The type balance isn't the greatest for Delirium. Deck is a bit creature heavy. At the same time, I think you need a creature heavy shell to play Evolution well. Maybe one of the 2-drops can be swapped for Scrapheap Scrounger to add more artifacts.
Again, I included an emerge creature. Mindbinder is awesome. And when you're playing so many creatures that are good to sacrifice, it's nice to be able to do more with the redundant copies than just Evolve into a Gearhulk. Mindbending seems good.
The problem is, a turn 4 gearhulk isn't all that hard to pull off. Any 2 or 3 cmc ramp will pull it off for you.... Granted, E.E. will tutor it, but something like a Deathcap Cultivator can attack.
I'm looking for something like Triumvirate said. I want to really cheat the curve. I mean, a 7 drop on turn 4 is pretty good to me, and can be very hard to deal with. I imagine 6 drops on turn 3 could be pretty awesome too.
I found one way to get the 7 Drop on turn 4. Hold land in hand, Eldritch Evolution a 3 drop pulling Goblin Dark-Dwellers in at the 5 spot then use his ability to Eldritch Evolution himself into Omnath, Locus of Rage. Then you play your land.
I found one way to get the 7 Drop on turn 4. Hold land in hand, Eldritch Evolution a 3 drop pulling Goblin Dark-Dwellers in at the 5 spot then use his ability to Eldritch Evolution himself into Omnath, Locus of Rage. Then you play your land.
Doesn't work. Believe me, that was the first direction I looked to try to break the deck. Eldritch Evolution exiles itself so it can't be reused.
The only way you can get a 7 drop on turn 4 is by going:
Turn 2 - Loot away Ghoulsteed
Turn 3 - 2B, discard 2 cards: revive Ghoulsteed
Turn 4 - Evolution into 7 drop.
The problem is that plan is SO vulnerable and uninteractive and such a tempo suck that it's not worth doing.
Turn 2 Primal Druid > Turn 3 Eldritch Evolution for Wild Wanderer ramps to 5 mana on turn 3, while also leaving you with a 4 cmc 3/2 that you can evolve or emerge.
That's a very interesting take on it, Leonin. Instead of using E.E. for a curve-cheating fatty, you're using it as a bit of a stepping stone. That's a very interesting take, and one I really hadn't considered. Thanks for the new perspective!
The first EE is just a setup one. After that you use EE to find whatever is best for each situation. I'm still working heavily on the idea, went 3-1 today, losing last round 1-2 against spirits due to keeping 2-land hands...
Crushing aggro decks so far (as well as UR visions)
Went 3-1 again, losing the first round to Esper Control due to heavy flooding (had around 14 lands in play, cast Oath of Nissa and saw 3 basics...). A case of bad luck, otherwise would've won since Skysovereign wrecks planeswalkers...
I've found the key 4-drop that was missing for this deck, and I'll be testing it soon: Elusive Tormentor.
It should be a nightmare for any controlish deck.
R1 vs Esper Control: 0-2
R2 vs UR Visions: 2-0
R3 vs RG Energy: 2-1 (should've been 2-0 but he got a lucky topdeck to finish me when he was dead the next turn)
R4 vs BG Delirium: 2-1 (he won game one after resolving Emrakul)
For doing something randomly powerful, you are far better off with the Emerge creatures, notably Elder Deep-Fiend and Distended Mindbender. Standard doesn't have other 6-7 drops that have powerful enough ETB abilities to be worth so much hassle, aside from maybe Bruna, but that relies a lot on your set-up.
You know, I read through this several times thinking about how right you are (and you are). It finally hit me today. Maybe we're aiming too low. While a turn 3 6 drop or a turn 4 7 drop are really good, a turn 5 Ulamog, the Ceaseless Hunger is better. And you can easily facilitate this with a turn 4 Elder Deep-Fiend or Distended Mindbender. Either one has their merits. EDF can tap down an aggressive deck, helping you survive; DM can strip answers from your opponent's hand making it even less likely Ulamog can be dealt with. I'm heading out, so I don't have time to build, but I think a deck like that can be a definite winner.
