Mono green deck with loads of removal and control via deathtouch, non-creature permanent destruction and good ol' annihilator. Got a problem with flyers? Swarms of hornets will take down the largest dragon with ease. I feel this deck embodies what green does best in MTG. I realize that mono green (or mono color decks in general) won't be able to deal with absolutely every threat out there, but I feel this list covers a lot. I'm open to any and all feedback
This deck is mainly intended for multiplayer. Now, I know some people hate on Redirect, but I love the card and the shenanigans you can pull with it. I was also bored with the simple deny/permission that comes with counter magic. Things like PtE and Detention Sphere are a given. I'm running Terminus due to the huge amount of graveyard interaction in my meta. All that aside, what is everyone's impression of the deck? I've only played 1 multiplayer game with it (out of 5 people, which I won but just barely). All feedback is appreciated, although I'm basically just looking to optimize the creature base at this point.
Mainly intended for multiplayer, so I'm shipping this off to the Multiplayer forum from Modern
-ktkenshinx-
Your landbase obviously needs work. Can you afford shocks/filters/M10-Check-Lands?
I'm not sure what the prices on the M10/Filter lands are, but you should be able to find your RTR Shocks for decent prices, if not DGM's influx of shocks will do you some good. There are a couple of Double W double U cards i'd be worried about casting, that and the faster your mana the better (Guildgate EtBT is bad). There's also Seachrome Coast; i think it's still pretty budget friendly.
Personally, i'd change Terminus to Path to Exile. I'd also try to rustle up some Electrolyze as it does a wonderful job of answering the plethora of X/1's, X/2's in the format. If you're looking for a big burn spell for this deck, instead of comet storm, i'd consider Prophetic Bolt or Boros Charm. They both pull a sort of double duty; Boros Charm can protect your Guildmage's, Prophetic Bolt is great CA.
I've also brainstormed and came up with a list that uses:
Chandra, the Firebrand
Increasing Vengeance
Mostly because I think it would be really funny to -2 Chandra, Lightning Bolt and then increasing vengeance it (from the yard) for massive damage on T6.
Or -2 Chandra -> Prophectic Bolt for 8 damage and 2 super-Ponders.
Could be fun.
edit: Aegis of Honor is not Modern Legal.
I'll see what I can do about getting some more dual lands (shock lands in particular). I can't afford Path to Exile currently, but I don't doubt its usefulness.
I see what you mean about Prophetic Bolt being more versatile. It would be more efficient in the mid game (but late game Comet Storm's damage is too good to pass up). I don't think I'll fit Boros Charm into the deck because even though it's 'versatile' it's also limited in each of its choices. Prophetic Bolt seems like a better replacement for Comet Storm.
The Increasing Vengeance + Chandra combo has me intrigued... would you suggest removing Ajani Vengeant in favor of Chandra?
You're right, Aegis of Honor isn't in modern... totally forgot about that :/. I'll edit that out. Thanks for all the suggestions.
So I've been wanting to make a deck utilizing blue, white, and red, as I think this is an interesting color combo that has answers to almost anything. This is a list I made up with cards I own currently and I'd like some feedback! I know the sideboard (and the entire deck for that matter) needs a lot of work! If anyone can recommend things I should cut or add, it would be appreciated!
The idea of the deck is straight forward: stall until you can get Guile onto the field for shenanigans to ensue. I don't have a lot of experience building mono blue decks, so I feel I've overlooked some important card choices. Also, I can't figure out what to put in the side board other than more counter or card draw... if I have to face a creature-less or creature-light deck, Propaganda, Psychic Barrier, Vapor Snag, and Reins of Power will become nearly useless. And no I can't afford JTMS so I won't be adding that in. Any feedback is appreciated.
Primarily created with multiplayer in mind... Asceticism and Primordial Hydra are best friends. My only issue is I think the deck 'could' be a little tad slow, but I haven't play tested it so I can't say. Any and all feedback is appreciated.
