Alright - so I'm not too sure what strategy I want to go with. Right now, just based on the cards that I have I'm leaning towards more of just a beatdown / some sac outlets and making Kresh huge for a one shot kill. This is the pile I'm working with right now. I think I need to cut 11 cards or so.
Any easy looking cuts? I'm sure there are a lot of things that shouldn't be in there - as well as a lot of cards I'm missing that would be perfect. Please let me know what you think. Thanks!
I may convert this into a more token oriented deck once I build a Stonebrow deck so that I don't have 2 similar beatdown decks. In that case - anyone have a link to a good Kresh token list?
Well, as you say, there's plenty of room for improvement in card selection, but for now, the cuts I'd recommend are:
Drumhunter (slow, unlikely to trigger)
Prowling Pangolin (at BEST, this is a vanilla 6/5 for 5)
Roughshod Mentor (get a terror-proof trample enabler)
Weatherseed Totem (terribly inefficient)
Demonspine Whip (Kresh will be huge without the help)
Ooze Garden (Worst sac outlet ever)
Greater Gargadon (In fact, I'm not sure why you need sac outlets at all)
Wreak Havoc (You're already playing better artifact and land destruction)
Mighty Emergence (insufficient creatures triggering it)
Shattering Spree (access to green? Play something that can hit enchantments too)
Recollect (since you have it listed twice)
More than anything else, I'd actually add even more ramp spells than you have, rather than cut them. They're half the reason to play green in edh - I like to play 36-37 land and 10 fixers, myself (heavy on the basic forest, naturally). As an added bonus, if you use creatures like Sakura Tribe Elder and Yavimaya Elder, they'll work with Kresh, too.
Out of your ramp, you're missing the two best ones: Kodama's Reach Explosive Vegetation
Cards that give you one for one aren't good, so make sure you're getting more cards than you're using. Definitely take out search for tomorrow and Deep Reconnaissance. BTW, what are you getting with Crop Rotation? That's card disadvantage and there's nothing really amazing that you can fetch with it. If you need trample (i.e. Skarrg, the Rage Pits), try Rancor.
I prefer Coalition Relic to Ingot. Gilded Lotus is also an EDH must. Eternal Witness>Regrowth>Recollect Nantuko Husk could really make Kresh HUGE!
You made a comment about more basic lands, and I've found that basic lands are better than the fetch lands unless you have Sensi's Divining Top or some reason to shuffle. The Panorama's can definitely go. Molten Disaster>Earthquake
I'm not a fan of Demonspine Whip or Mage Slayer... however Whip gets better if you have the self-sacrificing creatures like the Elders Maeloke mentioned.
Well, as you say, there's plenty of room for improvement in card selection, but for now, the cuts I'd recommend are:
Drumhunter (slow, unlikely to trigger)
Prowling Pangolin (at BEST, this is a vanilla 6/5 for 5)
Roughshod Mentor (get a terror-proof trample enabler)
Weatherseed Totem (terribly inefficient)
Demonspine Whip (Kresh will be huge without the help)
Ooze Garden (Worst sac outlet ever)
Greater Gargadon (In fact, I'm not sure why you need sac outlets at all)
Wreak Havoc (You're already playing better artifact and land destruction)
Mighty Emergence (insufficient creatures triggering it)
Shattering Spree (access to green? Play something that can hit enchantments too)
Recollect (since you have it listed twice)
More than anything else, I'd actually add even more ramp spells than you have, rather than cut them. They're half the reason to play green in edh - I like to play 36-37 land and 10 fixers, myself (heavy on the basic forest, naturally). As an added bonus, if you use creatures like Sakura Tribe Elder and Yavimaya Elder, they'll work with Kresh, too.
I strongly agree with using Sakura Tribe Elder and Yavimaya elder, they are practically staples in every deck i have green in for ramping.
