I'm new to this format, and I wanted to make something kind of weird. This is a deck I've been tweaking for the past week. I haven't had a chance to test it yet, but it's probably hot garbage?
The combo is Animar + Glimpse of Nature + colorless mana guys to swarm the board, with incidental storm value. The sideboard plan is to be a kind of lands deck with some pump effects for the robots, but I want to hear what y'alls ideas are for a SB and if anything in the main deck looks particularly sketchy.
{3-3-15}
So after goldfishing a bunch more times, I settled on the list above. This list I brought to my play group and it was pretty explosive. I originally had Raging Ravine and Heap Doll swapped, but the deck plays less combo-y now so the extra land is needed. I don't really think it is possible to be completely combo oriented, since a few well placed and well timed discard spells just completely ruins that line. Right now the goal is to not win via storm, but with Beastmaster's Ascension. Every game I got that card to stick I won.
I don't know if I will update this list, since my playgroup is currently shifting in a way to make this kind of deck way too unreliable.
If you want to make the deck more Cheeri0s style, I would definitely recommend using some of alexandre's suggestions.
I built my Nekusar deck to be a prison deck; I run Meekstone, Winter Orb, and Dream Tides. You don't have to worry about discard when opponents can't use the cards they draw. Phyrexian Tyranny makes the deck shine, so I wouldn't cut it. I run Words of War to stop my draws and burn people out. If I don't take people out via Nekusar or a similar effect, I use Mind over Matter and Temple Bell to combo off.
Thanks for the help folks!
Also, with next week, how are we treating creatures like Hex Parasite that have X in the cost for their activated abilities?
Oh, the any mana thing only applies to lands. Also, since 2 people out of 2 got it wrong so far, cruelshy's deck wins on turn 10. Turn 4 demonfire for 1 with buyback, turn 5 same (2 total), turn 6 X for 1 more (4), turn 7 same (6), turn 8 add 1 (9), turn 9 same (12), turn 10 no buyback, x=9 for lethal.
Edit: oh wait because of workshop it's turn 11. But still, that's fast enough
Mishra's Workshop taps for any color mana, so it is turn 10.
2-2, this match was complicated so let me know if there are lines I missed. On the play, I can exile the Cremator, and start racing him. By the time he gets to Serra Avatar mana, his life total is low enough it isn't scary. He can try chumping with Intrepid Hero, but then I just play Obliterator. On the draw, he holds his hero until the turn before he would play Serra Avatar, then I can't play Obliterator and he swings at me 3 times killing me.
My line of thinking is that when a DFC enters the battlefield, only the sun side would have fading under these rules. When it transforms it becomes a different different card. When a card like Kruin Outlaw transforms, it doesn't re-enter the battlefield as Terror of Kruin Pass.
So with the new rule change, DFC and flip cards will still have fading counters but they will lose fading when they flip or transform. I take it that the spirit of the rules is that if it is a permanent it has fading, but Magic is complicated, and the designers never intended for an interaction like that.
06 Reyemile :: ""
Hex Parasite / Illness in the Ranks / Nature's Claim / Overgrown Tomb / Pithing Needle
6-0; Their answers don't stop my questions
07 tomsloger :: ""
Cavern of Souls / Leyline of Sanctity / Leyline of Singularity / Mental Misstep / Slippery Bogle
6-0; see their post for deets
08 MyNameIsFourteen :: "Mono U Counters (no, the other kind)"
Island / Inkmoth Nexus / Invisible Stalker / Leyline of Singularity / Snapback
6-0; see their post for deets
09 WhammWhamme :: ""
Academy Ruins / Dreadship Reef / Ratchet Bomb / Ulamog, the Infinite Gyre / Vault Skirge
6-0; On the play I hit him for 5 poison before he blows up my agent. He hits me a few times but I can snapback his skirge before it kills me and proliferate him to death. On the draw I save the agent from ratchet bomb with snapback and kill him in 2 hits before he can respond.
10 DragonDart :: ""
Blazing Shoal / Din of the Fireherd / Inkmoth Nexus / Molten Slagheap / Ratchet Bomb
As always, correct me if I've made a mistake or haven't seen a line of play.
vs Reyemile: HA, totally forgot how Mistveil Plains works
0-6
vs knobbodi: He can't interact with me due to safe land rule
6-0
vs WhammeWhamme: Like bateleur, I need a judge on this one. If he can only take a finite number of turns, Helix Pinnacle eventually gets enough counters on it.
6-0
vs MyNameIsFourteen: Didn't even bothering figuring out how annihilator interacts with the safe land rule because he can just loop Firestorm forever and ever.
0-6
vs tomsloger: "Mana drain counters wistful thinking, even with izzet charm backup because you'll have the extra 2 to pay for it. Then you hold helix pinnacle so affliction doesn't kill you, until you cast it on turn 100+, and win on your next upkeep. 6-0 in your favor."
