The biggest problem I see straight off the bat is your manabase. Explore is a good card, but it doesn't work so well in a deck with only 17 lands. I would drop them for 4 more forests. It's possible you might need even more lands, but going to 21 is at least a step in the right direction
Allright, I'm back and I've got some time, so lets do this. It's a long read,
but very informative. There's a TL:DR for anyone that doesn't like long posts at the end.
Choosing your support color:
From the looks of it, you want to keep the deck simple. If you're playing Aurochs,
and you want to win with Aurochs, then you essentially want to make a beatdown deck.
For this reason, I believe red and green make a very good pair for beatdown.
The color combination here works perfectly. Green's providing the beats and Red's
Clearing the path with removal and support.
Y'know, I'd really recommend splashing white.
It's true that green and white are ally colors and work well together, but for the purposes of
this deck I feel splashing red is better than white. The only walls you need (if any)
that the deck can really benefit from is the ones that ramp, and those are all in green.
Plus, red is a more naturally aggressive color than white, which is exactly the kind
of support color we want for this kind of deck. There's a reason the "Aurochs' Stampede"
coldsnap pre-con deck was Green-Red instead of Green-White.
Now, I'm not saying you can't build a Green-White Aurochs deck. Heck I've heard of people
building Blue-Green Aurochs with Momir Vig, Simic Visionary or Mistform Ultimus.
But for what I think you're trying to do, I highly suggest Green-Red as the way to go.
Deciding whether you want to go snow:
From what I've seen, about half the Aurochs decks out there go with a snow theme,
and the other half don't. While your Aurochs won't directly benefit from snow,
playing a snow theme can really benefit your deck.
For a deck like this, I would recommend you at least consider using these cards:
Rimehorn Aurochs: Ok, he's already in your deck, but he's a snow creature,
and he requires snow mana to activate his ability. That means you could get away with
playing...
Snow-Covered Forest: But what about our support color? Well we can always
throw a Snow-Covered Mountain or two in the deck, but then again, there's
always Highland Weald. And hey! Since we're playing these snow lands, may
as well play Scrying Sheets. Having the option to possibly draw the top card
of your library at any time for 3 mana is never a bad thing, especially on a land. Oh, look Mouth of Ronom can join the snow party too! Creature removal on a land? Unheard of!
Ok cool, so we've got all these cool snow lands in our manabase, but if only there was
a way to search for it all...OH WAIT, THERE TOTALLY IS. Say hello to Into the North.
In a snow-themed deck, it's a strictly better Rampant Growth. It can fetch us a dual land.
It can fetch us card advantage. It ramps!
With such a dedicated snow-theme, it would be silly not to play Skred now!
And since we're plaYing with a strong snow-themed engine, perhaps there are other snow cards
to consider? You know...stuff we can draw off the top of our library with Scrying Sheets
when we're looking for an answer? But of course!
- Boreal Druid: This deck wants mana ramp, and the druid can help with that.
Now, if you find that you're constantly short on green mana, you may want to switch over
to the classic Llanowar Elves, but otherwise I'd run these guys if possible.
- Ohran Viper: Hey look, it's like a wall that can kill other creatures.
Wait, what's taht? He can attack? AND he gives you card advantage if unblocked!?!?
WHAT? HE HAS SYNERGY WITH Rimehorn Aurochs!?!?!?
- Centuar Omenreader: This one is up in the air. He's an alternate Urza's Incubator, Semblance Anvil that you can consider throwing in. He fits with the snow theme, but the tradeoff
is he needs to be tapped to lower the costs. Up to you, or maybe you can find a way to abuse this guy
So yeah, as you can see, lots of snow support, you should definitely consider running snow
Card Choices:
There are lots of choices to select from from the current avaiable card pool, so lets talk about the
most important thing the deck needs first. Mana accel. Your original build only has 4 mana accel cards.
