I'll list the synergies here:
Given the deck has lotta elves, Archdruid's valuable here. It makes the biomancer a little bigger, which is nice since every other creatures entering the battlefield will benefit that boost. A 10+ damage Clan Defiance is very real here... Just don't aim a reckoner.
Thragtusk and Zegana: If they wanna kill it in response to your zegana, they'll have to work really hard for this. worst case scenario, you draw 4 and have a 4/4 for 6. Fair deal, right?
Master Biomancer:The biomancer that enters with a biomancer makes for absurd creatures, like an arbor elf that is 6/6 when ETB.
For Sideboard, I guess it aims more toward making my matches against control much easier. It needs help in that specific point because I feel that aggro decks will get me some trouble.
They've already spoiled the way Dragon's Maze pre-release is going to be played. You get to choose a box from one of the ten existing guilds and within the box you will have a random allied guild that shares at least a color with your pick. The box will contain 1 guild pack, 1 secret ally guild pack and 4 dragon's maze booster pack.
Some of you will be happy to hear that we won't have a guild promo to play with, everyone is going to get the same one and won't be able to add it to their deck during the pre-release.
Also, they will have this Maze event that each guild will have to complete, from round to round, guilds will attempt to clear the maze and the first one to reach it's end will receive extra prize, while the rest who finishes it will receive another promo.
From my card pool I only had two creatures with evolve... Cloudfin Raptor and Adaptative Snapjaw.
Well...............................
Aggro Beatdown it is.
I guess we have to take card synergies into account on this one. Depending on how the deck is built, i'm ready to claim that fathom mage is better. Gives you the means to draw some responses or to pump even further through evolve by adding more creatures in the fray.
Here's a quick question about the Evolve mechanic. Let's say... I play a fathom mage and right after a midnight haunting while having intangible virtue on the field.
Technically, given I'm getting 2 2/2 spirit at the SAME time, it would make evolve work twice, right?
My fathom mage would become a 3/3 and I will get to draw two cards if I'm not mistaken.
Correct me if I'm wrong.
Fathom Mage is a 1/1 creature that is cast for 2UG that makes you draw a card whenever it gets a +1/+1 counter
Just out of curiosity, do you think that orzahov will have spirit heavy or do you guys think this is as good it will get for esper? I ask because I've been trying to decide if I want to invest into esper
I don't know, but I'm definitely certain there will be cards that will shine with orzhov. AND Dimir, for that matter. Once gatecrash is out, I'm pretty sure my deck will change.
I wonder. I've been thinkin' about it for a while myself, I'm just concerned about dead cards in my hands, of course with a singleton it might be worth it.
Geist of Saint traft is awkward here, especially against aggro. Hes in my sideboad. Vault of the archangel really belongs in this deck. Oblivion ring, detention sphere, supreme verdict are also SB cards imho. Lingering souls is obviously your all star here. Intangible virtue + lingering souls + vault usually means ass whoopin.
Good luck
Vault doesn't look like a bad idea at all. Gives me a mean to play more aggressively. I'll look into this alright, thanks!
Cavern of Souls, Geist of St. Traft, and Snapcaster Mage. Invocation is sub-optimal. Ethereal Armor might have a home here if you're so heavy into Spheres and Rings.
Have you thought of Sundering Growth and maybe Rootborn Defenses? Seems better than Syncopate in your side. You also should have a way to defend against a D-sphere. Some sort of sac outlet or more Drogskol Captains.
I like the geist of st. traft, but it slows me down most of the time, plus, given he doesn't fly, if he's lucky, he can attack twice without being blocked and die. Speaking of a flashed angel and whatnot. But I guess I can try it again and see.
Sundering growth is not a bad idea against some D-Spheres... Rootborn, on the other hand really isn't worth it. Populate is nice only if I have a token out.
Snapcaster is obviously a good thing to have considering I wanna take out my silly doomed traveler.
But to be honest, I kinda solve this D-sphere on spirit thing by adding some incantation. A little costy? I'll give you that but a card that generates 2 creature is rarely not worth it's mana.
Cavern of souls really isn't worth my money here. Just for two captain and geists? I'd rather have the guy waste a counterspell on my creatures than play it on one of my removal.
You could try duress, tragic slip or the u/w charm over the travelers. Charm would be the safest bet, but duress can get rid of key removal spells or revelations in the control mu. It really depends on your meta.
Duress doesn't sound too bad, actually. I'll look into that. Haven't had much luck with the charms, so I dropped them, never got some amazing results with them.
I've been trying out this deck, so far it packs a punch. Your thoughts?
I've been wondering if I wanted to keep those doomed traveler. They're toxic to my mid-late game.
4 Omenspeaker
2 Aetherling
2 Archaeomancer
2 Thassa, God of the Sea
Planeswalkers:
3 Jace, Architect of Thoughts
2 Elspeth, Sun's Champion
Sorceries:
4 Supreme Verdict
4 Sphinx's Revelation
4 Quicken
4 Essence Scatter
Enchantments:
4 Detention Sphere
Lands:
4 Hallowed Fountain
11 Island
10 Plains
3 Dispel // Swan Song
2 Syncopate
2 Curse of the Swine
4 Azorius Charm
2 Pithing Needle
2 Celestial Flare
Archaeomancer is stronger than it looks. Sure, it's no snapcaster mage, but it's a great Thassa enabler and great controlled CA.
