*How to Play Turns 1 to 3: Set up mana the first few turns and always play an ETB tapped land first. Note that you can accelerate to a very fast start by using Coiling Oracle and/or Nest Invader to power out a turn 3 Blastoderm. Otherwise, Coiling Oracle, Augury Owl, and Nest Invader act as edict fodders/speed bumps to control/aggro decks. Turns 4, 5, 6, and 7: By this time, you'll have Reality Acid in your hand (or you may have already cast it). Analyze if you need to blow up opponent's lands, or pick off impact creatures/enchantments/artifacts. Attack with the 'Derm. Check the Deck Tricks below for some of the things you can do during these turns. Turns 8 onward: If the game goes long, you should be able to maximize most of your creatures using Ghostly Flicker and Withdraw.
*Deck Strengths
Not in meta so it has the advantage of surprising in game 1. Will add more to this soon.
*Deck Weaknesses
In playtesting, the deck usually has trouble with the very fast starts of Elves and Affinity. Also, mono-U's flyers. Most cards on the sideboard (Fade Away, Moment's Peace, Pulse of Murasa, Naturalize) are geared to combat these deck archetypes. Will add more to this soon.
Except for Rancor you have no interaction with your graveyard. I believe, Relic of Progenitus will be superior to Nihil Spellbomb as sideboard tech. Rancor won't stay in the yard for long, so the window where exiling your own graveyard might impact you is small.
I would also try to incorporate some creature removal into the main deck. Your opponent should always have something worthwhile to kill, and you'll find yourself almost certainly siding it in. So might as well make it the default and run it main.
This looks fun! I brewed a list a couple of years ago that abused Persist/Undying creatures with blink effects.
You definitely want more cards like Ghostly Flicker. Momentary Blink is good as 2 copies since you double up on them.
Alternatively you can use Mnemonic Wall or Archaeomancer. They work great as your second Flicker target then you just return the copy you just cast to your hand.
@Rezzahan: Haven't really thought about Briarberry Cohort! Pauper has such a massive card pool! Thanks for the suggestion!
@Darkninja107: With the recent beating I got from aggro decks, I think I'm going to add white to the mix, specifically for Momentary Blink and Aven Riftwatcher (and maybe Kor Skyfisher).
All righty, reporting time! I joined a small event last Saturday and here are the results. *cue bullet points*
Match 1 (vs. Mono G Stompy variant)
-Opponent pummeled me in Game 1; he had the Rogue Elephant-Harvest Wurm combo (I played that when it was in Standard!)
-For game 2, I sided in Fade Away and waited for him to over commit. He did, and Wormfang Drake went in for the kill
-Game 3 was more creatures than Fade Away could handle
-Lost 1-2
Match 2 (vs. Affinity variant)
-The other guy went double Ornithopter, Shield Sphere, and a bunch of other 0 cost artifacts. Went toe to toe, but Shield Sphere got in the way of the 'Derm. Bastion Inventor and Myr Enforcer finished me off
-Game 2, two words: God. Hand. Unfortunately, not mine. Lol. He had a Myr Enforcer turn two and things promptly went south for me thereafter
-Lost 0-2
Match 3 (vs. Mono Red Prowess)
-He ran out of gas as my side of the board stabilized. Won by three hairlines; my 3 life to his 0
-Game 2 was the same as game 1, but he had extra firepower. He hit me with a Lightning Bolt to the dome to bring me down to 0
-Mana screw is not your friend. Won the game quite convincingly
-Won 1-2
Overall, I finished with a 1-2 record, good for sixth out of eight. Noticed that not having any card to mess with the other side of the board is bad. Even worse when said other side of the board vomits out their hand by turn 2 to 3. Will be tweaking the deck, maybe adding the following: Dream Stalker, Reality Acid, the aforementioned White cards, Tumble Magnet... Any other suggestions? With the addition of White, what will my mana base look like? Selesnya Sanctuary seems to be an auto 3-off.
