Chalice feels replaceable. If you want to keep that spot as acceleration, I'd use a creature - if it draws removal, that's something that can't be used against a ghost. KotR would be a house in this deck as both a land tutor and as an additional threat. Sejiri Steppe is worth looking at too as protection from spot removal or sneaking past a blocker.
don't think that works as warp world sends all cards back into the library, including removed from game cards and those on the field.
It send back cards on the field, not those removed from the game. If you hit Avenger before warping, you can get ~15-17 permanents with only 5 or 6 non-Mountain, non-Valakut cards (Oracle, Avenger, Siege-Gang, 2x Forest, Island). The odds of getting a Valakut kill are pretty good.
(Keep in mind that I know this is never going to be a huge success. it's more a Johnny trying to build around Selective Memory)
I haven't built this yet, much less tested it, but I think it's a fun idea. This is pretty much a one trick pony. Selective Memory → Warp World → huge amounts of Valakut damage to win it.
Valakut - Try running a Valakut deck without this and see how far you get.
The rest of the manabase - Trying to have as few non-Mountain lands as possible to maximize the odds of a killer Warp.
Pilgrim's Eye - Colorless way to search out an Island/Forest, ups the permanent count.
Oracle of Mul Daya - Permanent-based ramp. Always gets you at least one extra land, more if not removed.
Avenger of Zendikar - Massive boost in the number of permanents without a boost in the number of cards in the library. Also can double as a win con if Valakut doesn't work.
Treasure Hunt - Almost half this deck is lands (more after Selective Memory) - this gives you a bunch of cards the majority of the time.
Rampant Growth - Helps to ramp, can find the Island, doesn't set you back a land if countered.
Selective Memory - Sets up a huge Warp World r amazing Treasure Hunts.
I don't have a sideboard yet, but I'm considering making it transform into a more typical Valakut Ramp to counter any Thought Hemorrhage kinds of shenanigans. Something along the lines of
So, what is everyone's opinions on Chandra? I am starting to like her more, but I don't know if I can justify a spot to a card that costs RR that doesn't give me complete control back like Chain Reaction does.
Odds are you're not going to have Chandra hitting the board T5, and it's not hard to have RR in addition to all the other colors you need due to the number of fetches. She can come in and nuke the majority of the threats in standard right now, and her ultimate is unquestionably good. I'd say she's worth running as at least a one-of, though I wouldn't go over two of her.
I'm Chris, I've been playing MtG off and on casually since right around Ice Age, though I just got more serious about it earlier this year. Got pulled in here by the deck building discussions.
It send back cards on the field, not those removed from the game. If you hit Avenger before warping, you can get ~15-17 permanents with only 5 or 6 non-Mountain, non-Valakut cards (Oracle, Avenger, Siege-Gang, 2x Forest, Island). The odds of getting a Valakut kill are pretty good.
(Keep in mind that I know this is never going to be a huge success. it's more a Johnny trying to build around Selective Memory)
17 Mountain
2 Forest
1 Island
4 Misty Rainforest
4 Valakut, the Molten Pinnacle
4 Pilgrim's Eye
4 Oracle of Mul Daya
4 Siege-Gang Commander
4 Avenger of Zendikar
4 Treasure Hunt
4 Rampant Growth
4 Selective Memory
4 Warp World
I haven't built this yet, much less tested it, but I think it's a fun idea. This is pretty much a one trick pony. Selective Memory → Warp World → huge amounts of Valakut damage to win it.
The rest of the manabase - Trying to have as few non-Mountain lands as possible to maximize the odds of a killer Warp.
Oracle of Mul Daya - Permanent-based ramp. Always gets you at least one extra land, more if not removed.
Siege-Gang Commander - Does pretty much everything.
Avenger of Zendikar - Massive boost in the number of permanents without a boost in the number of cards in the library. Also can double as a win con if Valakut doesn't work.
Rampant Growth - Helps to ramp, can find the Island, doesn't set you back a land if countered.
Selective Memory - Sets up a huge Warp World r amazing Treasure Hunts.
Warp World - Again, pretty self explanatory.
I don't have a sideboard yet, but I'm considering making it transform into a more typical Valakut Ramp to counter any Thought Hemorrhage kinds of shenanigans. Something along the lines of
3 Forest
4 Harrow
4 Expedition Map
3 Earthquake
1 Banefire
Ideas/comments/suggestions?
Odds are you're not going to have Chandra hitting the board T5, and it's not hard to have RR in addition to all the other colors you need due to the number of fetches. She can come in and nuke the majority of the threats in standard right now, and her ultimate is unquestionably good. I'd say she's worth running as at least a one-of, though I wouldn't go over two of her.
See you around.