Alright so any thoughts on the new cards? I'm thinking about Putrefy and Varolz as playable options. And possibly Jarad, but i don't want to run both Varolz and Jarad.
I'm not really sure about Guildmage interaction with the deck, sure it is good but i just feel like i'm using a lot of mana with him for practically nothing(imo).
Also, i feel like Putrefy could be a good addition. And i want to fight Deathrite Shaman somewhere in the MD...
Thinking on something like:
-2 Guildmage
-1 Simic Charm
+1 Putrefy
+1 Wolfir Avenger
+1 Young Wolf
and -1 Duskmantle +1 Jarad/Varolz
Still thinking how to move Shaman to the MD, thoughts?
I actually run 3 main board death rites that is I was going to take them out for 3 volroz because it seems good with the deck.
Or I might take out my rapid hybrids for 3 putrify so idk when I get ahold of them
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Kekule_the_Magician on the inclusion of Devouring Light in a TurboFog Deck:
Quote from Kekule_the_Magician »
As a person who typically plays very creature oriented decks, I HATE when an opponent has Devouring Light. It is infuriating to finally get through with a creature on to have it exiled.
I've come to hate White in general now because it gets everything to the point where it is almost unfair. White has boardwipes (Wrath of God, End Hostilities), targeted exile and removal (Devouring Light, Banishing Light, Last Breath), lifegain spells, lifelink, low cost/high power enchantments and auras, flying creatures; my goodness what don't they get!?
Alright so any thoughts on the new cards? I'm thinking about Putrefy and Varolz as playable options. And possibly Jarad, but i don't want to run both Varolz and Jarad.
I'm not really sure about Guildmage interaction with the deck, sure it is good but i just feel like i'm using a lot of mana with him for practically nothing(imo).
Also, i feel like Putrefy could be a good addition. And i want to fight Deathrite Shaman somewhere in the MD...
Thinking on something like:
-2 Guildmage
-1 Simic Charm
+1 Putrefy
+1 Wolfir Avenger
+1 Young Wolf
and -1 Duskmantle +1 Jarad/Varolz
Still thinking how to move Shaman to the MD, thoughts?
I think it will take a bit of testing before we can figure out what needs to be changed for varolz to work. My guess is wolfir avenger, the guildmage, and snapcaster get cut to make room. before we get the new cards, I would suggest the following to try out;
-2 snapcaster Mage
-2 guildmage
-1 rancor or simic charm
This is pretty much the list that brainstorming Az is running in his stream, and it's pretty solid. I played it in paper today and I think it's a good base to start from when Dragons maze is released.
While I like some of the tempo choices of that deck, I'm just not sold on Lotleth Troll unless you are also running Vroulz (think that is his name from Dragon's Maze).
Also, the threat of Spell Rupture really throws off an opponent. At my most recent FNM I had a rancor on a Duskmantle Seer, which crippled my opponent from casting a Revelation that he had just drawn (unless he wanted a very expensive think twice...).
The deck only ran 6 turn 1 Blue sources and a Cloudfin Raptor after turn 1 is pretty horrible so maybe that's what the Lotleth Troll is for. If you have blue mana and Cloudfin on turn 1 you play that and hope to just keep curving out, triggering evolve. If you don't you just play a different line and pitch any Cloudfins to a Lotleth Troll.
That being said the list is pretty explosive. Casting Rapid Hybridization on an undying creature to surprise block or just during their end step to crack back for lethal next turn is powerful.
So I ran this to 13th in the PE last night, and I would have top 8'd if not for a bad play on my behalf from being half asleep at 2am.
2 Notes, the Lotleth Troll is awesome and won lots of games on his own. What do you do mid to late game with a 1 drop that doesn't really help? Pitch it to the troll. Had a fast start but stalled on mana and can't cast your four drops? Push him over the edge by pitching them to him. As always Dreg Manglers are awesome with him. He is the reach. He makes all of the 1 drops in the mid to late game good pump spells. Especially paired with Regen.
Other note, Zameck guildmage is so iffy. One game he drew me out of a hole to a win. Once. In a stalled board against aggro. He has synergy yes, but I think I am going to up to 3 trolls, and one floating 2 drop, maybe a highpriest.. i don't know. Maybe wait until we have DGM online.
2 Notes, the Lotleth Troll is awesome and won lots of games on his own. What do you do mid to late game with a 1 drop that doesn't really help? Pitch it to the troll. Had a fast start but stalled on mana and can't cast your four drops? Push him over the edge by pitching them to him. As always Dreg Manglers are awesome with him. He is the reach. He makes all of the 1 drops in the mid to late game good pump spells. Especially paired with Regen.
