Quote from CaromMy first thought about Jeleva was that half the Johnny's I know are going to spend two months trying to build janky Shrieking Drake combos with her.
At first I thought that you were mistaken about how the card worked. Then, to my horror, I slowly realized that you were talking about abusing her ETB ability. I sat there in panic for a few minutes trying to come up with an alternative solution for the sake of my personal sanity. "Nah, no one could build a deck that bad, I must be missing something."
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You've ruined me :nod:.
Every ramp spell is going to feel weaker when it's cast off-curve which is why it's important that you "catch up" as quickly as possible. The last thing that you want is a hand that doesn't do anything until turn 4.
Not really.
Hitting Green, Blue and Red sources is more important than having spares. If people are playing land d just move away from the Maze's End plan and kill them with Fields.
It's definitely cuttable so I'm not suggesting that the deck can't live without it. I like it because:
It turns Guild Summit into a burst draw spell (while also being a persistent draw engine).
It enables you to cast Kenrith and immediately activate him, often to recur Golos or gain 10 life to stay alive.
It enables you to cast Golos, activate him and cast another spell on the same turn (often turn 5).
It enables you to cast Time Wipe, bounce Golos/Kenrith and recast + activate them (Kenrith anyway, Golos not so much) on the same turn.
It enables you to pump mana into activating Maze's End every turn while still casting spells.
But it's definitely cuttable.
A sample deck would be something like:
4x Field of the Dead
3x Simic Guildgate
3x Gruul Guildgate
3x Izzet Guildgate
2x Selesnya Guildgate
2x Golgari Guildgate
2x Azorius Guildgate
1x Boros Guildgate
1x Dimir Guildgate
1x Orzhov Guildgate
1x Rakdos Guildgate
1x Stomping Ground
1x Breeding Pool
1x Spire Garden
1x Maze's End
3x Arboreal Grazer
4x Elvish Rejuvenator
4x Golos, Tireless Pilgrim
2x Kenrith, the Returned King
Spells (20)
4x Explore
4x Guild Summit
2x Deafening Clarion
4x Circuitous Route
4x Fires of Invention
2x Time Wipe
If you own Karakas then play it because it can be used to protect Golos/Kenrith and bouncing Golos to fetch lands is a decent endgame engine.
My personal favorite version of this deck is no Rams/Colossi and Fires of Invention as my broken mana engine. I play 4 so that I can use my lands on things like Maze's End, Crackling Perimeter, Golos, Tireless Pilgrim, Kenrith, the Returned King, etc. while still casting multiple spells every turn that we fuel with Guild Summit. I will also say that Sublime Exhalation and Blasphemous Act are nonbos with Fires of Invention so if you do run Fires be mindful of that.
I also agree that your deck should look something like:
4x Arboreal Grazer
4x Explore
4x Elvish Rejuvenator
4x Fires of Invention
4x Circuitous Route
4x Golos, Tireless Pilgrim
Because the deck needs to be as mana-focused as possible. You want as much of it as possible as quickly as possible.
I don't see this card being played in any significant capacity however. Not because it's bad, not because people "don't get it," not because it's too hard to build around, not for any particular reason really. The card is good without being great and it's weird enough that it typically won't survive the "cutting process" when you take your 80 card deck and cut it down to 60. It's also not 100% free, you do need Enchantments, so it's not a card that you're going to be thinking about very often. It's also not bonkers in the "Enchantments matter" decks so it's not going to be a windmill slam when you do get around to building one of those lists. Magic has tens of thousands of cards and so being good isn't always good enough for a card to see play. Would I fault anyone for playing it? Absolutely not! It's a solid card that will routinely outperform its 25 cent pricetag. Would I fault anyone for omitting? Again, no. It could be throngs of other 2 drops and that would be fine too.
My thoughts exactly .
FWIW I think that Elvish Rejuvenator is strictly better than cards like Explore and Uro, Titan of Nature's Wrath in this archetype so I'd play $0.10 card over the $43.00 alternative even if I was trying to win. Elvish Rejuvenator is an absolutely insane Magic card in decks that lean on cards like Maze's End or Field of the Dead in order to win. It virtually always ramps "a" land, which is fine, but it also has a 30.0593682% probability of cheating your win condition directly into play. That might not sound amazing on paper but in practice it means that you actively want to be casting this card on turn 3 every game. Play 4 and never look back.
