I like most of the cards, but I have a problem with the Cleric. I understand flavor-wise, why she is those colors, but her ability really is strictly monowhite.
That was one of the things people complained about Alara. Some cards just didn't feel like they were actually gold cards, but instead just undercosted because of the difficulty to cast them. See Rhox War Monk.
Ya, cause Wizards isn't going to print cards for what is probably its most popular non-duel casual format.
lol jkjkjk
Especially in a set by Ken Neagle, who if I'm not incorrect, is a big fan of Commander.
tl;dr - card wasn't made for you, get over it. Some people like this card.
Scry is a fun mechanic. Why make a mechanic in the same set that punishes that fun mechanic? They don't like to do that.
I was wondering if it would be too OP if they'd let the second and third abilities be used without being tapped. You'd still only be getting a single activation a turn. As it is, I'd say it's too slow even for EDH. =\
There are just too many opportunities to interrupt what it's doing and ultimately what it does isn't powerful enough warrant that.
I was going to be disappointed if any of the descriptions depicting solely the zombie aspect of the card won. I think people got too attached to the fact that "Necromancy" was in the original card name, which was a silly name anyways mechanically as only a single of the card's effect is related to necromancy at all and NONE of this card actually represents revenge.
Is Legendary code for obscenely overpowered?
Because as awesome as that would be - rare lands are one of the driving forces behind opening packs for some sets because they are almost always tournament playable (can't think of any rare duals that aren't tournament viable, but I'm sure there have been).
In other words, it could potentially hurt pack sales.
Hm, wow. That's really cool.
I agree with you about the Abundant Growths. I don't really see the application of them. Definitely food for thought.
I could see Ooze predator being an option versus decks with Supreme Verdict! I think I would keep it in the sideboard as against other decks, I think there are better 3 drops. Thanks for the advice!
@Kaizer, you're right, it does feel a little land light. I'll bump it up to 22 lands. I feel anything more than that would be overkill though, as there are only three 4 drops currently.
I can't believe I'm so silly about the Renegade being unable to evolve! I've actually been running Elusive Krasis in my testing so hadn't noticed it being light on evolve targets, but had decided on posting this list without even trying out the change! hahahaha. That being said, I want to add Kalonian Tusker (once M14 comes out!), and Wolfir Avenger, which will bump the number of creatures able to evolve Renegade up to 11.
So that would make our creature base:
I'm still unsure of what to do about the noncreature cards. Rancor speeds up the deck, but having Negates is nice when they try to use Bonefire of the Damned, etc.
On Rapid Hybridization, I do like the card, but what's your thought process on suggesting it as a main deck card? To me it feels like a powerful option for the sideboard to deal with problematic utility creatures and finishers.
Thanks for both your help. I'm at work right now, so I can't do any testing but as soon as I get a chance I'll try out the suggestions.
Edit:
About Master Biomancer's inclusion: I actually first started testing him in the deck simply because I already had him and said why not, never really considering him as a true potential. That being said, he actually performed well beyond my expectations. He gives the deck longevity that it otherwise lacks. A turn 5 Cloudfin Raptor is absolutely useless. Unless you've got a Master Biomancer on the board! I guess you could say he's the deck's 'reach,' though I'm definitely open to trying other creatures for the top of my curve.
Deadbridge Goliath is a nice candidate as he's got a very nice p/t to mana ratio. I also considered Yeva, Nature's Herald. It evolves anything in the deck and it gives everything but CFRaptor Flash which allows me to keep mana open for counter-magic until the end of my opponent's turn.
http://forums.mtgsalvation.com/showthread.php?p=10293352#post10293352
I think it's different enough from The Incredible Hulk (which utilizies ramp and a higher mana curve) that it could potentially be it's own thread, but if not feel free to merge it.
The Incredible Hulk: http://forums.mtgsalvation.com/showthread.php?t=497565
4 Experiment One
4 Cloudfin Raptor
4 Gyre Sage
4 Shambleshark
4 Strangleroot
4 Drakewing Krasis
4 Renegade Krasis
3 Master Biomancer
3 Simic Charm
3 Spell Rupture
3 Negate
21 Lands
4 Breeding Pool
4 Hinterland Harbor
13 Forest / Island
The good news is that the deck works very efficiently due to low mana costs. I rarely have a bad opening hand. The bad news is it is incredibly weak to board sweepers, most especially the uncounterable Supreme Verdict.
Here's a list of potential sideboard and to-be-tested cards:
Elusive Krasis vs. Drakewing Krasis
I'm trying to decide which of these I should include in the deck. Drakewing is more aggressive than Elusive Krasis. However, Elusive Krasis can potentially evolve Shambleshark and Renegade Krasis to 5/4 and a Renegade Krasis that has been evolved twice more than makes up for Elusive's 0 starting power. However, having to evolve a Renegade Krasis twice probably means I'm over-extending which is already a problem for the deck. So Drakewing is my go-to with Elusive potentially ending up in the sideboard unless I find testing to prove otherwise.
Any thoughts or suggestions? Especially any ideas on ways to make the deck less vulnerable to Supreme Verdict would be appreciated!
Undercity Informer, Sage's Row Denizen, and other 2 and 3 drops with 3+ toughness clogged up the ground, while I swung with fliers. I also had a lot of removal as well as a Stolen Identity and Pontif of Blight.
Went 5-0.
It's my preference to pick guild gates based on my cards' colors, so I don't think I'd ever take a guild gate earlier than pick 4 at THE EARLIEST.
One reason being that if I pick a powerful card early and end up not going those colors, I can potentially splash it. "Splashing" a guild gate just because it's a gate, on the other hand (for cards like the gatekeepers), seems suboptimal.
Legendary Creature - Human Cleric
Whenever Damon enters the battlefield put a 0/4 white Spirit Legendary creature token named Diana onto the battlefield with flying and ":symtap:: Target creature becomes indestructible until end of turn. You gain life equal to its toughness."
:symtap:: Destroy target creature. Its control loses life equal to its toughness.
A sign of her forgiveness, Diana protects her brother even in death.
1/1
IIW: create a card with the numbers 5, 4, 3, 2, and 1 on it (may be in the text, p/t, or used as a converted mana cost)