I like the idea, and I've been running the Corpsejack version for a few days. My only question is on the Ooze Flux. It doesn't seem to offer too much considering you are taking away power from creatures to make a new dude (that doesn't get evolve). If you do keep it, I'd play less than 3, maybe 2. That being said, I don't know how the deck plays, so maybe it works.
You take counters off of your evolve guys, causing them to re-evolve, essentially just making a ton of guys for 1G apiece.
I've been using this deck for a while now and I'm just trying to make it more competitive without changing the Idea of the deck. This is currently only a FNM deck, but I would like to maybe compete in something a little more serious. My LGS runs two FNM tournaments, one free(the one I usually play in) and one that has a paid entry fee(the one I would like to compete in more often).
The overall idea of the deck is to use a bunch of evolve creatures and +1/+1 counter manipulation to win the game. The decks that I have been having problems with are things like Esper control, RG Devotion, and Lotleth Troll based Golgari Decks. I would just like some advice to help me and my deck along.
As a matter of fact, it only loses to graveyard removal if you don't have the skill to play around it. There is a reason that we have Guttersnipes mainboard. Plus, if you find the graveyard hate that your opponent uses to be too abundant or difficult to play around, then you can get rid of the PiF and Reforge and side in the Nivix Cyclops. The main reason that I love the deck is that it is actually fairly resilient, but only if you know how to play the deck.
Now, this deck is definitely different from what you proposed, but as it was in Izzet colors, I thought that it was relevant. It is a Burn at the Stake combo deck with Guttersnipes as the alternate win condition. The way that the combo works is I make a bunch of tokens, and use mana accelerants to boost my mana, allowing me to hit the opponent with an enormous Burn at the Stake.
When it comes to sideboarding, I find that with the Nivix Cyclops, he works great against aggro, so I side him in as a replacement for Guttersnipe, as he, too, works as an alternate win condition. As for the rest of the sideboard, I use Turn // Burn against any creatures that I have trouble with, like Restoration Angel, Boros Reckoner, Hellrider, etc., replacing Reforge the Soul, and one copy each of Ravings, Looting, and Ep. Ex. It works as a kind-of catch-all removal. The Staticasters come in against Aggro as well, usually replacing the same things as the Turn // Burns. The charms are brought in against control, replacing the same things as the T/B's.
A while back, when Magic was just starting out (in 1997-98, around The Dark, Legends, and Arabian Nights) MicroProse released the original Magic: the Gathering computer game. The game featured a campaign where you would wander around the world of Shandalar, exploring the world, doing various things besides dueling every NPC you came across. As you did so, you would unlock cards that you could use to upgrade your deck. And as for outside the campaign, there was a deck builder built in to the game, where you had access to every card in 4th Edition, and (with the expansion Spells of the Ancients), Arabian Nights, The Dark, and Legends, and could design decks to play against AI opponents that were built into the game itself. Plus, you could play with friends over the internet at no cost besides the fee you paid to your internet service provider.
Fast forward to 2007, and switch card games (yes, groan if you must) to Yugioh. If you have ever been browsing DS games at your local Wal-Mart, Target, or perhaps Gamestop, you may have seen the Yugioh World Championship series of games. These games have been using this same idea for the past 6 years. They had every card ever printed, pre-made opponent decks, and a deck construction ability, with the ability to unlock cards by beating opponents repeatedly, which gave you DP(Duel Points, the in-game currency), which you would take to the in-game shop menu to buy cards from in-game booster packs, which were based off of the originals, same name and all, with the hopes of unlocking new cards. In newer editions of the games, you had the added campaigns as well, which mainly followed the TV show, but still functioned similarly to the original MtG computer game.
And now, we go to today, with the new Duels of the Planeswalkers series for XBox 360, PS3, PC, and iPad. Take everything that you had in the original MtG game, and throw away the card selection, take away the walk-around campaign, get rid of most of the card unlocks, and you have the DotP series. The only things you have in the game, are specific decks, with about 20 unlockable cards each, and that's it. You do have different game modes, like Planechase, Two-headed Giant, and Archenemy, but in my eyes, it is not enough. The Duels series should be more of a throwback to the original game, where you have every card from Magic's history, a way to unlock some of the more OP cards, and a deck creation feature, where you could make decks from the cards you currently have unlocked, save them to the system, and play against some AI opponents or a friend over the internet. While some people say that this is why MTGO is around, some of us are not able to shell out the money for it. I am looking for a game like this, similar in play to the Yugioh DS games, where when new sets are released, they are simply put in as cheap DLC. To balance multiplayer gameplay, put MtG's Banned list into the game, and update it whenever there are relevant bannings. How do you think this idea would work, and do you think that we could ever see this game from Wizards?
