I am building something very much to this effect as well, and gelf covered the blinking part.
Another card that you have probably never seen played works wonders with Sedris' unearth: Sundial of the Infinite. Activate it at the end of your turn after the delayed Unearth exile triggers go on stack and you'll get to keep your creatures (they will still exile if they die though)
Mycoloth is a possibility. I'm iffy on the devour without some other token generation, as you said. It is a good possibility and it could easily overwhelm a board very very quickly.
Yeah, the Devour could definitely backfire, but the beauty of it with Vorel is that it only takes one creature to set him up for greatness.
I'm also planning on including at least the green Myojin in mine - indestructible and casting creatures for free forever seems good. Naturally better if you can get a +1 counter onto him, as it is with the Cold-Eye Selkie
Edit: Have you considered Crowned Ceratok over the Shambler for the trample effect? Sapphire Drake also provides evasion to all the "little" ones
I recently started building one of these and see a lot of overlap (shocking, I know). I missed that Champion of Lambholt though, but no longer.
It also seems you are missing Mycoloth. Seems good both in combination with the Champion and in general. My deck also runs Ivy Lane Denizen with Ooze Flux and/or Spike Breeder for token generation.
Have you ever played Sheriff? It's a multiplayer variant for 4-6 players, where roles of Sheriff, Deputy, Outlaw and Renegade are distributed at random and each has a different objective to win
The Sheriff starts with 60 life and always goes first. He is the only one that is supposed to declare what role he/she is. The Sheriff can win alone or with the Deputy when all other players have been eliminated, but will lose if he dies or kills the Deputy.
The Deputy's role is to support the Sheriff, but does so covertly. The other players will take him or her out to make the Sheriff easier prey. Loses if the Sheriff dies.
The Outlaw is a very straightforward role at first glance: kill the Sheriff and you win. However you are also the primary target for all the other players at the table, so play cautiously. Or go all out and hope your fellow Outlaw can help you beat the Sheriff in time.
The Renegade is sort of like an Outlaw in that it wins by killing the Sheriff - but only if the Outlaws have been killed first. As such the Renegade often looks like a Deputy early, killing off Outlaws before turning on the Sheriff for the win.
4 players: 1 of each role
5 players: 4 players+1 Outlaw
6 Players: 5 players+1 Renegade
My group likes this variant a lot, as it incorporates politics more directly into the gameplay and forces "the usual suspects" to team up with players they normally would have ganged up on etc. The dynamic of trying to figure out who plays what role is a lot of fun too
Edit: Oh, and Jarad is a fantastic Renegade commander ^^
I agree with Tristan that a two-color deck would be the way to go; simpler and cheaper manabase while still having access to a wide range of cards in either color as well as the combination of the colors. G is definitely a good option, as it gives you access to cheap ramp spells to get to the big, fun cards as well as helping you manafix with a straight-basic land base. And I mean cheap as in dollars - Harrow, Cultivate, Rampant Growth etc are all commons and easy to pick up.
Assuming you go with GU as was suggested previously I would actually suggest the new Simic legend, Vorel. I began building a deck for him after pulling one in my prerelease prize support and have found the deck to be a very interesting assembly. The general has an activated ability that begs to be abused, which meshes well with the fact that counter-based creatures aren't too popular and therefore cheap to buy. My heavy hitters are Stag Beetle, Chimeric Mass and Orochi Hatchery, all of which are simple to understand and laughably cheap. The only real pricy cards in the deck off the top of my head are Doubling Season, Master Biomancer and Vigor.
In addition to being cheap, Vorel of the Hull Clade plays in an easily understandable way. Play guys, get counters, proliferate and double counters. Swing and draw, then repeat.
Mimic Vat has a creature imprinted on it, there are other creatures on the board and somebody casts Akroma's Vengeance. Does the Vat see the creatures dying and give the player a chance to exile one of the destroyed creatures and return its imprinted creature to graveyard?
When Insurrection's change-of-control effect ends, each creature will return to its previous controller - in this case, player A.
Bonus: If C's creature had lifelink, E would gain life. If C's creature had cloak, a trigger would be put on the stack that would cause C to gain that much life. Then, that trigger would cease to exist because C left the game. Actually it wouldn't even get put on the stack.
