-mogg war Marshall (+2 creatures when enters battlefield, +1 more when sac'd for CMC2 (also red, which is a bonus))
-hunted horror (1 creature for you, 2 for opponent for CMC2 - downside is CC is BB)
-gather the townsfolk (always 2 creatures, CMC2. If you can reliably probe/spoils yourself below 5, then 5 creatures for CMC2)
-brood birthing (first one only +1 creature, +1 mana for CMC 2. However, second cast or if we can incorporate more eldrazi spawn tokens, then it becomes +3 creatures, +3 mana for CMC2 and is red)
Edit: I'm not thrilled with hunted horror (color requirement) and brood birthing (reliance on other cards that aren't frequently drawn). However, I'm more and more happy with nest invader since it nets the same creature/CMC as devastating summons. The jury is still out on the other 2.
-mogg war Marshall (+2 creatures when enters battlefield, +1 more when sac'd for CMC2 (also red, which is a bonus))
-hunted horror (1 creature for you, 2 for opponent for CMC2 - downside is CC is BB)
-gather the townsfolk (always 2 creatures, CMC2. If you can reliably probe/spoils yourself below 5, then 5 creatures for CMC2)
-brood birthing (first one only +1 creature, +1 mana for CMC 2. However, second cast or if we can incorporate more eldrazi spawn tokens, then it becomes +3 creatures, +3 mana for CMC2 and is red)
Edit: I'm not thrilled with hunted horror (color requirement) and brood birthing (reliance on other cards that aren't frequently drawn). However, I'm more and more happy with nest invader since it nets the same creature/CMC as devastating summons. The jury is still out on the other 2.
the only "hunted" card that could possibly be worth playing is hunted phantasm, but again, the cost. nest invader doesn't seem to bad. if you played nest invader it could be worth trying brood birthing, the only issue is that you get back colorless mana, which frankly is not that useful, at least not early in the spell chain.
Sorry guys, my brain's been churning out Standard decks with the new spoilers. Elf Combo in Standard may actually be viable now =D
Here's my current list. I've completely forsaken Summoner's Pacts, they can't make mana which is crippling compared to their Legacy functionality. In most cases I have them, I prefer to either draw more cards or make more mana.
Resolving PiF is GG, but you don't want it to early, hence the miser copy. Just sac one land per Summons, the P/T of the tokens doesn't really matter and you want to be able to cast any more Summons you draw later.
This is pretty darn consistent for missing out on Lotus Petals and Scapegoat.
Private Mod Note
():
Rollback Post to RevisionRollBack
Slowly breaking.
Any more of this, and Team Troll will be more than just a name.
So it's been quite a while since I've posted anything in here, but I have a list that I would be willing to take to a tournament. It's pretty close to the last list serenechaos posted. I don't think the Past in Flames is really worth it, since you really don't need that much storm to kill. an ETW with storm 4 or 5 almost always draws enough cards to continue the chain and find a bushwhacker so you don't need to pass the turn. I added another land (10 total) since I found 9 to be too few, but more than 10 and you start to draw too many in a Beck turn. finally, I decided against manamorphose. It's good to make a blue and a green for a second Beck but other than that it doesn't do much on a Beck turn that another creature doesn't do, and a creature helps Battle Hymn out. I have 2 desperate rituals, which are sometimes just what you need to get to 4 mana, and allow you to hit a respectable storm count even without Beck, or with only one creature on a Beck turn. Anyway, the list.