6-0
vs Feyd_Ruin: I counter the Obzedat when he can first play it, he can replay it again on turn 7, and he drains me to death when Helix Pinnacle has like 90 counters on it.
0-6
vs bateleur: Combat damage will never kill me.
6-0
vs plopfill: Combat damage will never kill me.
6-0
vs DragonDart: Pithing Needle breaks the helix; Mana Drain puts out the Beacon. We spend the next 1000 turns staring into space.
2-2
vs aurorasparrow: Molten Pinnacle > Helix Pinnacle
hi everyone, my name is cruelshy and I've been on cardboard crack since zendikar. The first magic product I bought was Garruk vs Liliana,
and I've been playing casually ever since. I play EDH mostly. If I'm playing in a store I like drafting.
other interests are the geeky kind. I play pathfinder, other pen and papers, board games, vidja games, you know what I mean.
1x Animar, Soul of Elements
Creatures (17)
1 Memnite
1 Ornithopter
1 Arcbound Worker
1 Chronomaton
1 Signal Pest
1 Arcbound Ravager
1 Etherium Sculptor
1 Gust-Skimmer
1 Myr Superion
1 Phyrexian Revoker
1 Riddlesmith
1 Spellskite
1 Steel Overseer
1 Etched Champion
1 Master of Etherium
1 Phyrexian Soulgorger
1 Spined Thopter
Artifacts (4)
1x Lotus Petal
1x Mox Opal
1x Sensei's Divining Top
1x Springleaf Drum
Instants and Sorceries (11)
1 Ancient Stirrings
1 Brainstorm
1 Glimpse of Nature
1 Mystical Tutor
1 Ponder
1 Preordain
1 Retract
1 Shared Discovery
1 Grapeshot
1 Impulse
1 Wheel of Fortune
1 Beastmaster's Ascension
Lands (16)
1 Breeding Pool
1 City of Brass
1 Command Tower
1 Gaea's Cradle
1 Glimmervoid
1 Island
1 Mana Confluence
1 Misty Rainforest
1 Scalding Tarn
1 Seat of the Synod
1 Steam Vents
1 Taiga
1 Tropical Island
1 Volcanic Island
1 Yavimaya Coast
1 Raging Ravine
1 Academy Ruins
1 Engineered Explosives
1 Grove of the Burnwillows
1 Heap Doll
1 Inkmoth Nexus
1 Flusterstorm
1 Punishing Fire
1 Regrowth
1 Simic Charm
1 Whipflare
The combo is Animar + Glimpse of Nature + colorless mana guys to swarm the board, with incidental storm value. The sideboard plan is to be a kind of lands deck with some pump effects for the robots, but I want to hear what y'alls ideas are for a SB and if anything in the main deck looks particularly sketchy.
{3-3-15}
So after goldfishing a bunch more times, I settled on the list above. This list I brought to my play group and it was pretty explosive. I originally had Raging Ravine and Heap Doll swapped, but the deck plays less combo-y now so the extra land is needed. I don't really think it is possible to be completely combo oriented, since a few well placed and well timed discard spells just completely ruins that line. Right now the goal is to not win via storm, but with Beastmaster's Ascension. Every game I got that card to stick I won.
I don't know if I will update this list, since my playgroup is currently shifting in a way to make this kind of deck way too unreliable.
If you want to make the deck more Cheeri0s style, I would definitely recommend using some of alexandre's suggestions.
Also, with next week, how are we treating creatures like Hex Parasite that have X in the cost for their activated abilities?
vs bateleur ughhh I have no idea. Forecast cards are hard to calculate.If I made any miscalculations, let me know.
Mishra's Workshop taps for any color mana, so it is turn 10.
01 knobbodi
Exploration / Pandemonium / Saproling Burst
0-6, can't interact and that combo is too fast.
02 Feyd_Ruin
Aluren / Cavern Harpy / Parasitic Strix
6-0, i can disrupt the combo
03 Draco9
Cragganwick Cremator / Intrepid Hero / Serra Avatar
2-2, this match was complicated so let me know if there are lines I missed. On the play, I can exile the Cremator, and start racing him. By the time he gets to Serra Avatar mana, his life total is low enough it isn't scary. He can try chumping with Intrepid Hero, but then I just play Obliterator. On the draw, he holds his hero until the turn before he would play Serra Avatar, then I can't play Obliterator and he swings at me 3 times killing me.
04 DragonDart
Braids, Cabal Minion / Exploration / Tel-Jilad Stylus
1-4, My lands get eaten before I can play anything disruptive on the draw, but on the play it is a draw.
05 Reyemile
Lake of the Dead / Sengir Nosferatu / Ward of Bones
3-3, on the play I can exile Nosferatu.
