I was looking for a way to make use of Rashmi, Eternities Crafter in standard. To this end I started searching for cards with flash, since that is the best way to utilize Rashmi: playing at the opponents end step. To my surprise there are two green spirit wolves with flash which combine nicely with Rattlechains and Nebelghast Herald.
The general idea is to play a tempo game at the end of the opponents turn until you can land a Rashmi, Eternities Crafter and can protect her a bit. The deck is probably a bit cute at the moment with no reliable removal outside of the counters, but I am curious if people can offer some advice to make this type of deck playable.
Either Blossoming Defence or Essence Flux would seem to be critical for a Rashmi deck with spirits. Better than unsummoning her. Counterspells seem like a mismatch with Rashmi. You probably want some, but let's consider other options. A very cool thought is it gives you a noninstant at instant speed. You also can trigger on both your turn and theirs.
You can surprise people with Larger than Life or a cheap deathtouch creature for example. There's tricks to be found.
While I can't speak for Viroid, my goldfishing with their build suggests that the specific combat interactions of the wolf/spirits was part of the durdling plan (as would be the counterspells). Which I assume is why some of the other flash creatures were left out.
The main problem is that without Rashmi the deck has trouble competing - which is why I suggested the 'walkers. Which means relying of Rashmi to hope to get instant speed out of non-instants and such tricks is so inconsistent as to be a handicap. More likely to have a non-instant stuck in your hand then cast off Rashmi. (I tried an unrelated Rashmi/Brain in a Jar deck, but I couldn't get anywhere with it).
A secondary problem I experienced with the OP deck was that there frequently isn't enough to do on the first 3 turns. That the lack of early plays means frequently doing nothing on 2 of the first 3 turns. Yes, I assume hitting a Copter with Negate feels great, but it isn't as likely as it seems.
While I can't speak for Viroid, my goldfishing with their build suggests that the specific combat interactions of the wolf/spirits was part of the durdling plan (as would be the counterspells). Which I assume is why some of the other flash creatures were left out.
The wolf spirits are indeed intended as a part of the 'durdling' plan: they act as pseudo removal in the early game ambushing smaller creatures and as threats in the mid game when you are able to present them the choice between counterspell or threat. The general plan is the standard tempo plan of sticking a threat and protecting it.
The main problem is that without Rashmi the deck has trouble competing - which is why I suggested the 'walkers. Which means relying of Rashmi to hope to get instant speed out of non-instants and such tricks is so inconsistent as to be a handicap. More likely to have a non-instant stuck in your hand then cast off Rashmi. (I tried an unrelated Rashmi/Brain in a Jar deck, but I couldn't get anywhere with it).
I agree that there is a problem to contend with the big dogs. Once they slip something like gideon into play or anything else which creates incremental advantage it is quite difficult to catch up. The big question is: how do we deal with it. Perhaps via Engulf the Shore? Or by adding black fro -2/-2 sweepers? Or with red instant removal?
A secondary problem I experienced with the OP deck was that there frequently isn't enough to do on the first 3 turns. That the lack of early plays means frequently doing nothing on 2 of the first 3 turns. Yes, I assume hitting a Copter with Negate feels great, but it isn't as likely as it seems.
I tried to alleviate this problem with Duskwatch Recruiter, but it seems that some more action is required here. What would we want here? Lambholt Pacifist and Kessig Prowler can be used to create some early protection or pressure, respectively, and mantain a bit of the werewolf interaction. Otherwise copters of our own are still a possibility...
I was looking for a way to make use of Rashmi, Eternities Crafter in standard. To this end I started searching for cards with flash, since that is the best way to utilize Rashmi: playing at the opponents end step. To my surprise there are two green spirit wolves with flash which combine nicely with Rattlechains and Nebelghast Herald.
2 Rattlechains
3 Duskwatch Recruiter
4 Nebelghast Herald
4 Spirit of the Hunt
3 Pack Guardian
3 Rashmi, Eternities Crafter
3 Torrential Gearhulk
2 Elder Deep-Fiend
3 Select for Inspection
2 Unsubstantiate
2 Negate
3 Void Shatter
2 Spell Shrivel
1 Pulse of Murasa
3 Lumbering Falls
4 Botanical Sanctum
1 Blighted Cataract
8 Island
7 Forest
The general idea is to play a tempo game at the end of the opponents turn until you can land a Rashmi, Eternities Crafter and can protect her a bit. The deck is probably a bit cute at the moment with no reliable removal outside of the counters, but I am curious if people can offer some advice to make this type of deck playable.
Blossoming Defense
Traverse the Ulvenwald (not an instant, but there is nothing to do on T1 except play a lumbering falls).
I'd say cut back on the expensive counters.
Consider some of the planeswalkers.
Am working on something similar, keep me updated on what you find.
You can surprise people with Larger than Life or a cheap deathtouch creature for example. There's tricks to be found.
Pursuing the flash game, don't forget Bounding Krasis and Void Grafter
GB Electric Dreams BG Deal 20 in one shot, or discard their hand?
GWU Free Stuff Midrange UWG Slowly bury the opponent with more threats and answers than they can handle.
My greatest hits:
GURFate Reforged Temur Ascendancy COMBORUG
GUDragons of Tarkir Whisperwood Forever UG
The main problem is that without Rashmi the deck has trouble competing - which is why I suggested the 'walkers. Which means relying of Rashmi to hope to get instant speed out of non-instants and such tricks is so inconsistent as to be a handicap. More likely to have a non-instant stuck in your hand then cast off Rashmi. (I tried an unrelated Rashmi/Brain in a Jar deck, but I couldn't get anywhere with it).
A secondary problem I experienced with the OP deck was that there frequently isn't enough to do on the first 3 turns. That the lack of early plays means frequently doing nothing on 2 of the first 3 turns. Yes, I assume hitting a Copter with Negate feels great, but it isn't as likely as it seems.
My own testing continues.
The wolf spirits are indeed intended as a part of the 'durdling' plan: they act as pseudo removal in the early game ambushing smaller creatures and as threats in the mid game when you are able to present them the choice between counterspell or threat. The general plan is the standard tempo plan of sticking a threat and protecting it.
I agree that there is a problem to contend with the big dogs. Once they slip something like gideon into play or anything else which creates incremental advantage it is quite difficult to catch up. The big question is: how do we deal with it. Perhaps via Engulf the Shore? Or by adding black fro -2/-2 sweepers? Or with red instant removal?
I tried to alleviate this problem with Duskwatch Recruiter, but it seems that some more action is required here. What would we want here? Lambholt Pacifist and Kessig Prowler can be used to create some early protection or pressure, respectively, and mantain a bit of the werewolf interaction. Otherwise copters of our own are still a possibility...