I have been working on a list that try's to takes advantage of Ardent Plea. I was hoping to find replacement for Demonic Dread. Something that can be played without Dreads downside. I have to say that it is a bumpy ride at the moment. The five colors make it very hard to reliably cast Fulminator Mage and even some of the Cyclers without taking massive hit from Fetchs and Shock lands. Land Cyclers to fix five colors felt very slow. So I thought I could try replacing the Land Destruction package with something else, but I haven't found anything that would be in anyway as effective as LD has been. I thought about maybe making this into a Living End Reanimator using things like Forbidden Alchemy to drop fattys into the grave. While exploring that build I came to the conclusion that Goryo's Breach is a faster and better Reanimator deck than that build could ever be.
So that's my fail at the moment.
Right now I am planning on testing out Lingering Soul as a option in a almost standard build. The only downside is you still loose value against most of the gravehate we already see.
Hemmann has stated a couple pages ago that Hammer of Purphoros can be a viable plan C. It also allows you to attack after cascading with Demonic Dread.
I have been working on a list that try's to takes advantage of Ardent Plea. I was hoping to find replacement for Demonic Dread. Something that can be played without Dreads downside. I have to say that it is a bumpy ride at the moment. The five colors make it very hard to reliably cast Fulminator Mage and even some of the Cyclers without taking massive hit from Fetchs and Shock lands. Land Cyclers to fix five colors felt very slow. So I thought I could try replacing the Land Destruction package with something else, but I haven't found anything that would be in anyway as effective as LD has been. I thought about maybe making this into a Living End Reanimator using things like Forbidden Alchemy to drop fattys into the grave. While exploring that build I came to the conclusion that Goryo's Breach is a faster and better Reanimator deck than that build could ever be.
I've toyed around with using Ardent Plea instead before (not even close to the weirdest thing I've tried out for this deck). I don't think trying for five colors is the right thing if you go for it; basically the deck would become Naya with a blue splash, rather than Jund with a white splash. RUG with white splash is the other option, but white gives you more than blue so it's better to have as one of the core colors. Either way, Fulminator is made a lot less convenient as he suddenly becomes 1RR, but going without the land destruction package is just foolish.
There are a few benefits to this build:
1. Pale Recluse and Wispmare are no longer splashes.
2. You gain access to Glassdust Hulk and Oblivion Ring.
3. No need to bother with Dryad Arbor or Forbidden Orchard nonsense. Your secondary cascade spell is no longer conditional.
Unfortunately, the cons...
1. Fulminator Mage and Monstrous Carabid get worse.
2. One of your cascade spells is in a splash color.
3. Though you can still run them very effectively, Street Wraith and Faerie Macabre can't be hardcast anymore. Likewise, you can't suspend Living End.
4. Overall, the manabase is just a bit shakier. Even though it's three colors splashing a fourth, blue is just SO much more important a splash than the white is in a traditional LE build.
URGImperial AnimarGRU BRGProssh, Tokenmaker of KherGRB WURNarset NostalgicRUW UBR"I like your deck better" JelevaRBU UBlue BraidsU GAzusa, Lost but RampingG
WUHanna, Pillowfort's NavigatorUW WBRAleshacratsBRW UBRGrixis Pew PewRBU URGYasova the ThreateningGRU BGGlissa the ArticiferGB WUSygg MerfolkUW RSquee, Value NabobR
I've toyed around with using Ardent Plea instead before (not even close to the weirdest thing I've tried out for this deck). I don't think trying for five colors is the right thing if you go for it; basically the deck would become Naya with a blue splash, rather than Jund with a white splash. RUG with white splash is the other option, but white gives you more than blue so it's better to have as one of the core colors. Either way, Fulminator is made a lot less convenient as he suddenly becomes 1RR, but going without the land destruction package is just foolish.
There are a few benefits to this build:
1. Pale Recluse and Wispmare are no longer splashes.
2. You gain access to Glassdust Hulk and Oblivion Ring.
3. No need to bother with Dryad Arbor or Forbidden Orchard nonsense. Your secondary cascade spell is no longer conditional.
Unfortunately, the cons...
1. Fulminator Mage and Monstrous Carabid get worse.
2. One of your cascade spells is in a splash color.
3. Though you can still run them very effectively, Street Wraith and Faerie Macabre can't be hardcast anymore. Likewise, you can't suspend Living End.