Other note, Zameck guildmage is so iffy. One game he drew me out of a hole to a win. Once. In a stalled board against aggro. He has synergy yes, but I think I am going to up to 3 trolls, and one floating 2 drop, maybe a highpriest.. i don't know. Maybe wait until we have DGM online.
Thanks for the answer about Lotleth Troll, which totally explains its place in the build.
As for the guildmage, yeah, he wins some, and other times he's a dead draw.
I need some input for this Ana deck of mine, since I'm thinking about replacing one of the 3 drop slots with Renegade Krasis, which seems really good. This is basically evolve.dec
Corpsejack and Biomancer are the best of friends here, provided I get them both out (deck still does well without them in play), making a Cloudfin Raptor a 4/5 for U, and generally making the creatures pretty big for their price.
Gyre Sage can make a Biomass Mutation at least go for 4 or more in the X cost, and has the 2 toughness, so that it can evolve a Experiment One/Raptor on the second turn. She can also feed mana for Ooze flux, Rancors, and anything else so that I can save my own lands for stuff like Putrefy.
Lotleth is a good attacker if I have dead creatures in hand (EOne and Raptor), and can survive from kill spells/wipes, because of regen. Evolves 1/2 Raptors also.
Elusive Krasis is unblockable, and can be a very good blocker when needed. That's all that's going for the fish head.
Dreg has haste and is a 3/3, and has scavenge. Good enough for me.
I'm thinking about maybe putting in Renegrade Krasis instead of Elusive Krasis or Dreg Mangler, but don't know who to replace.
Shambleshark and Strangleroot Geist seem to be good contenders for the 2 drop slot, but they don't have the versatility or resilience that Sage or Lotleth have, respectively. Lotleth can regen, while Geist simmers away after it dies with a +1/+1 on it, and shambleshark is just a good evolver, but so is the Sage. Flash doesn't really matter for it.
Any advice or criticism anyone could offer? I still need to develop a sideboard for this deck just so you know.
Hey guys! I'm really interested in this deck, but I have a couple quick questions:
Is Duskmantel Seer nessacary? I don't have them and don't want to get them, but I will if it has to be in here. Would Fathom Mage be a decent budget replacement for them?
What about Slitherhead? It seems like a great one-drop for the deck, but doesn't evolve anybody except cloudfin. It does have some great synergies with Zameck and Fathom Mage (if its a workable replacement for seer).
Has anybody tested out Deranged Outcast? I know there Arnt a lot of humans, but he seems really powerful in a deck that runs humans.
And I know the two-drop spot is really cluttered right now anyway, but Blood Artist seems pretty great.
Am I completely on the wrong track here? If I ran all the cards I've mentioned, would I essentially be running a different deck?
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Quote from ebcubs03 »
so if i am that player do i get to sleep with his girlfriend ?
Hey guys! I'm really interested in this deck, but I have a couple quick questions:
Is Duskmantel Seer nessacary? I don't have them and don't want to get them, but I will if it has to be in here. Would Fathom Mage be a decent budget replacement for them?
What about Slitherhead? It seems like a great one-drop for the deck, but doesn't evolve anybody except cloudfin. It does have some great synergies with Zameck and Fathom Mage (if its a workable replacement for seer).
Has anybody tested out Deranged Outcast? I know there Arnt a lot of humans, but he seems really powerful in a deck that runs humans.
And I know the two-drop spot is really cluttered right now anyway, but Blood Artist seems pretty great.
Am I completely on the wrong track here? If I ran all the cards I've mentioned, would I essentially be running a different deck?
There are no "budget replacements" in competitive play.
There are no "budget replacements" in competitive play.
This is a fair statement. I apologize for bringing up budget on the competitive forum. Allow me to change my previous statement about Fathom Mage:
What are your thoughts on Fathom Mage in a deck like this? Rapid hybridization on an undying creature will usually draw 2 cards. It's got more explosiveness than Duskmantel, although 'Mantel is obviously better.
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Casting 4 mana 1/1s, even if they can grow bigger, is not what a beatdown deck wants to be doing. Fathom Mage has sweet ability but people often forget that base stats matter, a lot.
Yeah, I get that. Plus, in order to get any real value from it, a lot of other things must happen in the right order. I think it would be great if the format was a little slower.
Any comments on my other card suggestions? It kinda seems like the deck is where it needs to be right now anyway, and anything else would just dilute it.