There are many ways of fixing mana, past dual lands you could simply use Chromatic Lantern. You could always use Infernal Plunge to help with accell as well, but without much card draw I wouldn't rely on it.
But if you are wanting to stick with green then you could always consider Power Conduit & Plaguemaw Beast for some extra counter action, might be a bit tricky.
Since you are have a few green wolves you can always tinker with Wolfir Silverheart. I'm pretty sure that since Flayer of the Hatebound and the silverheart would both be your permenants, you can choose to triger Hatebound after an undying creature comes back and pairs with silverheart. Extra burn on the return + bigger threats.
Chromatic Lantern is intriguing. If I chose not to run green I would definitely look at that to fix mana. Infernal Plunge I feel is a bit gimmicky, and doesn't present much card advantage. I do like the possibility of Power Conduit, but adding things like Plaguemaw Beast or Wolfir Silverheart might wreck the mana curve somewhat... Hound of Griselbrand is really good with a Rancor and/or a Vines of Vastwood. That, and the Hound fits my budget better than Wolfir does :S. Great suggestions though. I'm going to play around with my current list but I'll refer back to all these suggestions when/if I want to change something up
Thanks for the suggestions... though the BBB mana cost for both Geralf's Messenger and Mikaeus, the Unhallowed would make the deck incredibly unreliable due to a lack of mana fixers or things like Birds of Paradise (as is the case with a BR deck). Ball Lightning would add more triple color costs to the list... Plus, Rancor, Vines of Vastwood, Kessig Wolf Run, and Strangleroot Geist are all green and too good to pass up... I would say black undying is great, but the cards you suggested seem to fit better in a mono black deck. I know I have Vorapede with GGG in my list, but he's only a 2-of and with BoP and dual lands I have no problem getting him out.
I would drop the Vorapede, GGG is to much in dual-colored. Take Nearheath Stalker, Scuzzback Marauders or Aerie Ouphes instead.
Then i strongly suggest Power Conduit, works good with undying and persist creatures. In worst case you remove a +1 counter and put a charge counter at the Conduit itself (which you can use for the Ion Storm later on). This makes your creatures very persistant. If you want something with charge counters, try Mirrodin's Core or Everflowing Chalice.
Thanks for suggesting, but between 8 dual lands, 8 Forests, and 4 Birds of Paradise I can't see any problems landing Vorapede when I want to. Especially since it's only a 2-of and I likely won't see him until mid-late game most of the time. As for the replacements you suggested... they all seem too weak to replace the mighty Vorapede (and worse in just about every way)... and persist doesn't work with Ion Storm either. I might try to include Power Conduit, which looks promising for the main mechanic of the deck. As for the rest, I'm not quite looking to make it a 'sac engine' deck... I'll play test this more to see how it functions.
I've been wanting to make a resilient creature deck for awhile... and undying seems like the mechanic to make that happen. This deck has tons of synergy; Ion Storm makes my creatures truly undying while burning my opponent/their creatures, Flayer of the Hatebound turns all of my creatures into burn spells when they die, and Rancor +Vines of Vastwood +Kessig Wolf Run on a Hound of Griselbrand will end games (and if that's not enough, a Fling will likely seal the deal). I've been tweaking this deck for a little while now. I initially took out Brimstone Volley and put in Fling... would that be best? Let me know what you guys think.
Thanks for your response. I should probably give a little more background on why I chose this particular deck. The only time I get to play is with a group of about 4 or 5 guys, one of which plays an exclusively elves deck that has a lot of dangerous enchantments and creatures with dangerous abilities. That's why I have 4 each of the destroy creature and destroy enchantment in my deck.
As far as my mana, I took it down to 16 for a couple of reasons.
1. The Priest of Titania gives me one mana for each elf on the battlefield and in our games, that would be at least 4 by turn 2. By turn 5 that could be 10 elves on the battlefield. My Llanowar Elves will contribute to that total as well as giving me one more mana a piece and Living Wish will allow me to bring Rofellos, Llanowar Emissary into the game, doubling my forests and again adding another elf to the total.