4. Overall, the manabase is just a bit shakier. Even though it's three colors splashing a fourth, blue is just SO much more important a splash than the white is in a traditional LE build.
Naya with a blue splash was kinda what I started with. That problem I had was if I drew into a Living End I had no way to cast it in grindy games. I think this deck would be insane if we could only get Shardless Agent in Modern. The day Shardless Agent is announced in a Modern legal set the price of Living End would skyrocket.
Naya with a blue splash was kinda what I started with. That problem I had was if I drew into a Living End I had no way to cast it in grindy games. I think this deck would be insane if we could only get Shardless Agent in Modern. The day Shardless Agent is announced in a Modern legal set the price of Living End would skyrocket.
Given that Shardless Agent is in my top five favorite cards, I have to agree. I've designed Modern RUG Living End with Agent before, the main highlight being the addition of Spiketail Drakeling and Glassdust Hulk. It features Cascade Bluffs to get the RR for Fulminator and the UU for Drakeling. I love the Drakeling and he compliments our mana denial strategy SO well. It provides protection for our cascade particularly well.
URGImperial AnimarGRU BRGProssh, Tokenmaker of KherGRB WURNarset NostalgicRUW UBR"I like your deck better" JelevaRBU UBlue BraidsU GAzusa, Lost but RampingG
WUHanna, Pillowfort's NavigatorUW WBRAleshacratsBRW UBRGrixis Pew PewRBU URGYasova the ThreateningGRU BGGlissa the ArticiferGB WUSygg MerfolkUW RSquee, Value NabobR
URGImperial AnimarGRU BRGProssh, Tokenmaker of KherGRB WURNarset NostalgicRUW UBR"I like your deck better" JelevaRBU UBlue BraidsU GAzusa, Lost but RampingG
WUHanna, Pillowfort's NavigatorUW WBRAleshacratsBRW UBRGrixis Pew PewRBU URGYasova the ThreateningGRU BGGlissa the ArticiferGB WUSygg MerfolkUW RSquee, Value NabobR
@neckfire
Yeah, I've tested Hammer, Bow, and Whip. From my testing, Bow is not useful, Hammer is rarely useful, and I like Whip enough that I'm currently on one copy main, one board. To answer your specific question more thoroughly, Hammer's issue is that neither mode is relevant very often. Yes, it can be decent against a long grindy opponent, but in most games you're not going to have it the turn you cascade just because of how the turns play out, so it comes down the turn after and does nothing (guys are already free of summoning sickness), and an ability that requires sacrificing land doesn't mesh well with an 18-20 land deck.
Whip, on the other hand, has immediate usefulness if it's the follow up to cascade. Keeps you in the lead against decks that could race you, helps grind it out against decks that could attrition you, and can act like Hammer vs pure control in that it can give you a sweeper immune attacker every turn. Yes, they aren't permanent, but it pays better with the flow of the deck and helps more vs the decks that are prominent.
I think the thing is that Hammer of Purphoros is good against control and combo, while Whip of Erebos is good against control and aggro. Unfortunately, Living End has some troublesome aggro and combo match-ups. (However, Scapeshift can fold to enough LD...)
If you mainly stick God weapons the turn after you Living End, Whip tends to be better because you get to Gnaw to the Bone with it against aggro decks like Burn that tend to force you to stick God weapons the turn after you Living End (and you still get to use Fulminator Mage three times with it). If you stick God weapons to lure counterspells so Living End won't hit them, Hammer might be better, as it's 1 mana cheaper and it's a threat that ignores graveyard hate.
I've just re-built this deck and am on the fence regarding several decisions in deckbuilding, looking for advice from people who have been playing the deck.
1. What utility cards are worth playing maindeck?
2. Is Simian Spirit Guide worth it? What do you cut? Run 3 or 4?
3. Why not run Grove of the Burnwillows instead of Copperline Gorge? It always comes in untapped... which seems important
4. What sideboard cards are best in a control / combo heavy meta?
My current list is below. The cards I thought could be removed for other things are:
Standard : BR Zombies Modern :
- Playing : Burn | Living End | Bant Eldrazi
- In Queue : ???
- Building : Death's Shadow |
- Sidelined : RUG Scapeshift | Lantern Control | GR Tron | Ad Nauseam | UWR Control | Dredge | Eldrazi Tron | UB Whir Tezzerator
I've just re-built this deck and am on the fence regarding several decisions in deckbuilding, looking for advice from people who have been playing the deck.