I know what you are probably thinking. Other than the sideboard, this is pretty much exactly the same as the Vampire deck from Shards/Zendikar Standard. Seeing as how I that deck and the cards in it are so much better than the Vampires in Innistrad, I figured I would base the deck on that. I want to have some improvements made on this deck to make it modern playable. I'm pretty sure the sideboard needs work too. Any help is appreciated.
I've been trying for a while to find a way to make a tournament-playable Modern deck based around Master Transmuter. I have seen and thought about the legacy Show and Tell/Dream Halls decks, and got an idea. Why not Transmuter? You bounce an Etherium Sculptor, and, would you look at that? Is that a Blightsteel Colossus? Here is the basic list that I came up with while surfing the interwebs because I have way too much time.
The general idea is to stall and ramp until you can get your Transmuter out, from which you get out some big dude and smash face with. There is no sideboard YET, but that is because I am not overly sure what the metagame will be, except from watching the Pro Tour and Players' Championship videos. That, and the fact that I have only been playing MTG since Conflux.
I like this more aggro oriented build, but it is more expensive than I am wanting the deck to be. As for the comment about the Armada Wurm, it is a good card, and I may run them, if I pull them or get a good trade, but I think that they are a little hard to get out, which is the same reason for only running 2 Trostanis.
I am looking for any comments, helpful information or advice, etc. on how this could be improved. In playtesting, it can push out 20 damage on turn 5, so I am wondering if that is decent enough to be successful. I want to keep it strictly Green-White. I am curious, also, since I haven't bought most of these cards, if this archetype is even valid in the Standard meta.
My idea was that with Rootborn Defenses and Druid's Deliverance, I would be fairly safe against aggro, since Delver is no longer relevant. I am also thinking about removing Collective Blessing and adding another Parallel Lives, but the Blessing is a blowout if it resolves, which it most likely will.
I was considering GWB Tokens for Lingering Souls, but as it isn't instant-speed, and requires another color, then Midnight Haunting will be sufficient for my needs.
You take counters off of your evolve guys, causing them to re-evolve, essentially just making a ton of guys for 1G apiece.
4 Cloudfin Raptor
4 Experiment One
2 Zameck Guildmage
2 Scavenging Ooze
1 Gyre Sage
2 Mistcutter Hydra
4 Renegade Krasis
2 Elusive Krasis
3 Master Biomancer
3 Kalonian Hydra
1 Prophet of Kruphix
4 Spell Rupture
3 Hands of Binding
4 Breeding Pool
2 Temple of Mystery
9 Forest
7 Island
3 Mystic Genesis
1 Scavenging Ooze
1 Hands of Binding
3 Gainsay
4 Pit Fight
3 Hunt the Hunter
The overall idea of the deck is to use a bunch of evolve creatures and +1/+1 counter manipulation to win the game. The decks that I have been having problems with are things like Esper control, RG Devotion, and Lotleth Troll based Golgari Decks. I would just like some advice to help me and my deck along.
Nice. List, please?
4 Goblin Electromancer
4 Guttersnipe
Spells: 33
4 Epic Experiment
3 Faithless Looting
3 Desperate Ravings
3 Burn at the Stake
4 Battle Hymn
4 Infernal Plunge
4 Krenko's Command
4 Thatcher Revolt
3 Past in Flames
1 Reforge the Soul
4 Steam Vents
4 Sulfur Falls
9 Mountain
2 Island
4 Turn // Burn
4 Nivix Cyclops
3 Izzet Staticaster
4 Izzet Charm
Now, this deck is definitely different from what you proposed, but as it was in Izzet colors, I thought that it was relevant. It is a Burn at the Stake combo deck with Guttersnipes as the alternate win condition. The way that the combo works is I make a bunch of tokens, and use mana accelerants to boost my mana, allowing me to hit the opponent with an enormous Burn at the Stake.
When it comes to sideboarding, I find that with the Nivix Cyclops, he works great against aggro, so I side him in as a replacement for Guttersnipe, as he, too, works as an alternate win condition. As for the rest of the sideboard, I use Turn // Burn against any creatures that I have trouble with, like Restoration Angel, Boros Reckoner, Hellrider, etc., replacing Reforge the Soul, and one copy each of Ravings, Looting, and Ep. Ex. It works as a kind-of catch-all removal. The Staticasters come in against Aggro as well, usually replacing the same things as the Turn // Burns. The charms are brought in against control, replacing the same things as the T/B's.
Fast forward to 2007, and switch card games (yes, groan if you must) to Yugioh. If you have ever been browsing DS games at your local Wal-Mart, Target, or perhaps Gamestop, you may have seen the Yugioh World Championship series of games. These games have been using this same idea for the past 6 years. They had every card ever printed, pre-made opponent decks, and a deck construction ability, with the ability to unlock cards by beating opponents repeatedly, which gave you DP(Duel Points, the in-game currency), which you would take to the in-game shop menu to buy cards from in-game booster packs, which were based off of the originals, same name and all, with the hopes of unlocking new cards. In newer editions of the games, you had the added campaigns as well, which mainly followed the TV show, but still functioned similarly to the original MtG computer game.