2. Primeval Titan will bring 2 forests into play immediately and two more any time I attack so as long as I can get those into play I won't run short on any forests and the mana curve is very low already. Plus when teamed with Rampaging Baloths, I'll have a lot of 4/4 tokens out.
I have play tested it through the decked builder app and will get a chance to test it for real in a few days. In all of my tests it was very easy for me to get the mana elves onto the battlefield and in many cases I could quickly my mana pool higher than I could actually spend. In our games, a lot of this will depend on whether or not I can destroy the right creatures, nullify the right creatures and protect my own things with Privileged Postion. Luckily I will not face any board wipe cards but it would cripple me if it happened early enough to limit the forests I had out. I probably could take out a Defense of the Heart just to bring the card total down another tick. It's not as effective in this deck as it was in my previous green setups.
I suppose as long as it's in a very specific meta (a group of friends), and you have indeed play tested the deck, it could work. In my meta however, there's more board wipe than you can shake a stick at, so if I ran your proposed deck (where your primary ramp is creature ramp), and they wiped the board, I think I'd be absolutely mana/land screwed. If your meta isn't huge on board wipes then I can see it being quite powerful if your opponents ALLOW you to amass so many elves... my friends would deny me that and F me over pretty hard :P. Also I've never seen a deck run on 16 lands... so it looked strange to me at first.
Alright, I'm back with a completely revamped green deck. I got way too carried away with creatures in my last deck and had basically zero synergy, and no instant or enchantment cards to speak of. I'd love to get some feedback on this particular setup. The only problem I foresee is the lack of ability to draw cards without getting Garruk in from the sideboard. I also had Asceticism in my deck but took it out because of the overlap with PP.
Have you play tested this list? You don't appear to have very much ramp and at only 16 lands I can see you getting mana screwed often, especially if the opponent drops a board wipe clearing the few mana dorks you may have on the board... You really should up the land count to at least 20. I'm at university at the moment and cannot play test this deck but at first glance it looks unplayable due to such a low land count. If you don't want to take out any more creatures, try taking out 1 of 4 different spells you have, e.g. -1 Naturalize, -1 Beast Within, -1 Defense of the Heart, -1 Worldly Tutor and go +4 Forest. After that you might have to look at removing something that's not absolutely necessary in favor of more ramp... You want AT LEAST 20 lands in a ramp deck, and that's assuming you have a ton of creature/other ramp which your list does not. Check out the deck list I posted a couple comments before this one; the ramp package I have covers a broad spectrum of ramp abilities (with 22 ramp sources in total if you count the Eldrazi Temples).
I threw this into cockatrice, and goldfished a few games to see how well it ramped up to the big guys, and I ran into a couple of problems, which I think are easily solved. Firstly, I think your finisher package is too big - between your 12 finishers and Not of This World, I ran into a lot of hands that were essentially unplayable. I'm not sure this deck has enough draw and what have you to feel comfortable with an aggressive mulligan plan (mulling to five or less felt like it would be an auto-lose, because the deck doesn't have any way to recover from that kind of card disadvantage). I would trim the package probably even by as much as 50% - even though you aren't running any of the big Eldrazi, I would say that you probably don't need multiples to push through for the win. I also get that Not of This World is a bit of a "gotcha" counter, but I think it's redundant with Asceticism, and it felt awkward whenever I drew it. If you simply went down to two-ofs on each of your finishers, and slotted in more ramp, that might help (I'm not wild about the Treespeaker - it felt like dumping mana into him would have been better off doing something else, since if he eats removal after you level him, you're getting into auto-scoop territory - you might only want to pump him once, but that means you're doing nothing but getting him on-line before turn three. I'm not sure that I don't like plain old Llanowar Elves better here). I might go with something as straightforward as Rampant Growth - but Cultivate or Kodama's Reach would probably be better choices. You can't afford to miss land drops, and those would help you both ramp, and hit your next drop. You could also try Skyshroud Claim - going T1 Llanowar Elves, T2 Cultivate, T3 Skyshroud Claim seems stronger than any opening I was really able to get with the current build.