Before adding another color to any deck, you should always first closely examine the tools the deck's current colors offer to deal with the problem. I myself see no need at the moment to add a third color to the deck.
For example, if your problem is big and fast creatures, consider green's deathtouch options. There are many in that color, some of the better ones are Ambush Viper, Thornweald Archer, and Nightshade Peddler. There is also the u/g Winged Coatl. Any flashy creature is basically a combat removal spell, a flashy deathtoucher even more so. Plus, deathtouch also functions as a sort of evasion ability.
Against a burn deck, Centaur Safeguard, Guardian Automaton, or Highland Game can trade with an attacker while increasing your life total. Nylea's Disciple and ther ETB life gain also have a lot of synergy with your bounce/blink heavy deck, and make burning you out harder. Pulse of Murasa can get you back a dead creature while also gaining more life. Sheltering Word not only protects against a burn/kill spell, but also undoes a lot of damage already dealt to you. Natural End and Molder can also be sideboard cards against artifact/enchantment heavy decks. A few Radiant Fountains and/or Thornwood Falls essentially make you begin the game with more life.
If you want to go the Deathtouch route and still take advantage of blink effects then Tangle Asp might be a good option. You can block, then blink it to keep it alive then the creature it blocked still gets destroyed at the end of combat. This won't stop damage from cretures with trample, but it can definitely hold off bigger guys like Gurmag Angler!
I have been refining the build above, experimenting with Reality Acid and Serrated Arrows mainboard to deal with troublesome permanents on the other side. Also sliding in and out of the deck are creatures that can slow down the weenie onslaught, yet are on theme with what the deck is doing: Dream Stalker and Sea Gate Oracle.
Will post the updated deck list after a few more tests.
Above suggestions noted, thanks guys! I followed Rezzahan's advice and focused only in two colors so as not to complicate the mana base. It seems to be working as I placed second in a Pauper paper event, losing only to Boros Kitty (a very close 1-2).
I will be testing cards in place of Serrated Arrows as its the card I'm not so happy with top-decking or getting in my opening hand. Cards like Pith Driller for more ground defense, or Withdraw to bounce two of the opponents creature (with proper timing) or to bounce two of mine.
Keep in mind that with Withdraw you can even bounce one of your opponent's creatures then target one of your own as the second target. Withdraw is a very versatile card in the right deck!
Wall of Root has been awesome, powering out a turn-three Blastoderm, assuming we hit all three land drops. Seriously, this deck can bring the hurt early on and can also play the long game with the Reality Acid package. Haven't had the opportunity to play against ultra aggro decks with the new build yet, though. But another event will be happening this Saturday, and I'll report again after.
Came back from Saturday's 22-man Paper Pauper tourney. Used the above decklist (current build; with Stormbound Geist and Aethersnipe replacing some cards in the sideboard) . Here are the matches:
Match 1 (vs. Slivers; lost 0-2)
Match 2 (vs. Stompy; lost 0-2)
Match 3 (vs. Atog-Affinity; lost 0-2)
Match 4 (vs. Mono U Delver; lost 0-2)
Match 5 (vs. White Humans; lost 0-2)
Had a couple of misplays, all concerning Serrated Arrows; killing a Faerie Miscreant instead of a flipped Delver and not "weakening" a Hunger of the Howlpacked Skarrgan Pit-Skulk (so that my Blastoderm can block it). Either way, I would have won a couple of games, but not the entire match. Sadly, I finished the night 0-5, but me and the White Humans pilot were the only ones who brought home brews. Elves took home 1st, follow by two Stompies taking 2nd and 3rd.
I will be semi-retiring this deck for now. The sting of an 0-5 (0-10 overall) still lingers...