For doing something randomly powerful, you are far better off with the Emerge creatures, notably Elder Deep-Fiend and Distended Mindbender. Standard doesn't have other 6-7 drops that have powerful enough ETB abilities to be worth so much hassle, aside from maybe Bruna, but that relies a lot on your set-up.
You know, I read through this several times thinking about how right you are (and you are). It finally hit me today. Maybe we're aiming too low. While a turn 3 6 drop or a turn 4 7 drop are really good, a turn 5 Ulamog, the Ceaseless Hunger is better. And you can easily facilitate this with a turn 4 Elder Deep-Fiend or Distended Mindbender. Either one has their merits. EDF can tap down an aggressive deck, helping you survive; DM can strip answers from your opponent's hand making it even less likely Ulamog can be dealt with. I'm heading out, so I don't have time to build, but I think a deck like that can be a definite winner.
The problem with that strategy is that each of your turn depends a lot (and I mean it) on your previous play, assuming opponent does absolutely nothing to interfere. You need a creature to emerge (costs 2 cards). Then you need Evolution to upgrade the Eldrazi into Ulamog (costs 2 cards). In the end, you played 3 cards, to net only one (in the most perfect conditions). It may work in a vacuum, but even if opponent just cares about his play, he's 3 cards ahead of you. And if something happens (like a removal), you're stuck with a bunch of dead cards in your hand. It's not Temurge, and I don't think Eldritch Evolution can perform that way.
If the rest of the deck can hold together and win by itself, that's probably fine, however.
In my testing, I realized that 4 Eldritch Evolution is too much in a deck. Drawing two is bad, and the third is really terrible. I use an Ally tribal deck to abuse ETB Rally and a wide variety of win conditions. Smuggler's Copter is useful in digging for the combos (not all depend on Evolution), filter out duplicates of Evolution (or Copter! two is hard to crew), and fix the mana requirements. So far, so good, the results are really good (win ratio above 75%). You can look up the deck in my signature.
I've skimmed your thread (before today, of course lol), and I do like it. There are lots of great ally choices with great triggers.
I don't think that it takes that much to make Turn 5 Ulamog work. In my head, the deck is similar to 3 color emerge. Good 3 drops to emerge from are plentiful. There are even plenty of emerge candidates sitting at the 8 cmc spot. I don't think it has to be 3 colors. I'd probably just play 2 colors. I just got home, I haven't had a chance to build yet, but it's definitely been on my mind.
I don't think the criticism is exactly apt. You say that you spend 3 cards to get 1, but that 1 card is a 10/10 Indestructible beast that mills 20. Chumped or not, the game will end in 3 attacks. It's a pretty serious 1 card. Furthermore, you aren't exactly sitting there either. There are some great 3 drops like Filigree Familiar that give bonuses coming and going and emerge creatures that are also definitely not sitting there. To the point of removal, there's not a lot of removal that's being played that is going to hit Ulamog. If you're using Mindbender, you're stripping out that removal.
To the point of an opponent being 3 cards ahead, I'm ok putting Ulamog against most 3 cards an opponent can have on turn 5. I'm ok putting him up against most 3 cards in the format, lol.
Like I said, I haven't had a chance to start building, but I'm thinking of using Sanctum of Ugin and having a toolbox of emerge creatures (possibly other Eldrazi fatties too), and training them in to try to maximize Ulamog's effectiveness. For example, with a Sanctum in play, I can emerge a Mindbender and strip cards from their hand, then use something like a Vexing Scuttler to reuse removal or a counterspell or something, or an Abundant Maw to pad my life total, or I can even use something like a Mockery of Nature to get rid of troublesome Enchantment or Artifact, before I fish Ulamog out with Eldritch Evolution.
I'm also thinking about just being lazy and slapping EE and Ulamog onto an established Emerge deck lol. We'll see what happens.
