While I can't speak for Viroid, my goldfishing with their build suggests that the specific combat interactions of the wolf/spirits was part of the durdling plan (as would be the counterspells). Which I assume is why some of the other flash creatures were left out.
The main problem is that without Rashmi the deck has trouble competing - which is why I suggested the 'walkers. Which means relying of Rashmi to hope to get instant speed out of non-instants and such tricks is so inconsistent as to be a handicap. More likely to have a non-instant stuck in your hand then cast off Rashmi. (I tried an unrelated Rashmi/Brain in a Jar deck, but I couldn't get anywhere with it).
A secondary problem I experienced with the OP deck was that there frequently isn't enough to do on the first 3 turns. That the lack of early plays means frequently doing nothing on 2 of the first 3 turns. Yes, I assume hitting a Copter with Negate feels great, but it isn't as likely as it seems.
I understand that the Copter has to already be crewed into creature status before Tamiyo's +1 could target it. But that is a likely enough situation. The specific interaction I am concerned with is the next-turn clause of Taimiyo's +1 ability. "Until your next turn".
As vehicles stop being creatures at end of turn, do they lose the status Tamiyo's +1 gives them? Specifically, if the vehicle became a creature again the next turn would Tamiyo's effect still be in effect?
For (I hope) clarity I will provide 2 instances where this might be relevant.
1: I control a Copter, a Tamiyo, a Duskwatch Recruiter, numerous other creatures and sufficient lands for mana. On my turn I activate the Copter with one of my extra creatures and then I target my Copter and Duskwatch Recruiter with Tamyo's +1 ability. At the end of my turn the Copter stops being a creature. On my opponent's turn we still have not reached my next turn and the Duskwatch Recruiter still has the "draw cards if combat damage" in effect. If I again crew my Copter, do I draw a card if the Copter does combat damage (blocking) on my opponent's turn?
2: More or less the inverse. Assume sufficient mana and vanilla creatures for crews. I control Tamiyo and my opponent controls a Copter and a Duskwatch Recruiter. It is my turn and as part of my attack my opponent crews their Copter to block. Post Combat Main Phase I use Tamiyo's +1 to Target my opponent's Copter and Duskwatch Recruiter. At end of turn the Copter stops being a creature. On my opponent's turn the Duskwatch Recruiter is certainly still under the effect of Tamiyo's +1 and I will draw a card if the Duskwatch Recruiter does combat damage.
If my opponent again crews their Copter and attacks with it, will Tamiyo's +1 still be in effect on the Copter? Will I draw a card from the Copter's combat damage on my opponent's turn?
Because Tamiyo's +1 is a creature specific ability, does the vehicle lose it when it stops being a creature, or does the ability come back when the vehicle again becomes a creature?
Is it any different for battle lands like Hissing Quagmire?
Thank you. If you could cite the specific rules so I can understand this better I would appreciate it.
I suggest you consider Sylvan Scrying as a 2 mana pseudo ramp (in that it searches for Shrine). You may also like to consider additional non-basics, especially Sanctum or Haven.
I like the idea of the Reclaim, though I am uncertain which match ups you bring it in?
Sylvan Scrying is great if you aren't running dorks. It creates a T2 play, and many of the none basics are quite powerful. Especially Shrine to Ramp or Sanctum to Fetch a dude. Broadly I dislike the dorks because they just die. But mostly you can't compare them, they function differently and are appropriate to different decks.
What is the point of including The Great Aurora? I have played around with it. Both with Pact (interesting, but unreliable) and in a build like yours. In the latter case it was fun with Ulamog and Ugin - felt kind of like the Karn mini game. But I wasn't clear what benefit it actually provides, so I abandoned my testing. Certainly it clears the board, but by that time life was often low enough to be in very real danger from the handful of cards I just gave my opponent. What am I missing?
The main problem is that without Rashmi the deck has trouble competing - which is why I suggested the 'walkers. Which means relying of Rashmi to hope to get instant speed out of non-instants and such tricks is so inconsistent as to be a handicap. More likely to have a non-instant stuck in your hand then cast off Rashmi. (I tried an unrelated Rashmi/Brain in a Jar deck, but I couldn't get anywhere with it).
A secondary problem I experienced with the OP deck was that there frequently isn't enough to do on the first 3 turns. That the lack of early plays means frequently doing nothing on 2 of the first 3 turns. Yes, I assume hitting a Copter with Negate feels great, but it isn't as likely as it seems.
My own testing continues.
I understand that the Copter has to already be crewed into creature status before Tamiyo's +1 could target it. But that is a likely enough situation. The specific interaction I am concerned with is the next-turn clause of Taimiyo's +1 ability. "Until your next turn".
As vehicles stop being creatures at end of turn, do they lose the status Tamiyo's +1 gives them? Specifically, if the vehicle became a creature again the next turn would Tamiyo's effect still be in effect?
For (I hope) clarity I will provide 2 instances where this might be relevant.
1: I control a Copter, a Tamiyo, a Duskwatch Recruiter, numerous other creatures and sufficient lands for mana. On my turn I activate the Copter with one of my extra creatures and then I target my Copter and Duskwatch Recruiter with Tamyo's +1 ability. At the end of my turn the Copter stops being a creature. On my opponent's turn we still have not reached my next turn and the Duskwatch Recruiter still has the "draw cards if combat damage" in effect. If I again crew my Copter, do I draw a card if the Copter does combat damage (blocking) on my opponent's turn?
2: More or less the inverse. Assume sufficient mana and vanilla creatures for crews. I control Tamiyo and my opponent controls a Copter and a Duskwatch Recruiter. It is my turn and as part of my attack my opponent crews their Copter to block. Post Combat Main Phase I use Tamiyo's +1 to Target my opponent's Copter and Duskwatch Recruiter. At end of turn the Copter stops being a creature. On my opponent's turn the Duskwatch Recruiter is certainly still under the effect of Tamiyo's +1 and I will draw a card if the Duskwatch Recruiter does combat damage.
If my opponent again crews their Copter and attacks with it, will Tamiyo's +1 still be in effect on the Copter? Will I draw a card from the Copter's combat damage on my opponent's turn?
Because Tamiyo's +1 is a creature specific ability, does the vehicle lose it when it stops being a creature, or does the ability come back when the vehicle again becomes a creature?
Is it any different for battle lands like Hissing Quagmire?
Thank you. If you could cite the specific rules so I can understand this better I would appreciate it.
Blossoming Defense
Traverse the Ulvenwald (not an instant, but there is nothing to do on T1 except play a lumbering falls).
I'd say cut back on the expensive counters.
Consider some of the planeswalkers.
Am working on something similar, keep me updated on what you find.
I suggest you consider Sylvan Scrying as a 2 mana pseudo ramp (in that it searches for Shrine). You may also like to consider additional non-basics, especially Sanctum or Haven.
I like the idea of the Reclaim, though I am uncertain which match ups you bring it in?
What is the point of including The Great Aurora? I have played around with it. Both with Pact (interesting, but unreliable) and in a build like yours. In the latter case it was fun with Ulamog and Ugin - felt kind of like the Karn mini game. But I wasn't clear what benefit it actually provides, so I abandoned my testing. Certainly it clears the board, but by that time life was often low enough to be in very real danger from the handful of cards I just gave my opponent. What am I missing?