And now, we go to today, with the new Duels of the Planeswalkers series for XBox 360, PS3, PC, and iPad. Take everything that you had in the original MtG game, and throw away the card selection, take away the walk-around campaign, get rid of most of the card unlocks, and you have the DotP series. The only things you have in the game, are specific decks, with about 20 unlockable cards each, and that's it. You do have different game modes, like Planechase, Two-headed Giant, and Archenemy, but in my eyes, it is not enough. The Duels series should be more of a throwback to the original game, where you have every card from Magic's history, a way to unlock some of the more OP cards, and a deck creation feature, where you could make decks from the cards you currently have unlocked, save them to the system, and play against some AI opponents or a friend over the internet. While some people say that this is why MTGO is around, some of us are not able to shell out the money for it. I am looking for a game like this, similar in play to the Yugioh DS games, where when new sets are released, they are simply put in as cheap DLC. To balance multiplayer gameplay, put MtG's Banned list into the game, and update it whenever there are relevant bannings. How do you think this idea would work, and do you think that we could ever see this game from Wizards?
4 Vampire Lacerator
4 Bloodghast
4 Kalastria Highborn
4 Gatekeeper of Malakir
4 Vampire Nighthawk
4 Captivating Vampire
4 Vampire Nocturnus
Spells
4 Feast of Blood
2 Smother
2 Inquisition of Kozilek
1 Sign in Blood
1 Marsh Casualties
4 Leechridden Swamp
4 Piranha Marsh
2 Tectonic Edge
12 Swamp
4 Leyline of the Void
4 Pithing Needle
2 Smother
2 Inquisition of Kozilek
3 Doom Blade
I know what you are probably thinking. Other than the sideboard, this is pretty much exactly the same as the Vampire deck from Shards/Zendikar Standard. Seeing as how I that deck and the cards in it are so much better than the Vampires in Innistrad, I figured I would base the deck on that. I want to have some improvements made on this deck to make it modern playable. I'm pretty sure the sideboard needs work too. Any help is appreciated.
4 Etherium Sculptor
4 Ethersworn Canonist
2 Lodestone Golem
2 Sundering Titan
2 Blightsteel Colossus
3 Sphinx Summoner
2 Sphinx of the Steel Wind
4 Fieldmist Borderpost
2 Mistvein Borderpost
2 Mox Opal
2 Welding Jar
4 Everflowing Chalice
Other Spells - 6
4 Exhaustion
2 Thoughtcast
9 Island
6 Plains
2 Swamp
The general idea is to stall and ramp until you can get your Transmuter out, from which you get out some big dude and smash face with. There is no sideboard YET, but that is because I am not overly sure what the metagame will be, except from watching the Pro Tour and Players' Championship videos. That, and the fact that I have only been playing MTG since Conflux.
Also too expensive, and I don't want to run planeswalkers, unless, maybe, I get a Garruk.
I like this more aggro oriented build, but it is more expensive than I am wanting the deck to be. As for the comment about the Armada Wurm, it is a good card, and I may run them, if I pull them or get a good trade, but I think that they are a little hard to get out, which is the same reason for only running 2 Trostanis.
4 Centaur's Herald
4 Wayfaring Temple
2 Trostani, Selesnya's Voice
Other Spells - 30
4 Call of the Conclave
4 Intangible Virtue
4 Gather the Townsfolk
4 Midnight Haunting
4 Druid's Deliverance
4 Rootborn Defenses
3 Growing Ranks
2 Parallel Lives
1 Collective Blessing
4 Grove of the Guardian
4 Evolving Wilds
2 Selesnya Guildgate
2 Sunpetal Grove
4 Forest
4 Plains
4 Oblivion Ring
4 Sundering Growth
2 Martial Law
1 Rest in Peace
4 Selesnya Charm
I am looking for any comments, helpful information or advice, etc. on how this could be improved. In playtesting, it can push out 20 damage on turn 5, so I am wondering if that is decent enough to be successful. I want to keep it strictly Green-White. I am curious, also, since I haven't bought most of these cards, if this archetype is even valid in the Standard meta.
My idea was that with Rootborn Defenses and Druid's Deliverance, I would be fairly safe against aggro, since Delver is no longer relevant. I am also thinking about removing Collective Blessing and adding another Parallel Lives, but the Blessing is a blowout if it resolves, which it most likely will.
I was considering GWB Tokens for Lingering Souls, but as it isn't instant-speed, and requires another color, then Midnight Haunting will be sufficient for my needs.