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Duskmantle can actually kill your opponent, by himself. Fathom Mage needs other cards or is just a 4 mana 1/1.
Slitherhead is not powerful enough. There are so many better one drops.
Even with a ton of humans I don't think Deranged Outcast is what this deck wants. You'd need to leave mana up and then attack, they block and you sac a human to pump something. Or you can just cast a haste creature evolve stuff and swing which seems much better.
Duskmantle can actually kill your opponent, by himself. Fathom Mage needs other cards or is just a 4 mana 1/1.
Slitherhead is not powerful enough. There are so many better one drops.
Even with a ton of humans I don't think Deranged Outcast is what this deck wants. You'd need to leave mana up and then attack, they block and you sac a human to pump something. Or you can just cast a haste creature evolve stuff and swing which seems much better.
Yeah, I just want outcast to have a place, I guess this isnt the deck for him (sidenote: experiment one is a human.)
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so if i am that player do i get to sleep with his girlfriend ?
Duskmantle can actually kill your opponent, by himself. Fathom Mage needs other cards or is just a 4 mana 1/1.
Slitherhead is not powerful enough. There are so many better one drops.
Even with a ton of humans I don't think Deranged Outcast is what this deck wants. You'd need to leave mana up and then attack, they block and you sac a human to pump something. Or you can just cast a haste creature evolve stuff and swing which seems much better.
Yeah, I just want outcast to have a place, I guess this isnt the deck for him (sidenote: experiment one is a human.)
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@Thatguy: I'm going to run 58 out of the 60 from your main deck. My only changes are 2 Snapcasters in place of Varolz and the Evil Twin. I feel Snapcasters offer so much versatility. Snapping back Rapid Hybridization on one of my tapped undying creature to set up favorable blocks, triggering Morbid for the High Priest, or just setting up for a lethal attack next turn is really powerful.
I was hoping you could explain some of your sideboard choices. The Nighthawks are great but what matchups are you bringing them in for? Naya Blitz? RG aggro? Or are they just there to pay for Duskmantle's ability?
After just goldfishing a bunch of hands, 22 lands in 3 colours is pretty ambitious, especially when you consider mulligans and how poorly this deck seems to mulligan. I'm going to cut a Rapid Hybridization for a second Forest.
Looking at the colour requirements this deck uses a lot of coloured mana and very little colourless mana. Abundant Growth fixes the mana and it almost lets you play a 56 card deck. If you cut the Young Wolves you lose a lot of neat interactions that can occur not to mention you're just not putting nearly the pressure on your opponent that you would with 4 more 1 drops. Regardless if you played the Abundant Growths or not you'd need to play the same number of Shocks and Check lands so the Abundant Growths would really just be there for a certain number of games where you were colour screwed and you drew and Abundant Growth. I don't think the % of times that this will occur is greater than the % of times you'll lose because you don't put your opponent on a clock with the 1 drops.
Yeah I'm definitely on the "No Abundant Growth" team. I dont think it has a place in the deck at all. I've played around 20 matches online today with just 3 Young Wolfs and an extra Forest and I feel it runs smoother. That will probably be my final list that I will be using. Therefore im going to repost it here incase people want it.
I tried out the 3 Young Wolf and 4 Rapid and then I tried the 4 Young Wolf and 3 Rapid. With 18 Green sources and 13 Blue Sources I think 4 Young Wolf makes the most sense.
Sideboard discussion:
I've been considering the Zameck Guildmage out of the sideboard for decks that can't really interact with your creatures like Bant, drawing cards and resetting undying seems like a good way to keep applying pressure. But Bant has to be a good matchup for us anyway. Their answer to aggro is Supreme Verdict, Resto and Thragtusk and I think we can beat in fast enough that the last two are less than ideal.
The same goes for Esper. Their Edicts and Sweepers aren't that great. Augur is a good card for them. Lingering Souls sees play. I think the card to side out is Abrupt Decay and we can side in Golgari Charm. It hoses their sweepers. It kills Detention Sphere and Oblivion Ring and we can use it to kill their 1/1's.
The matchup I'm most concerned with is Naya Blitz. Abrupt Decay seems good, Golgari Charm seems good when it gets both Champion and Lightning Mauler with the trigger on the stack on turn 2 or a field of Boros Elites, but a lot of times that -1/-1 won't do anything to their board of Champion, BTE, BTE. I guess I'll try the Nighthawks.