06 MyNameIsFourteen
Aluren / Cavern Harpy / Parasitic Strix
6-0
07 Personman
Aetherling / Heartless Summoning / Sen's Triplets
6-0
08 bateleur
Nantuko Husk / Progenitus / Summoner's Egg
6-0
09 plopfill
Chronozoa / Draco / Pyromancy
6-0
11 aurorasparrow
Ajani, Caller of the Pride / Immolating Souleater / Standard Bearer
0-6, so fast
12 tomsloger
Phantasmal Image / Volrath's Shapeshifter / Woodfall Primus
6-0
13 WhammWhamme
Illusions of Grandeur / Pithing Needle / Zedruu the Greathearted
6-0, I exile Zedruu.
14 psly4mne
Exploration / Mana Vortex / Thrummingbird
0-6, my lands get eaten before I can do anything interesting.
Blighted Agent / Cavern of Souls / Mental Misstep / Noble Hierarch / Snapback
5 | 6 6 4 6 X 6 6 6 6 3 | 46 |
Let me know if I had made in errors so I can make appropriate corrections.
01 Draco9 :: "No Tokens Plz"
Academy Ruins / Chimeric Mass / Izzet Boilerworks / Leyline of Singularity / Pithing Needle
6-0; My deck was fast.
02 aurorasparrow :: ""
Gemstone Mine / Nature's Claim / Path to Exile / Pithing Needle / Slippery Bogle
6-0; Mental Misstep protects the agent and the hierarch
03 knobbodi :: ""
Dark Depths / Engineered Explosives / Mental Misstep / Thespian's Stage / Urborg, Tomb of Yawgmoth
4-1; see their post for deets
04 bateleur :: "Monsterless"
Blazing Shoal / Gods' Eye, Gate to the Reikai / Inkmoth Nexus / Mental Misstep / Nicol Bolas
6-0; see their post for deets
06 Reyemile :: ""
Hex Parasite / Illness in the Ranks / Nature's Claim / Overgrown Tomb / Pithing Needle
6-0; Their answers don't stop my questions
07 tomsloger :: ""
Cavern of Souls / Leyline of Sanctity / Leyline of Singularity / Mental Misstep / Slippery Bogle
6-0; see their post for deets
08 MyNameIsFourteen :: "Mono U Counters (no, the other kind)"
Island / Inkmoth Nexus / Invisible Stalker / Leyline of Singularity / Snapback
6-0; see their post for deets
09 WhammWhamme :: ""
Academy Ruins / Dreadship Reef / Ratchet Bomb / Ulamog, the Infinite Gyre / Vault Skirge
6-0; On the play I hit him for 5 poison before he blows up my agent. He hits me a few times but I can snapback his skirge before it kills me and proliferate him to death. On the draw I save the agent from ratchet bomb with snapback and kill him in 2 hits before he can respond.
10 DragonDart :: ""
Blazing Shoal / Din of the Fireherd / Inkmoth Nexus / Molten Slagheap / Ratchet Bomb
3-3; see their post for deets
As always, correct me if I've made a mistake or haven't seen a line of play.
vs Reyemile: HA, totally forgot how Mistveil Plains works
0-6
vs knobbodi: He can't interact with me due to safe land rule
6-0
vs WhammeWhamme: Like bateleur, I need a judge on this one. If he can only take a finite number of turns, Helix Pinnacle eventually gets enough counters on it.
6-0
vs MyNameIsFourteen: Didn't even bothering figuring out how annihilator interacts with the safe land rule because he can just loop Firestorm forever and ever.
0-6
vs tomsloger: "Mana drain counters wistful thinking, even with izzet charm backup because you'll have the extra 2 to pay for it. Then you hold helix pinnacle so affliction doesn't kill you, until you cast it on turn 100+, and win on your next upkeep. 6-0 in your favor."
6-0
vs Feyd_Ruin: I counter the Obzedat when he can first play it, he can replay it again on turn 7, and he drains me to death when Helix Pinnacle has like 90 counters on it.
0-6
vs bateleur: Combat damage will never kill me.
6-0
vs plopfill: Combat damage will never kill me.
6-0
vs DragonDart: Pithing Needle breaks the helix; Mana Drain puts out the Beacon. We spend the next 1000 turns staring into space.
2-2
vs aurorasparrow: Molten Pinnacle > Helix Pinnacle
0-6
8 | 0 0 0 0 0 0 0 X 0 | 0 |
Elemental tribal was far too slow for this format, and I gambled and lost on that Fulminator Mage.
and I've been playing casually ever since. I play EDH mostly. If I'm playing in a store I like drafting.
other interests are the geeky kind. I play pathfinder, other pen and papers, board games, vidja games, you know what I mean.