This is not enough, I can gaurantee that to you. In my current build I run 24 snow lands and 14 mana accel
sources. This is what I use for reference, though it should be noted that these cards are centered around Wild Pair, so you probably don't want to use the exact same setup I use, but at least consider
putting some of these cards in:
The treespeaker alone is simply amazing. With a single treespeaker out, you can get an Aurochs Herd out by turn 4. 14 mana ramp sources might be a little overkill for your deck, especially if you're competing for slots, but I would defintely go with no less than 8, those aurochs really need mana to be efficient.
Now, with all these slots we're going to be using with green, there won't be a lot of room in the deck for
red. That's ok though, because as someone suggested earlier. Stonebrow, Krosan Hero
really helps push the deck over the top and into the kill zone and is all we really need. Skred
can be nice in the deck, and I used to run it myself, but I found that I needed the slots dedicated towards
other things since I'm playing a combo build.
Let's talk about your main line-up for a minute. From hte looks of it you've taken every single Aurochs
and smushed them together, which is what I see most people do, and that's fine. After all, it's an Aurochs
deck, and there's only like...4 Aurochs, right? But that doesn't mean you have to play every single one.
The original Aurochs is VERY underwhelming and I would suggest replacing that with just
about anything. There's also Rimehorn Aurochs which is up for debate. He's also a bit
underwhelming, but you can have some fun shenanigans with his activated ability, especially with
deathtouch creatures. I eventually phased him out of my deck because I found personally taht
trying to dedicate slots towards focusing on interacting with that ability was hard, especially with my
build (I was basically trying to mush too many idaes into one deck). It may work out better for you though.
I could go on and on about card choices, but I realize I've been rambling for quite some time now
so I'd best rap it up. But one more card I would like to suggest is Dolmen Gate. Unless
I'm missing something, this is better than giving all of your Aurochs first strike. [EDIT: I am missing something...it doesn't help with blocks. But during the time I used it I never really noticed it, and I don't think you'll be doing much
blocking with your aurochs anyway] It's cheaper and
easier to cast, keeps your Aurochs alive after a stampede, and best of all, it has great synergy with [Card]
Rimehorn Aurochs[/Card] activated ability. In my deck I used to use this with my Ohran Vipers
and Thornweald Archers, but I found dedicating all that mana just to take out a dude wasn't worth
it, especially since my focus would rather be set on setting up my combo. But as I mentioned, maybe
this might work out better in your build.
So yeah, that about wraps it up. Sorry for such a long post, but hopefully you got something out of it.
If you want to discuss about the deck in more detail just hit me up, I love talking about deck design!
Too Long Didn't Read: You should splash red because it is a naturally aggressive color (which is what this
deck wants to be) and run Stonebrow, Krosan Hero. Consider running a snow engine with
all snow lands (gatherer search for them) and Into the Notrh. Add some more mana accel to
the deck and consider removing some of the more underwhelming Aurochs in your deck
I started playing magic around Coldsnap and the first deck I ever had was the pre-constructed "Aurochs Stampede" deck. Over the years I've tried many different combinations and approaches. For such a small tribe, there certainly are a lot of ways to about building a deck around them.
Unfortunately I don't really have the time right now to go in-depth on what I've tried, what I'm currently running, and what has/hasn't worked out for me, but if you're interested I can definitely give you some more detailed info later tonight.
I will say this though. You definitely need more mana accel.
Cool, I've always wanted to make a primalcrux deck, though it seems like most of them are going to end up following the same general outline. I'd like to offer a few suggestions though.
1. Arbor Elf for Llanowar Elves 5 through 8. I think it fits better in this deck, making a good replacement for Overgrown Battlement. This deck seems like it wants to ramp fast and hit hard and all the wall does is help you ramp slower. You can't even attack with it later if need be. Arbor Elf comes down a turn faster and can swing if necessary.
2. I would look into either fitting Regal Force or Woodfall Primus into the deck, preferably over the Protean Hydra. The Hydra feels weak in this deck for several reasons.
- It has very little chroma for primalcrux to feed off of
-You shouldn't have to dedicate a creature for chump blocking/deterring your opponents from attacking in a deck like this.