Ok, so the general rule is that at the end of a control effect permanents revert to their previous controller, not their owner. Is that correct?
I had the following situation appear during an EDH game and there was no consensus on the table as to what actually happens.
Player A had a Grave Betrayal with a couple of creatures from players B-E. Player E casts Insurrection on his turn and proceeds to eliminate Player C. Permanents that Player C owns stop existing (including his creatures, so that's not part of this question.)
What happens to the reanimated creatures at the end of turn? Basically, how are temporary "gain control" effects handled? Do the creatures return to their owner or the person who last controlled them before the effect?
Bonus question: what if a creature Player C controlled had Lifelink or Armadillo Cloak? Would Player E still gain the life?
Midnight M12 prerelease. The board stalls out on the ground, and I drop a Pentavus and the 2/2 Hexproof flyer versus the opponent's 2/2 flyer. Overrun in hand. At the end of his turn, I make 4 Pentavites so the mothership stays alive, untap and proceed with my turn. I cast Overrun and immediately realize my mistake - he has the toughness to absorb the Overrun on the ground, and my flyers will only get through for 19. Already committed to the idea, I decide to swing in for what it's worth, content he'll at least only have one more turn.
I look down at my paper to note his damage taken - and realize I randomly swung with Llanowar Elves T2, putting him at 19
Another card that you have probably never seen played works wonders with Sedris' unearth: Sundial of the Infinite. Activate it at the end of your turn after the delayed Unearth exile triggers go on stack and you'll get to keep your creatures (they will still exile if they die though)
Yeah, the Devour could definitely backfire, but the beauty of it with Vorel is that it only takes one creature to set him up for greatness.
I'm also planning on including at least the green Myojin in mine - indestructible and casting creatures for free forever seems good. Naturally better if you can get a +1 counter onto him, as it is with the Cold-Eye Selkie
Edit: Have you considered Crowned Ceratok over the Shambler for the trample effect? Sapphire Drake also provides evasion to all the "little" ones
It also seems you are missing Mycoloth. Seems good both in combination with the Champion and in general. My deck also runs Ivy Lane Denizen with Ooze Flux and/or Spike Breeder for token generation.
The Sheriff starts with 60 life and always goes first. He is the only one that is supposed to declare what role he/she is. The Sheriff can win alone or with the Deputy when all other players have been eliminated, but will lose if he dies or kills the Deputy.
The Deputy's role is to support the Sheriff, but does so covertly. The other players will take him or her out to make the Sheriff easier prey. Loses if the Sheriff dies.
The Outlaw is a very straightforward role at first glance: kill the Sheriff and you win. However you are also the primary target for all the other players at the table, so play cautiously. Or go all out and hope your fellow Outlaw can help you beat the Sheriff in time.
The Renegade is sort of like an Outlaw in that it wins by killing the Sheriff - but only if the Outlaws have been killed first. As such the Renegade often looks like a Deputy early, killing off Outlaws before turning on the Sheriff for the win.
4 players: 1 of each role
5 players: 4 players+1 Outlaw
6 Players: 5 players+1 Renegade
My group likes this variant a lot, as it incorporates politics more directly into the gameplay and forces "the usual suspects" to team up with players they normally would have ganged up on etc. The dynamic of trying to figure out who plays what role is a lot of fun too
Edit: Oh, and Jarad is a fantastic Renegade commander ^^
Assuming you go with GU as was suggested previously I would actually suggest the new Simic legend, Vorel. I began building a deck for him after pulling one in my prerelease prize support and have found the deck to be a very interesting assembly. The general has an activated ability that begs to be abused, which meshes well with the fact that counter-based creatures aren't too popular and therefore cheap to buy. My heavy hitters are Stag Beetle, Chimeric Mass and Orochi Hatchery, all of which are simple to understand and laughably cheap. The only real pricy cards in the deck off the top of my head are Doubling Season, Master Biomancer and Vigor.
In addition to being cheap, Vorel of the Hull Clade plays in an easily understandable way. Play guys, get counters, proliferate and double counters. Swing and draw, then repeat.
Welcome to the format and good luck!
