@ toolmonkey: No reason to have good token producers if you can play so many elves that are elves on their own, I think.
Also, adding a bit of tech: I've been running the amazingly-underutilized-in-format Battle-Axe, and it's been treating me well - I'd recommend it. T1 Druid into t2 druid/druid/axe into t3 bramblewood/prefect is just sick. I've been replacing the Overruns myself, just because you usually are tapping your elves for Overrun, and really - what wants to block you? I can't think of a single deck that wants to block your 3/3 elves. Axe is unquestionably better if [when?] they get their first wrath[/sulfurous blast], and Overrun is only being run in these decks as a kind of random 2-of anyways.
I know I'm not running Champion here, and I'm only running 12 warriros [16 with triad], but it's seemed to work pretty well. Currently I'm running crappy warriors in place of Anthem/Prefect, because I don't have them yet [cheapness/10].
my mouth is full of winsome lies -
and eyes are full of death besides
but luckily the soul is wise -
it sees beyond my blindness and
forced failure makes a better guise,
so as i come again alive,
it feels like life's a decent plan
So if there's no reason to play good token producers then the original concept on which the deck is designed (as indicated by the OP with the statement: "The deck's key synergy is the abuse of Heritage Druid to create obscene amounts of Elf tokens extremely fast."), then how is this deck any different from just a MGA Elf Build?
Sorry if I'm nitpicking, but unless the OP is using the word token to represent not only actual tokens but 1 drops and the like then I feel that needs to be explained.
I get the concept of the deck, it is fairly decent from the discussions I've been reading, and I might even build it, but just wanted some clarification on...the use of the OP's original statement, and lack of effective token production (besides Promenade in all the homebrew lists).
Just asking because I've played with the Axe version for some time on MTGO, and found that if your pretty sure your opp is playing with wrath/damnation/clasm in deck then Gilt-Leaf Ambush works much better. Example- They cast wrath. Eot you play Ambush. Then play something like a Perfect. Swing for 8. That's much better then. They cast wrath. You play Hunting Triad. Swing for 3.
Also why are the Harmonizes in SB? This is amazing with HD. It allows you to draw more cards rather then play more threats if you think your opp is playing any of the mass removal spells. If your playing against an aggro deck then this allows you to overpower them.
mmm rhys the redemmed mmm i dont like it to much in this deck...his effect cost to much and even he can be put in the field early in the game his abilitys just have to wait...
he is must than anything else for a late game...if your tokens are still alive...
well thats quite interesting the way i see triads and well maybe other heritage player do...is that triad give you 3 elf's that you can right away tap for another 3 mana for anything else...you can play...perfect, champion, mercy killing or even gilt leave ambush...and besides that it gave you reinforce...that you can play in a final blow...just for surprise your oponent...the main thing is that always will give you 3 elf's.
just for example...
turn 1: mana - llanowar
turn 2: mana - heritage - devoted druid
turn 3: mana - tap 3 elf's - tap mana - play triads reinforce on llanowar 4/4 - untap
devoted -tap devoted for mana - tap 2 mana play mercy killing on
llanowar put 4 elf's...and if you still have cards in hand...keep them
coming...
and that is a very weird combo...but possible jajajaj
Here's a list of elf token producers
1. Hunting triad - costs 4, sorcery 3 tokens
2. Gilt leaf ambush - costs 3, instant 2 tokens
3. Elvish promenade - cost 4, double elves
4. Imperious perfect - +1/+1 and token per turn
5. Mercy killing - creature removal or trick...
Now I think the hunting triad, perfect and promenade are must haves in the deck. Ambush is probably SB or not.
I really think mercy killing is SB unless there's a way that will make it broken/instant win.
Can I be honest? Well good because I'm going to be anyway and break it down right now.
Elvish Promenade; Is situational and not guaranteed to work = BAD Gilt-Leaf Amush; Effective and guaranteed to work unless countered = OK Mercy Killing; Strong combat trick, kills Doran well and generally will help you win = GREAT
So of the 5 listed token producers I would run only the safest and consistant spells and creatures. Competitive decks depend on consistancy and aggro/combo even more so. And this deck is aggro/combo.