Match 1 (vs. Boros Kitty)
-Very grindy games. Lost Game 1 to a flashbacked Battle Screech
-Sided in Fade Away for Game 2, but had no luck getting it on time. Birds swooped in again for the kill
-Lost 0-2
Match 2 (vs. Boros Kitty)
-Oh the joy. Although the deck's pilot was somewhat of a beginner, he won Game 1 (the game took 30+ minutes to finish)
-With just 20+ minutes to wrap up Game 2 (and 3), I ended up with a win for the draw
-Drew 1-1
Match 3 (vs. Dimir Control)
-Game 1 was removal after removal after removal for my creatures. I managed to stay afloat with Blastoderm and removal of my own against his Gurmag Anglers. Having removed all his threats and down 3 cards in the library, opponent concedes.
-Opponent concedes Game 2 (a little less than 2 minutes remaining to finish the match)
-Won 2-0
Match 4 (vs. Atog Fling/Affinity)
-Managed to survive a turn 2 scare (and bad hand), when Atog ate all the artifacts in play, followed by Temur Battle Rage. Luckily, I had two Islands in play and simply bounced the toothed-one. He scoops after the bounce
-I was overwhelmed with Frogmites, Carapace Forgers, and Myr Enforcer
-Game 3 was similar to Game 1 when opponent sacs all artifacts to Atog, then flinging it to my face. Trouble was I was tapped out and even if I wasn't, I had no counterspells or bounce in my hand
-Lost 1-2
Finished 6th or 7th out of 8. I didn't like this build one bit; ended up boarding out Coiling Oracle every single match. Will revert back to the build on the top of the page with a few tweaks (-1 Wall of Roots, adding one more Mulldrifter, and removing Sea Gate Oracle altogether to make room for more stuff). I'm also learning how certain cards work: Apparently, I misunderstood how fading works (sacrificing Blastoderm after the last counter was removed, when in fact, he stays for one more turn). My Dimir Control opponent was kind enough to point this out to me, and joked that maybe that was the reason why I kept losing all this time. I was also sacrificing Serrated Arrows after the last arrowhead counter was removed, when the correct trigger was on my next upkeep!
I also have this weird sideboard transform idea, bringing in Rancor, Unstable Mutation, etc. making it an aggro build. Anyway, just an idea.
Hopefully, I'll be able to put up wins the next time around and post the updated deck list soon.
Good call! Haven't really tried using other ETB enchantments, so I need to playtest those. Deck list?
I'm flooding way too often with 22 lands. I'll maybe cut it down to 21 and also reduce the Elvish Visionary and Coiling Oracle by one each, leaving us with 3 open slots. No idea yet what to include.
Tweaked the numbers a bit and added turn-by-turn play samples and some more tricks on the top of the page. I realized that 22 lands is the optimal count for us to be able to do the aforementioned deck tricks.
Updated the list above with a more consistent one. Still having problems with Elves, Stompy, and other token-based decks though (the goblins and Battle Screech kinds). Fade Aways from the SB just can't seem to control them fast enough.
When playing Midrange against a Stompy list, nothing beats them better than good old Moment's Peace. It usually gives you the momentum you need to finish them off. Special mention to Tangle as well.
Fogs should work just as well against Goblin tokens because of your fliers. As for Bird tokens, you'd likely need a form of trample to just break their blockers while they beat you down. It would then become a race like any other where tempo fogs give you the edge. Rancor?
A quick search for fog effects stapled to a body (for abusing the bounce and blink effects) yielded this larger Spore Frog. Will have to test 2 of this in the side. The mana cost seems like a hindrance, though.
If I add in 3 Rancors, which cards from the main will I be taking out?
Removed the Mulldrifters as we have tons of ways to draw cards and replaced them with Augury Owl for a much more effective way in finding specific answers. Also added Rancor main to push damage through and a lone Haze Frog in the SB for aggro matchups.
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The deck's name is from the interaction of the "negative" effects of Blastoderm's fading and Wormfang Drake's ETB.