So, I've goldfished about 10 hands of this. It can be pretty powerful. Anticipate and Contingency Plan really help keep the plan of a fast Ulamog consistent. Noose Constrictor feels like a perfect creature in this deck. Obviously, Filigree Familiar is the perfect emerge target, the real issue is what's the next best. Foul Emissary feels better than Exultant Cultists, but I'm sure there are better 3 cmc creatures I'm missing. The answer may just be Tireless Tracker. I'd love some input on what others think is a great 3 drop to emerge from. Mindbender feels great in this list. Stripping answers from my opponent's hands, then possibly being able to draw a chump block before being evolved into Big U. Maw and Scuttler are much harder to decide between (I think eventually I'm gonna want 6, maybe 8, total emerge creatures). Scuttler's ability feels like it will be more relevant, except in this list, when the deck is firing quickly, the most likely thing it'll bring back is an Anticipate/Contingency Plan, which makes it far less relevant...
Things I haven't been too high on in the first few hands. Haunted Dead doesn't seem to be useful. Despite having drawn it a few times, I never felt like it was the right time to cast it or bring it back from the GY. It will probably get replaced. Murderous Compulsion seems good either. I really want to try to keep removal in at the 2 cmc spot, but that's feeling unlikely. It'll take more testing.
Do you have other potential evolutions than Ulamog (from Distended Mindbender)? With 4 Eldritch Evolution in the main deck, you better hope you don't draw duplicates or Ulamog if there are no other good cards to evolve into. It is a bit of nonbo evolving into an Eldrazi (emerge or Ulamog), as their cast ability won't trigger. Maybe add a couple of relevant drop-5 creatures to evolve into if you have Evolution but no Emerge in your hand. And another Ulamog in case you draw one or the first one gets destroyed.
Try to find a way to not only play Combo on the clock. Control will totally screw you. Can you transform the deck with SB and get aggro?
Weaponcraft Enthusiast is a card I would consider.
Ulamog's cast trigger is really good, but he's still very useful even if you haven't cast him. His When Attacks trigger is good and ends the game in 3 turns from turn 5. He's also an indestructible 10/10. The ways of dealing with him are limited. That's also why I chose Distended Mindbender over Elder Deep-Fiend. DM rips cards from hand, making Ulamog even harder to deal with. He also helps against control heavy decks since his trigger is on cast. Short of a Summary Dismissal, they're gonna lose cards from hand no matter what. Adding a 2nd Ulamog isn't a bad idea, and 1 I've considered as well.
As I discussed, I think I'll be upping the count of Eldrazi from that list to 6 or 8. With Anticipate and Contigency Plan to dig into the deck, I think that increases my chances of always having emerge creatures in the first 4 turns. From the first 10 hands, I felt like it was harder to make sure I had Evolution. In the absence of Evolutions, it will play more like a plain emerge control deck. I feel like the better sideboard plan against control will be sideboarding in some hand destruction and playing smartly. I think the deck will have more trouble with weenie aggro decks, especially ones that can go wide early. I think I'm gonna have to find a sideboard plan that involves Kozilek's Return and a way to get it to the GY without casting it.
Weaponcraft Enthusiast is pretty good emerge target. It helps against those wide strategies by making 3 speed bumps. I'll be testing with that and really appreciate the suggestion.
I'm still working on a side. I played a different version of this list yesterday and it did well. The mana was a problem so I cut crumbling vestige for the bg fast land since the problem was consistent double green and black. I took out 2 eyes for the 3rd and 4th familiars and went up to a full play set of gonti. That card has been incredibly strong every time i cast it. I'm going to try the new changes tonight.
I haven't seen anyone mention the real reason why this deck idea (while an awesome one) doesn't work. It's because when someone spell queller's your eldritch evolution you basically just have to scoop. And in the sea of spell quellers that is currently the standard meta, i don't know how appealing that prospect is.