1. What utility cards are worth playing maindeck?
2. Is Simian Spirit Guide worth it? What do you cut? Run 3 or 4?
3. Why not run Grove of the Burnwillows instead of Copperline Gorge? It always comes in untapped... which seems important
4. What sideboard cards are best in a control / combo heavy meta?
My current list is below. The cards I thought could be removed for other things are:
1. I play Jund Charm in the main as a little Graveyard hate and extra insurance against DRS and Scavenging Ooze. I also keep a Dismember in there too. Gives me options T1 and T2 outside of Cycling.
2. Simian Spirit Guide is great against control. Ether paying for a Mana Leak like cards, double Violent Outburst at EoT, getting a early Fulminator Mage/Avalance Riders or cycle aggressively. I play two in the main. With our amount of cantrips I almost always find one or both.
3. Well we only need three mana and we why feed them life when we need to attack to win. I am willing to have a land come into play tapped than feed them 3-5+ life. That could cost you several turns against combo where a Copperline Gorge might come into play tapped. We are not like Tron where you have a plethora of 6/6 and 3/3 lifelikers and a Karn them back up.
4. Ricochet Trap are always good against control. Many Lol's can be had against Remand.
Looking at you list to mine you have two more land's than me, four Jungle Weavers, and a fourth Demonic Dread. All of which are fine. It is just preference.
Hey guys, sorry if this has been asked before, but:
I'm totally new to modern, and this deck seems fun and potentially cheap. Is it viable without the Fulminator Mage and fetches?
Thanks for any help or advice you have. I've come across a few deck lists for budget Living End, but I'm not sure how it performs.
Mage is a key part of the deck. Are you loosing out on a lot of value by not having them, but you could replace them with four Avalance Riders and hope for the best.
1. I play Jund Charm in the main as a little Graveyard hate and extra insurance against DRS and Scavenging Ooze. I also keep a Dismember in there too. Gives me options T1 and T2 outside of Cycling.
2. Simian Spirit Guide is great against control. Ether paying for a Mana Leak like cards, double Violent Outburst at EoT, getting a early Fulminator Mage/Avalance Riders or cycle aggressively. I play two in the main. With our amount of cantrips I almost always find one or both.
3. Well we only need three mana and we why feed them life when we need to attack to win. I am willing to have a land come into play tapped than feed them 3-5+ life. That could cost you several turns against combo where a Copperline Gorge might come into play tapped. We are not like Tron where you have a plethora of 6/6 and 3/3 lifelikers and a Karn them back up.
4. Ricochet Trap are always good against control. Many Lol's can be had against Remand.
Looking at you list to mine you have two more land's than me, four Jungle Weavers, and a fourth Demonic Dread. All of which are fine. It is just preference.
Mage is a key part of the deck. Are you loosing out on a lot of value by not having them, but you could replace them with four Avalance Riders and hope for the best.
Private Mod Note
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Rollback Post to RevisionRollBack
Standard : BR Zombies Modern :
- Playing : Burn | Living End | Bant Eldrazi
- In Queue : ???
- Building : Death's Shadow |
- Sidelined : RUG Scapeshift | Lantern Control | GR Tron | Ad Nauseam | UWR Control | Dredge | Eldrazi Tron | UB Whir Tezzerator
In the main i suppose I will cut a jungle weaver, a land (which one i don't know... maybe 4th copperline gorge?) and a demonic dread.
Do you think jungle weaver is better than pale recluse? I had a sense the landcycling and it being 1 mana cheaper might be a big sell.
In my experience, 7 cascade is definitely plenty and playing 4 and 4 is overkill, so going down to 3 Dread is very reasonable.
As far as Weaver vs Refuse, it depends on if you need the land cycling more than comparing the bodies and hard cast costs. I'm on 18 land and have found 4 land cyclers to be about optimal. I run 2 Recluse and 2 Abomination. So when I decided to go up to a 17th total cycler, I knew I didn't need another land cycler, so I put in one Weaver over another Recluse or Abomination. I think if I were on 20 land, I wouldn't run more than 3 total land cycle, so I'd increase Weaver and decrease Recluse. But I like the 18 land build, so I'll probably stick with my 2-2-1 split.