So i wanted to build this deck for block. It seems like most of this deck is in block anyways but what could i use as a finisher. All i can think of is roar of the crowd and a big swing with the tokens. Also i am thinking the hideaway lands would be good.
For block try Door of Destinies as the Coat replacement. It has late game power as well as all your elves that you play will continue to get bigger and bigger.
I actually would find mercy killing to be more situational than elvish promenade.
When the opponent has no creatures, you have to use it to kill your own. Now this would only be effective if you have a coat of arms in play, as your elves would get +x/+x, where x is the sacrificed creatures power.
Admittedly, I haven't tested with mercy killing but I don't know how negatively it would affect my tempo.
call me crazy, but could this deck use the glittering wish toolbox idea? or do you think there isn't enough that you'd want to go get?
EDIT: yeah, it's slow. but for the cost of 4 card slots, you get a back up plan to cover your @$$ if the full on aggro assault fails. you can put some portion of the sideboard towards cards like:
99 Gaddock Teeg (shhh... no more wrath. i'm rebuilding) 99 Dawnglow Infusion (major life gain. very nice w/ lots of mana elves around...) 99 Mercy Killing (die doran die) 99 Oracle of Nectars (more life and on an elf-stick ) 99 Shield of the Oversoul (overkill/not necc, but just thot i'd point it out. break window in case of burn--useful for your heritage druid perhaps) 99 Mystic Enforcer (yeah, not the greatest card, but had to say it... an evasive beater after threshold)
99 Kitchen Finks (not so great here, but everyone seems to love them lately)
thats the IDEA of mercy killing in this deck...of course mercy killing can remove a creature your opponent controls..but...in this deck...to kill your own to create many...is the main idea...
almost all the time with this deck...you have to tap your creatures to produce mana...right? well by creating many creatures this deck as fast as it can faster your win will come...
now mmm by turn 3 or 4 you must be killing your opponent with overrun or in my case coat or overrun but at that time creatures capable of attack are like 3 or 4...is they dont reach the 20 life beat...you are....dead or late for the win...
@WizaRJ
is a posibility but as i see this deck...only by a late game could be good...the key word for this deck is..."fast"
hey why dont put it..."elvish fast and furious" jajaja
Mercy killing works best with coat of arms in play. But if you have coat, you should have won.
The ideal play as stated some posts back is:
Turn 1: Forest, llanowar elf
Turn 2: Forest, Heritage druid, boreal druid, tap 3 elves, play imperious perfect.
Everybody's 2/2
Turn 3: You can swing for 8, or build up your army by playing hunting triad or elvish promenade, to get 7 elves or 8 elves, then EOT use imperious perfect's ability (you should have mana open).
Turn 4: Play coat of arms, swing for the win.
Having 4 elves by turn 4 is not ideal. If I'm understanding your logic... it's:
Same turns 1 and 2.
Turn 3: Play coat of arms. Your elves are now 5/5 each (you don't have enough mana to play mercy killing EOT)
Turn 4: Attack with all your 4 elves, blast a blocked elf (not imperious perfect) with mercy killing, you get 5 elves. You have a total of 8 elves. Each elf is 9/9. You still have 3 elves attacking for 27 damage. Now that's cool because you still win.
However if there are more than 1 blocker, you aren't able to get lethal unless you've attacked in the previous turn.
Next turn wrath of God, opponent stabilizes...
I like the idea of mercy killing but it's not early game token production. When you're playing it early game, you must have a mega pump in play. It has to have an effect of getting at least a net of 3 tokens (meaning 4 tokens from mercy killing minus the elf you killed). A net of 2 tokens means it's costly comparer to Gilt leaf ambush.
Of course no one runs giant growth.
So the best pump is coat of arms, by the time coat is out, you should win the same turn or else you'll lose the next turn.
Now the deck is aggro/combo. The fundamental turn is when you play coat of arms; this is when this combo deck goes off/gets the nuts.
The idea of the deck is to use heritage druid to accelerate into play lots of token producing spells like gilt leaf ambush, hunting triad, elvish promenade.
