O, I mainly favor the Avoid Fate because it can protect any of my permanents, including artifacts!
and yea may agree with you on the warrcaller, willin to give it a try.
sorry was in a rush when i posted, i do have 4 artifact forests
was considering bonesplitter, but kinda wanna lean on more odd artifacts lol
Bioshift is a card that i would replace with one of the following: Cauldron Haze - will provide your army with incredible staying power. Just stack it so that persist will resovle before undying. Vampire Hexmage - will remove on counter instantly; Or can kill a planeswalker. Some form of recursion wouldn't hurt with her. Victimize/Dread Return - just let your creatures die. They will come back. Power Conduit - can remove the +1/+1 counters from a creature. You can put a +1 counter on another creature or a charge counter on Grafted Wargear. If you use this, i would replace the Butcher Ghoul with Safehold Elite, so that you can remove the -1/-1 counter with a +1/+1 counter.
Hey, Thanks for comment, definitely liking the Power Conduit. considered cauldron haze before but a large portion of my dudes have 1 toughness so I cant use that one well. but yea...power conduit, reusable and cheap!
So I'm a big fan of the Retribution of the Ancients and how it can take any amount of -1/-1 counters off my creatures, allowing my undying creatures to last in battle even longer than usual.
Deck
Creatures 20
4x Young Wolf - Early beater, with undying, always good
4x Strangleroot Geist - Undying with haste!
4x Demonlord of Ashmouth - Powerful creature for 4 mana, the ETB shouldn't bother this deck much
2x Geralf's Messenger Recurring 2 life lost for the opponent is just viscous
4x Blood Artist With my own creatures dying often this is a must have
2x Butcher Ghoul Worse than Young wolf, but still a solid creature early game.
Removal 12
4x Killing Wave - Most of my creatures don't mind hitting the graveyard anyways
4x Bioshift - Moving one counter is pretty weak, but it'll save a dude!
2x Naturalize - The Tried and true for green disenchant
2x Unravel the Æther - Pretty solid disenchant for the current meta
Enchantments//Artifacs 8
4x Retribution of the Ancients - the new addition from Kahn's that will take this deck to new levels 4 of to increase draw chance
2x Ooze Flux The other enchantment to allow my Undying creatures to forever return. bit costly on mana though
2x Grafted Wargear - Powerful; free equip AND free Sac outlet!
Lands 20
Hoping for suggestions, I am slightly playing budget ( no fetch lands!)
Concerns!
I considered Vorapede since it's an absolute beast, but I was afraid of the 3 greens!
Slightly worried about lack of card draw. Hoping that my creatures will likely 2 for 1 the opponent though so hopefully it's not an issue.
Considering Putrefy and Golgari charm instead of naturalize and Unravel the Æther but im not sure if I'll need that much creature removal, and the latter are able to choose artifact or enchantment, where the first option is only artifact and only enchantment. will require testing.
No other sac outlet other than Grafted Wargear. Relying quite a bit on combat. not sure if big concern though
While highest costing spell is 4, which I only have 6 of (4x Demon of Ashmouth and 2x Ooze Flux) not sure if I'll need some sort of ramp, to ensure I have mana to use the enchantment's activated abilities to save my guys/ play more than one spell a turn
Please provide opinions.
PS. I have made a similar deck with this but [G/U] instead, worked okay with vorapede but it was less blue intensive, mainly using it for cloning undying dude( and having the clones undying to copy something new when they come back working my way to an army of vorapedes) with bred for the hunt. Definitely fun and worth trying, but I think the Retribution of the Ancients is just too supreme to not include in an undying deck.
Thanks in Advance!!
PPS. I am aware that this deck may lose to heavy aggro early game if I don't get Retribution of the Ancients and I am aware that Bounce/Exile will hurt this deck but I don't believe there's much I can do as the casual playgroup I play with don't play sideboard.
Disclaimer This deck has nothing to do with the POWER 9 Cards, it deals with creatures with 4 power.
-I've also yet to see all the spoilers in the new set so this is more of a list, and the actual deck list will come soon.
With the Khans of Tarkir around the corner, with a new ability being introduced; "FEROCIOUS" -If you control a creature with power 4 or greater etc...