4 Faerie Miscreant
4 Cloudskate
4 Spellstutter Sprite
4 Coiling Oracle
4 Wormfang Drake
4 Ninja of the Deep Hours
4 Blastoderm
2 Mulldrifter
4 Rancor
Instant (3)
3 Ghostly Flicker
Land (23)
10 Island
8 Forest
3 Simic Growth Chamber
1 Khalni Garden
1 Halimar Depths
4 Mana Leak
3 Fade Away
3 Epic Confrontation
2 Serrated Arrows
2 Nihil Spellbomb
1 Æthersnipe
4 Faerie Miscreant
4 Dream Stalker
4 Spellstutter Sprite
4 Wall of Roots
4 Wormfang Drake
4 Sea Gate Oracle
4 Blastoderm
2 Mulldrifter
Enchantment (3)
3 Reality Acid
3 Ghostly Flicker
Artifact (2)
2 Serrated Arrows
Land (22)
8 Island
4 Forest
4 Thornwood Falls
3 Simic Growth Chamber
1 Skyline Cascade
1 Khalni Garden
1 Halimar Depths
4 Mana Leak
3 Fade Away
3 Ambush Viper
2 Gleeful Sabotage
2 Nihil Spellbomb
1 Pulse of Murasa
4 Elvish Visionary
4 Coiling Oracle
4 Wall of Roots
4 Blastoderm
4 Wormfang Drake
4 Dream Stalker
3 Invasive Species
2 Mulldrifter
3 Reality Acid
Instant (5)
3 Withdraw
2 Ghostly Flicker
Artifact (1)
1 Serrated Arrows
Land (22)
8 Forest
6 Island
4 Thornwood Falls
3 Simic Growth Chamber
1 Halimar Depths
4 Rancor
4 Skyshroud Ridgeback
3 Ninja of the Deep Hours
3 Vapor Snag
1 Serrated Arrows
4 Dream Stalker
4 Invasive Species
4 Coiling Oracle
4 Blastoderm
3 Wormfang Drake
3 Sylvan Ranger
3 Wall of Roots
3 Mulldrifter
Enchantment (3)
3 Reality Acid
3 Withdraw
3 Ghostly Flicker
Artifact (1)
1 Serrated Arrows
Land (22)
7 Forest
7 Island
3 Thornwood Falls
3 Simic Growth Chamber
1 Radiant Fountain
1 Halimar Depths
4 Rancor
4 Skyshroud Ridgeback
4 Vapor Snag
3 Ninja of the Deep Hours
4 Spreading Seas
3 Spell Shrivel
3 Fade Away
2 Stormbound Geist
2 Wickerbough Elder
1 Serrated Arrows
4 Coiling Oracle
4 Dream Stalker
4 Nest Invader
4 Blastoderm
3 Wormfang Drake
3 Invasive Species
3 Wall of Roots
2 Augury Owl
2 Mulldrifter
3 Reality Acid
Instant (5)
3 Withdraw
2 Ghostly Flicker
Artifact (1)
1 Serrated Arrows
Land (22)
7 Forest
6 Island
4 Thornwood Falls
3 Simic Growth Chamber
1 Khalni Garden
1 Halimar Depths
3 Fade Away
2 Negate
2 Pulse of Murasa
2 Naturalize
2 Wickerbough Elder
2 Nihil Spellbomb
1 Serrated Arrows
1 Moment's Peace
*How to Play
Turns 1 to 3: Set up mana the first few turns and always play an ETB tapped land first. Note that you can accelerate to a very fast start by using Coiling Oracle and/or Nest Invader to power out a turn 3 Blastoderm. Otherwise, Coiling Oracle, Augury Owl, and Nest Invader act as edict fodders/speed bumps to control/aggro decks.
Turns 4, 5, 6, and 7: By this time, you'll have Reality Acid in your hand (or you may have already cast it). Analyze if you need to blow up opponent's lands, or pick off impact creatures/enchantments/artifacts. Attack with the 'Derm. Check the Deck Tricks below for some of the things you can do during these turns.
Turns 8 onward: If the game goes long, you should be able to maximize most of your creatures using Ghostly Flicker and Withdraw.