- The hydra can only deter an opponents creature from attacking if that creature has at least 1 power less than the hydra's toughness (otherwise it will block, then remove all +1/+1 counters from it, then die before it's regeneration ability can kick in). You can deter your opponents creatures from attacking you with other big creatures that also give you card advantage, like Regal or Woodfall.
There's probably a few other small things that could be tweaked, but I think those two suggestions alone will really help to enforce the deck.
use gemstone twice, then bounce to your hand with the catacomb which adds two of your needed colors, which is great. then play the mine next turn with your three counters on it again
Cool combo, but I think you overlooked the fact that you have to tap Gemstone Mine to use its ability. But ya, otherwise you can just replenish the counters late game with a bounceland/or the catacomb.
Also, I hate to break it to you, but Grim Lavamancer isn't exactly a budget card. A playset alone would go over your budget limit.
But yeah, I love lightning Angel! I don't have time to offer insight into the deck right now, perhaps later, but just thought I'd point these things out
From my experience it depends on the tribe you're building around. One of the better players at my LGS has a disgustingly sick EDH Elf tribal deck. Elves have been a tribe for years though, so they have a lot of support all through Magic's history.
Personally I've build tribal vampires and soldiers. The vampires is a little lacking since vampires a more or less new, but it packs quite a punch, and there's only a few cards that care about vampires in it. My soldier EDH is more token oriented and can get out of hand quick because there's so much support/token generation for it.
So it depends on a few things. Mainly,
1. How strong is the tribe? Are they flourishing like elves? Or few and far like Aurochs?
2. Who's your general and how does he/she play into all of this?
3. How many tribal matters cards are you running?
If you want to go tribal, you have to ask yourself how far you're willing to go. You mentioned some weak turn 1,2,3 drops that you were questioning. Ask yourself how useful are these cards on their own. Then ask yourself how useful are they with tribal support. Is it worth running them?
There's obviously alot more to consider, but just make sure you have an actual gameplan with the tribe (most of the tribal decks I've seen are just pure pump/beatdown). Also be sure you're general can support the tribe well.
I think Fierce Empath is a better choice for this deck since it gives you the choice to grab a couple other eldrazi should you desire. It's also a nice chump blocker for the early game. But from the looks of it you don't really need an eldrazi in your hand until you have the mana/gateway to play it out. Ultimately, you need to pick the card that works better for your deck. Do you really need a 1/1 chump blocker on turn 3? Is there something better you could play turn 3? Or would you rather pay 1 less to tutor for your eldrazi once you've got the combo out?
Anyway, cool looking deck! Definitely one of the more original eldrazi builds I've seen (and I'm all about originality) so I commend you on that!
I like the idea but think it could use a little work. I don't want to go into too much detail because I'll end up posting an essay here, so I'll just go over some quick thoughts
I like the overall idea of your deck, but you say it's for multiplayer. Niv-Mizzet and Cerebral Vortex are both great ideas for the deck and I like how they work well with your strategy, but you can only target a single player with it.
Psychosis Crawler seems like it could serve well in this deck. You draw 10 cards, everyone else loses 10 life. Solid. It would also give you more of a reason to play fabricate (which I was going to suggest you cut, but if you play the crawler and a few other good artifacts you could probably keep it as a 2 of)
Darksteel plate is underwhelming. Lightning Greaves seems much better. It's cheaper, gives your dudes haste, and better protection imo
Finally, you need some way to generate lots of mana to invest into huge prosperities/Play the cards you're drawing. Off the top of my head I don't know what could work, but definitely look into it. A mana engine of some kind could make the deck beastly.
Ah, and just a last minute thought. Totally off colors but if you're not on a budget and can get an amazing manabase, Underworld Dreams.
temporal spring is also a very annoying card you could try instead of into the roil. Sorcery speed but into top of library means you are denying a card draw. I know its not synergyc with coatl since it doesnt draw you a card.
