unless you power him out somehow I've always felt awkward trying to get the fullest out of him post turn 3. Leatherback seems a better long term goal even without haste, especially with aspect in the deck. Pread ooze is a SB card. Which baloth did you mean I'm already playing 3 leatherback. 22 is the min you want even throwing in dorks. A combo deck or a more narrow deck without as many 3cc cards could survive on a landbase of 20. Agro at min really needs 22 for mana flow even with dorks so that you can do pump and not get mana screwed.
I get where your going on greenbelt rampager with the bounce to bring back dead venges, but other than turn 5+ what does he actually DO? You literally cant play him earlier than turn 2 and even then he can be chump blocked all day unless you rancor him. Yes in a lists with E1 he can grow the E1 but then your dryad is competing for the slot your putting in greenbelt and overall dryad is better for overall matches. If you get him any other time during the match since you don't create energy naturally your giving your opponent a heads up about what your next plays entail. I mean maybe as a single I could throw one in but a playset seems self defeating. I mean if I keep the moldervine in and then use them and maybe mill a vine to the GY I could see more utility then but without that option what really can he do.
Personally ive always wondered why the decks shown here dont run 2 Bow of Nylea main to make trades more efficant rather than dismembers. I mean targeted removal is good but making any long term trades unfavorable seems better.
I like your list! It's not bad at all, the only big difference I see is that you use more 4/5-drops, and not many 1-drops. Is there a reason for that (like your meta)? Also, I see that you are not using any Aspect of Hydra, which is an incredible card in our deck.
Are there any specific parts you would like an opinion on?
Your version of the deck is significantly slower than the average build, and I think if you would focus it more towards being as aggressive as possible, you would probably win more games. If you're fast enough, you can probably outrace decks like copycat and Ad Nauseam, and put the pressure on a lot of other decks.
I would get rid of all the 4+ drops (even though Vorapede is one of the coolest green cards in my opinion), maybe put Thrun in the sideboard since he's really good against UW control, play a lot less 3-drops; you have 8 now, I would go down to 5 (3 Leatherback Baloth and 2 Rhonas the Indomitable would be my personal preference, but you can go 4-1 since you have those cards already).
I would definitely play 3 Aspect of Hydra, since it can win you a game a turn early, which is super important for us. Furthermore, if you play Dismember instead of Beast Within, you can also be faster with your removal.
I would play a number of Dryad Militant, since you want to play more 1-drops, and it's one of the best you can play.
3 Creeping Corrosion side is a LOT, and I would personally play 1 max, and turn the others into Natural State, since again, it's a lot faster an hits everything affinity plays. You can also turn the Feed the Clan into Life Goes On for the same reason.
Tryed but it basically became zoo as you have to realistically go outside of our normal creaters to find anything with similar power levels. I went for (4 narnams 4 loam lions and 4 wild Nacatl) needed 10 feches 3 shocks (2 g/w, 1 r/g) and 2 horizon canopys.
It was ok but not as elegant
(Even most zoo decks play 4 e ones) they really are that good. 1/1 for one that gets bigger Evey turn and once it hits 2 counters becomes push and bolt proof. And can become a 5/5 with relevant synagys it's pretty impressive for a one drop
If you can come up with a good build without him I would be interested It would probably mean dropping avatar but maybe a more rampy build might work 4 birds 2 elves and 2 dyrads and a load of three drops might work
The version I have run without Experiment One is a list like this:
It focuses more on explosiveness than overwhelming. The 2 1-ofs mainboard are the main flex slots, which could be Rhonas or whatever. It was fairly successful for me (I did run it mainly pre-push, so don't know if this version was affected worse than the regular version).
I've been trying to figure out what role scryb ranger has in your build. As it's not got much devotion it's small it's got protection from a colored with only one created in the meta(delver) and no removal in the color. And it's abilty stalls your land??
I can see it being useful against fairy's but that's about it.
Ok, I'll explain it.
1. It has flash which mean it comes down EOT on your opponent.
2. It flys and not many things that get played do that in modern turn 2 other than delver itself which it can block all day.
3. It allows you to untap mana dorks and allows you to untap spectral at will (You can do this only once a turn but you can also do so during an opponenets turn), and concequently drop spectral on turn three occasionally.
On Moldervine, why yes you can get two for oned. So can you on rancor or any other instant on a non hexproffed card. You do know though that moldervine has Dredge correct? Meaning that I can give up a draw and put it back into my hand to replay it on subsequent turns even if they 2 for oned me earlier.