The decks needs 1 drops more than it needs 6 drops. I'd rather see them cut for Grazers.
Also has lifegain for cards like Bolas's Citadel, has a big butt for cards like Crypt Rats, Toxic Deluge and Pestilence, is a vampire if you decide to build a Sorin, Imperious Bloodlord tribal version of the deck with Champion of Dusk, etc.
One last thing about the mana is that if you do run Defile and Castle Locthwain then the optimal build replaces a Swamp with an Urborg, Tomb of Yawgmoth. Not necessary by any means but play it if you have it.
I wanted to quickly touch back on this one because I'm sure that a lot of players out there bought Leyline of the Void and Nykthos, Shrine to Nyx at some point in their careers so some of us have the option to add 4x Leyline of the Void and 4x Nykthos, Shrine to Nyx to our builds for disruption and explosive mana generation. While I"m not expecting the average person to run out and drop $200.00 doing this if you already own the cards this is definitely the best way to build the deck if your meta has any amount of graveyard abuse. The free MP mulligan makes it trivially easy to mull into a Leyline which means that any 2 drop will turn Nykthos into a mana positive play. Eventually you can do stupid things with your mana and that's true even if you don't have Exsanguinate style X spells. The nice thing about this is that it's true for any Leyline in any color so even if you want to play Blue you can do the same thing with Leyline of Anticipation, Witching Well, Omen of the Sea, Thassa's Oracle, etc.
Depends. The card can still be really good. I like playing a combo version of this deck with:
4x Dusk Legion Zealot
4x Phyrexian Rager
4x Nightmare Shepherd
4x Gray Merchant of Asphodel
2x Bolas's Citadel
The idea here is your 2 + 3 drops cantrip so that when you play Shepherd on turn 4 you can immediately sac them to draw 2 + Scry 2 into land 5 + Gary. Then you "double Gary" (cast + sac with Shepherd in play) on turn 5 in order to deal 14 damage and gain 42 life or whatever. After that you can Bolas's Citadel most of your deck into play until you either find another Gary or activate the Citadel for the kill. This showcases how turn 1 Viscera Seer can still be amazing if you have enough ways to abuse it. This deck is night-and-day different in power-level depending on whether you get that turn 1 Seer or not.
I wouldn't advocate playing more than 1 and I personally play 0. It's a strictly worse Swamp a big enough % of the time to offset its potential value as a recursion spell. I prefer Witch's Cottage in slower Control decks with Fetchlands because then I can play something like Sepulchral Primordial and even if it dies I can fetch out my 4x Witch's Cottage to continually recur it as needed. I don't like them in decks that need to curve out on turns 2-5 because it's so often a Guildgate. Still, the nice thing about Witch's Cottage is that it's cheap. If you buy 4, play them and realize that you hate them then you're out a buck or whatever. Or 0 cents if you grab them from ToE Draft chaff. So there's no harm in testing them yourself if you're interested in the effect.
I guess I'm used to drawing + scrying into a ton of extra cards every game which makes it easier to find the effects that I need when I need them. "A lack of focus" hasn't historically been an issue for me when playing devotion decks.
It's worth testing. You could also try fewer Fenlurkers and more Tymaret, Chosen from Death since he survives Deluge fairly well and GY hate is almost always relevant in MP.
1. He's a sac outlet for the Fenlurker -> Sac Outlet -> Shepherd -> Gary combo which is where most of our wins come from.
2. You almost always immediately sac to goat to dig for lands 4/5 and he always gives you a Scry whereas Reaper doesn't.
3. Scry Engines are completely and utterly bonkers with Bolas's Citadel Scrying away dead lands and such.
4. He's a turn 1/3 play that's resilient to removal.
5. Removal is good against this deck and we typically have very little-if-any recursion so the Escape clause is relevant.
The more that I play with 4x Castle Locthwain the less that I find myself playing anything other than basic Swamps. At this point I refuse to play ETB lands like Leechridden Swamp and I no longer have cards like Exsanguinate to abuse Nykthos/Coffers. I do still play 1x Volrath's Stronghold though but I also play 25-26 lands so I play it over a spell. I've never won a game where I've missed my 3rd/4th land drop and flooding doesn't scare me given that I'm more than happy to draw 8 lands and double activate Castles later on if needed.