4 Beck//Call
4 Memnite
4 Ornithopter
4 Wild Cantor
4 Burning-Tree Emissary
4 Pact of the Titan
4 Infernal Plunge
4 Simian Spirit Guide
4 Forbidden Orchard
4 Spoils of the Vault
4 Gemstone Mine
2 Goblin Bushwhacker
3 Devastating Summons
2 City of Brass
4 Battle Hymn
3 Empty the Warrens
2 Desperate Ritual
It's pretty consistent turn 3, if you get the mana to play Beck by then. Turn 2 is not out of the question (10-20%?).
lets start with the two greatest cards in the deck
-genesis chamber
-young pyromancer
with dryad arbor and burning tree emissary, ornithopter, memnite, wild cantors, genesis chamber draws you two cards.
young pyrocmancer draws you two cards with manamorphose and gitaxian probe, also plunge....
genesis chamber and young pyromancer also help your second draw engine, shared discovery.
there is another option as well, using rittle smith and genesis chamber, along with vengevine and bloodghast to draw plenty of crads for free using orn, memnitem mox opal, springleaf drum and giving you a first turn play of that red careful study.
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
-nest invader (+2 creatures, +1 mana for CMC2)
-mogg war Marshall (+2 creatures when enters battlefield, +1 more when sac'd for CMC2 (also red, which is a bonus))
-hunted horror (1 creature for you, 2 for opponent for CMC2 - downside is CC is BB)
-gather the townsfolk (always 2 creatures, CMC2. If you can reliably probe/spoils yourself below 5, then 5 creatures for CMC2)
-brood birthing (first one only +1 creature, +1 mana for CMC 2. However, second cast or if we can incorporate more eldrazi spawn tokens, then it becomes +3 creatures, +3 mana for CMC2 and is red)
Edit: I'm not thrilled with hunted horror (color requirement) and brood birthing (reliance on other cards that aren't frequently drawn). However, I'm more and more happy with nest invader since it nets the same creature/CMC as devastating summons. The jury is still out on the other 2.
the only "hunted" card that could possibly be worth playing is hunted phantasm, but again, the cost. nest invader doesn't seem to bad. if you played nest invader it could be worth trying brood birthing, the only issue is that you get back colorless mana, which frankly is not that useful, at least not early in the spell chain.
Here's my current list. I've completely forsaken Summoner's Pacts, they can't make mana which is crippling compared to their Legacy functionality. In most cases I have them, I prefer to either draw more cards or make more mana.
3 Spoils of the Vault
3 Empty the Warrens
2 Goblin Bushwhacker
4 Manamorphose
4 Memnite
4 Ornithopter
4 Wild Cantor
4 Pact of the Titan
3 Burning-Tree Emissary
3 Devastating Summons
4 Battle Hymn
1 Past in Flames
4 Simian Spirit Guide
4 Forbidden Orchard
4 Gemstone Mine
1 City of Brass
Resolving PiF is GG, but you don't want it to early, hence the miser copy. Just sac one land per Summons, the P/T of the tokens doesn't really matter and you want to be able to cast any more Summons you draw later.
This is pretty darn consistent for missing out on Lotus Petals and Scapegoat.
Any more of this, and Team Troll will be more than just a name.
I know where you post.
4 Beck//Call
4 Memnite
4 Ornithopter
4 Wild Cantor
4 Burning-Tree Emissary
4 Pact of the Titan
4 Infernal Plunge
4 Simian Spirit Guide
4 Forbidden Orchard
4 Spoils of the Vault
4 Gemstone Mine
2 Goblin Bushwhacker
3 Devastating Summons
2 City of Brass
4 Battle Hymn
3 Empty the Warrens
2 Desperate Ritual
It's pretty consistent turn 3, if you get the mana to play Beck by then. Turn 2 is not out of the question (10-20%?).
How has this list been working out for you? Looks fun.
lets start with the two greatest cards in the deck
-genesis chamber
-young pyromancer
with dryad arbor and burning tree emissary, ornithopter, memnite, wild cantors, genesis chamber draws you two cards.
young pyrocmancer draws you two cards with manamorphose and gitaxian probe, also plunge....
genesis chamber and young pyromancer also help your second draw engine, shared discovery.
there is another option as well, using rittle smith and genesis chamber, along with vengevine and bloodghast to draw plenty of crads for free using orn, memnitem mox opal, springleaf drum and giving you a first turn play of that red careful study.