I mean if I wanted a deck that nulls removal, I could make the deck
I think a big downside of Moldervine Cloak in comparison to Rancor is that, especially in this deck where our curve is as low as possible, if you play Cloak you need to tap all your lands, and your turn is over. Rancor is super cheap, and also gives trample, which matters a lot in this deck (since most of our creatures are already big).
Granted, I haven't tested Cloak, but I would personally prefer to keep the mana costs as low as possible, especially since you are most likely to play the auras again and again.
Result: Our deck is more explosive overall. Turn 1 mana dork into turn 2 three drop into turn 3 CoCo is a lot better than what we have now. We're not giving up consistency. And to those who say getting our mana dork bolted is devastating since we won't play anything turn 2, here's what I say instead:
You can play Utopia Sprawl instead of a dork. Since our dorks don't need to attack and are just producing mana, may as well, since it's harder to remove. Add some Arbor Elf while we are at it, because the synergy is incredible.
You're going to get to turn three eventually anyways. 3-drops are better than 2-drops overall, so we have a better late-game if it does stretch out.
The overall feel of a "stompy" deck won't be ruined, we still just play big green creatures and turn them sideways. The only difference is that we sacrifice our turn 1 to have a better turn 2 and 3.
I actually saw someone play a deck like this, and I won't say his deck was tier 1, but it was certainly better than our traditional stompy list. He also played 2 Nykthos, Shrine to Nyx for more mana ramp. His play would be playing Coco, hitting Eternal Witness(which returned Coco to his hand) and some other 3-drop, playing Nykthos and activating its ability, and playing Coco again. At that point his board was so overwhelming his opponent conceded right then and there.
Don't worry about us turning into a CoCo deck, our win condition is still the same. We're just doing it more efficiently.
I only put beastcaller savant in teir two for 2 reasons, it makes any mana and has haste. Its probably the last card you want to use in tier two.
Another card ive been toying with the idea of is Deus of Calamity if spectral force isnt working out as well as I thought. I mean 5 devotion trample 6/6 body and land destruction turn 3 if I keep Ranger? Admittedly the name makes for some disgusting jokes.....
I think there are some things to change but I can't find better replacements, so maybe you could help me... I've put 2 Dismember in the SB cutting off a Fog and an Autumn's Veil for 2 Wasteland Vipers and I've cut off Surrak, the Hunt Caller and an Aspect of Hydra for 2 Groundbreaker. Vipers are there because of bloodrush and deathtouch because I don't feel like paying too much life for removal (but I know that dismember is much more efficient) and Groundbreakers are there to make the deck faster and in order to make all creatures selectable for the CoCo.
I feel that vipers can be replaced with some other valuable cards and also the SB doesn't convince me enough. I usually play against my friends which have Affinity, DS, some vengevine decks, Merfolk and Burn, but next week I'm going to play a tournament at my LGS and unfortunately the meta is unknown. Any help or suggestion is really appreciated!
Found Apostle's Blessing as a really interesting card, should I add it instead of vipers in order to have more protection and make one of my creatures unblockable for lethal?
Interesting build.
A couple of questions on the deck
How did you find nobel hierarch compared to birds?
And how did you find ground breaker working with Coco? (When I've used Coco I tend to do it response to oponet attacking me and or in there endstep to dodge there removal. I'm guessing you use it a little more aggressively )
lastly Reverent Hunter with Coco how was it? It a card that was always considered weak because in needed a semi decent board state to work but you get two other creaters with Coco so might be viable.
Noble Hierarchs are amazing as a dork and are deceivingly powerful. Their Exalted ability is sneakily very good, slipping in extra damage and making combat a little more different in a deck that wants those small advantages, and on an otherwise empty board lets Hierarch (or multiple hierarchs, or a hierarch and a birds) do some damage.
Birds of paradise are fine. Their biggest upside over some other random 1/1 dork is the flying keyword, as it gives us a random attacker with evasion that we can drop an aspect of hydra on or such to dodge pesky blockers, or allows us to block some flyer on the other side (Hello affinity), and I find this more important than the 1 power. Also can randomly help with casting dismember or act of aggression out of the sideboard.
1) I am casting it during the pre-combat main phase on my turn to try to find haste and/or devotion to either get in lethal or push it close. Groundbreaker is great here in both ways.
