I honestly have to disagree with you, with the low CMC of this deck overall and the fact that there are 4 elves/birds in there I dont really think 20 is all that bad.
I dont really like the Dawntreader Elk, I get that its trying to get forests to pump the Dungrove Elder but I just think that its a crappy card, Vorinclex also just doesnt really fit, it your goal is to get forests then what goal does he serve? Unnatural Predationg is easily replaces by Mutagenic Growth, and then -4Dawntreader and -2 Vorinclex and then +4 Birds of Paradise or Llanowar elves if your budget it low. -4 Unnatural Predation and +4 Mutagenic growth, maybe add in a Vorapede, and take out cavern of souls it doesnt really fit in a green deck if there is only 1 and your goal is to get forests
I've been playtesting this deck against a bunch of different decks to test is stability, It did overall really good except it has had some matches where it has had massive problems with drawing plains to cast almost anything so I upped the plains from 7 to 10 and the islands from 7 to 8, I took out the 4 Moorland haunts because they really didn't help, you always seem to forget about their ability or dont have the creature in your graveyard, I was re-thinking the triple thing with Honor, winds, and virtue but that seemed to really help the deck, the doomed travelers I also lowered from 4 to 2 because they again aren't played very much.
Here are some of the results:
W/u spirits V. Mono Black Torpor orb deck.
Match 1: The black deck got a torp orb pretty fast followed by 3 treacherous demons pretty fast, spirits took a few hits but after the deck got down to about 8 life, it had multiple 4/4 vigilant spirits out which haulted torps attacks, by the time the orb deck was able to make a comeback spirits had out a saint traft in the air and more spirits that now had hexproof, and over-ran the torp deck.
Match 2: Since this was before restabilizing of lands, the spirit deck was unable to play anything really, by the time it got an island it was already trampled by demons, even with no torpor orb.
Match 3: After re-stabilizing the mana/cards, orb was quickly outnumbered and even had their own demons turned against them due to their inability to draw and orb.
Overall: 2/1 Spirits win.
Round 2: W/u spirits V. "Eldrazi Summoning", I know its not a standard deck like spirits, but because I think it should be more of a challenge I wanted to test it.
Match 1:Honestly, the player who gets out an Eldrazi with 15C with annihalator 6 on turn 4, there is no winning.
Match 2: Emrakul, the Aeons torn
Match 3: Emrakul, the Aeons torn There is no winning.
So...Back to standard decks, yes?
Will continue updating as I go
The idea for spectral flight it to pump saint traft because he is non flying and will get destroyed 9/10 times, lingering souls is to get out more spirit tokens because if I have out honor,favorable winds, virtue, and a captain out thats 2, 5/5 hexproof flyers for 3 mana.
The urn is to tap their creatures while traft attacks if I dont have a spectral in hand, and i'm trying to stay around 75 cards simply because I like to have variety and I feel that 60 limits me to much, probably a bad idea but limited=bad
Added think twice
Divine Favor
Angel's Feather
Oblivion Ring
Pacifism
Spirit Mantle
Pride Guardian
Angel's Mercy
Call to serve
Pristine Talisman
Cathedral Sanctifier
Cloudshift
Suture Priest
So can anyone think of a good way to make a deck including some of these cards that is mono-white lifegain that also has a way to take them down?
3x Darkslick Shores
4x Drowned Catacomb
6x Island
11x Swamp
Creatures:
3x Black Cat
3x Oculus
2x Skinrender
1x Consecrated Sphinx
2x Grave Titan
4x Gitaxian Probe
2x Appetite for Brains
3x Despise
2x Doom Blade
3x Go For the Throat
3x Mana Leak
1x Unhallowed Pact
1x Dismember
2x Dissipate
1x Distant Memories
2x Black Sun's Zenith
1x Batterskull
3xMana Leak
4xMidnight Haunting
2x Think Twice
I've been playtesting this deck against a bunch of different decks to test is stability, It did overall really good except it has had some matches where it has had massive problems with drawing plains to cast almost anything so I upped the plains from 7 to 10 and the islands from 7 to 8, I took out the 4 Moorland haunts because they really didn't help, you always seem to forget about their ability or dont have the creature in your graveyard, I was re-thinking the triple thing with Honor, winds, and virtue but that seemed to really help the deck, the doomed travelers I also lowered from 4 to 2 because they again aren't played very much.
Here are some of the results:
W/u spirits V. Mono Black Torpor orb deck.
Match 1: The black deck got a torp orb pretty fast followed by 3 treacherous demons pretty fast, spirits took a few hits but after the deck got down to about 8 life, it had multiple 4/4 vigilant spirits out which haulted torps attacks, by the time the orb deck was able to make a comeback spirits had out a saint traft in the air and more spirits that now had hexproof, and over-ran the torp deck.
Match 2: Since this was before restabilizing of lands, the spirit deck was unable to play anything really, by the time it got an island it was already trampled by demons, even with no torpor orb.
Match 3: After re-stabilizing the mana/cards, orb was quickly outnumbered and even had their own demons turned against them due to their inability to draw and orb.
Overall: 2/1 Spirits win.
Round 2: W/u spirits V. "Eldrazi Summoning", I know its not a standard deck like spirits, but because I think it should be more of a challenge I wanted to test it.
Match 1:Honestly, the player who gets out an Eldrazi with 15C with annihalator 6 on turn 4, there is no winning.
Match 2: Emrakul, the Aeons torn
Match 3: Emrakul, the Aeons torn There is no winning.
So...Back to standard decks, yes?
Will continue updating as I go
The urn is to tap their creatures while traft attacks if I dont have a spectral in hand, and i'm trying to stay around 75 cards simply because I like to have variety and I feel that 60 limits me to much, probably a bad idea but limited=bad
Added think twice
Lowered lands to 24. Added Dungeon Geists Any other thought on the deck??
Edit: Cheap Mana deck* not money-wise