*Deck Tricks
1) Bouncing Reality Acid with Dream Stalker/Invasive Species for a repeatable Vindicate.
2) Resetting the counters on Blastoderm and Serrated Arrows either by bounce, flicker, and/or Wormfang Drake trigger.
3) Re-using the ETB lands either by Ghostly Flicker, Simic Growth Chamber, or Dream Stalker, to gain 1 more life, create another Plant token or arrange the top three cards of your library.
5) Exiling the various ETB creatures with Wormfang Drake and then flickering or bouncing it to bounce another permanent (preferably Reality Acid) or draw 2 more cards.
6) When opponent is tapped out, you can use Withdraw to bounce 2 of their creatures. You can also bounce one of your opponent's creatures then target one of your own as the second target (not paying the 1, of course).
*Deck Strengths
Not in meta so it has the advantage of surprising in game 1. Will add more to this soon.
*Deck Weaknesses
In playtesting, the deck usually has trouble with the very fast starts of Elves and Affinity. Also, mono-U's flyers. Most cards on the sideboard (Fade Away, Moment's Peace, Pulse of Murasa, Naturalize) are geared to combat these deck archetypes. Will add more to this soon.
Except for Rancor you have no interaction with your graveyard. I believe, Relic of Progenitus will be superior to Nihil Spellbomb as sideboard tech. Rancor won't stay in the yard for long, so the window where exiling your own graveyard might impact you is small.
I would also try to incorporate some creature removal into the main deck. Your opponent should always have something worthwhile to kill, and you'll find yourself almost certainly siding it in. So might as well make it the default and run it main.
Former Rules Advisor
"Everything's better with pirates." - Lodge
(The Gamers: Dorkness Rising)
"Any sufficiently analyzed magic is indistinguishable from science."
(Girl Genius - Fairy Tale Theater Break - Cinderella, end of volume 8)
You definitely want more cards like Ghostly Flicker. Momentary Blink is good as 2 copies since you double up on them.
Alternatively you can use Mnemonic Wall or Archaeomancer. They work great as your second Flicker target then you just return the copy you just cast to your hand.
@Darkninja107: With the recent beating I got from aggro decks, I think I'm going to add white to the mix, specifically for Momentary Blink and Aven Riftwatcher (and maybe Kor Skyfisher).
All righty, reporting time! I joined a small event last Saturday and here are the results. *cue bullet points*
Match 1 (vs. Mono G Stompy variant)
-Opponent pummeled me in Game 1; he had the Rogue Elephant-Harvest Wurm combo (I played that when it was in Standard!)
-For game 2, I sided in Fade Away and waited for him to over commit. He did, and Wormfang Drake went in for the kill
-Game 3 was more creatures than Fade Away could handle
-Lost 1-2
Match 2 (vs. Affinity variant)
-The other guy went double Ornithopter, Shield Sphere, and a bunch of other 0 cost artifacts. Went toe to toe, but Shield Sphere got in the way of the 'Derm. Bastion Inventor and Myr Enforcer finished me off
-Game 2, two words: God. Hand. Unfortunately, not mine. Lol. He had a Myr Enforcer turn two and things promptly went south for me thereafter
-Lost 0-2
Match 3 (vs. Mono Red Prowess)
-He ran out of gas as my side of the board stabilized. Won by three hairlines; my 3 life to his 0
-Game 2 was the same as game 1, but he had extra firepower. He hit me with a Lightning Bolt to the dome to bring me down to 0
-Mana screw is not your friend. Won the game quite convincingly
-Won 1-2
Overall, I finished with a 1-2 record, good for sixth out of eight. Noticed that not having any card to mess with the other side of the board is bad. Even worse when said other side of the board vomits out their hand by turn 2 to 3. Will be tweaking the deck, maybe adding the following: Dream Stalker, Reality Acid, the aforementioned White cards, Tumble Magnet... Any other suggestions? With the addition of White, what will my mana base look like? Selesnya Sanctuary seems to be an auto 3-off.