Also someone earlier noted that the interaction between goblin dark dwellers and eldritch evolution does not work, but it definitely does. If you sac any 3 drop to eldritch evolution and then put dark dwellers into play, you can recast eldritch evolution from your graveyard using the dark dwellers ETB trigger and find up to a 7 drop. The main problem with this beyond the threat of getting spell quelled is that since there are no 1 mana mana dorks, there is no way to ramp this out on turn 3. If you had access to like a bird of paradise for example, you could turn 1 birds; turn 2 play three drop; turn 3 eldritch evolution and have mana up for something like blossoming defense even to protect it, but that would obviously get delayed a turn since the only mana dorks are 2 drops in standard currently, which isn't amazing there are already decks casting turn 4 emrakuls with cast trigger lol
Also someone earlier noted that the interaction between goblin dark dwellers and eldritch evolution does not work, but it definitely does. If you sac any 3 drop to eldritch evolution and then put dark dwellers into play, you can recast eldritch evolution from your graveyard using the dark dwellers ETB trigger and find up to a 7 drop.
No. You're wrong. Eldritch Evolution exiles itself after you cast it. It never goes in the graveyard. Goblin Dark Dwellers can't re-cast it from exile.
I think it could be fun to emerge first, with say a Wretched Griff, and then hit a 9 drop, like the unloved Void Winnower. (I am greedy, in my Magical Christmas land, I'd have Fevered Visions in play--they draw cards they can't play and take damg) I also think having it in a Metalwork Colossus would be another way to shortcut to Emerkul, and you can just get the Colossus back.
I am looking at this deck and I think it had legs. As long as Eldritch Evolution is in the format, it can do something. Even right now the value in Matter Reshaper, Gitrog Monster, Ishkanah, Gearhulks, etc is pretty immense.
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4 Vessel of Nascency
4 Eldritch Evolution
//Creatures: 27
4 Deathcap Cultivator
4 Grim Flayer
3 Duskwatch Recruiter
4 Filigree Familiar
4 Foul Emissary
3 Mindwrack Demon
1 Verdurous Gearhulk
1 Ishkanah, Grafwidow
1 Noxious Gearhulk
2 Distended Mindbender
2 Liliana, the Last Hope
//Lands: 23
4 Evolving Wilds
4 Hissing Quagmire
4 Blooming Marsh
7 Forest
4 Swamp
1 Noxious Gearhulk
1 Demon of Dark Schemes
1 Kalitas, Traitor of Ghet
1 Arborback Stomper
1 Ob Nixilis Reignited
2 To the Slaughter
2 Dead Weight
2 Natural Slate
2 Transgress the Mind
2 Harsh Scrutiny
Curve:
1 - 4 spells
2 - 11 creatures
3 - 8 creatures, 6 spells
4 - 3 creatures + 2 emerge
5 - 2 creatures
6 - 1 creature
Types:
Land - 23 main (4 self-sacrificing)
Creature - 27 main, 4 board
Artifact - 6 main, 1 board
Enchantment - 4 main, 2 board
Sorcery - 4 main, 4 board
Planeswalker - 2 main, 1 board
Instant - 0 main, 4 board
The type balance isn't the greatest for Delirium. Deck is a bit creature heavy. At the same time, I think you need a creature heavy shell to play Evolution well. Maybe one of the 2-drops can be swapped for Scrapheap Scrounger to add more artifacts.
Again, I included an emerge creature. Mindbinder is awesome. And when you're playing so many creatures that are good to sacrifice, it's nice to be able to do more with the redundant copies than just Evolve into a Gearhulk. Mindbending seems good.
I found one way to get the 7 Drop on turn 4. Hold land in hand, Eldritch Evolution a 3 drop pulling Goblin Dark-Dwellers in at the 5 spot then use his ability to Eldritch Evolution himself into Omnath, Locus of Rage. Then you play your land.
Doesn't work. Believe me, that was the first direction I looked to try to break the deck. Eldritch Evolution exiles itself so it can't be reused.
The only way you can get a 7 drop on turn 4 is by going:
Turn 2 - Loot away Ghoulsteed
Turn 3 - 2B, discard 2 cards: revive Ghoulsteed
Turn 4 - Evolution into 7 drop.
The problem is that plan is SO vulnerable and uninteractive and such a tempo suck that it's not worth doing.