And an old gem I found in my collection, Kavu Lair
A good, mid-speed deck with a decent draw mechanic can be made.
At the moment I'm split between two main options:
The First Option would be the metalcraft route with Ezuri's brigade, Carapace Forger, and repeated draws off of Kuldotha Phoenix
however I am worried that going that path with lower the amount of creatures too much with silly artifacts (please let me know if you have any choice artifacts that would work for this route)
So I play with a group of people who love "destroy alls". So I thought of making a deck that wouldn't be too affected by it. I already have a mana-less dredge deck which works really well. ( a little too well, so i dont like playing it as much) The following deck has mostly recurring creatures.
Hey please help with ideas, its not a complete deck. Idk if the Molten firebirds are a good idea, does having 2 die stack the not drawing ability? ( cant draw for 2 turn?)
I also am looking for "destroy alls" for enchantments, artifacts and creatures. however i do not want to spend too much ( damnnation, also dont wanna spend a lot for recurring nightmare)
Since I will mostly be playing from my grave once i get started, I am considering putting in an "epic" card: Endless Swarmor more likely Neverending Torment, this would also help, since I might not beable to draw for a while cause of the phoenixes.
So far every deck I've found that has Edric, Spymaster of Trest are commander decks, and since I don't play commander I thought I'd make a casual multi-player version. It's a simple deck, evasion creatures, counter control, and ***** that make people not want to hit me.
As you see it is quite simple, hit with some evasive creatures, draw if Edric is out or counter threats with the excess land ill have from nature's Will. I am worried about the frequency that Ill get Edric, and am wondering if i need more card draw. my group doesn't play with Fogs so my Biomass Mutation should be a promising finisher. as games go quite late I'm also wondering if I would need lifegain, and if there are any good options there for green white
My playgroup hates things that tax like Propaganda. Any other card suggestions are VERY welcome, I dont play blue often, but I drafeted the Edric, and I play multiplayer heavily. the group ussualy plays midgame, as any aggro deck is heavily ganged on lol.
So this is my Madness deck, little mix of unearth, delve, and other abilities, good-size creatures at fair prices, and a little card advantage by grabbing stuff from the graveyard. My worries are around the costs, to discard and madness on the same turn can be quite costly; which is why I'm not using cards like Avatar of Discord, by the time I cast it, Ill need 3+ mana (if I'm using two call to the netherwords)most often it would cost 5+ to make a solid value out of the creature. (only using Thought Gorger because it will replenish itself)
I'm not too sure if I need the Mindstorm Crowns as I have a decent amount of draw manipulating/recurring stuff. May replace with Reckless wurms.
Hopefully I'll beable to remove their creatures enough for mine to get through, as most of mine are of average power and little to no evasion. I am aware that this deck may fold to token decks so I am considering a Necroplasm, but i dont know if that will make it too random. My group doesnt play sideboards so that's not an option.
I'm not sure about Dark Ritual, or any other rituals for mana, Ive yet to try them, if you have please let me know how that goes : )
Or if you have any other suggestions I would love to hear them. I dont have lands in the deck yet because its not finished. lands will come after ive figured out the color weight ratio ( however I am only planning for 20 lands as most things cost 2-3, and nothing costs more than 4 but tombstalker, and i doubt i will ever pay full cost for it.
Thanks Again
TL:DR - worried about speed due to needed discard outlet + Madness
- May be troubled by token decks
- Would like any suggestions possible
somewhat recently its been changed to beginning of next end step rotting rats
Now its similar to mimic vat, which has been confirmed to work with the sundial; hence unearthed creature should be able to stay as well. Unlike Ball Lightning, unearth only says "next" upkeep, so it wouldn't trigger again every end step allowing you to keep it until indefinitely.