I feel that it's important to be able to interact with hexproof creatures such as Geist of Saint Traft and Invisible Stalker, especially against a Bant Enchant list. Devour Flesh sets up Morbid as well.
Need one last card but I'm going to think over what new cards I'll see in the new meta tomorrow.
So I've been tinkering on MTGO with a BUG evolve based deck, and it has been doing pretty well, wanted to put the list to a fresh set of eyes before I consider taking it into any FNM or put any serious effort into making it work;
Desecration Demon: Okay, this one might be a stretch (alright a big stretch but shut up for a second!), w/Corpsejack Menace and Burst of Strength it could make you giggle when they sac a creature. OR, it makes playing that mid-late Cloudfin Raptor or Experiment One as useful sac fodder if Corpsejack or Burst are in play.
Zamek Guildmage: Nice to have a way to use some of that extra mana to generate a card advantage.
The LACK of undying creatures: Well, this is more about generating counters, so yeah.
The Essence Harvest and Mystic Genesis in the sideboard are some ideas running through my head that I want to try...
I went 4-1 with Thatguy's list. Lost in the first round to Aristocrats and then beat Rakdos Aggro, Jund Aggro, Naya Blitz, and then RG Aggro. I'll write up a more detailed report tomorrow.
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I actually run 3 main board death rites that is I was going to take them out for 3 volroz because it seems good with the deck.
Or I might take out my rapid hybrids for 3 putrify so idk when I get ahold of them
I think it will take a bit of testing before we can figure out what needs to be changed for varolz to work. My guess is wolfir avenger, the guildmage, and snapcaster get cut to make room. before we get the new cards, I would suggest the following to try out;
-2 snapcaster Mage
-2 guildmage
-1 rancor or simic charm
+2 skirsdag high priest
+1 wolfir avenger
+1 young wolf
+1 rapid hybridization
This is pretty much the list that brainstorming Az is running in his stream, and it's pretty solid. I played it in paper today and I think it's a good base to start from when Dragons maze is released.
4 Hinterland Harbor
3 Rancor
4 Woodland Cemetery
2 Skirsdag High Priest
4 Experiment One
4 Young Wolf
4 Overgrown Tomb
1 Wolfir Avenger
4 Duskmantle Seer
1 Forest
2 Golgari Charm
2 Abrupt Decay
2 Dreg Mangler
1 Dreg Mangler
4 Rapid Hybridization
4 Strangleroot Geist
2 Drowned Catacomb
4 Breeding Pool
1 Forest
3 Spell Rupture
3 Watery Grave
2 Tragic Slip
1 Memory's Journey
1 Negate
3 Evil Twin
1 Simic Charm
1 Rancor
1 Snapcaster Mage
1 Golgari Charm
2 Abrupt Decay
2 Deathrite Shaman
http://www.mtgo-stats.com/decks/57591
Thoughts?
Also, the threat of Spell Rupture really throws off an opponent. At my most recent FNM I had a rancor on a Duskmantle Seer, which crippled my opponent from casting a Revelation that he had just drawn (unless he wanted a very expensive think twice...).
That being said the list is pretty explosive. Casting Rapid Hybridization on an undying creature to surprise block or just during their end step to crack back for lethal next turn is powerful.
2 Lotleth Troll
4 Experiment One
4 Dreg Mangler
3 Duskmantle Seer
4 Strangleroot Geist
1 Evil Twin
4 Young Wolf
2 Wolfir Avenger
2 Zameck Guildmage
SPELLS
3 Spell Rupture
1 Simic Charm
2 Abrupt Decay
2 Rapid Hybridization
1 Tragic Slip
3 Rancor
2 Forest
4 Overgrown Tomb
4 Woodland Cemetery
4 Breeding Pool
4 Hinterland Harbor
4 Watery Grave
2 Tragic Slip
1 Memory's Journey
1 Evil Twin
1 Simic Charm
1 Vampire Nighthawk
1 Vampire Nighthawk
3 Golgari Charm
2 Abrupt Decay
2 Deathrite Shaman
1 Rapid Hybridization
So I ran this to 13th in the PE last night, and I would have top 8'd if not for a bad play on my behalf from being half asleep at 2am.
2 Notes, the Lotleth Troll is awesome and won lots of games on his own. What do you do mid to late game with a 1 drop that doesn't really help? Pitch it to the troll. Had a fast start but stalled on mana and can't cast your four drops? Push him over the edge by pitching them to him. As always Dreg Manglers are awesome with him. He is the reach. He makes all of the 1 drops in the mid to late game good pump spells. Especially paired with Regen.