And what about swapping Psychosis Crawler for Overbeing of myth ? same cost and p/t ability plus lets you draw 1 more card each turn = more coatl fuel
Those are some good ideas, but you just reminded me of Shielding Plax. Could be good as a 1 or 2 of in the deck imo
Also, a rules question. When you cycle a card does that count as a draw for Lorescale Coatl? Because if it doesn't I'm gonna lose the cycle lands for sure.
I don't see why not since it specifically says "draw a card" on the card. So your solid me thinks.
On a somewhat related note, Coiling Oracle, while a great card, might not fit as well in the deck since it does not technically draw you a card, and thus will not give you a +1/+1 counter on the coatl
I disagree completely about fabricate/tangle wire counts right now. We've got good draw and we already have tezz for tutoring, I really don't think we need 4 fabricate. Yes, it can tutor stuff for us, but in the early game that wastes a turn. Plus in the early game we're gonna have a hand full of things for us to do.
Tutoring for tangle wire wastes a turn, which could be all the opponent needs if they're playing aggro. I would rather be able to consistently plop tangle wire down turn 3 and shut down our opponent's early game then tutor for it and play it a turn later.
I'm voting to up tanglewire by 1 and reduce fabricate by 1. I thought 2 was enough, but I'm willing to compromise to 3.
Mmm, completely forgot about those! I feel those might be too slow but that's the idea I was looking for. Thanks!
On a side note, you totally reminded me about a card that could work very well in this deck, or any proliferate deck really. The storage lands from Time Spiral.
I agree the infuser should go, but I don't think we should really be adding anymore cards here. We've got some decent draw spells, 2 fabricate, and 3 Tezz, I think that's good enough to find what we need.
I'm going to vote for the following
-2 Fabricate
-1 Vedalken Infuser (It's gone)
- 1 Sol ring (Yes, I'm crazy. It's a beast of a card, but honestly, it only seems good early game. It's underwhelming compared to our overflowing chalices and locus lands later on, which is when we'd probably draw it. As a 1 of, there's little chance of it being in our opening hand for an explosive start.)
The biggest problem I see straight off the bat is your manabase. Explore is a good card, but it doesn't work so well in a deck with only 17 lands. I would drop them for 4 more forests. It's possible you might need even more lands, but going to 21 is at least a step in the right direction
but very informative. There's a TL:DR for anyone that doesn't like long posts at the end.
Choosing your support color:
From the looks of it, you want to keep the deck simple. If you're playing Aurochs,
and you want to win with Aurochs, then you essentially want to make a beatdown deck.
For this reason, I believe red and green make a very good pair for beatdown.
The color combination here works perfectly. Green's providing the beats and Red's
Clearing the path with removal and support.
It's true that green and white are ally colors and work well together, but for the purposes of
this deck I feel splashing red is better than white. The only walls you need (if any)
that the deck can really benefit from is the ones that ramp, and those are all in green.
Plus, red is a more naturally aggressive color than white, which is exactly the kind
of support color we want for this kind of deck. There's a reason the "Aurochs' Stampede"
coldsnap pre-con deck was Green-Red instead of Green-White.
Now, I'm not saying you can't build a Green-White Aurochs deck. Heck I've heard of people
building Blue-Green Aurochs with Momir Vig, Simic Visionary or Mistform Ultimus.
But for what I think you're trying to do, I highly suggest Green-Red as the way to go.
Deciding whether you want to go snow:
From what I've seen, about half the Aurochs decks out there go with a snow theme,
and the other half don't. While your Aurochs won't directly benefit from snow,
playing a snow theme can really benefit your deck.
For a deck like this, I would recommend you at least consider using these cards:
Rimehorn Aurochs: Ok, he's already in your deck, but he's a snow creature,
and he requires snow mana to activate his ability. That means you could get away with
playing...
Snow-Covered Forest: But what about our support color? Well we can always
throw a Snow-Covered Mountain or two in the deck, but then again, there's
always Highland Weald. And hey! Since we're playing these snow lands, may
as well play Scrying Sheets. Having the option to possibly draw the top card
of your library at any time for 3 mana is never a bad thing, especially on a land. Oh, look
Mouth of Ronom can join the snow party too! Creature removal on a land? Unheard of!