4 Eldritch Evolution
2 Seasons Past
1 Quarantine Field
2 Planar Outburst
2 Stasis Snare
2 Declaration in Stone
3 Traverse the Ulvenwald
3 Oath of Nissa
Creatures
1 Linvala, the Preserver
2 Gisela, the Broken Blade
4 Primal Druid
2 Eldrazi Displacer
2 Thalia's Lancers
3 Pilgrim's Eye
1 Emrakul, the Promised End
1 Ishkanah, Grafwidow
1 Bruna, the Fading Light
1 Blighted Woodland
4 Canopy Vista
4 Evolving Wilds
4 Fortified Village
1 Geier Reach Sanitarium
1 Wastes
3 Plains
6 Forest
1 Stasis Snare
1 Greenwarden of Murasa
2 Declaration in Stone
1 Thalia, Heretic Cathar
1 Archangel Avacyn
1 Linvala, the Preserver
2 Reality Smasher
1 Planar Outburst
3 Tireless Tracker
1 Noxious Gearhulk
1 Oviya Pashiri, Sage Lifecrafter
1 Verdurous Gearhulk
2 Wild Wanderer
2 Filigree Familiar
2 Distended Mindbender
3 Noose Constrictor
4 Primal Druid
1 Ulrich of the Krallenhorde
1 Tireless Tracker
4 Catacomb Sifter
1 Smothering Abomination
1 Skysovereign, Consul Flagship
4 Eldritch Evolution
2 From Under the Floorboards
3 Oath of Nissa
3 Ruinous Path
Lands 24
4 Blooming Marsh
2 Westvale Abbey
4 Hissing Quagmire
2 Evolving Wilds
5 Swamp
1 Mountain
6 Forest
Turn 2 Primal Druid > Turn 3 Eldritch Evolution for Wild Wanderer ramps to 5 mana on turn 3, while also leaving you with a 4 cmc 3/2 that you can evolve or emerge.
Crushing aggro decks so far (as well as UR visions)
I've found the key 4-drop that was missing for this deck, and I'll be testing it soon: Elusive Tormentor.
It should be a nightmare for any controlish deck.
R1 vs Esper Control: 0-2
R2 vs UR Visions: 2-0
R3 vs RG Energy: 2-1 (should've been 2-0 but he got a lucky topdeck to finish me when he was dead the next turn)
R4 vs BG Delirium: 2-1 (he won game one after resolving Emrakul)
The problem with that strategy is that each of your turn depends a lot (and I mean it) on your previous play, assuming opponent does absolutely nothing to interfere. You need a creature to emerge (costs 2 cards). Then you need Evolution to upgrade the Eldrazi into Ulamog (costs 2 cards). In the end, you played 3 cards, to net only one (in the most perfect conditions). It may work in a vacuum, but even if opponent just cares about his play, he's 3 cards ahead of you. And if something happens (like a removal), you're stuck with a bunch of dead cards in your hand. It's not Temurge, and I don't think Eldritch Evolution can perform that way.
If the rest of the deck can hold together and win by itself, that's probably fine, however.
In my testing, I realized that 4 Eldritch Evolution is too much in a deck. Drawing two is bad, and the third is really terrible. I use an Ally tribal deck to abuse ETB Rally and a wide variety of win conditions. Smuggler's Copter is useful in digging for the combos (not all depend on Evolution), filter out duplicates of Evolution (or Copter! two is hard to crew), and fix the mana requirements. So far, so good, the results are really good (win ratio above 75%). You can look up the deck in my signature.
1st, GP Toronto Sunday Super Series 2016 : Ally Company RWBG
Top 8, PPTQ Shadows over Innistrad : Boros Humans WR.
Use a hypergeometric calculator for your deckbuilding maths,
and use TopDecked to manage your decks and collection on your Apple or Android device.
I don't think that it takes that much to make Turn 5 Ulamog work. In my head, the deck is similar to 3 color emerge. Good 3 drops to emerge from are plentiful. There are even plenty of emerge candidates sitting at the 8 cmc spot. I don't think it has to be 3 colors. I'd probably just play 2 colors. I just got home, I haven't had a chance to build yet, but it's definitely been on my mind.