Other note, Zameck guildmage is so iffy. One game he drew me out of a hole to a win. Once. In a stalled board against aggro. He has synergy yes, but I think I am going to up to 3 trolls, and one floating 2 drop, maybe a highpriest.. i don't know. Maybe wait until we have DGM online.
Thanks for the answer about Lotleth Troll, which totally explains its place in the build.
As for the guildmage, yeah, he wins some, and other times he's a dead draw.
4 Cloudfin Raptor
4 Experiment One
4 Lotleth Troll
4 Gyre Sage
4 Dreg Mangler
4 Elusive Krasis
2 Corpsejack Menace
2 Master Biomancer
2 Bred for the Hunt
2 Ooze Flux
3 Rancor
1 Biomass Mutation
3 Putrefy
Lands (21)
3 Breeding Pool
3 Drowned Catacomb
2 Overgrown Tomb
1 Hinterland Harbor
6 Forest
4 Swamp
2 Island
Corpsejack and Biomancer are the best of friends here, provided I get them both out (deck still does well without them in play), making a Cloudfin Raptor a 4/5 for U, and generally making the creatures pretty big for their price.
Gyre Sage can make a Biomass Mutation at least go for 4 or more in the X cost, and has the 2 toughness, so that it can evolve a Experiment One/Raptor on the second turn. She can also feed mana for Ooze flux, Rancors, and anything else so that I can save my own lands for stuff like Putrefy.
Lotleth is a good attacker if I have dead creatures in hand (EOne and Raptor), and can survive from kill spells/wipes, because of regen. Evolves 1/2 Raptors also.
Elusive Krasis is unblockable, and can be a very good blocker when needed. That's all that's going for the fish head.
Dreg has haste and is a 3/3, and has scavenge. Good enough for me.
I'm thinking about maybe putting in Renegrade Krasis instead of Elusive Krasis or Dreg Mangler, but don't know who to replace.
Shambleshark and Strangleroot Geist seem to be good contenders for the 2 drop slot, but they don't have the versatility or resilience that Sage or Lotleth have, respectively. Lotleth can regen, while Geist simmers away after it dies with a +1/+1 on it, and shambleshark is just a good evolver, but so is the Sage. Flash doesn't really matter for it.
Any advice or criticism anyone could offer? I still need to develop a sideboard for this deck just so you know.
Is Duskmantel Seer nessacary? I don't have them and don't want to get them, but I will if it has to be in here. Would Fathom Mage be a decent budget replacement for them?
What about Slitherhead? It seems like a great one-drop for the deck, but doesn't evolve anybody except cloudfin. It does have some great synergies with Zameck and Fathom Mage (if its a workable replacement for seer).
Has anybody tested out Deranged Outcast? I know there Arnt a lot of humans, but he seems really powerful in a deck that runs humans.
And I know the two-drop spot is really cluttered right now anyway, but Blood Artist seems pretty great.
Am I completely on the wrong track here? If I ran all the cards I've mentioned, would I essentially be running a different deck?
About Mindslaver rulings:
There are no "budget replacements" in competitive play.
This is a fair statement. I apologize for bringing up budget on the competitive forum. Allow me to change my previous statement about Fathom Mage:
What are your thoughts on Fathom Mage in a deck like this? Rapid hybridization on an undying creature will usually draw 2 cards. It's got more explosiveness than Duskmantel, although 'Mantel is obviously better.
About Mindslaver rulings:
Yeah, I get that. Plus, in order to get any real value from it, a lot of other things must happen in the right order. I think it would be great if the format was a little slower.
Any comments on my other card suggestions? It kinda seems like the deck is where it needs to be right now anyway, and anything else would just dilute it.
About Mindslaver rulings:
Slitherhead is not powerful enough. There are so many better one drops.
Even with a ton of humans I don't think Deranged Outcast is what this deck wants. You'd need to leave mana up and then attack, they block and you sac a human to pump something. Or you can just cast a haste creature evolve stuff and swing which seems much better.
Yeah, I just want outcast to have a place, I guess this isnt the deck for him (sidenote: experiment one is a human.)
About Mindslaver rulings:
Yeah, I just want outcast to have a place, I guess this isnt the deck for him (sidenote: experiment one is a human.)
About Mindslaver rulings:
I was hoping you could explain some of your sideboard choices. The Nighthawks are great but what matchups are you bringing them in for? Naya Blitz? RG aggro? Or are they just there to pay for Duskmantle's ability?