Ok cool, so we've got all these cool snow lands in our manabase, but if only there was
a way to search for it all...OH WAIT, THERE TOTALLY IS. Say hello to Into the North.
In a snow-themed deck, it's a strictly better Rampant Growth. It can fetch us a dual land.
It can fetch us card advantage. It ramps!
With such a dedicated snow-theme, it would be silly not to play Skred now!
And since we're plaYing with a strong snow-themed engine, perhaps there are other snow cards
to consider? You know...stuff we can draw off the top of our library with Scrying Sheets
when we're looking for an answer? But of course!
- Boreal Druid: This deck wants mana ramp, and the druid can help with that.
Now, if you find that you're constantly short on green mana, you may want to switch over
to the classic Llanowar Elves, but otherwise I'd run these guys if possible.
- Ohran Viper: Hey look, it's like a wall that can kill other creatures.
Wait, what's taht? He can attack? AND he gives you card advantage if unblocked!?!?
WHAT? HE HAS SYNERGY WITH Rimehorn Aurochs!?!?!?
- Centuar Omenreader: This one is up in the air. He's an alternate Urza's Incubator,
Semblance Anvil that you can consider throwing in. He fits with the snow theme, but the tradeoff
is he needs to be tapped to lower the costs. Up to you, or maybe you can find a way to abuse this guy
So yeah, as you can see, lots of snow support, you should definitely consider running snow
Card Choices:
There are lots of choices to select from from the current avaiable card pool, so lets talk about the
most important thing the deck needs first. Mana accel. Your original build only has 4 mana accel cards.
This is not enough, I can gaurantee that to you. In my current build I run 24 snow lands and 14 mana accel
sources. This is what I use for reference, though it should be noted that these cards are centered around
Wild Pair, so you probably don't want to use the exact same setup I use, but at least consider
putting some of these cards in:
4x Joraga Treespeaker
3x Boreal Druid
3x Into the North
2x Elvish Harbinger
2x Wall of Roots
The treespeaker alone is simply amazing. With a single treespeaker out, you can get an Aurochs Herd out by turn 4. 14 mana ramp sources might be a little overkill for your deck, especially if you're competing for slots, but I would defintely go with no less than 8, those aurochs really need mana to be efficient.
Now, with all these slots we're going to be using with green, there won't be a lot of room in the deck for
red. That's ok though, because as someone suggested earlier. Stonebrow, Krosan Hero
really helps push the deck over the top and into the kill zone and is all we really need. Skred
can be nice in the deck, and I used to run it myself, but I found that I needed the slots dedicated towards
other things since I'm playing a combo build.
Let's talk about your main line-up for a minute. From hte looks of it you've taken every single Aurochs
and smushed them together, which is what I see most people do, and that's fine. After all, it's an Aurochs
deck, and there's only like...4 Aurochs, right? But that doesn't mean you have to play every single one.
The original Aurochs is VERY underwhelming and I would suggest replacing that with just
about anything. There's also Rimehorn Aurochs which is up for debate. He's also a bit
underwhelming, but you can have some fun shenanigans with his activated ability, especially with
deathtouch creatures. I eventually phased him out of my deck because I found personally taht
trying to dedicate slots towards focusing on interacting with that ability was hard, especially with my
build (I was basically trying to mush too many idaes into one deck). It may work out better for you though.
I could go on and on about card choices, but I realize I've been rambling for quite some time now
so I'd best rap it up. But one more card I would like to suggest is Dolmen Gate. Unless
I'm missing something, this is better than giving all of your Aurochs first strike.
[EDIT: I am missing something...it doesn't help with blocks. But during the time I used it I never really noticed it, and I don't think you'll be doing much
blocking with your aurochs anyway] It's cheaper and
easier to cast, keeps your Aurochs alive after a stampede, and best of all, it has great synergy with [Card]
Rimehorn Aurochs[/Card] activated ability. In my deck I used to use this with my Ohran Vipers
and Thornweald Archers, but I found dedicating all that mana just to take out a dude wasn't worth
it, especially since my focus would rather be set on setting up my combo. But as I mentioned, maybe
this might work out better in your build.