I don't think the criticism is exactly apt. You say that you spend 3 cards to get 1, but that 1 card is a 10/10 Indestructible beast that mills 20. Chumped or not, the game will end in 3 attacks. It's a pretty serious 1 card. Furthermore, you aren't exactly sitting there either. There are some great 3 drops like Filigree Familiar that give bonuses coming and going and emerge creatures that are also definitely not sitting there. To the point of removal, there's not a lot of removal that's being played that is going to hit Ulamog. If you're using Mindbender, you're stripping out that removal.
To the point of an opponent being 3 cards ahead, I'm ok putting Ulamog against most 3 cards an opponent can have on turn 5. I'm ok putting him up against most 3 cards in the format, lol.
Like I said, I haven't had a chance to start building, but I'm thinking of using Sanctum of Ugin and having a toolbox of emerge creatures (possibly other Eldrazi fatties too), and training them in to try to maximize Ulamog's effectiveness. For example, with a Sanctum in play, I can emerge a Mindbender and strip cards from their hand, then use something like a Vexing Scuttler to reuse removal or a counterspell or something, or an Abundant Maw to pad my life total, or I can even use something like a Mockery of Nature to get rid of troublesome Enchantment or Artifact, before I fish Ulamog out with Eldritch Evolution.
I'm also thinking about just being lazy and slapping EE and Ulamog onto an established Emerge deck lol. We'll see what happens.
1 Abundant Maw
3 Distended Mindbender
2 Exultant Cultist
4 Filigree Familiar
2 Foul Emissary
2 Haunted Dead
3 Noose Constrictor
1 Ulamog, the Ceaseless Hunger
1 Vexing Scuttler
3 Contingency Plan
4 Eldritch Evolution
3 Murderous Compultion
Instants 3
3 Anticipate
Enchantment 3
3 Sinister Concoction
3 Sanctum of Ugin
22 Lands
So, I've goldfished about 10 hands of this. It can be pretty powerful. Anticipate and Contingency Plan really help keep the plan of a fast Ulamog consistent. Noose Constrictor feels like a perfect creature in this deck. Obviously, Filigree Familiar is the perfect emerge target, the real issue is what's the next best. Foul Emissary feels better than Exultant Cultists, but I'm sure there are better 3 cmc creatures I'm missing. The answer may just be Tireless Tracker. I'd love some input on what others think is a great 3 drop to emerge from. Mindbender feels great in this list. Stripping answers from my opponent's hands, then possibly being able to draw a chump block before being evolved into Big U. Maw and Scuttler are much harder to decide between (I think eventually I'm gonna want 6, maybe 8, total emerge creatures). Scuttler's ability feels like it will be more relevant, except in this list, when the deck is firing quickly, the most likely thing it'll bring back is an Anticipate/Contingency Plan, which makes it far less relevant...
Things I haven't been too high on in the first few hands. Haunted Dead doesn't seem to be useful. Despite having drawn it a few times, I never felt like it was the right time to cast it or bring it back from the GY. It will probably get replaced. Murderous Compulsion seems good either. I really want to try to keep removal in at the 2 cmc spot, but that's feeling unlikely. It'll take more testing.
Try to find a way to not only play Combo on the clock. Control will totally screw you. Can you transform the deck with SB and get aggro?
Weaponcraft Enthusiast is a card I would consider.
1st, GP Toronto Sunday Super Series 2016 : Ally Company RWBG
Top 8, PPTQ Shadows over Innistrad : Boros Humans WR.
Use a hypergeometric calculator for your deckbuilding maths,
and use TopDecked to manage your decks and collection on your Apple or Android device.
As I discussed, I think I'll be upping the count of Eldrazi from that list to 6 or 8. With Anticipate and Contigency Plan to dig into the deck, I think that increases my chances of always having emerge creatures in the first 4 turns. From the first 10 hands, I felt like it was harder to make sure I had Evolution. In the absence of Evolutions, it will play more like a plain emerge control deck. I feel like the better sideboard plan against control will be sideboarding in some hand destruction and playing smartly. I think the deck will have more trouble with weenie aggro decks, especially ones that can go wide early. I think I'm gonna have to find a sideboard plan that involves Kozilek's Return and a way to get it to the GY without casting it.