Now this might be pushing it...
similar to how the effect only takes place once (as mentioned above); would the "exile ... or it would leave the battlefield". lets say the creature survives the first turn, and you've used the sundial to keep it. Next turn it gets removed, via bounce or death/burn spell, or whatever... would it go back to your hand as the "unearth" ability is no longer on the stack(meaning it only applied if the creature died the turn you unearthed it, after that turn does it become like a regular creature)
please help clarify as I tend to make up stuff and challenge rulings while trying to create new decks lol
Hmmmm Turntimber Ranger could be pretty interesting, since it would work with the champion effect, but the fact that i only use 4 guys that have champion, I don't think it would be as good as the others i've chosen ( since 5 mana is quite a bit :S). I was considering the Changeling titan, but I don't believe overrun will be necessary, and a 7/7 Deathtouch isn't too fierce without trample. Definitely using sundering growth instead of naturalize, thank you for that one
I dont have any lords in this deck because I have 2 other elf decks and my lords are in those, and Im trying to make these somewhat different, lol. let me know what you think. the champion ability will let me use masker admirers and elvish visionary again. and the Flash given from Yeva, could be used as a flicker effect in response to a removal
Changeling Deck.
I am mixed on making a changeling deck and it's possibilities, Please add suggestions, I'm not exactly interested in +x/+x Lords, more for interesting abilities
and yea may agree with you on the warrcaller, willin to give it a try.
sorry was in a rush when i posted, i do have 4 artifact forests
was considering bonesplitter, but kinda wanna lean on more odd artifacts lol
PS. I am aware of Staff of Dominion and it's infinite combo with any one thing that produces 5+ mana, and I choose not to use it.
4x Elvish Mystic
4x Arbor Elf
4x Priests of Titania
4x Carapace Forger
4x Ezuri's Brigage
4x Myr Superion
2x Fresh Meat
2x Creeping Renaissance
2x Avoid Fate
Enchanments
2x Elvish Guidance
4x Winter Orb
3x Icy Manipulator
3x ??????/
Please advise on creature/pump choice.
4x Elvish Mystic
4x Llanowar Elves
4x Nettle Sentinel
4x Garruk's Companion
4x Kalonian Tusker
4x Charging Badger
1x Wren's Run Vanquisher
1x Taunting Elf
4x Giant Growth
4x Might of Old Krosa
4x Aspect of Hydra
2x Mutagenic Growth
4x Gather Courage
2x Prey's Vengeance
Lands
10x Forest
Hey, Thanks for comment, definitely liking the Power Conduit. considered cauldron haze before but a large portion of my dudes have 1 toughness so I cant use that one well. but yea...power conduit, reusable and cheap!
Deck
Creatures 20
4x Young Wolf - Early beater, with undying, always good
4x Strangleroot Geist - Undying with haste!
4x Demonlord of Ashmouth - Powerful creature for 4 mana, the ETB shouldn't bother this deck much
2x Geralf's Messenger Recurring 2 life lost for the opponent is just viscous
4x Blood Artist With my own creatures dying often this is a must have
2x Butcher Ghoul Worse than Young wolf, but still a solid creature early game.
Removal 12
4x Killing Wave - Most of my creatures don't mind hitting the graveyard anyways
4x Bioshift - Moving one counter is pretty weak, but it'll save a dude!
2x Naturalize - The Tried and true for green disenchant
2x Unravel the Æther - Pretty solid disenchant for the current meta
Enchantments//Artifacs 8
4x Retribution of the Ancients - the new addition from Kahn's that will take this deck to new levels 4 of to increase draw chance
2x Ooze Flux The other enchantment to allow my Undying creatures to forever return. bit costly on mana though
2x Grafted Wargear - Powerful; free equip AND free Sac outlet!
Lands 20
Hoping for suggestions, I am slightly playing budget ( no fetch lands!)
Concerns!
I considered Vorapede since it's an absolute beast, but I was afraid of the 3 greens!
Slightly worried about lack of card draw. Hoping that my creatures will likely 2 for 1 the opponent though so hopefully it's not an issue.
Considering Putrefy and Golgari charm instead of naturalize and Unravel the Æther but im not sure if I'll need that much creature removal, and the latter are able to choose artifact or enchantment, where the first option is only artifact and only enchantment. will require testing.
No other sac outlet other than Grafted Wargear. Relying quite a bit on combat. not sure if big concern though
While highest costing spell is 4, which I only have 6 of (4x Demon of Ashmouth and 2x Ooze Flux) not sure if I'll need some sort of ramp, to ensure I have mana to use the enchantment's activated abilities to save my guys/ play more than one spell a turn
Please provide opinions.