However i think Greater Gargadon is fantastic in kresh, the more sac outlets the better. I run Gargadon in my Kresh/Sek'Kuar deck, and he's great.
Out of your ramp, you're missing the two best ones: Kodama's Reach Explosive Vegetation
Cards that give you one for one aren't good, so make sure you're getting more cards than you're using. Definitely take out search for tomorrow and Deep Reconnaissance. BTW, what are you getting with Crop Rotation? That's card disadvantage and there's nothing really amazing that you can fetch with it. If you need trample (i.e. Skarrg, the Rage Pits), try Rancor.
I prefer Coalition Relic to Ingot. Gilded Lotus is also an EDH must. Eternal Witness>Regrowth>Recollect Nantuko Husk could really make Kresh HUGE!
You made a comment about more basic lands, and I've found that basic lands are better than the fetch lands unless you have Sensi's Divining Top or some reason to shuffle. The Panorama's can definitely go. Molten Disaster>Earthquake
I'm not a fan of Demonspine Whip or Mage Slayer... however Whip gets better if you have the self-sacrificing creatures like the Elders Maeloke mentioned.
Oh and may want to consider Stonewood Invocation, if you aren't sure why, its because it basically tells anyone attempting to remove your 30/30 kresh by condeming it/swords to plowshares to shut up :-P and take 35.
I also think Mageblade is suitable if you swing big each time you attempt to wreak havoc.
That is a lot of cards... and I don't know really what I'd take out. Maybe some of the generally good cards for cards that fit the idea of the deck a bit better. Suggestions?
--
1 Kresh the Bloodbraided
Lands
--
1 Savage Lands
1 Treetop Village
1 Fire-Lit Thicket
1 Gilt-Leaf Palace
1 Llanowar Wastes
1 Vivid Crag
1 Vivid Marsh
1 Vivid Grove
1 Shizo, Death's Storehouse
1 Ghitu Encampment
1 Keldon Megaliths
1 Highland Weald
1 Grove of the Burnwillows
1 Mosswort Bridge
1 Spinerock Knoll
1 Karplusan Forest
1 Sulfurous Springs
1 Graven Cairns
1 Tranquil Thicket
1 Barren Moor
1 Forgotten Cave
1 Rupture Spire
1 Terramorphic Expanse
1 Jund Panorama
1 Naya Panorama
1 Grixis Panorama
1 Skarrg, the Rage Pits
4 Mountain
4 Swamp
5 Forest (Might need more basics / Less CIPT lands now that I look at it)
Creatures
--
1 Sprouting Thrinax
1 Drumhunter
1 Madrush Cyclops
1 Genesis
1 Prowling Pangolin
1 Shriekmaw
1 Lord of Extinction
1 Deus of the Calamity
1 Ingot Chewer
1 Cloudthresher
1 Roughshod Mentor
1 Deathbringer Thoctar
1 Flameblast Dragon
1 Spitebellows
1 Charnelhoard Wurm
1 Regal Force
1 Spearbreaker Behemoth
1 Krosan Tusker
--
1 Savage Twister
1 Lavalanche
1 Earthquake
1 Barter in Blood
1 Fleshbag Marauder
1 Innocent Blood
Removal
--
1 Desert Twister
1 Wrecking Ball
1 Grab the Reins
1 Maelstrom Pulse
1 Rend Flesh
1 Putrefy
1 Terminate
Ramp
--
1 Search for Tomorrow
1 Mwonvuli Acid-Moss
1 Journey of Discovery
1 Far Wanderings
1 Deep Reconnaissance
1 Darksteel Ingot
1 Weatherseed Totum
Tutor
--
1 Crop Rotation
1 Demonic Tutor
1 Beseech the Queen
Fling Effects
--
1 Mage Slayer
1 Soul's Fire
1 Rite of Consumption
1 Fling
Equipment / Aura
--
1 Runes of the Deus
1 Loxodon Warhammer
1 Demonspine Whip
Sac Outlets
--
1 Scarland Thrinax
1 Ooze Garden
1 Greater Gargadon
Utility
--
1 Vengeful Rebirth
1 Wound Reflection
1 Torrent of Souls
1 Primal Command
1 Incendiary Command
1 Profane Command
1 Vigor Mortis
1 Ashen Powder
1 Makeshift Mannequin
1 Harmonize
1 Wickerbough Elder
1 Wreak Havoc
1 Krosan Grip
1 Darigaaz's Charm
1 Jund Charm
1 Recollect
1 Mighty Emergence
1 Relic of Progenitus
1 Shattering Spree
1 Recollect
Any easy looking cuts? I'm sure there are a lot of things that shouldn't be in there - as well as a lot of cards I'm missing that would be perfect. Please let me know what you think. Thanks!