So yeah, that about wraps it up. Sorry for such a long post, but hopefully you got something out of it.
If you want to discuss about the deck in more detail just hit me up, I love talking about deck design!
Too Long Didn't Read: You should splash red because it is a naturally aggressive color (which is what this
deck wants to be) and run Stonebrow, Krosan Hero. Consider running a snow engine with
all snow lands (gatherer search for them) and Into the Notrh. Add some more mana accel to
the deck and consider removing some of the more underwhelming Aurochs in your deck
Unfortunately I don't really have the time right now to go in-depth on what I've tried, what I'm currently running, and what has/hasn't worked out for me, but if you're interested I can definitely give you some more detailed info later tonight.
I will say this though. You definitely need more mana accel.
1. Arbor Elf for Llanowar Elves 5 through 8. I think it fits better in this deck, making a good replacement for Overgrown Battlement. This deck seems like it wants to ramp fast and hit hard and all the wall does is help you ramp slower. You can't even attack with it later if need be. Arbor Elf comes down a turn faster and can swing if necessary.
2. I would look into either fitting Regal Force or Woodfall Primus into the deck, preferably over the Protean Hydra. The Hydra feels weak in this deck for several reasons.
- It has very little chroma for primalcrux to feed off of
-You shouldn't have to dedicate a creature for chump blocking/deterring your opponents from attacking in a deck like this.
- The hydra can only deter an opponents creature from attacking if that creature has at least 1 power less than the hydra's toughness (otherwise it will block, then remove all +1/+1 counters from it, then die before it's regeneration ability can kick in). You can deter your opponents creatures from attacking you with other big creatures that also give you card advantage, like Regal or Woodfall.
There's probably a few other small things that could be tweaked, but I think those two suggestions alone will really help to enforce the deck.
Good times...
Cool combo, but I think you overlooked the fact that you have to tap Gemstone Mine to use its ability. But ya, otherwise you can just replenish the counters late game with a bounceland/or the catacomb.
Also, I hate to break it to you, but Grim Lavamancer isn't exactly a budget card. A playset alone would go over your budget limit.
But yeah, I love lightning Angel! I don't have time to offer insight into the deck right now, perhaps later, but just thought I'd point these things out
Personally I've build tribal vampires and soldiers. The vampires is a little lacking since vampires a more or less new, but it packs quite a punch, and there's only a few cards that care about vampires in it. My soldier EDH is more token oriented and can get out of hand quick because there's so much support/token generation for it.
So it depends on a few things. Mainly,
1. How strong is the tribe? Are they flourishing like elves? Or few and far like Aurochs?
2. Who's your general and how does he/she play into all of this?
3. How many tribal matters cards are you running?
If you want to go tribal, you have to ask yourself how far you're willing to go. You mentioned some weak turn 1,2,3 drops that you were questioning. Ask yourself how useful are these cards on their own. Then ask yourself how useful are they with tribal support. Is it worth running them?
There's obviously alot more to consider, but just make sure you have an actual gameplan with the tribe (most of the tribal decks I've seen are just pure pump/beatdown). Also be sure you're general can support the tribe well.
Good luck with the deck!
Anyway, cool looking deck! Definitely one of the more original eldrazi builds I've seen (and I'm all about originality) so I commend you on that!
I like the overall idea of your deck, but you say it's for multiplayer. Niv-Mizzet and Cerebral Vortex are both great ideas for the deck and I like how they work well with your strategy, but you can only target a single player with it.
Psychosis Crawler seems like it could serve well in this deck. You draw 10 cards, everyone else loses 10 life. Solid. It would also give you more of a reason to play fabricate (which I was going to suggest you cut, but if you play the crawler and a few other good artifacts you could probably keep it as a 2 of)
Darksteel plate is underwhelming. Lightning Greaves seems much better. It's cheaper, gives your dudes haste, and better protection imo
Finally, you need some way to generate lots of mana to invest into huge prosperities/Play the cards you're drawing. Off the top of my head I don't know what could work, but definitely look into it. A mana engine of some kind could make the deck beastly.