I'm open to suggestions, many of them! What is there to improve, what to consider?
4 Arbor Elf
4 Elvish Visionary
4 Elvish Archdruid
4 Master Biomancer
2 Yeva, Nature's Herald
4 Swagtusk
2 Prime Speaker Zegana
Sorceries / Instants
4 Searing Spear
4 Clan Defiance
2 Cackling Counterpart
1 Bonfire of the Damned
2 Garruk, Primal Hunter
Lands
4 Stomping Grounds
3 Steam Vents
4 Breeding Pool
4 Sulfur Falls
3 Hinterland Harbor
1 Alchemist's Refuge
1 Kessig Wolf Run
3 Forest
3 Mystic Genesis
3 Sundering Growth
3 Syncopate
2 Witchbane Orb
3 Simic Charm
I'll list the synergies here:
Given the deck has lotta elves, Archdruid's valuable here. It makes the biomancer a little bigger, which is nice since every other creatures entering the battlefield will benefit that boost. A 10+ damage Clan Defiance is very real here... Just don't aim a reckoner.
Thragtusk and Zegana: If they wanna kill it in response to your zegana, they'll have to work really hard for this. worst case scenario, you draw 4 and have a 4/4 for 6. Fair deal, right?
Master Biomancer:The biomancer that enters with a biomancer makes for absurd creatures, like an arbor elf that is 6/6 when ETB.
For Sideboard, I guess it aims more toward making my matches against control much easier. It needs help in that specific point because I feel that aggro decks will get me some trouble.
Some of you will be happy to hear that we won't have a guild promo to play with, everyone is going to get the same one and won't be able to add it to their deck during the pre-release.
Also, they will have this Maze event that each guild will have to complete, from round to round, guilds will attempt to clear the maze and the first one to reach it's end will receive extra prize, while the rest who finishes it will receive another promo.
There's a few more info right here, which is also the source of my post, check it out!
http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/arcana/1156
Here I was, thinking I'd have some crazy token manipulation.
Guild Pack: Biomass Mutation
Pack 1: Molten Primordial
Pack 2: Biomass Mutation
Pack 3: Fathom Mage
Pack 4: Signal the Clans
Pack 5: Luminate Primordial
From my card pool I only had two creatures with evolve... Cloudfin Raptor and Adaptative Snapjaw.
Well...............................
Aggro Beatdown it is.
Ended up in top 8 out of 100. Take that haters.
Technically, given I'm getting 2 2/2 spirit at the SAME time, it would make evolve work twice, right?
My fathom mage would become a 3/3 and I will get to draw two cards if I'm not mistaken.
Correct me if I'm wrong.
Fathom Mage is a 1/1 creature that is cast for 2UG that makes you draw a card whenever it gets a +1/+1 counter
I don't know, but I'm definitely certain there will be cards that will shine with orzhov. AND Dimir, for that matter. Once gatecrash is out, I'm pretty sure my deck will change.
I wonder. I've been thinkin' about it for a while myself, I'm just concerned about dead cards in my hands, of course with a singleton it might be worth it.
Vault doesn't look like a bad idea at all. Gives me a mean to play more aggressively. I'll look into this alright, thanks!
I like the geist of st. traft, but it slows me down most of the time, plus, given he doesn't fly, if he's lucky, he can attack twice without being blocked and die. Speaking of a flashed angel and whatnot. But I guess I can try it again and see.
Sundering growth is not a bad idea against some D-Spheres... Rootborn, on the other hand really isn't worth it. Populate is nice only if I have a token out.
Snapcaster is obviously a good thing to have considering I wanna take out my silly doomed traveler.
But to be honest, I kinda solve this D-sphere on spirit thing by adding some incantation. A little costy? I'll give you that but a card that generates 2 creature is rarely not worth it's mana.
Cavern of souls really isn't worth my money here. Just for two captain and geists? I'd rather have the guy waste a counterspell on my creatures than play it on one of my removal.
Duress doesn't sound too bad, actually. I'll look into that. Haven't had much luck with the charms, so I dropped them, never got some amazing results with them.
Esper is the combination of Blue, White and Black.
There are other terms with the similar fashion like
Jund (GBR)
Bant (GUW)
Grixis (RUB)
and Naya (GWR)
I've been wondering if I wanted to keep those doomed traveler. They're toxic to my mid-late game.
4 Drowned Catacombs
1 Moorland Haunt
4 Glacial Fortress
4 Hallowed Fountain
3 Plain
3 Island
3 Swamp
Creatures
3 Doomed Traveler
2 Dungeon Geists
4 Dogskol Captain
3 Intangible Virtue
3 Favorable Winds
3 Oblivion Ring
4 Detention Sphere
Instant/Sorcery
4 Midnight Haunting
4 Lingering Souls
2 Talrand's Invocation
3 Supreme Verdict
Planeswalker:
3 Sorin, Lord of Innistrad
2 Geist-Honored Monk
1 Sorin, Lord of Innistrad
2 Jace, Architect of Thoughts
3 Negate
4 Syncopate
3 Cyclonic Rift