For example, if your problem is big and fast creatures, consider green's deathtouch options. There are many in that color, some of the better ones are Ambush Viper, Thornweald Archer, and Nightshade Peddler. There is also the u/g Winged Coatl. Any flashy creature is basically a combat removal spell, a flashy deathtoucher even more so. Plus, deathtouch also functions as a sort of evasion ability.
Against a burn deck, Centaur Safeguard, Guardian Automaton, or Highland Game can trade with an attacker while increasing your life total. Nylea's Disciple and ther ETB life gain also have a lot of synergy with your bounce/blink heavy deck, and make burning you out harder. Pulse of Murasa can get you back a dead creature while also gaining more life. Sheltering Word not only protects against a burn/kill spell, but also undoes a lot of damage already dealt to you. Natural End and Molder can also be sideboard cards against artifact/enchantment heavy decks. A few Radiant Fountains and/or Thornwood Falls essentially make you begin the game with more life.
Former Rules Advisor
"Everything's better with pirates." - Lodge
(The Gamers: Dorkness Rising)
"Any sufficiently analyzed magic is indistinguishable from science."
(Girl Genius - Fairy Tale Theater Break - Cinderella, end of volume 8)
Will post the updated deck list after a few more tests.
*edit: updated build...
UGTurboFogGU
BRSacrificial AggroBR
16The Paper Pauper Battle Bag16
EDH
BRRakdos, Lord of PingersBR
GTitania, Protector of ArgothG
UB Ramses OverdarkUB
Sig by Ace5301 of Ace of Spades Studio
Common anti-aggro cards in these colors? Drawing blanks.... Holy Light? Priests of Norn? Slow Motion? Aven Riftwatcher?
http://forums.mtgsalvation.com/showpost.php?p=4557651&postcount=1
TheWarden's Creative Commons Music Pick Project (Retired):
http://forums.mtgsalvation.com/showthread.php?t=336498
I will be testing cards in place of Serrated Arrows as its the card I'm not so happy with top-decking or getting in my opening hand. Cards like Pith Driller for more ground defense, or Withdraw to bounce two of the opponents creature (with proper timing) or to bounce two of mine.
Also, it seems as though I need more Dream Stalker-like effects so that Acid is bounced consistently. Cards like Invasive Species and Wizard Mentor, perhaps?
Wall of Root has been awesome, powering out a turn-three Blastoderm, assuming we hit all three land drops. Seriously, this deck can bring the hurt early on and can also play the long game with the Reality Acid package. Haven't had the opportunity to play against ultra aggro decks with the new build yet, though. But another event will be happening this Saturday, and I'll report again after.
UGTurboFogGU
BRSacrificial AggroBR
16The Paper Pauper Battle Bag16
EDH
BRRakdos, Lord of PingersBR
GTitania, Protector of ArgothG
UB Ramses OverdarkUB
Sig by Ace5301 of Ace of Spades Studio
Match 1 (vs. Slivers; lost 0-2)
Match 2 (vs. Stompy; lost 0-2)
Match 3 (vs. Atog-Affinity; lost 0-2)
Match 4 (vs. Mono U Delver; lost 0-2)
Match 5 (vs. White Humans; lost 0-2)
Had a couple of misplays, all concerning Serrated Arrows; killing a Faerie Miscreant instead of a flipped Delver and not "weakening" a Hunger of the Howlpacked Skarrgan Pit-Skulk (so that my Blastoderm can block it). Either way, I would have won a couple of games, but not the entire match. Sadly, I finished the night 0-5, but me and the White Humans pilot were the only ones who brought home brews. Elves took home 1st, follow by two Stompies taking 2nd and 3rd.
I will be semi-retiring this deck for now. The sting of an 0-5 (0-10 overall) still lingers...
v.3.0 of the build will be updated as soon as the card inclusions are finalized.