Then you attack with pumps like overrun or coat of arms... then you should win.
By playing mercy killing, you are changing the tempo by playing coat or a pump first, then token production later. You have to do such or you won't get a good number of tokens.
Again, I like the idea of mercy killing, but unless you can show me how it will be a pivotal game winning card not a win more card. Best is by having it have more synergy to the deck without relying too much on an existing coat of arms.
yeah playing mercy killing with a coat on the floor is insane...to many creatures...and yes by the time you play coat the game at the time must be yours....
but mercy killing dosent need a big pump to be played...you can sacrifice one of your early game creature that is pump...you dont need to overpower one creature to use it...and this deck has too many pump cards...so it wont be a problem...also is a protective way to endure in the game...at least one turn...sometimes by turn 4 you hardly cast overrun to hit with 3 creatures...or 4 creatures...with this card you are open to more mana if heritage is on the field at the time you played and is an instant so is better...
and remember...not all people rum coat in this deck...my version only runs 2
i will try it as soon as i get it...it has a potential in this deck...also i've been playing with ambush and is much faster than before...im runnig 3 is great
@Belier; Man I just can't get over how hard it is to read and comprehend your statements. I just find myself pausing too much with all the ... ... ... .... please don't take this personally I'm just trying to give you constructive critisism on your typing style.
Anyway. Mercy Killing is versatile and has a good outcome when you kill some opponents fatty and they now have 1/1 elves that you can deal with easily. Killing Doran is just flat out amazing and the fact that it is a combat trick that produces more elves from one that got blocked and pumps the ones that got through with more Coat shenanegans (sp?) makes it a good spell. I know I'm testing with it and having strong results.
thanks for the criticism as i said when came here my english is not that strong and in my original lenguage im used to type this way and is hard to stop doing it i will try my best to improve my domain of the english so thanks.
the card is great, the deck is great so everything is great jajaja good luck in your fnm's tonight! jajaja
i saw the deck in mtg.com in a tournament report that fujita played it.
ever since i saw this i have been following the developements, and i really liked the idea of coat of arms over overrun and garruk, and mercy killing.
what i was trying to build that build i just couldn't make it.
can anyone post his latest build with coat of arms or any good big pumper and mercy killing ?
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"I feel like I just attacked with everything, and it's too late to take it back."
- Chris Pikula, shortly after getting married on December 29th, 2001.
i saw the deck in mtg.com in a tournament report that fujita played it.
ever since i saw this i have been following the developements, and i really liked the idea of coat of arms over overrun and garruk, and mercy killing.
what i was trying to build that build i just couldn't make it.
can anyone post his latest build with coat of arms or any good big pumper and mercy killing ?
This with the version I'm playing on MWS at the moment with moderate, yet considerable, success:
In my dream, the world had suffered a terrible disaster. A black haze shut out the sun, and the darkness was alive with the moans and screams of wounded people. Suddenly, a small light glowed. A candle flickered into life, symbol of hope for millions. A single tiny candle, shining in the ugly dark. I laughed and blew it out.
Many thanks to HotP Studios. Special thanks to DNC for this great sig.
Got me 1st place at an FNM last night in a field of U/W aggro control, Reveillark, 2 Merfolk Decks, a Faerie deck, and a couple of elf decks. I beat the Merfolk deck, drew against faeries (need more Threshers!) and beat the U/W aggro control. I comboed twice.
The deck is basically centered around comboing with Archdruid. Use Commands and removal to clean the board once all lands are stolen. The deck can take a much more controlling role in games 2 and 3 with the sideboard.
I know the deck is a little bit different than the other builds here. If I was to make the deck more aggressive I would probably cut some number of harbingers and druids for Vanquishers.
Drekvac that's a decent list and the list I am running is similar yet I think completely different feeling. I just gave your decklist about 5 games on MWS and... well. This iis the list that I am most comfortable with and I have had great success with this list (12-4 so far);
Drekvac that's a decent list and the list I am running is similar yet I think completely different feeling. I just gave your decklist about 5 games on MWS and... well. This iis the list that I am most comfortable with and I have had great success with this list (12-4 so far);
In my SB I am running 4 Bitterblossom and 4 Thoughtseize with the black splash.
