Loxodon Warhammer and Sword of Vengeance look good. They both increase power and give trample - both key to the deck. Haunted Cloak looks decent; I like the equip cost, but it is critical that it also increases power.
Great suggestions. I do like the equipment route. What other budget equipment is there. There are so many abilities that could be useful, it is hard to narrow it down. Obviously I need some pump effect. Trample is also pretty important. But then there is equipment for just about everything else, hexproof/shroud, double strike, unblockable, indestructible, lifelink, etc. What does this deck need the most? What equipment would be best?
It mainly pumps up Electrostatic Pummeler than uses his energy ability three or four times to attack. I love that mechanism. I am afraid I am trying to do too much with the deck though. It was originally built for standard duels, I now do not care much about duels, or being standard as I mostly play casual multiplayer.
I also like Kamahl, Fist of Krosa. It works really well with the strategy of the deck. It’s cost is getting closer to Genesis Wave, though. Would it be better to just go with Genesis Wave?
The main thing is that you HAVE to be willing to abuse the free multiplayer mulligan
This helps. It is the part that I struggle with. I do not like to have it be part of my strategy... Something for me to work on though!
Why don't you like Overwhelming Stampede? Because it cannot be re-used? Unfortunately, Genesis Wave is a bit too expensive for me right now. It is a really cool card though. If not that or Overwhelming Stampede, what would you suggest me use?
Some preliminary testing has shown this to be significantly better. First, what further changes would any of you make?
Next, are there any situations that I should mulligan specific to this deck? The deck starts off extremely slow without having a 1 or 2-drop in my opening hand. Should I mulligan in this case? Also, if all I get is one Voyaging Satyr, I am not ahead on mana until turn 3, and may lose my chance to gain board advantage. Especially since, if I have a bad draw with limited to no mana generation, the only other creature I can get out relatively fast is Leatherback Baloth. Am I expecting too much of the deck? With these things considered, to make sure things move quickly, I must mulligan around 30% of the time. This seems high. Should I be more patient or is there a way to change the deck?
Finally, a problem I suspect with all decks with decent mana generation, I the game starts well, then around turn 5 or 6, my hand may only have one card in it! Should I put in another Shamanic Revelation? If so, what should I remove? Or, is there a better method of solving this problem?
Also, Atanar, I too like doubling hydras, but they are, unfortunately, out of my budget.
I am having some difficulty with my deck. I play in a group of 3-5 people usually. My deck just does not quite work right. I am fairly new to the game so my deck-building skills are lacking. Any help would be appreciated.
This deck starts of great but cannot finish the job. Building up mana is no problem. I can generally get the cards I want out when I want them. The problem is that there gets to be a point in the game when I cannot attack, or cannot attack big enough. Either they have big blockers, many blockers, crazy life-gain, etc. Occasionally, an opponent will play a spell to disable a creature, although I do not play too much against control or heavy removal. That is, however, still something I need to be wary of.
I need to do something. Make my creatures bigger, add some alternate win-condition, etc. A creature that can progressively grow may be good, or perhaps proper equipment to give a creature or two an edge.
Any ideas?
Also, I do not have a very large budget to improve the deck.
4 Servant of the Conduit
4 Voltaic Brawler
4 Electrostatic Pummeler
2 Lathnu Hellion
3 Bristling Hydra
2 Mirrorwing Dragon
Sorceries
2 Attune with Aether
4 Larger Than Life
Instants
3 Blossoming Defense
2 Built to Smash
2 Harnessed Lightning
4 Uncaged Fury
1 Chandra, Torch of Defiance
Lands
4 Aether Hub
2 Cinder Glade
7 Forest
3 Game Trail
7 Mountain
2 Attune with Aether
1 Harnessed Lightning
2 Longtusk Cub
2 Plummet
2 Reckless Bushwhacker
2 Thriving Grubs
4 Village Messenger
It mainly pumps up Electrostatic Pummeler than uses his energy ability three or four times to attack. I love that mechanism. I am afraid I am trying to do too much with the deck though. It was originally built for standard duels, I now do not care much about duels, or being standard as I mostly play casual multiplayer.
Some ideas I had were removing Larger Than Life, Mirrorwing Dragon, and Chandra, Torch of Defiance. In their place I would put a playset of Isochron Scepter (I already have these card not being used), as well as three pump instants like Titanic Growth or Colossal Might. I do not know if that is the right move though.