2) I am casting it during my opponents combat step, after attackers are declared, to attempt to flash in some blockers. Groundbreaker is usually good here as it can usually get a kill or at the least soak up some damage that I could not afford to take.
3) I am casting it during my opponents end step. This is the sneakiest part because, even though at first glance it doesn't seem so, Groundbreaker is strong here too. With the way the rules work, during the end step, all "at end of turn" triggered abilities trigger before players are able to cast spells or activate abilities. Therefore, if I put a Groundbreaker onto the field with Collected Company at that point, the time for the sacrifice ability to trigger is already passed for the turn and has to wait until the next end step (on my turn) before it can trigger, giving me the chance to still attack with it before having to sac it.
There are very few times that I would be casting Collected Company outside of those 3 scenarios (maybe in response to hand disruption). In those rare cases I just hope I don't hit any of the 4 Groundbreakers.
As for Reverent Hunter, it can be really strong but it also has the downsides of relying on our board state and the addition of the +1/+1 counters being a triggered ability. I have had it enter as an 9/9 and my opponent just stares and shakes their head (this was more before Death's Shadow became big) and I have had it shot with half of electrolyze with it's triggered ability on the stack. Hitting it with company usually does has it entering as bigger than a baloth, and much less often, but sometimes, it is a 1/1 - 3/3. I haven't had too many issues with it entering really small, as a one of it is easier to play when I want to or grab off of a Company. It may be considered a "win more" card by some, but I would consider it more of a stalemate breaker/finisher. It has been decent overall and I have been able to make decent use of it with Company being able to have it enter as an instant/end of turns to dodge removal better, and I think that is where it is the strongest. I don't think I would personally go over 1 in the deck and it is in my 3 drop flex-spot, depending on the meta.
It may be considered a "win more" card by some, but I would consider it more of a stalemate breaker/finisher.
Aren't all win more cards also stalemate finishers? Cards like Khalni Hydra come to mind in these situations. I'm not saying you should play them, but what I'm saying is that I don't like Reverent Hunter. It is very cheap though, so there's no harm in trying it.
It may be considered a "win more" card by some, but I would consider it more of a stalemate breaker/finisher.
Aren't all win more cards also stalemate finishers? Cards like Khalni Hydra come to mind in these situations. I'm not saying you should play them, but what I'm saying is that I don't like Reverent Hunter. It is very cheap though, so there's no harm in trying it.
That's fair. However, since it can be grabbed with Collected Company, it synergizes much better with the deck and fits the curve better on it's own than most other "win more" cards seem to do. And to correct myself, since as a 1-of it usually comes in as about the size of or bigger than a baloth, whether off of a Coco or from my hand, I guess I would consider it to be filling that 4th baloth slot as a (usually) efficient beater with a chance of upside and downside. In these slots it is all preference (if I had a Rhonas, I would replace it with that and see how it ran).
Tracker gets big and useful in longer games, but I don't think we ideally play the long game. If all goes well, we win before we play our fifth land.
We run slim enough a manabase that we sure aren't counting on hitting another land drop on T4 after dropping lands turns 1-2-3 and Tracker on 3. So it usually won't swing as big as Baloth.
Think it's more of a candidate in +1/+1 counters-matter builds.
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
BGW Elves BGW|BW Tokens BW|WBR Sword&ShieldWBR|BUG DelverBUG|UWR Kiki UWR | UR Storm UR
A lot of new cards have come out, and the primer standard list does not even run Scavenging Ooze mainboard. The card choices still speak of how good Vines of Vastwood is against Splinter Twin and how Unravel the Aether is good against tron.
There is no mention at all of cards like Rhonas the Indomitable, Narnam Renegade, Wasteland Viper and Kessig Prowler, or sideboard cards like Life Goes On or Natural State.
Also, a section on bad card choices and why would be super helpful; I think my section on Old-Growth Dryads would be useful to new players if I edited it a bit.
The last time the primer has been updated was more than a year ago, and the person who made it hasn't been online for months.
Does anyone know if we can update the primer manually?
An interesting list. I didn't even think OGD and BoP were even that high. I thought Young Wolf was higher. Even Servant of the Scale had its supporters.
I mean, it's all mostly academic, most of us only ran 8 1-drops (E1 and Militant) because we couldn't find a third option we were satisfied with, until Narnam came along.
I've always been kinda surprised that Skarrgan Pit-Skulk never really got any consideration in Modern Stompy, because it's always been pretty highly regarded in legacy lowland stompy. It's a bit of a nombo with Experiment One, granted...