The other thing I would look at cutting is Overgrowth - you said that enchantment removal was a thing in your meta, and I can't imagine this won't be a prime target for Disenchant and friends if everyone knows you're running ramp. I might cut them to go back up to three on each of your Eldrazi, and fill out your playset of Ancient Stirrings.
The other option is to go a more conventional 8-post route, with Expedition Maps, and so on.
Hey thanks for the suggestions. I see your points. However I seem to be having a case of Magic ADD and have now decided to jump ship to R/G Eldrazi ramp... I'm essentially going mono green with a red splash for board wipe. I'll try out Slagstorm as a sweeper rather than the Consume the Meek. But, if you guys can think of a better red sweeper by all means, suggest away :). Vines of Vastwood is great because it counters things like Condemn, Path to Exile, etc while also giving the option to pump for a massive +4/+4 (turning a mana dork into a win con or Pelakka Wurm into an Eldrazi level win con for one turn). I put them in on top of Asceticism because the latter is likely to get removed (especially in my casual meta where Disenchant and other things run rampant). Here's a list I modified from the previous B/G list (keep in mind I'm going semi-budget with this):
*DISCLAIMER* I'm sorry if this isn't the right place for a budget Eldrazi discussion, but the following is a casual deck and the "Casual" forum doesn't appear to have a budget sub forum...
I really love Eldrazi decks... but hate the Eldrazi price tags. So, I've been fiddling with what I believe to be a cheap alternative to stacking the mythic titans (though I wish I could afford them). I think it's got some synergistic qualities, especially with Pelakka Wurm + Artisan of Kozilek. I'm also fairly certain (although I haven't play tested this yet) that my ramp package is adequate to get my big Eldrazi (or Pelakka Wurm) out by turn 4-6, while stalling to an extent until then. Here's my current list, which I'm open to suggestions for:
Let me know if you think 3 Asceticism is too much (though I suspect it won't be with he amount of enchantment removal going around in my area). Any other suggestions and criticisms are welcomed, but if you suggest a card, tell me why and what I should replace with said card.
If you were to go with a list that's light on creatures (i.e. 0-8), Reins of Power would be hilarious. Also look into Zealous Conscripts. On the conscripts, the word "permanent" is especially important. "What's that? Your Nicol Bolas just reached 11 loyalty counters? Let me know how his ultimate feels."
P.S. I'm still wondering if it would suite the effectiveness/flavor of this deck to simply run 4 Zealous Conscripts and drop the 2 Niv-Mizzet, Dracogenius? This would slightly lower my mana curve and lessen the color burden of the 2 red and 2 blue mana in Niv-Mizzet's casting cost. I also am considering putting in 2 or more Dominus of Fealty which is obviously better than the conscripts after the first turn it remains in play... thing is, it's likely to eat any built up removal the opponent has in their hand since I'm only running 4 creatures in the deck... Overall I feel good about the list now that I have a way to deal with hoards between Pyroclasm, Propaganda, and now Reins of Power. Again all feedback is welcome!