4 Coiling Oracle
4 Dream Stalker
4 Wall of Roots
4 Wormfang Drake
4 Sea Gate Oracle
4 Blastoderm
2 Mulldrifter
2 Aethersnipe
Enchantment (3)
3 Reality Acid
3 Ghostly Flicker
2 Withdraw
1 Capsize
Artifact (1)
1 Serrated Arrows
Land (22)
8 Island
3 Forest
4 Thornwood Falls
3 Simic Growth Chamber
2 Khalni Garden
2 Halimar Depths
4 Mana Leak
3 Fade Away
3 Ambush Viper
2 Gleeful Sabotage
2 Nihil Spellbomb
1 Serrated Arrows
Match 1 (vs. Boros Kitty)
-Very grindy games. Lost Game 1 to a flashbacked Battle Screech
-Sided in Fade Away for Game 2, but had no luck getting it on time. Birds swooped in again for the kill
-Lost 0-2
Match 2 (vs. Boros Kitty)
-Oh the joy. Although the deck's pilot was somewhat of a beginner, he won Game 1 (the game took 30+ minutes to finish)
-With just 20+ minutes to wrap up Game 2 (and 3), I ended up with a win for the draw
-Drew 1-1
Match 3 (vs. Dimir Control)
-Game 1 was removal after removal after removal for my creatures. I managed to stay afloat with Blastoderm and removal of my own against his Gurmag Anglers. Having removed all his threats and down 3 cards in the library, opponent concedes.
-Opponent concedes Game 2 (a little less than 2 minutes remaining to finish the match)
-Won 2-0
Match 4 (vs. Atog Fling/Affinity)
-Managed to survive a turn 2 scare (and bad hand), when Atog ate all the artifacts in play, followed by Temur Battle Rage. Luckily, I had two Islands in play and simply bounced the toothed-one. He scoops after the bounce
-I was overwhelmed with Frogmites, Carapace Forgers, and Myr Enforcer
-Game 3 was similar to Game 1 when opponent sacs all artifacts to Atog, then flinging it to my face. Trouble was I was tapped out and even if I wasn't, I had no counterspells or bounce in my hand
-Lost 1-2
Finished 6th or 7th out of 8. I didn't like this build one bit; ended up boarding out Coiling Oracle every single match. Will revert back to the build on the top of the page with a few tweaks (-1 Wall of Roots, adding one more Mulldrifter, and removing Sea Gate Oracle altogether to make room for more stuff). I'm also learning how certain cards work: Apparently, I misunderstood how fading works (sacrificing Blastoderm after the last counter was removed, when in fact, he stays for one more turn). My Dimir Control opponent was kind enough to point this out to me, and joked that maybe that was the reason why I kept losing all this time. I was also sacrificing Serrated Arrows after the last arrowhead counter was removed, when the correct trigger was on my next upkeep!
I also have this weird sideboard transform idea, bringing in Rancor, Unstable Mutation, etc. making it an aggro build. Anyway, just an idea.
Hopefully, I'll be able to put up wins the next time around and post the updated deck list soon.
Have you tried Abundant Growth? It helps fix mana, and you can bounce it with Dream Stalker to get some extra card advantage.
Good call! Haven't really tried using other ETB enchantments, so I need to playtest those. Deck list?
I'm flooding way too often with 22 lands. I'll maybe cut it down to 21 and also reduce the Elvish Visionary and Coiling Oracle by one each, leaving us with 3 open slots. No idea yet what to include.
Fogs should work just as well against Goblin tokens because of your fliers. As for Bird tokens, you'd likely need a form of trample to just break their blockers while they beat you down. It would then become a race like any other where tempo fogs give you the edge. Rancor?
UGTurboFogGU
BRSacrificial AggroBR
16The Paper Pauper Battle Bag16
EDH
BRRakdos, Lord of PingersBR
GTitania, Protector of ArgothG
UB Ramses OverdarkUB
Sig by Ace5301 of Ace of Spades Studio
If I add in 3 Rancors, which cards from the main will I be taking out?