PS. I have made a similar deck with this but [G/U] instead, worked okay with vorapede but it was less blue intensive, mainly using it for cloning undying dude( and having the clones undying to copy something new when they come back working my way to an army of vorapedes) with bred for the hunt. Definitely fun and worth trying, but I think the Retribution of the Ancients is just too supreme to not include in an undying deck.
Thanks in Advance!!
PPS. I am aware that this deck may lose to heavy aggro early game if I don't get Retribution of the Ancients and I am aware that Bounce/Exile will hurt this deck but I don't believe there's much I can do as the casual playgroup I play with don't play sideboard.
4x Cytoplast Root-Kin
4x Phantom Centaur
4x Phantom Nantuko
4x Phantom Tiger
4x Aquastrand Spider
4x Simic Initiate
2x llanowar Elves
4x Bioshift
Enchantment 10
2x Spidersilk Armor
4x Hardened Scales
2x Lure
-I've also yet to see all the spoilers in the new set so this is more of a list, and the actual deck list will come soon.
With the Khans of Tarkir around the corner, with a new ability being introduced; "FEROCIOUS" -If you control a creature with power 4 or greater etc...
And an old gem I found in my collection, Kavu Lair
A good, mid-speed deck with a decent draw mechanic can be made.
At the moment I'm split between two main options:
The First Option would be the metalcraft route with Ezuri's brigade, Carapace Forger, and repeated draws off of Kuldotha Phoenix
however I am worried that going that path with lower the amount of creatures too much with silly artifacts (please let me know if you have any choice artifacts that would work for this route)
The Secont Option would be pure creatures with some enchantment support, fires of yamivaya
This route would feature more creatures like, Garruk's Packleader, Generator Servant, Molder Slug
Other cards ive considered in the mix regardless of route Domri Rade, Ghor-Clan Rampager, FlameTounge Kavu, Wall of Razors, Vexing Devil,
As a back up in the longer games, I have considered Creeping Renaissance
Please advise the best creatures and or spells, namely I'm missing removal.
Thanks in Advance
Domori
4x Phytotitan
4x Ashen Ghoul
4x Body Snatcher
4x Molten Firebird
4x Viridian Emissary
2x Undead Gladiator
2x Rot Farm Skeleton
1x Nercoplasm
1x Brawn
3x Buried Alive
3x Reanimate Dead
2x Victimize
1x Gnaw to the Bone
Hey please help with ideas, its not a complete deck. Idk if the Molten firebirds are a good idea, does having 2 die stack the not drawing ability? ( cant draw for 2 turn?)
I also am looking for "destroy alls" for enchantments, artifacts and creatures. however i do not want to spend too much ( damnnation, also dont wanna spend a lot for recurring nightmare)
I might use Filth and Urabog, tomg of yagmoth.
Since I will mostly be playing from my grave once i get started, I am considering putting in an "epic" card: Endless Swarmor more likely Neverending Torment, this would also help, since I might not beable to draw for a while cause of the phoenixes.
Any ideas would be greatly appreciated.
Thanks in advance!
2x Edric, Spymaster of Trest
4x Sedge Scorpion
2x Eternal Witness
4x Jace's phantasm
4x Elvish Mystic
1x Invisible Stalker
4x Spiketail Hatchling
1x Trygon Predator
2x Dissipation Field
2x Nature's Will
Control Spells 11
1x Spell Pierce
3x Mana Leak
4x Essence Scatter
2x Echoing Truth
1x Plea for Power
2x Biomass Mutation
As you see it is quite simple, hit with some evasive creatures, draw if Edric is out or counter threats with the excess land ill have from nature's Will. I am worried about the frequency that Ill get Edric, and am wondering if i need more card draw. my group doesn't play with Fogs so my Biomass Mutation should be a promising finisher. as games go quite late I'm also wondering if I would need lifegain, and if there are any good options there for green white
My playgroup hates things that tax like Propaganda. Any other card suggestions are VERY welcome, I dont play blue often, but I drafeted the Edric, and I play multiplayer heavily. the group ussualy plays midgame, as any aggro deck is heavily ganged on lol.