4 Overgrown Battlement
4 Axebane Guardian
4 Hornet Nest
3 Acidic Slime
3 Kalonian Hydra
2 Primordial Hydra
4 Hornet Queen
4 Sylvan Primordial
1 Ulamog, the Infinite Gyre
1 Emrakul, the Aeons Torn
2 Asceticism
Instants: 4
4 Summoning Trap
Land: 24
15 Forest
4 Eldrazi Temple
3 Nykthos, Shrine to Nyx
1 Mystifying Maze
1 Eye of Ugin
Mono green deck with loads of removal and control via deathtouch, non-creature permanent destruction and good ol' annihilator. Got a problem with flyers? Swarms of hornets will take down the largest dragon with ease. I feel this deck embodies what green does best in MTG. I realize that mono green (or mono color decks in general) won't be able to deal with absolutely every threat out there, but I feel this list covers a lot. I'm open to any and all feedback
4 Mulldrifter
3 Council of the Absolute
2 Grand Arbiter Augustin IV
3 Aetherling
1 Diluvian Primordial
1 Elesh Born, Grand Cenobite
4 Path to Exile
4 Detention Sphere
4 Terminus
4 Redirect
2 Take Possession
1 Elixir of Immortality
4 Celestial Colonnade
4 Azorius Guildgate
9 Island
7 Plains
This deck is mainly intended for multiplayer. Now, I know some people hate on Redirect, but I love the card and the shenanigans you can pull with it. I was also bored with the simple deny/permission that comes with counter magic. Things like PtE and Detention Sphere are a given. I'm running Terminus due to the huge amount of graveyard interaction in my meta. All that aside, what is everyone's impression of the deck? I've only played 1 multiplayer game with it (out of 5 people, which I won but just barely). All feedback is appreciated, although I'm basically just looking to optimize the creature base at this point.
Mainly intended for multiplayer, so I'm shipping this off to the Multiplayer forum from Modern
-ktkenshinx-
I'll see what I can do about getting some more dual lands (shock lands in particular). I can't afford Path to Exile currently, but I don't doubt its usefulness.
I see what you mean about Prophetic Bolt being more versatile. It would be more efficient in the mid game (but late game Comet Storm's damage is too good to pass up). I don't think I'll fit Boros Charm into the deck because even though it's 'versatile' it's also limited in each of its choices. Prophetic Bolt seems like a better replacement for Comet Storm.
The Increasing Vengeance + Chandra combo has me intrigued... would you suggest removing Ajani Vengeant in favor of Chandra?
You're right, Aegis of Honor isn't in modern... totally forgot about that :/. I'll edit that out. Thanks for all the suggestions.
Damn, once again I overlooked that... guess I'm removing Propaganda AND Aegis of Honor. It's a shame cause I love those cards lol
4 Azorius Guildmage
1 Elesh Norn, Grand Cenobite
Planeswalkers: 3
3 Ajani Vengeant
Removal: 10
3 Supreme Verdict
3 Terminus
4 Detention Sphere
Defensive Magic: 6
2 Counterflux
4 Redirect
4 Celestial Colonnade
4 Izzet Guildgate
8 Plains
5 Island
4 Mountain
Burn: 7
4 Lightning Bolt
3 Comet Storm
Card Draw: 4
4 Think Twice
3 Banefire
2 Counterflux
1 Terminus
So I've been wanting to make a deck utilizing blue, white, and red, as I think this is an interesting color combo that has answers to almost anything. This is a list I made up with cards I own currently and I'd like some feedback! I know the sideboard (and the entire deck for that matter) needs a lot of work! If anyone can recommend things I should cut or add, it would be appreciated!
2 Clone
4 Guile
Counters: 12
4 Psychic Barrier
4 Counterspell
4 Dissipate
4 Brainstorm
3 Jace's Ingenuity
Stall Tactics/Combat Tricks: 11
4 Vapor Snag
4 Propaganda
3 Reins of Power
24 Island
The idea of the deck is straight forward: stall until you can get Guile onto the field for shenanigans to ensue. I don't have a lot of experience building mono blue decks, so I feel I've overlooked some important card choices. Also, I can't figure out what to put in the side board other than more counter or card draw... if I have to face a creature-less or creature-light deck, Propaganda, Psychic Barrier, Vapor Snag, and Reins of Power will become nearly useless. And no I can't afford JTMS so I won't be adding that in. Any feedback is appreciated.