I may convert this into a more token oriented deck once I build a Stonebrow deck so that I don't have 2 similar beatdown decks. In that case - anyone have a link to a good Kresh token list?
Drumhunter (slow, unlikely to trigger)
Prowling Pangolin (at BEST, this is a vanilla 6/5 for 5)
Roughshod Mentor (get a terror-proof trample enabler)
Weatherseed Totem (terribly inefficient)
Demonspine Whip (Kresh will be huge without the help)
Ooze Garden (Worst sac outlet ever)
Greater Gargadon (In fact, I'm not sure why you need sac outlets at all)
Wreak Havoc (You're already playing better artifact and land destruction)
Mighty Emergence (insufficient creatures triggering it)
Shattering Spree (access to green? Play something that can hit enchantments too)
Recollect (since you have it listed twice)
More than anything else, I'd actually add even more ramp spells than you have, rather than cut them. They're half the reason to play green in edh - I like to play 36-37 land and 10 fixers, myself (heavy on the basic forest, naturally). As an added bonus, if you use creatures like Sakura Tribe Elder and Yavimaya Elder, they'll work with Kresh, too.
RWUNumot, the DevastatorUWR - UBDralnu, Lich LordBU - WBURGReaper KingGRUBW - RBMalfegorBR
Kodama's Reach
Explosive Vegetation
Cards that give you one for one aren't good, so make sure you're getting more cards than you're using. Definitely take out search for tomorrow and Deep Reconnaissance. BTW, what are you getting with Crop Rotation? That's card disadvantage and there's nothing really amazing that you can fetch with it. If you need trample (i.e. Skarrg, the Rage Pits), try Rancor.
I prefer Coalition Relic to Ingot. Gilded Lotus is also an EDH must.
Eternal Witness>Regrowth>Recollect
Nantuko Husk could really make Kresh HUGE!
You made a comment about more basic lands, and I've found that basic lands are better than the fetch lands unless you have Sensi's Divining Top or some reason to shuffle. The Panorama's can definitely go.
Molten Disaster>Earthquake
I'm not a fan of Demonspine Whip or Mage Slayer... however Whip gets better if you have the self-sacrificing creatures like the Elders Maeloke mentioned.
*Mayreturn*
I have some EDH cards and rare Magic basic lands (APAC, EURO, ARENA, etc) so message me if you're looking.
Number of members banned after I posted a BTR: 7
Looking for honest buyers, sellers, and traders.
I strongly agree with using Sakura Tribe Elder and Yavimaya elder, they are practically staples in every deck i have green in for ramping.
However i think Greater Gargadon is fantastic in kresh, the more sac outlets the better. I run Gargadon in my Kresh/Sek'Kuar deck, and he's great.
I'd strongly recommend Genesis, Deadwood Treefolk and a few other recursion spells such as Beacon of Unrest, Zombify, Cauldron Dance (man i love this card), Dread Return.
you may want to consider also things like Demonfire, Lavalanche, Molten Disaster
Oh and may want to consider Stonewood Invocation, if you aren't sure why, its because it basically tells anyone attempting to remove your 30/30 kresh by condeming it/swords to plowshares to shut up :-P and take 35.