Thanks in advance
Domori
4x Faithless Looting
2x Thought Gorger
4x Gathan Riders
4x Lightning Axe
1x Macabre Waltz
2x Big Game Hunter
4x Fiery Temper
2x Reckless Wurm
2x Call to the netherworld
4x Grave Scrabbler
2x Dark Whithering
1x Filth
2x Anger
3x Shambling Remains
1x Tombstalker
Other
2x Mindstorm Crown
So this is my Madness deck, little mix of unearth, delve, and other abilities, good-size creatures at fair prices, and a little card advantage by grabbing stuff from the graveyard. My worries are around the costs, to discard and madness on the same turn can be quite costly; which is why I'm not using cards like Avatar of Discord, by the time I cast it, Ill need 3+ mana (if I'm using two call to the netherwords)most often it would cost 5+ to make a solid value out of the creature. (only using Thought Gorger because it will replenish itself)
I'm not too sure if I need the Mindstorm Crowns as I have a decent amount of draw manipulating/recurring stuff. May replace with Reckless wurms.
Hopefully I'll beable to remove their creatures enough for mine to get through, as most of mine are of average power and little to no evasion. I am aware that this deck may fold to token decks so I am considering a Necroplasm, but i dont know if that will make it too random. My group doesnt play sideboards so that's not an option.
I'm not sure about Dark Ritual, or any other rituals for mana, Ive yet to try them, if you have please let me know how that goes : )
Or if you have any other suggestions I would love to hear them. I dont have lands in the deck yet because its not finished. lands will come after ive figured out the color weight ratio ( however I am only planning for 20 lands as most things cost 2-3, and nothing costs more than 4 but tombstalker, and i doubt i will ever pay full cost for it.
Thanks Again
TL:DR - worried about speed due to needed discard outlet + Madness
- May be troubled by token decks
- Would like any suggestions possible
PS. Not much of a fan of Putrid Imp or Ooona's Prowler
and yea i had a feeling i was pushing it with the second half lol
before it was end of turn
Sedraxis Specter
somewhat recently its been changed to beginning of next end step
rotting rats
Now its similar to mimic vat, which has been confirmed to work with the sundial; hence unearthed creature should be able to stay as well. Unlike Ball Lightning, unearth only says "next" upkeep, so it wouldn't trigger again every end step allowing you to keep it until indefinitely.
Now this might be pushing it...
similar to how the effect only takes place once (as mentioned above); would the "exile ... or it would leave the battlefield". lets say the creature survives the first turn, and you've used the sundial to keep it. Next turn it gets removed, via bounce or death/burn spell, or whatever... would it go back to your hand as the "unearth" ability is no longer on the stack(meaning it only applied if the creature died the turn you unearthed it, after that turn does it become like a regular creature)
please help clarify as I tend to make up stuff and challenge rulings while trying to create new decks lol
4x Wren's Run Packmaster
4x Wolf-skull Shaman
2x Yeva, Nature's Herald
4x Masked Admirers
4x Elvish Visionary
1x Oracle of Mul Daya
4x Thornweald Archer
4x Elvish Mystic
4x llanowar Elf
2x Steely Resolve
Other Spells 8
2x Howl of the Night Pack
4x Naturalize
1x Regrowth
I dont have any lords in this deck because I have 2 other elf decks and my lords are in those, and Im trying to make these somewhat different, lol. let me know what you think. the champion ability will let me use masker admirers and elvish visionary again. and the Flash given from Yeva, could be used as a flicker effect in response to a removal
I am mixed on making a changeling deck and it's possibilities, Please add suggestions, I'm not exactly interested in +x/+x Lords, more for interesting abilities
1x Wolf Skull Shaman
1x Wren's run Packmaster
2x Carin Wanderer
3x Stinkdrinker Daredevil
1x Mad Auntie
1x Thundercloud Shaman
2x Taurean Mauler
3x Game Trail Changeling
3x Moonglove Changeling
4x Woodland Changeling
1x Tribal Forcemage
3x Changeling Beserker
4x obsidian Battle-axe
2x Cloak and Dagger
1x Diviner's Wand
Other Spells 8
2x Fodder Launch
2x Regrowth
1x Back to Nature
1x Shatter
2x Steely Resolve
20x Lands