Personally, I've refrained from adding cards from the new set until it becomes Standard legal. But in a week or so, I will post my Shadowmoor updates...
As far as your deck goes, it's OK if it works, I guess. The list does look kind of land light though. Also, I don't see no good reason not to run Bramblewood Paragon. as far as pump critters go he is probably better then Elvish Champion.
I'm just noticing that there are no Wren's Run Vanquishers. Have they been missed? How is Guilt-Leaf Ambush working out for you?
Finally, since I've been away for a while, would anyone care to explain how come Mercy Killing is so good?
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In my dream, the world had suffered a terrible disaster. A black haze shut out the sun, and the darkness was alive with the moans and screams of wounded people. Suddenly, a small light glowed. A candle flickered into life, symbol of hope for millions. A single tiny candle, shining in the ugly dark. I laughed and blew it out.
Many thanks to HotP Studios. Special thanks to DNC for this great sig.
Yeah my list is land light but I don't think any aggro deck or combo deck really need more than 20-21. I normally have absolutely no problem running on just 3 land and I run Harmonize to dig through the deck.
As far as Paragon over Elvish Champion... I like forest walk more than trample and yes it does a fairly decent job pumping the tokens, I guess that is more of a preference call.
I like Ambush alot. It's a combat trick and can sometimes devestate an opponent who doesn't expect Deathtouching elves flying out of nowhere. Instant speed is also great because you can aviod the tokens getting wrathed by casting it EOT on the opponents turn. And of course I like the guaranteed number.
EDIT; It's hard to explain why Mercy Killing is so good. So I will just list a few of the things that it can do.
1) Takes out Doran good.
2) It's a great combat trick with a Coat out.
3) It can make big fatties managable 1/1s
4) It's funny when the opponent just realized he got screwed by a green kill spell.
You have 4 black sources and 8 sideboard black cards, one of which is a typical turn 1 play, and no overrun effect... I think you list is overall strong, but it has flaws.
I'd cut a coat and an harmonize for overruns, but that's a personnal thing, and throw in 4 painlands in place of 3 mountains and 1 pendelhaven for the board options to have more chances to resolve when you do board them.
I also agree on Elvish Champion, because it dosen't need to predate the tokens to boost them. You can drop it and then alpha strike wich is not doable with Paragon.
With 12 mana elves, 21 lands seem just right.
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The interesting thing about us legacy players is that we consider Force of Will, Dark Ritual, Blood Moon, Tarmogoyf and Swords to Plowshare to be fair.
I usually only pull in one set of the 8 SB black cards at a time and yes I could replace a few Forests in that list with Llanowar Wastes. I really like the Pendelhaven and because it boosts nearly all of the creatures in the deck.
It's really good indeed. I love that card. It's just a very bad double draw when you are running 21 lands.
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The interesting thing about us legacy players is that we consider Force of Will, Dark Ritual, Blood Moon, Tarmogoyf and Swords to Plowshare to be fair.
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Also, adding a bit of tech: I've been running the amazingly-underutilized-in-format Battle-Axe, and it's been treating me well - I'd recommend it. T1 Druid into t2 druid/druid/axe into t3 bramblewood/prefect is just sick. I've been replacing the Overruns myself, just because you usually are tapping your elves for Overrun, and really - what wants to block you? I can't think of a single deck that wants to block your 3/3 elves. Axe is unquestionably better if [when?] they get their first wrath[/sulfurous blast], and Overrun is only being run in these decks as a kind of random 2-of anyways.
EX:
22 Forest
4 Heritage Druid
4 Llanowar Elves
3 Boreal Druid
4 Wolf-Skull Shaman
4 Bramblewood Paragon
4 Imperious Prefect
4 Wren's Pack Huntmaster
4 Gaea's Anthem
4 Hunting Triad
I know I'm not running Champion here, and I'm only running 12 warriros [16 with triad], but it's seemed to work pretty well. Currently I'm running crappy warriors in place of Anthem/Prefect, because I don't have them yet [cheapness/10].
and eyes are full of death besides
but luckily the soul is wise -
it sees beyond my blindness and
forced failure makes a better guise,
so as i come again alive,
it feels like life's a decent plan
Sorry if I'm nitpicking, but unless the OP is using the word token to represent not only actual tokens but 1 drops and the like then I feel that needs to be explained.