Ah, and just a last minute thought. Totally off colors but if you're not on a budget and can get an amazing manabase, Underworld Dreams.
Ichorid, Bloodghast, Narcomeba, these are all janky cards that are put to shame by kemba's awesome radiance, cut these ASAP.
Training drone should be bumped up to a solid 4 of, in this deck you're going to need it.
Finally, Chalice of the Void? Seriously? That counters your own spells too you know...needs to be out.
I think the deck could use a little work, but with some patching it has the potential to be a tier 1 legacy deck imo.
Those are some good ideas, but you just reminded me of Shielding Plax. Could be good as a 1 or 2 of in the deck imo
I don't see why not since it specifically says "draw a card" on the card. So your solid me thinks.
On a somewhat related note, Coiling Oracle, while a great card, might not fit as well in the deck since it does not technically draw you a card, and thus will not give you a +1/+1 counter on the coatl
Tutoring for tangle wire wastes a turn, which could be all the opponent needs if they're playing aggro. I would rather be able to consistently plop tangle wire down turn 3 and shut down our opponent's early game then tutor for it and play it a turn later.
I'm voting to up tanglewire by 1 and reduce fabricate by 1. I thought 2 was enough, but I'm willing to compromise to 3.
3 Coretapper (1 vote to remove 1)
Artifact: 22
3 Everflowing Chalice (-1)
1 Sol Ring (-1)
3 Magistrate's Scepter
2 Lux Cannon
3 Energy Chamber
2 Voltaic Key
2 Contagion Engine
1 Rings of Brighthearth (1 vote to remove 1)
1 Titan Forge
3 Tangle Wire (+1)
1 Candelabra of Tawnos
3 Tezzeret The Seeker
Sorceries: 7
3 Thoughtcast
4 Fabricate (-1)
Instants: 3
2 Evacuation
1 Fact or Fiction
Land : 23
4x Island
4x Seat of the Synod
2x Academy Ruins
4x Vesuva
4x glimmerpost
4x Cloudpost
1x Tolarian Academy
23 Lands
38 Non Lands
61 Total Cards
Mmm, completely forgot about those! I feel those might be too slow but that's the idea I was looking for. Thanks!
On a side note, you totally reminded me about a card that could work very well in this deck, or any proliferate deck really. The storage lands from Time Spiral.
Fungal Reaches and Saltcrusted Steppe.
Also, wouldn't really work for this deck, but I just noticed how interesting proliferate can be with Llanowar Reborn
sigh...now I want to try making a mono-green proliferate deck...
I'm going to vote for the following
-2 Fabricate
-1 Vedalken Infuser (It's gone)
- 1 Sol ring (Yes, I'm crazy. It's a beast of a card, but honestly, it only seems good early game. It's underwhelming compared to our overflowing chalices and locus lands later on, which is when we'd probably draw it. As a 1 of, there's little chance of it being in our opening hand for an explosive start.)
4 Coretapper (2 vote to remove 1)
Artifact: 23
2 Everflowing Chalice (2 vote to add 1) (-1)
1 Sol Ring (-1)
3 Magistrate's Scepter
2 Lux Cannon
4 Energy Chamber (2 vote to remove 1)
2 Voltaic Key
2 Contagion Engine
1 Rings of Brighthearth
1 Titan Forge
4 Tangle Wire
1 Candelabra of Tawnos
3 Tezzeret The Seeker
Sorceries: 7
3 Thoughtcast
4 Fabricate (1 vote to remove 2)
Instants: 3
2 Evacuation
1 Fact or Fiction
Land : 23
4x Island
4x Seat of the Synod
2x Academy Ruins
4x Vesuva
4x glimmerpost
4x Cloudpost
1x Tolarian Academy
63 cards