Private Mod Note
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Magic Rules Advisor
I studied stuff in college. Hard midterms...
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Heck, it doesn't even have to be a Jund mana base. As always Simian Spirit Guide which does a boat load of work for me can be mana accel.
My Modern decks:
B/R/G Living End G/R/B
G/R Tron R/G
U/W/G/R Gargageddon R/G/W/U
R/W/G Naya Burn G/W/R
I have been working on a list that try's to takes advantage of Ardent Plea. I was hoping to find replacement for Demonic Dread. Something that can be played without Dreads downside. I have to say that it is a bumpy ride at the moment. The five colors make it very hard to reliably cast Fulminator Mage and even some of the Cyclers without taking massive hit from Fetchs and Shock lands. Land Cyclers to fix five colors felt very slow. So I thought I could try replacing the Land Destruction package with something else, but I haven't found anything that would be in anyway as effective as LD has been. I thought about maybe making this into a Living End Reanimator using things like Forbidden Alchemy to drop fattys into the grave. While exploring that build I came to the conclusion that Goryo's Breach is a faster and better Reanimator deck than that build could ever be.
So that's my fail at the moment.
Right now I am planning on testing out Lingering Soul as a option in a almost standard build. The only downside is you still loose value against most of the gravehate we already see.
I've toyed around with using Ardent Plea instead before (not even close to the weirdest thing I've tried out for this deck). I don't think trying for five colors is the right thing if you go for it; basically the deck would become Naya with a blue splash, rather than Jund with a white splash. RUG with white splash is the other option, but white gives you more than blue so it's better to have as one of the core colors. Either way, Fulminator is made a lot less convenient as he suddenly becomes 1RR, but going without the land destruction package is just foolish.
There are a few benefits to this build:
1. Pale Recluse and Wispmare are no longer splashes.
2. You gain access to Glassdust Hulk and Oblivion Ring.
3. No need to bother with Dryad Arbor or Forbidden Orchard nonsense. Your secondary cascade spell is no longer conditional.
Unfortunately, the cons...
1. Fulminator Mage and Monstrous Carabid get worse.
2. One of your cascade spells is in a splash color.
3. Though you can still run them very effectively, Street Wraith and Faerie Macabre can't be hardcast anymore. Likewise, you can't suspend Living End.
4. Overall, the manabase is just a bit shakier. Even though it's three colors splashing a fourth, blue is just SO much more important a splash than the white is in a traditional LE build.
Living End Contributor and Enthusiast
Come Pucatrade with me
Rules Advisor
Modern: BRGLiving EndGRB
Legacy: UBGShardless BUGGBU
BRGProssh, Tokenmaker of KherGRB
WURNarset NostalgicRUW
UBR"I like your deck better" JelevaRBU
UBlue BraidsU
GAzusa, Lost but RampingG
WBRAleshacratsBRW
UBRGrixis Pew PewRBU
URGYasova the ThreateningGRU
BGGlissa the ArticiferGB
WUSygg MerfolkUW
RSquee, Value NabobR
Naya with a blue splash was kinda what I started with. That problem I had was if I drew into a Living End I had no way to cast it in grindy games. I think this deck would be insane if we could only get Shardless Agent in Modern. The day Shardless Agent is announced in a Modern legal set the price of Living End would skyrocket.
Given that Shardless Agent is in my top five favorite cards, I have to agree. I've designed Modern RUG Living End with Agent before, the main highlight being the addition of Spiketail Drakeling and Glassdust Hulk. It features Cascade Bluffs to get the RR for Fulminator and the UU for Drakeling. I love the Drakeling and he compliments our mana denial strategy SO well. It provides protection for our cascade particularly well.
Alas, that's never gonna happen
Living End Contributor and Enthusiast
Come Pucatrade with me
Rules Advisor
Modern: BRGLiving EndGRB
Legacy: UBGShardless BUGGBU
BRGProssh, Tokenmaker of KherGRB
WURNarset NostalgicRUW
UBR"I like your deck better" JelevaRBU
UBlue BraidsU
GAzusa, Lost but RampingG
WBRAleshacratsBRW
UBRGrixis Pew PewRBU
URGYasova the ThreateningGRU
BGGlissa the ArticiferGB
WUSygg MerfolkUW
RSquee, Value NabobR
Spiketail Drakeling is interesting. There may be more to this running more U than meets the eye.