I get the concept of the deck, it is fairly decent from the discussions I've been reading, and I might even build it, but just wanted some clarification on...the use of the OP's original statement, and lack of effective token production (besides Promenade in all the homebrew lists).
Also why are the Harmonizes in SB? This is amazing with HD. It allows you to draw more cards rather then play more threats if you think your opp is playing any of the mass removal spells. If your playing against an aggro deck then this allows you to overpower them.
you are totally right...apologize for that...
mmm rhys the redemmed mmm i dont like it to much in this deck...his effect cost to much and even he can be put in the field early in the game his abilitys just have to wait...
he is must than anything else for a late game...if your tokens are still alive...
@megatog101
well thats quite interesting the way i see triads and well maybe other heritage player do...is that triad give you 3 elf's that you can right away tap for another 3 mana for anything else...you can play...perfect, champion, mercy killing or even gilt leave ambush...and besides that it gave you reinforce...that you can play in a final blow...just for surprise your oponent...the main thing is that always will give you 3 elf's.
just for example...
turn 1: mana - llanowar
turn 2: mana - heritage - devoted druid
turn 3: mana - tap 3 elf's - tap mana - play triads reinforce on llanowar 4/4 - untap
devoted -tap devoted for mana - tap 2 mana play mercy killing on
llanowar put 4 elf's...and if you still have cards in hand...keep them
coming...
and that is a very weird combo...but possible jajajaj
http://forums.mtgsalvation.com/showthread.php?p=5401186#post5401186
1. Hunting triad - costs 4, sorcery 3 tokens
2. Gilt leaf ambush - costs 3, instant 2 tokens
3. Elvish promenade - cost 4, double elves
4. Imperious perfect - +1/+1 and token per turn
5. Mercy killing - creature removal or trick...
Now I think the hunting triad, perfect and promenade are must haves in the deck. Ambush is probably SB or not.
I really think mercy killing is SB unless there's a way that will make it broken/instant win.
Elvish Promenade; Is situational and not guaranteed to work = BAD
Gilt-Leaf Amush; Effective and guaranteed to work unless countered = OK
Mercy Killing; Strong combat trick, kills Doran well and generally will help you win = GREAT
So of the 5 listed token producers I would run only the safest and consistant spells and creatures. Competitive decks depend on consistancy and aggro/combo even more so. And this deck is aggro/combo.
http://forums.mtgsalvation.com/showthread.php?p=5401186#post5401186
http://forums.mtgsalvation.com/showthread.php?p=5401186#post5401186
When the opponent has no creatures, you have to use it to kill your own. Now this would only be effective if you have a coat of arms in play, as your elves would get +x/+x, where x is the sacrificed creatures power.
Admittedly, I haven't tested with mercy killing but I don't know how negatively it would affect my tempo.
EDIT: yeah, it's slow. but for the cost of 4 card slots, you get a back up plan to cover your @$$ if the full on aggro assault fails. you can put some portion of the sideboard towards cards like:
99 Dawnglow Infusion (major life gain. very nice w/ lots of mana elves around...)
99 Mercy Killing (die doran die)
99 Oracle of Nectars (more life and on an elf-stick )
99 Shield of the Oversoul (overkill/not necc, but just thot i'd point it out. break window in case of burn--useful for your heritage druid perhaps)
99 Mystic Enforcer (yeah, not the greatest card, but had to say it... an evasive beater after threshold)
99 A lot more i'm not listing
My Trades
Far out, man
thats the IDEA of mercy killing in this deck...of course mercy killing can remove a creature your opponent controls..but...in this deck...to kill your own to create many...is the main idea...
almost all the time with this deck...you have to tap your creatures to produce mana...right? well by creating many creatures this deck as fast as it can faster your win will come...
now mmm by turn 3 or 4 you must be killing your opponent with overrun or in my case coat or overrun but at that time creatures capable of attack are like 3 or 4...is they dont reach the 20 life beat...you are....dead or late for the win...