Looking at the colour requirements this deck uses a lot of coloured mana and very little colourless mana. Abundant Growth fixes the mana and it almost lets you play a 56 card deck. If you cut the Young Wolves you lose a lot of neat interactions that can occur not to mention you're just not putting nearly the pressure on your opponent that you would with 4 more 1 drops. Regardless if you played the Abundant Growths or not you'd need to play the same number of Shocks and Check lands so the Abundant Growths would really just be there for a certain number of games where you were colour screwed and you drew and Abundant Growth. I don't think the % of times that this will occur is greater than the % of times you'll lose because you don't put your opponent on a clock with the 1 drops.
Also, why does everyone keep running zamek guildmage... just seems like the worst.
So why Snapcaster Mage over Wolfir Avenger? Everything else makes sense.
Tempo
Modern
Eldrazi and Staxes
Whir Prison
Legacy
5c Humans
DnT
"I'm a lead farmer... !" Quote ruined due to policy.
You are only running 2 Forests not 3.
I tried out the 3 Young Wolf and 4 Rapid and then I tried the 4 Young Wolf and 3 Rapid. With 18 Green sources and 13 Blue Sources I think 4 Young Wolf makes the most sense.
Sideboard discussion:
I've been considering the Zameck Guildmage out of the sideboard for decks that can't really interact with your creatures like Bant, drawing cards and resetting undying seems like a good way to keep applying pressure. But Bant has to be a good matchup for us anyway. Their answer to aggro is Supreme Verdict, Resto and Thragtusk and I think we can beat in fast enough that the last two are less than ideal.
The same goes for Esper. Their Edicts and Sweepers aren't that great. Augur is a good card for them. Lingering Souls sees play. I think the card to side out is Abrupt Decay and we can side in Golgari Charm. It hoses their sweepers. It kills Detention Sphere and Oblivion Ring and we can use it to kill their 1/1's.
The matchup I'm most concerned with is Naya Blitz. Abrupt Decay seems good, Golgari Charm seems good when it gets both Champion and Lightning Mauler with the trigger on the stack on turn 2 or a field of Boros Elites, but a lot of times that -1/-1 won't do anything to their board of Champion, BTE, BTE. I guess I'll try the Nighthawks.
I feel that it's important to be able to interact with hexproof creatures such as Geist of Saint Traft and Invisible Stalker, especially against a Bant Enchant list. Devour Flesh sets up Morbid as well.
Need one last card but I'm going to think over what new cards I'll see in the new meta tomorrow.
2 Breeding Pool
4 Drowned Catacomb
3 Forest
3 Hinterland Harbor
2 Island
2 Overgrown Tomb
2 Watery Grave
4 Woodland Cemetery
Creatures 22
3 Cloudfin Raptor
4 Experiment One
3 Gyre Sage
2 Zameck Guildmage
4 Dreg Mangler
2 Elusive Krasis
2 Desecration Demon
2 Corpsejack Menace
3 Burst of Strength
2 Spell Rupture
2 Abrupt Decay
3 Simic Charm
1 Biomass Mutation
Spells 5
3 Rancor
2 Increasing Savagery
2 Duress
1 Tragic Slip
2 Devour Flesh
2 Deathrite Shaman
2 Sheltering Word
1 Abrupt Decay
2 Golgari Charm
1 Essence Harvest
1 Mystic Genesis
The dual lands are a little funky because I am restricting what I use on MTGO to what I have in paper, and availability locally is a little strained.
Okay so, some of my reasoning on cards you might be head-scratching on;
Gyre Sage: Makes the flashback cost for Increasing Savagery and scavenge cost on Dreg Mangler trivial. Biomass mutation, I think that is pretty straight forward.
Desecration Demon: Okay, this one might be a stretch (alright a big stretch but shut up for a second!), w/Corpsejack Menace and Burst of Strength it could make you giggle when they sac a creature. OR, it makes playing that mid-late Cloudfin Raptor or Experiment One as useful sac fodder if Corpsejack or Burst are in play.
Zamek Guildmage: Nice to have a way to use some of that extra mana to generate a card advantage.
The LACK of undying creatures: Well, this is more about generating counters, so yeah.
The Essence Harvest and Mystic Genesis in the sideboard are some ideas running through my head that I want to try...
Other cards that ran through my head; Deadbridge Goliath, Vorapede, Giant Adephage.
DGM considerations; Putrefy, Give // Take, Vorel of the Hull Clade
Okay, proceed to tell me it's horrible.