My Modern decks:
B/R/G Living End G/R/B
G/R Tron R/G
U/W/G/R Gargageddon R/G/W/U
R/W/G Naya Burn G/W/R
Shardless Agent's power in legacy mostly comes mostly from cards that are not Modern Legal.
Brainstorm
Hymn to Tourach
Ponder
Ancestral Vision
Sensei's Divining Top
To name a few.
I could see it being good in Modern, but I don't see it breaking the format. I think it would spawn a new deck and make Living End awesome.
You mean making a deck like Breaking // Entering and Rise // Fall ridiculously good?
A little too OT. Let me postulate a U variant of LE.
My Modern decks:
B/R/G Living End G/R/B
G/R Tron R/G
U/W/G/R Gargageddon R/G/W/U
R/W/G Naya Burn G/W/R
I have a list but no good way to test it. It would require me to acquire Scalding Tarns and Cascade Bluffs on MODO.
Living End Contributor and Enthusiast
Come Pucatrade with me
Rules Advisor
Modern: BRGLiving EndGRB
Legacy: UBGShardless BUGGBU
BRGProssh, Tokenmaker of KherGRB
WURNarset NostalgicRUW
UBR"I like your deck better" JelevaRBU
UBlue BraidsU
GAzusa, Lost but RampingG
WBRAleshacratsBRW
UBRGrixis Pew PewRBU
URGYasova the ThreateningGRU
BGGlissa the ArticiferGB
WUSygg MerfolkUW
RSquee, Value NabobR
My Modern decks:
B/R/G Living End G/R/B
G/R Tron R/G
U/W/G/R Gargageddon R/G/W/U
R/W/G Naya Burn G/W/R
Yeah, I've tested Hammer, Bow, and Whip. From my testing, Bow is not useful, Hammer is rarely useful, and I like Whip enough that I'm currently on one copy main, one board. To answer your specific question more thoroughly, Hammer's issue is that neither mode is relevant very often. Yes, it can be decent against a long grindy opponent, but in most games you're not going to have it the turn you cascade just because of how the turns play out, so it comes down the turn after and does nothing (guys are already free of summoning sickness), and an ability that requires sacrificing land doesn't mesh well with an 18-20 land deck.
Whip, on the other hand, has immediate usefulness if it's the follow up to cascade. Keeps you in the lead against decks that could race you, helps grind it out against decks that could attrition you, and can act like Hammer vs pure control in that it can give you a sweeper immune attacker every turn. Yes, they aren't permanent, but it pays better with the flow of the deck and helps more vs the decks that are prominent.
I studied stuff in college. Hard midterms...
If you mainly stick God weapons the turn after you Living End, Whip tends to be better because you get to Gnaw to the Bone with it against aggro decks like Burn that tend to force you to stick God weapons the turn after you Living End (and you still get to use Fulminator Mage three times with it). If you stick God weapons to lure counterspells so Living End won't hit them, Hammer might be better, as it's 1 mana cheaper and it's a threat that ignores graveyard hate.
1. What utility cards are worth playing maindeck?
2. Is Simian Spirit Guide worth it? What do you cut? Run 3 or 4?
3. Why not run Grove of the Burnwillows instead of Copperline Gorge? It always comes in untapped... which seems important
4. What sideboard cards are best in a control / combo heavy meta?
My current list is below. The cards I thought could be removed for other things are:
1 Land ... ?
3 Blackcleave Cliffs
4 Grove of the Burnwillows
4 Verdant Catacombs
1 Godless Shrine
1 Overgrown Tomb
1 Stomping Ground
1 Blood Crypt
1 Dryad Arbor
1 Swamp
1 Forest
1 Mountain
1 Kessig Wolf Run
3 Living End
4 Violent Outburst
4 Demonic Dread
LD
4 Fulminator Mage
4 Beast Within
2 Avalance Riders
Cyclers
4 Street Wraith
4 Deadshot Minotaur
4 Monstrous Carabid
4 Jungle Weaver
3 Pale Recluse
1 Living End
1 Maelstrom Pulse
1 Slaughter Games
2 Gnaw to the Bone
4 Ingot Chewer
2 Shriekmaw
2 Jund Charm
1 Anger of the Gods
1 Faerie Macabre
Modern :
- Playing : Burn | Living End | Bant Eldrazi
- In Queue : ???