Weaponcraft Enthusiast is pretty good emerge target. It helps against those wide strategies by making 3 speed bumps. I'll be testing with that and really appreciate the suggestion.
1 Demon of Dark Schemes
1 Noxious Gearhulk
1 Verdurous Gearhulk
1 Wild Wanderer
2 Filigree Familiar
2 Distended Mindbender
3 Noose Constrictor
4 Primal Druid
1 Elusive Tormentor
1 Tireless Tracker
1 The Gitrog Monster
1 Smothering Abomination
4 Catacomb Sifter
2 Skysovereign, Consul Flagship
4 Eldritch Evolution
3 Oath of Nissa
3 Ruinous Path
Lands 25
4 Blooming Marsh
2 Westvale Abbey
4 Hissing Quagmire
3 Evolving Wilds
5 Swamp
1 Mountain
6 Forest
4 Harsh Scrutiny
1 Arborback Stomper
1 Filigree Familiar
2 Collective Brutality
1 Oath of Liliana
1 Noose Constrictor
1 Ulrich of the Krallenhorde
1 Ever After
2 Arlinn Kord
1 Ruinous Path
The more I side in Demon of Dark Schemes, the more I want him in the maindeck, so I put him there now.
Ruinous Path with awaken becomes pretty typical with all the ramp.
4 servant of the conduit
3 deathcap cultivator
1 hedron crawler
2 zulaport cutthroat
4 eldrazi displacer
4 filigree familiar
4 gonti, lord of luxury
2 thought-knot seer
1 ishkanah, grafwidow
1 verdurous gearhulk
1 arborback stomper
1 brood monitor
1 deomon of dark schemes
1 noxious gearhulk
4 Eldritch evolution
4 traverse the ulvenwald
2 attune with aether
lands
4 aether hub
4 evolving wilds
4 blooming marsh
1 wastes
1 plains
2 swamp
4 forest
I'm still working on a side. I played a different version of this list yesterday and it did well. The mana was a problem so I cut crumbling vestige for the bg fast land since the problem was consistent double green and black. I took out 2 eyes for the 3rd and 4th familiars and went up to a full play set of gonti. That card has been incredibly strong every time i cast it. I'm going to try the new changes tonight.
No. You're wrong. Eldritch Evolution exiles itself after you cast it. It never goes in the graveyard. Goblin Dark Dwellers can't re-cast it from exile.
1st, GP Toronto Sunday Super Series 2016 : Ally Company RWBG
Top 8, PPTQ Shadows over Innistrad : Boros Humans WR.
Use a hypergeometric calculator for your deckbuilding maths,
and use TopDecked to manage your decks and collection on your Apple or Android device.
2 Bruna, the Fading Light
3 Duskwatch Recruiter
3 Gisela, the Broken Blade
4 Servant of the Conduit
2 Sigarda, Heron's Grace
2 Thalia, Heretic Cathar
4 Tireless Tracker
2 Verdurous Gearhulk
Instant
2 Immolating Glare
Enchantment
3 Stasis Snare
2 Declaration in Stone
3 Eldritch Evolution
Planeswalker
3 Gideon, Ally of Zendikar
Land
3 Aether Hub
4 Canopy Vista
2 Evolving Wilds
4 Forest
4 Fortified Village
7 Plains
1 Westvale Abbey
2 Archangel Avacyn
4 Blossoming Defense
3 Filigree Familiar
3 Fragmentize
1 Fumigate
1 Ishkanah, Grafwidow
1 Stasis Snare
Been running this the past month and a half with pretty good results, here's the full breakdown: http://tappedout.net/mtg-decks/gw-evolution-14-3-1-fnm/
I think it could be fun to emerge first, with say a Wretched Griff, and then hit a 9 drop, like the unloved Void Winnower. (I am greedy, in my Magical Christmas land, I'd have Fevered Visions in play--they draw cards they can't play and take damg) I also think having it in a Metalwork Colossus would be another way to shortcut to Emerkul, and you can just get the Colossus back.