2 Birds of paradise
4 Silhana Ledgewalker
4 Scryb Ranger
4 leatherback Baloth
4 Spectral Force
4 Vines of Vastwood
4 Aspect of Hydra
4 Moldervine Cloak
19 Forest
I might move away from the above especially since im leaning towards a black splash for fatal push. I was thinking of always keeping Scryb ranger for push and or switching hiearch out for a complete set of birds and dropping in dryad millitant as well as fiddling around with moldervines numbers. I do have to ask, other than monetary reasons why no vengevine sugestions? If I drop Spectral I might do a more hasty varient in.
4 Dryad Militant
4 strangleroot Geist
4 Scryb Ranger
4 leatherback Baloth
3 vengevine
4 Vines of Vastwood
3 Aspect of Hydra
2 Moldervine Cloak
4 fatal push
4 Verdant Catacombs
4 Woodland Cemetery
10 Forest
Not a complete list considering ive been thinking of going and using a card that ist that great anyway in Uktabi Drake as a replacement for birds to just hit harder faster. Nothings set in stone though.
Try moldervine first then say take it out. I will fully and truly say that blossoming defense is a great card and can save your creatures. But it is also a one time use card and using it aggressively unless its a combat trick (which it should be) makes it more a SB card in my book. On rhonas I've been thinking of a pair one main one sb, just a great card that can make lower end cards better. Tried Groundbreaker. Good card but in that spot of the game unless you power him out somehow I've always felt awkward trying to get the fullest out of him post turn 3. Leatherback seems a better long term goal even without haste, especially with aspect in the deck. Pread ooze is a SB card. Which baloth did you mean I'm already playing 3 leatherback. 22 is the min you want even throwing in dorks. A combo deck or a more narrow deck without as many 3cc cards could survive on a landbase of 20. Agro at min really needs 22 for mana flow even with dorks so that you can do pump and not get mana screwed.
I get where your going on greenbelt rampager with the bounce to bring back dead venges, but other than turn 5+ what does he actually DO? You literally cant play him earlier than turn 2 and even then he can be chump blocked all day unless you rancor him. Yes in a lists with E1 he can grow the E1 but then your dryad is competing for the slot your putting in greenbelt and overall dryad is better for overall matches. If you get him any other time during the match since you don't create energy naturally your giving your opponent a heads up about what your next plays entail. I mean maybe as a single I could throw one in but a playset seems self defeating. I mean if I keep the moldervine in and then use them and maybe mill a vine to the GY I could see more utility then but without that option what really can he do.
Personally ive always wondered why the decks shown here dont run 2 Bow of Nylea main to make trades more efficant rather than dismembers. I mean targeted removal is good but making any long term trades unfavorable seems better.
Are there any specific parts you would like an opinion on?
I would get rid of all the 4+ drops (even though Vorapede is one of the coolest green cards in my opinion), maybe put Thrun in the sideboard since he's really good against UW control, play a lot less 3-drops; you have 8 now, I would go down to 5 (3 Leatherback Baloth and 2 Rhonas the Indomitable would be my personal preference, but you can go 4-1 since you have those cards already).
I would definitely play 3 Aspect of Hydra, since it can win you a game a turn early, which is super important for us. Furthermore, if you play Dismember instead of Beast Within, you can also be faster with your removal.
I would play a number of Dryad Militant, since you want to play more 1-drops, and it's one of the best you can play.
3 Creeping Corrosion side is a LOT, and I would personally play 1 max, and turn the others into Natural State, since again, it's a lot faster an hits everything affinity plays. You can also turn the Feed the Clan into Life Goes On for the same reason.
The version I have run without Experiment One is a list like this:
3x Avatar of the Resolute
3x Birds of Paradise
4x Boggart Ram-Gang
1x Eternal Witness
4x Groundbreaker
3x Leatherback Baloth
4x Noble Hierarch
1x Reverent Hunter
1x Scavenging Ooze
4x Strangleroot Geist
4x Aspect of Hydra
3x Blossoming Defense
4x Collected Company
1x Vines of Vastwood
Land (20)
18x Forest
2x Hashep Oasis
It focuses more on explosiveness than overwhelming. The 2 1-ofs mainboard are the main flex slots, which could be Rhonas or whatever. It was fairly successful for me (I did run it mainly pre-push, so don't know if this version was affected worse than the regular version).