- Building : Death's Shadow |
- Sidelined : RUG Scapeshift | Lantern Control | GR Tron | Ad Nauseam | UWR Control | Dredge | Eldrazi Tron | UB Whir Tezzerator
EDH : Active Decks
BUGrimgrin Tribal ZombiesBU | WGRUril, the MiststalkerWGR | XKozilek, Butcher of TruthX
My Trade List
4x Fulminator Mage
4x Deadshot Minotaur
4x Monstrous Carabid
4x Jungle Weaver
4x Street Wraith
3x Simian Spirit Guide
2x Avalanche Riders
1x Twisted Abomination
Spells:
4x Violent Outburst
3x Living End
3x Demonic Dread
3x Beast Within
4x Copperline Gorge
4x Blackcleave Cliffs
4x Verdant Catacombs
2x Overgrown Tomb
1x Stomping Ground
1x Blood Crypt
1x Forest
1x Swamp
1x Mountain
4x Ricochet Trap
3x Ingot Chewer
2x Dismember
2x Krosan Grip
2x Brindle Boar
2x Faerie Macabre
At my LGS I'm 4-1, only having lost to U/R Storm.
My favorite game so far was against affinity where I won game 3 through a rest in peace and a surgical extraction.
I'm totally new to modern, and this deck seems fun and potentially cheap. Is it viable without the Fulminator Mage and fetches?
Thanks for any help or advice you have. I've come across a few deck lists for budget Living End, but I'm not sure how it performs.
1. I play Jund Charm in the main as a little Graveyard hate and extra insurance against DRS and Scavenging Ooze. I also keep a Dismember in there too. Gives me options T1 and T2 outside of Cycling.
2. Simian Spirit Guide is great against control. Ether paying for a Mana Leak like cards, double Violent Outburst at EoT, getting a early Fulminator Mage/Avalance Riders or cycle aggressively. I play two in the main. With our amount of cantrips I almost always find one or both.
3. Well we only need three mana and we why feed them life when we need to attack to win. I am willing to have a land come into play tapped than feed them 3-5+ life. That could cost you several turns against combo where a Copperline Gorge might come into play tapped. We are not like Tron where you have a plethora of 6/6 and 3/3 lifelikers and a Karn them back up.
4. Ricochet Trap are always good against control. Many Lol's can be had against Remand.
Looking at you list to mine you have two more land's than me, four Jungle Weavers, and a fourth Demonic Dread. All of which are fine. It is just preference.
Mage is a key part of the deck. Are you loosing out on a lot of value by not having them, but you could replace them with four Avalance Riders and hope for the best.
1. Cool, I'll try the jund charm. I don't think I need dismember main in my meta but I'll keep it in mind.
2. Cool, I'll try 2 guides and see how it goes. I felt like I would want 3 to have it in the opener more often for t2 LD.
3. I'll try the copperline gorges and see if I notice an issue with coming into play tapped.
4. I shall have to obtain ricochet traps...
In the main i suppose I will cut a jungle weaver, a land (which one i don't know... maybe 4th copperline gorge?) and a demonic dread.
Do you think jungle weaver is better than pale recluse? I had a sense the landcycling and it being 1 mana cheaper might be a big sell.
Modern :
- Playing : Burn | Living End | Bant Eldrazi
- In Queue : ???
- Building : Death's Shadow |
- Sidelined : RUG Scapeshift | Lantern Control | GR Tron | Ad Nauseam | UWR Control | Dredge | Eldrazi Tron | UB Whir Tezzerator
EDH : Active Decks
BUGrimgrin Tribal ZombiesBU | WGRUril, the MiststalkerWGR | XKozilek, Butcher of TruthX
My Trade List
In my experience, 7 cascade is definitely plenty and playing 4 and 4 is overkill, so going down to 3 Dread is very reasonable.
As far as Weaver vs Refuse, it depends on if you need the land cycling more than comparing the bodies and hard cast costs. I'm on 18 land and have found 4 land cyclers to be about optimal. I run 2 Recluse and 2 Abomination. So when I decided to go up to a 17th total cycler, I knew I didn't need another land cycler, so I put in one Weaver over another Recluse or Abomination. I think if I were on 20 land, I wouldn't run more than 3 total land cycle, so I'd increase Weaver and decrease Recluse. But I like the 18 land build, so I'll probably stick with my 2-2-1 split.
I studied stuff in college. Hard midterms...