@WizaRJ
is a posibility but as i see this deck...only by a late game could be good...the key word for this deck is..."fast"
hey why dont put it..."elvish fast and furious" jajaja
The ideal play as stated some posts back is:
Turn 1: Forest, llanowar elf
Turn 2: Forest, Heritage druid, boreal druid, tap 3 elves, play imperious perfect.
Everybody's 2/2
Turn 3: You can swing for 8, or build up your army by playing hunting triad or elvish promenade, to get 7 elves or 8 elves, then EOT use imperious perfect's ability (you should have mana open).
Turn 4: Play coat of arms, swing for the win.
Having 4 elves by turn 4 is not ideal. If I'm understanding your logic... it's:
Same turns 1 and 2.
Turn 3: Play coat of arms. Your elves are now 5/5 each (you don't have enough mana to play mercy killing EOT)
Turn 4: Attack with all your 4 elves, blast a blocked elf (not imperious perfect) with mercy killing, you get 5 elves. You have a total of 8 elves. Each elf is 9/9. You still have 3 elves attacking for 27 damage. Now that's cool because you still win.
However if there are more than 1 blocker, you aren't able to get lethal unless you've attacked in the previous turn.
Next turn wrath of God, opponent stabilizes...
I like the idea of mercy killing but it's not early game token production. When you're playing it early game, you must have a mega pump in play. It has to have an effect of getting at least a net of 3 tokens (meaning 4 tokens from mercy killing minus the elf you killed). A net of 2 tokens means it's costly comparer to Gilt leaf ambush.
Of course no one runs giant growth.
So the best pump is coat of arms, by the time coat is out, you should win the same turn or else you'll lose the next turn.
Now the deck is aggro/combo. The fundamental turn is when you play coat of arms; this is when this combo deck goes off/gets the nuts.
The idea of the deck is to use heritage druid to accelerate into play lots of token producing spells like gilt leaf ambush, hunting triad, elvish promenade.
Then you attack with pumps like overrun or coat of arms... then you should win.
By playing mercy killing, you are changing the tempo by playing coat or a pump first, then token production later. You have to do such or you won't get a good number of tokens.
Again, I like the idea of mercy killing, but unless you can show me how it will be a pivotal game winning card not a win more card. Best is by having it have more synergy to the deck without relying too much on an existing coat of arms.
yeah playing mercy killing with a coat on the floor is insane...to many creatures...and yes by the time you play coat the game at the time must be yours....
but mercy killing dosent need a big pump to be played...you can sacrifice one of your early game creature that is pump...you dont need to overpower one creature to use it...and this deck has too many pump cards...so it wont be a problem...also is a protective way to endure in the game...at least one turn...sometimes by turn 4 you hardly cast overrun to hit with 3 creatures...or 4 creatures...with this card you are open to more mana if heritage is on the field at the time you played and is an instant so is better...
and remember...not all people rum coat in this deck...my version only runs 2
i will try it as soon as i get it...it has a potential in this deck...also i've been playing with ambush and is much faster than before...im runnig 3 is great
Anyway. Mercy Killing is versatile and has a good outcome when you kill some opponents fatty and they now have 1/1 elves that you can deal with easily. Killing Doran is just flat out amazing and the fact that it is a combat trick that produces more elves from one that got blocked and pumps the ones that got through with more Coat shenanegans (sp?) makes it a good spell. I know I'm testing with it and having strong results.
http://forums.mtgsalvation.com/showthread.php?p=5401186#post5401186
thanks for the criticism as i said when came here my english is not that strong and in my original lenguage im used to type this way and is hard to stop doing it i will try my best to improve my domain of the english so thanks.
the card is great, the deck is great so everything is great jajaja good luck in your fnm's tonight! jajaja
ever since i saw this i have been following the developements, and i really liked the idea of coat of arms over overrun and garruk, and mercy killing.
what i was trying to build that build i just couldn't make it.
can anyone post his latest build with coat of arms or any good big pumper and mercy killing ?