1 Basilica Guards
1 Daring Skyjek
1 Debtor's Pulpit
1 Dutiful Thrull
2 Guildscorn Ward
1 Holy Mantle
1 Hold the Gates
1 Knight Watch
1 Murder Investigation
1 Nav Squad Commandos
1 Syndic of Tithes
1 Zarichi Tiger
1 Cloudfin Raptor
1 Frilled Oculus
1 Keymaster Rogue
1 Last Thoughts
1 Leyline Phantom
1 Rapid Hybridization
1 Sage's Row Denizen
2 Scatter Arc
1 Spell Rupture
1 Totally Lost
1 Way of the Thief
1 Death's Approach
1 Gutter Skulk
1 Illness in the Ranks
1 Midnight Recovery
1 Shadow Alley Denizen
1 Shadow Slice
1 Bomber Corps
1 Crackling Perimeter
2 Mugging
2 Scorchwalker
1 Skinbrand Goblin
1 Tin Street Market
1 Warmind Infantry
2 Adaptive Snapjaw
1 Burst of Strength
1 Disciple of the Old Ways
1 Giant Adephage
1 Miming Slime
1 Rust Scarab
2 Verdant Haven
1 Wasteland Viper
1 Gruul Keyrune
1 Milennial Gargoyle
1 Razortip Whip
1 Simic Keyrune
1 Skyblinder Staff
1 Gruul Ragebeast
1 Hydroform
1 Master Biomancer
1 Mortus Strider
1 Nimbus Swimmer
1 Orzhov Charm
1 Primal Visitation
1 Purge the Profane
2 Ruination Wurm
1 Shambleshark
1 Skyknight Legionnaire
1 Wojek Halbediers
2 Zhur-Taa Swine
1 Beckon Apparition
1 Burning-Tree Emissary
1 Gift of Orzhova
2 Merfolk of the Depths
1 Boros Guildgate
1 Orzhov Guildgate
1 Simic Guildgate
1 Stomping Ground
1 Thespian's Stage
The deck I registered and the thoughts I've had since:
1 Daring Skyjek
1 Syndic of Tithes
1 Bomber Corps
2 Mugging
1 Skinbrand Goblin
1 Warmind Infantry
2 Adaptive Snapjaw
1 Disciple of the Old Ways
1 Giant Adephage
1 Miming Slime
1 Wasteland Viper
1 Firemane Avenger
1 Gruul Ragebeast
1 Skyknight Legionnaire
1 Wojek Halbediers
2 Zhur-Taa Swine
1 Burning-Tree Emissary
1 Boros Guildgate
1 Stomping Ground
5 Plains
6 Forest
5 Mountain
After playing I wish I had picked the Scorchwalkers over Adaptive Snapjaws, and after a few drafts I really wish I had played the Gift of Orzhova.
Your thoughts and comments would be much appreciated
How about a 1-2 cost spell that destroys target creature/permanent with CMC equal to or less than the number of basic land types you control?
I'm thinking a blend of Glissa, the Traitor (promo version), Sheoldred, Whispering One (pack), Jarad, Golgari Lich Lord (pack) and Maelstrom Pulse (GP). "We are why you can't have nice things." in a Golgari-esque font.
If it'll fit, Putrefy (MPR) and Damnation would be great too, though I can live without those.
Ok, so the general rule is that at the end of a control effect permanents revert to their previous controller, not their owner. Is that correct?
Player A had a Grave Betrayal with a couple of creatures from players B-E. Player E casts Insurrection on his turn and proceeds to eliminate Player C. Permanents that Player C owns stop existing (including his creatures, so that's not part of this question.)
What happens to the reanimated creatures at the end of turn? Basically, how are temporary "gain control" effects handled? Do the creatures return to their owner or the person who last controlled them before the effect?
Bonus question: what if a creature Player C controlled had Lifelink or Armadillo Cloak? Would Player E still gain the life?
Wouldn't Sudden Spoiling cause Mikaeus, the Unhallowed to lose the ability that grants Triskelion Undying? Not to mention Triskelion losing Undying because all abilities are removed?
Walking Atlas (bad), Terrain Generator, Druidic Satchel for colorless ramp. Also Explorer's Scope
I look down at my paper to note his damage taken - and realize I randomly swung with Llanowar Elves T2, putting him at 19