BWTokens
GCollected Stompany
BWGUSeance Insanity
URUR Bloo
Ok, I'll explain it.
1. It has flash which mean it comes down EOT on your opponent.
2. It flys and not many things that get played do that in modern turn 2 other than delver itself which it can block all day.
3. It allows you to untap mana dorks and allows you to untap spectral at will (You can do this only once a turn but you can also do so during an opponenets turn), and concequently drop spectral on turn three occasionally.
On Moldervine, why yes you can get two for oned. So can you on rancor or any other instant on a non hexproffed card. You do know though that moldervine has Dredge correct? Meaning that I can give up a draw and put it back into my hand to replay it on subsequent turns even if they 2 for oned me earlier.
I mean if I wanted a deck that nulls removal, I could make the deck
4 Dryad Militant
4 Silhana Ledgewalker
4 Strangleroot Geist
4 Troll Ascetic
3 Oversoul of Dusk
3 aspect of hydra
4 vines of vastwood
4 moldervine cloak
2 treetop Village
19 forest
and you would still say that oversoul loses to path and militant isnt protected
Granted, I haven't tested Cloak, but I would personally prefer to keep the mana costs as low as possible, especially since you are most likely to play the auras again and again.
1)Play more mana dorks instead of other one-drops.
2)Cut out more 2 cmc creatures.
3)Play more 3 cmc creatures (kitchen finks,groundbreaker,rhonas the indomitable,eternal witness,Boggart Ram-Gang)
4)Play Collected company
Result: Our deck is more explosive overall. Turn 1 mana dork into turn 2 three drop into turn 3 CoCo is a lot better than what we have now. We're not giving up consistency. And to those who say getting our mana dork bolted is devastating since we won't play anything turn 2, here's what I say instead:
You can play Utopia Sprawl instead of a dork. Since our dorks don't need to attack and are just producing mana, may as well, since it's harder to remove. Add some Arbor Elf while we are at it, because the synergy is incredible.
You're going to get to turn three eventually anyways. 3-drops are better than 2-drops overall, so we have a better late-game if it does stretch out.
The overall feel of a "stompy" deck won't be ruined, we still just play big green creatures and turn them sideways. The only difference is that we sacrifice our turn 1 to have a better turn 2 and 3.
I actually saw someone play a deck like this, and I won't say his deck was tier 1, but it was certainly better than our traditional stompy list. He also played 2 Nykthos, Shrine to Nyx for more mana ramp. His play would be playing Coco, hitting Eternal Witness(which returned Coco to his hand) and some other 3-drop, playing Nykthos and activating its ability, and playing Coco again. At that point his board was so overwhelming his opponent conceded right then and there.
Don't worry about us turning into a CoCo deck, our win condition is still the same. We're just doing it more efficiently.
Tier 1
tier 2
tier 3
anything 2cc or higher
I only put beastcaller savant in teir two for 2 reasons, it makes any mana and has haste. Its probably the last card you want to use in tier two.
Another card ive been toying with the idea of is Deus of Calamity if spectral force isnt working out as well as I thought. I mean 5 devotion trample 6/6 body and land destruction turn 3 if I keep Ranger? Admittedly the name makes for some disgusting jokes.....
19 Forest
1 Treetop Village
//Enchantments
4 Rancor
//Instants
3 Aspect of Hydra
2 Blossoming Defense
1 Collected Company
4 Vines of Vastwood
//Creatures
4 Avatar of the Resolute
4 Dryad Militant
4 Experiment One
2 Groundbreaker
3 Leatherback Baloth
1 Rhonas the Indomitable
2 Scavenging Ooze
4 Strangleroot Geist
2 Wasteland Viper
1 Autumn's Veil
2 Beast Within
1 Bow of Nylea
2 Dismember
2 Feed the Clan
1 Fog
2 Heroic Intervention
2 Naturalize
1 Prowling Serpopard
1 Tormod's Crypt
I think there are some things to change but I can't find better replacements, so maybe you could help me... I've put 2 Dismember in the SB cutting off a Fog and an Autumn's Veil for 2 Wasteland Vipers and I've cut off Surrak, the Hunt Caller and an Aspect of Hydra for 2 Groundbreaker. Vipers are there because of bloodrush and deathtouch because I don't feel like paying too much life for removal (but I know that dismember is much more efficient) and Groundbreakers are there to make the deck faster and in order to make all creatures selectable for the CoCo.