I also think Mageblade is suitable if you swing big each time you attempt to wreak havoc.
Oh, before i forget.....toss a Attrition, Grave Pact, Oversold Cementary, and a Fatal Frenzy in there for consideration...
All in all, i'd boost up the creature count quite a bit if your playing kresh.
you could also cut the second recollect and second savage twister your apparantly playing =p
Thanks to Spiderboy4 of High~Light Studios!
1. Good Evokers
2. Big guys that do things when they hit the grave
3. Big guys that make tokens
4. Sac outlets and Reanimation
I've got a newer list and some cards that are either on their way to me or that I have and want to try and fit in.
--
1 Kresh the Bloodbraided
Lands
--
1 Skarrg, the Rage Pits
1 Shizo, Death's Storehouse
1 Spinerock Knoll (might take out - haven't had good luck with it)
1 Mosswort Bridge
1 Ghitu Encampment
1 Treetop Village
1 Savage Lands
1 Vivid Marsh
1 Vivid Crag
1 Vivid Grove
1 Llanowar Wastes
1 Gilt-Leaf Palace
1 Fire-Lit Thicket
1 Karplusan Forest
1 Highland Weald
1 Rakdos Carnarium
1 Grull Turf
1 Golgari Rot Farm
1 Grove of the Burnwillows
1 Rupture Spire
1 Barren Moor
1 Tranquil Thicket
1 Forgotten Cave
1 Jund Panorama
1 Terramorphic Expanse
5 Forest
4 Mountain
4 Swamp
Creatures
--
1 Sprouting Thrinax
1 Scarland Thrinax
1 Fleshbag Marauder
1 Wickerbough Elder
1 Madrush Cyclops
1 Siege-Gang Commander
1 Genesis
1 Shriekmaw
1 Lord of Extinction (On the fence with him - just a big dumb guy... but good with my fling effects)
1 Spitebellows
1 Ingot Chewer (Decent Evoke... cheap artifact removal and give Kresh +3/+3)
1 Cloudthresher
1 Flameblast Dragon (Doesn't fit my theme... but just so good)
1 Dragon Broodmother
1 Deadwood Treefolk
1 Deathbringer Thoctar (Seems good - haven't actually used it yet)
1 Spearbreaker Behemoth (See Flameblast Dragon)
1 Krosan Tusker
1 Charnelhoard Wurm
1 Greater Gargadon
--
1 Primal Rage
1 Fling
1 Lightning Greaves (May replace with Whispersilk Cloak - or run both)
1 Soul's Fire
1 Rite of Consumption
1 Loxodon Warhammer
Tutor / Draw
--
1 Harmonize
1 Sensei's Divining Top
1 Mind's Eye
1 Demonic Tutor
1 Beseech the Queen
Reanimation / Regrowths
--
1 Dread Return
1 Vigor Mortis
1 Makeshift Mannequin
1 Torrent of Souls
1 Vengeful Rebirth
1 Regrowth
Accel / Fixing
--
1 Sol Ring
1 Mana Vault
1 Darksteel Ingot
1 Coalition Relic
1 Far Wanderings
1 Journey of Discovery
Utility
--
1 Jund Charm
1 Krosan Grip
1 Incendiary Command
1 Primal Command
1 Profane Command
1 Wild Riccochet
Planeswalkers
--
1 Garruk Wildspeaker
1 Sarkhan Vol
--
1 Maelstrom Pulse
1 Terminate
1 Putrefy
1 Wrecking Ball
1 Grab the Reins
Sweepers
--
1 Savage Twister
1 Innocent Blood
1 Barter in Blood
1 Lavalanche
1 Violent Ultimatum
That is a lot of cards... and I don't know really what I'd take out. Maybe some of the generally good cards for cards that fit the idea of the deck a bit better. Suggestions?