4 Cloudfin Raptor
2 Birds of Paradise
4 Gyre Sage
4 Zameck Guildmage
4 Master Biomancer
4 Primordial Hydra
1 Emrakul, the Aeons Torn
4 Cultivate
Enchantments: 3
3 Asceticism
Instants: 6
2 Mystic Genesis
4 Dissipate
Land: 24
12 Forest
8 Island
4 Simic Guildgate
4 Propaganda
4 Windstorm
Primarily created with multiplayer in mind... Asceticism and Primordial Hydra are best friends. My only issue is I think the deck 'could' be a little tad slow, but I haven't play tested it so I can't say. Any and all feedback is appreciated.
Chromatic Lantern is intriguing. If I chose not to run green I would definitely look at that to fix mana. Infernal Plunge I feel is a bit gimmicky, and doesn't present much card advantage. I do like the possibility of Power Conduit, but adding things like Plaguemaw Beast or Wolfir Silverheart might wreck the mana curve somewhat... Hound of Griselbrand is really good with a Rancor and/or a Vines of Vastwood. That, and the Hound fits my budget better than Wolfir does :S. Great suggestions though. I'm going to play around with my current list but I'll refer back to all these suggestions when/if I want to change something up
Thanks for the suggestions... though the BBB mana cost for both Geralf's Messenger and Mikaeus, the Unhallowed would make the deck incredibly unreliable due to a lack of mana fixers or things like Birds of Paradise (as is the case with a BR deck). Ball Lightning would add more triple color costs to the list... Plus, Rancor, Vines of Vastwood, Kessig Wolf Run, and Strangleroot Geist are all green and too good to pass up... I would say black undying is great, but the cards you suggested seem to fit better in a mono black deck. I know I have Vorapede with GGG in my list, but he's only a 2-of and with BoP and dual lands I have no problem getting him out.
Thanks for suggesting, but between 8 dual lands, 8 Forests, and 4 Birds of Paradise I can't see any problems landing Vorapede when I want to. Especially since it's only a 2-of and I likely won't see him until mid-late game most of the time. As for the replacements you suggested... they all seem too weak to replace the mighty Vorapede (and worse in just about every way)... and persist doesn't work with Ion Storm either. I might try to include Power Conduit, which looks promising for the main mechanic of the deck. As for the rest, I'm not quite looking to make it a 'sac engine' deck... I'll play test this more to see how it functions.
4 Birds of Paradise
4 Young Wolf
4 Strangleroot Geist
4 Hound of Griselbrand
2 Vorapede
4 Flayer of the Hatebound
Enchantments: 8
4 Rancor
4 Ion Storm
4 Vines of Vastwood
4 Fling
Land: 22
8 Forest
4 Mountain
4 Rootbound Crag
4 Raging Ravine
2 Kessig Wolf Run
4 Hull Breach
4 Slagstorm
I've been wanting to make a resilient creature deck for awhile... and undying seems like the mechanic to make that happen. This deck has tons of synergy; Ion Storm makes my creatures truly undying while burning my opponent/their creatures, Flayer of the Hatebound turns all of my creatures into burn spells when they die, and Rancor +Vines of Vastwood +Kessig Wolf Run on a Hound of Griselbrand will end games (and if that's not enough, a Fling will likely seal the deal). I've been tweaking this deck for a little while now. I initially took out Brimstone Volley and put in Fling... would that be best? Let me know what you guys think.
I suppose as long as it's in a very specific meta (a group of friends), and you have indeed play tested the deck, it could work. In my meta however, there's more board wipe than you can shake a stick at, so if I ran your proposed deck (where your primary ramp is creature ramp), and they wiped the board, I think I'd be absolutely mana/land screwed. If your meta isn't huge on board wipes then I can see it being quite powerful if your opponents ALLOW you to amass so many elves... my friends would deny me that and F me over pretty hard :P. Also I've never seen a deck run on 16 lands... so it looked strange to me at first.