- Chris Pikula, shortly after getting married on December 29th, 2001.
This with the version I'm playing on MWS at the moment with moderate, yet considerable, success:
4 Llanowar Wastes
4 Guilt-Leaf Palace
4 Mutavault
1 Pendelhaven
4 Mosswort Bridge
4 Llanowar Elves
4 Heritage Druid
4 Bramblewood Paragon
4 Wren's Run Vanquisher
2 Elvish Champion
4 Imperious Perfect
3 Elvish Promenade
2 Overrun
3 Coat of Arms
Many thanks to HotP Studios. Special thanks to DNC for this great sig.
3 Llanowar Wastes
2 Gemstone Mine
2 Mutavault
1 Swamp
1 Pendelhaven
7 Forest
4 Heritage Druid
4 Boreal Druid
4 Llanowar Elves
4 Civic Wayfinder
4 Elvish Harbinger
4 Imperious Perfect
4 Gilt-Leaf Archdruid
1 Eyeblight's Ending
3 Harmonize
3 Primal Command
4 Thoughtseize
4 Stupor
3 Nameless Inversion
1 Shriekmaw
1 Primal Command
3 Krosan Grip
2 Extirpate
1 Cloudthresher
The deck is basically centered around comboing with Archdruid. Use Commands and removal to clean the board once all lands are stolen. The deck can take a much more controlling role in games 2 and 3 with the sideboard.
I know the deck is a little bit different than the other builds here. If I was to make the deck more aggressive I would probably cut some number of harbingers and druids for Vanquishers.
Questions, Comments?
4 Heritage Druid
4 Llanowar Elves
4 Boreal Druid
4 Imperious Perfect
3 Elvish Champion
2 Rhys the Redeemed
4 Hunting Triad
4 Gilt-Leaf Ambush
4 Mercy Killing
4 Harmonize
3 Coat of Arms
4 Mutavault
4 Gilt-Leaf Palace
2 Pendelhaven
10 Forest
In my SB I am running 4 Bitterblossom and 4 Thoughtseize with the black splash.
http://forums.mtgsalvation.com/showthread.php?p=5401186#post5401186
Personally, I've refrained from adding cards from the new set until it becomes Standard legal. But in a week or so, I will post my Shadowmoor updates...
As far as your deck goes, it's OK if it works, I guess. The list does look kind of land light though. Also, I don't see no good reason not to run Bramblewood Paragon. as far as pump critters go he is probably better then Elvish Champion.
I'm just noticing that there are no Wren's Run Vanquishers. Have they been missed? How is Guilt-Leaf Ambush working out for you?
Finally, since I've been away for a while, would anyone care to explain how come Mercy Killing is so good?
Many thanks to HotP Studios. Special thanks to DNC for this great sig.
As far as Paragon over Elvish Champion... I like forest walk more than trample and yes it does a fairly decent job pumping the tokens, I guess that is more of a preference call.
I like Ambush alot. It's a combat trick and can sometimes devestate an opponent who doesn't expect Deathtouching elves flying out of nowhere. Instant speed is also great because you can aviod the tokens getting wrathed by casting it EOT on the opponents turn. And of course I like the guaranteed number.
EDIT; It's hard to explain why Mercy Killing is so good. So I will just list a few of the things that it can do.
1) Takes out Doran good.
2) It's a great combat trick with a Coat out.
3) It can make big fatties managable 1/1s
4) It's funny when the opponent just realized he got screwed by a green kill spell.
http://forums.mtgsalvation.com/showthread.php?p=5401186#post5401186
I'd cut a coat and an harmonize for overruns, but that's a personnal thing, and throw in 4 painlands in place of 3 mountains and 1 pendelhaven for the board options to have more chances to resolve when you do board them.
I also agree on Elvish Champion, because it dosen't need to predate the tokens to boost them. You can drop it and then alpha strike wich is not doable with Paragon.
With 12 mana elves, 21 lands seem just right.
http://forums.mtgsalvation.com/showthread.php?p=5401186#post5401186