One concern that I have is not having enough energy to use Electrostatic Pummeler on multiple turns. Is there a way to fix this?
Thanks!
I suspect it will be fine, but I am not sure. With 4x Realm Seekers and 4x Ulvenwald Hydra able to tutor, it should be easier.
Also, two cards mentioned by Prid3 that I am considering adding in are Nissa's Revelation and Lifecrafter's Bestiary. Both should help find Cinder Glade.
I also like Kamahl, Fist of Krosa. It works really well with the strategy of the deck. It’s cost is getting closer to Genesis Wave, though. Would it be better to just go with Genesis Wave?
I could also add back in 1x Stonehoof Chieftain.
If I go with these cards, a possible deck list may look like this:
1 Cinder Glade
2 Rogue's Passage
16 Forest
3 Kessig Wolf Run
Sorcery
2 Nissa's Revelation
2 Overwhelming Stampede
4 Overgrowth
4 Wild Growth
Artifact
2 Lifecrafter's Bestiary
Creature
4 Arbor Elf
2 Hydra Omnivore
2 Leatherback Baloth
3 Voyaging Satyr
4 Realm Seekers
4 Ulvenwald Hydra
2 Sylvan Primordial
1 Stonehoof Chieftain
2 Kamahl, Fist of Krosa
If I do go with Genesis Wave, I could remove the two remaining Overwhelming Stampede’s and put in two cards to better support Genesis Wave, whatever those may be.
Thoughts?
This helps. It is the part that I struggle with. I do not like to have it be part of my strategy... Something for me to work on though!
Why don't you like Overwhelming Stampede? Because it cannot be re-used? Unfortunately, Genesis Wave is a bit too expensive for me right now. It is a really cool card though. If not that or Overwhelming Stampede, what would you suggest me use?
1 Cinder Glade
2 Rogue's Passage
16 Forest
3 Kessig Wolf Run
Sorcery
2 Shamanic Revelation
4 Overwhelming Stampede
4 Overgrowth
4 Wild Growth
Creature
4 Arbor Elf
2 Hydra Omnivore
4 Leatherback Baloth
4 Voyaging Satyr
4 Realm Seekers
4 Ulvenwald Hydra
2 Sylvan Primordial
Some preliminary testing has shown this to be significantly better. First, what further changes would any of you make?
Next, are there any situations that I should mulligan specific to this deck? The deck starts off extremely slow without having a 1 or 2-drop in my opening hand. Should I mulligan in this case? Also, if all I get is one Voyaging Satyr, I am not ahead on mana until turn 3, and may lose my chance to gain board advantage. Especially since, if I have a bad draw with limited to no mana generation, the only other creature I can get out relatively fast is Leatherback Baloth. Am I expecting too much of the deck? With these things considered, to make sure things move quickly, I must mulligan around 30% of the time. This seems high. Should I be more patient or is there a way to change the deck?
Finally, a problem I suspect with all decks with decent mana generation, I the game starts well, then around turn 5 or 6, my hand may only have one card in it! Should I put in another Shamanic Revelation? If so, what should I remove? Or, is there a better method of solving this problem?
Also, Atanar, I too like doubling hydras, but they are, unfortunately, out of my budget.
This deck starts of great but cannot finish the job. Building up mana is no problem. I can generally get the cards I want out when I want them. The problem is that there gets to be a point in the game when I cannot attack, or cannot attack big enough. Either they have big blockers, many blockers, crazy life-gain, etc. Occasionally, an opponent will play a spell to disable a creature, although I do not play too much against control or heavy removal. That is, however, still something I need to be wary of.
I need to do something. Make my creatures bigger, add some alternate win-condition, etc. A creature that can progressively grow may be good, or perhaps proper equipment to give a creature or two an edge.
Any ideas?
Also, I do not have a very large budget to improve the deck.
17 Forest
2 Rogue's Passage
Sorcery
2 Shamanic Revelation
Enchantment
4 Wild Growth
Creature
4 Arbor Elf
4 Hydra Omnivore
4 Leatherback Baloth
3 Outland Colossus
4 Somberwald Sage
4 Stonehoof Chieftain
4 Surrak, the Hunt Caller
4 Terra Stomper
4 Whisperer of the Wilds
3 Aerial Volley
1 Conclave Naturalists
1 Display of Dominance
2 Epic Confrontation
4 Feed the Clan
2 Fog
1 Gaea's Revenge
1 Plummet
Strategy