Have you play tested this list? You don't appear to have very much ramp and at only 16 lands I can see you getting mana screwed often, especially if the opponent drops a board wipe clearing the few mana dorks you may have on the board... You really should up the land count to at least 20. I'm at university at the moment and cannot play test this deck but at first glance it looks unplayable due to such a low land count. If you don't want to take out any more creatures, try taking out 1 of 4 different spells you have, e.g. -1 Naturalize, -1 Beast Within, -1 Defense of the Heart, -1 Worldly Tutor and go +4 Forest. After that you might have to look at removing something that's not absolutely necessary in favor of more ramp... You want AT LEAST 20 lands in a ramp deck, and that's assuming you have a ton of creature/other ramp which your list does not. Check out the deck list I posted a couple comments before this one; the ramp package I have covers a broad spectrum of ramp abilities (with 22 ramp sources in total if you count the Eldrazi Temples).
Hey thanks for the suggestions. I see your points. However I seem to be having a case of Magic ADD and have now decided to jump ship to R/G Eldrazi ramp... I'm essentially going mono green with a red splash for board wipe. I'll try out Slagstorm as a sweeper rather than the Consume the Meek. But, if you guys can think of a better red sweeper by all means, suggest away :). Vines of Vastwood is great because it counters things like Condemn, Path to Exile, etc while also giving the option to pump for a massive +4/+4 (turning a mana dork into a win con or Pelakka Wurm into an Eldrazi level win con for one turn). I put them in on top of Asceticism because the latter is likely to get removed (especially in my casual meta where Disenchant and other things run rampant). Here's a list I modified from the previous B/G list (keep in mind I'm going semi-budget with this):
4 Birds of Paradise
4 Overgrown Battlement
2 Llanowar Elves
3 Pelakka Wurm
3 Artisan of Kozilek
3 It That Betrays
1 Ulamog, the Infinite Gyre
3 Asceticism
4 Awakening Zone
Instants and Sorceries: 11
4 Vines of Vastwood
4 Skyshroud Claim
3 Slagstorm
Land: 22
14 Forest
4 Mountain
4 Eldrazi Temple
4 Mental Misstep
4 Hull Breach
4 Creeping Corrosion
I really love Eldrazi decks... but hate the Eldrazi price tags. So, I've been fiddling with what I believe to be a cheap alternative to stacking the mythic titans (though I wish I could afford them). I think it's got some synergistic qualities, especially with Pelakka Wurm + Artisan of Kozilek. I'm also fairly certain (although I haven't play tested this yet) that my ramp package is adequate to get my big Eldrazi (or Pelakka Wurm) out by turn 4-6, while stalling to an extent until then. Here's my current list, which I'm open to suggestions for:
4 Joraga Treespeaker
4 Overgrown Battlement
4 Pelakka Wurm
4 Artisan of Kozilek
4 It That Betrays
Enchantments: 11
4 Overgrowth
4 Awakening Zone
3 Asceticism
3 Consume the Meek
2 Not of This World
2 Ancient Stirrings
Land: 22
14 Forest
4 Swamp
4 Golgari Rot Farm
4 Mental Misstep
4 Naturalize
4 Creeping Corrosion
Let me know if you think 3 Asceticism is too much (though I suspect it won't be with he amount of enchantment removal going around in my area). Any other suggestions and criticisms are welcomed, but if you suggest a card, tell me why and what I should replace with said card.
4 Volition Reins
4 Reins of Power
4 Propaganda
2 Think Twice
4 Brainstorm
4 Pyroclasm
4 Counterflux
4 Counterspell
4 Sulfur Falls
4 Steam Vents
10 Island
4 Mountain
P.S. I'm still wondering if it would suite the effectiveness/flavor of this deck to simply run 4 Zealous Conscripts and drop the 2 Niv-Mizzet, Dracogenius? This would slightly lower my mana curve and lessen the color burden of the 2 red and 2 blue mana in Niv-Mizzet's casting cost. I also am considering putting in 2 or more Dominus of Fealty which is obviously better than the conscripts after the first turn it remains in play... thing is, it's likely to eat any built up removal the opponent has in their hand since I'm only running 4 creatures in the deck... Overall I feel good about the list now that I have a way to deal with hoards between Pyroclasm, Propaganda, and now Reins of Power. Again all feedback is welcome!