I feel that vipers can be replaced with some other valuable cards and also the SB doesn't convince me enough. I usually play against my friends which have Affinity, DS, some vengevine decks, Merfolk and Burn, but next week I'm going to play a tournament at my LGS and unfortunately the meta is unknown. Any help or suggestion is really appreciated!
Found Apostle's Blessing as a really interesting card, should I add it instead of vipers in order to have more protection and make one of my creatures unblockable for lethal?
Once again I apologize for my english
G Mono Green Stompy G
UR UR Delver Prowess UR
URBGrixis DelverURB
RBWMardu PyromancerRBW
Noble Hierarchs are amazing as a dork and are deceivingly powerful. Their Exalted ability is sneakily very good, slipping in extra damage and making combat a little more different in a deck that wants those small advantages, and on an otherwise empty board lets Hierarch (or multiple hierarchs, or a hierarch and a birds) do some damage.
Birds of paradise are fine. Their biggest upside over some other random 1/1 dork is the flying keyword, as it gives us a random attacker with evasion that we can drop an aspect of hydra on or such to dodge pesky blockers, or allows us to block some flyer on the other side (Hello affinity), and I find this more important than the 1 power. Also can randomly help with casting dismember or act of aggression out of the sideboard.
The Collected Companys, in regards to the Groundbreakers are generally used in 1 of 3 ways:
1) I am casting it during the pre-combat main phase on my turn to try to find haste and/or devotion to either get in lethal or push it close. Groundbreaker is great here in both ways.
2) I am casting it during my opponents combat step, after attackers are declared, to attempt to flash in some blockers. Groundbreaker is usually good here as it can usually get a kill or at the least soak up some damage that I could not afford to take.
3) I am casting it during my opponents end step. This is the sneakiest part because, even though at first glance it doesn't seem so, Groundbreaker is strong here too. With the way the rules work, during the end step, all "at end of turn" triggered abilities trigger before players are able to cast spells or activate abilities. Therefore, if I put a Groundbreaker onto the field with Collected Company at that point, the time for the sacrifice ability to trigger is already passed for the turn and has to wait until the next end step (on my turn) before it can trigger, giving me the chance to still attack with it before having to sac it.
There are very few times that I would be casting Collected Company outside of those 3 scenarios (maybe in response to hand disruption). In those rare cases I just hope I don't hit any of the 4 Groundbreakers.
As for Reverent Hunter, it can be really strong but it also has the downsides of relying on our board state and the addition of the +1/+1 counters being a triggered ability. I have had it enter as an 9/9 and my opponent just stares and shakes their head (this was more before Death's Shadow became big) and I have had it shot with half of electrolyze with it's triggered ability on the stack. Hitting it with company usually does has it entering as bigger than a baloth, and much less often, but sometimes, it is a 1/1 - 3/3. I haven't had too many issues with it entering really small, as a one of it is easier to play when I want to or grab off of a Company. It may be considered a "win more" card by some, but I would consider it more of a stalemate breaker/finisher. It has been decent overall and I have been able to make decent use of it with Company being able to have it enter as an instant/end of turns to dodge removal better, and I think that is where it is the strongest. I don't think I would personally go over 1 in the deck and it is in my 3 drop flex-spot, depending on the meta.
Hope that clears some things up!
BWTokens
GCollected Stompany
BWGUSeance Insanity
URUR Bloo
Aren't all win more cards also stalemate finishers? Cards like Khalni Hydra come to mind in these situations. I'm not saying you should play them, but what I'm saying is that I don't like Reverent Hunter. It is very cheap though, so there's no harm in trying it.
That's fair. However, since it can be grabbed with Collected Company, it synergizes much better with the deck and fits the curve better on it's own than most other "win more" cards seem to do. And to correct myself, since as a 1-of it usually comes in as about the size of or bigger than a baloth, whether off of a Coco or from my hand, I guess I would consider it to be filling that 4th baloth slot as a (usually) efficient beater with a chance of upside and downside. In these slots it is all preference (if I had a Rhonas, I would replace it with that and see how it ran).
BWTokens
GCollected Stompany
BWGUSeance Insanity
URUR Bloo
Tracker gets big and useful in longer games, but I don't think we ideally play the long game. If all goes well, we win before we play our fifth land.
We run slim enough a manabase that we sure aren't counting on hitting another land drop on T4 after dropping lands turns 1-2-3 and Tracker on 3. So it usually won't swing as big as Baloth.
Think it's more of a candidate in +1/+1 counters-matter builds.