There is a Thallid deck playing around my playgroup, and i guess the creatures are ok, but a great doubt reigns here, should a late Doubling Season be in?
Are the creatures indeed ok? (by now, i can't see any changes). But in spells, there are the great question about Doubling Season. We did some tests, most times this counter speed was not needed, since Sporesower and Thelon speed up things, and keeping casting saprolings/fungus, helped to keep the pressure. This deck have access to the 5th mana around 7-8th turn usually, very late for Tribal, unless you keep control with deathspore or pumped with thelon.
Anyone has tested Doubling Season with results? What you think? Are indeed the creature's choice ok?
I used it alot with both squirrels and saprolings (Verdeloth). It works wonders, when you can protect it. I also am testing it out in a spirit deck with Luminous Angel. I would imagine that it would also work well with the Skeletal Vamp.
Doubling Season, Parallel Evolution, Saproling Symbiosis, all good cards for any token deck. Doubling Season just happens to stick around for a couple of turns. It's a highly targeted card, and won't stick around for long, so keep that in mind with timing.
Hi guys, first of all i must tell something really awsome to standard players. Overrun is on 10th Edition!, now Thallid can Rock n' Roll.
About Doubling Season i've tested many times today (also tested with Overrun over Season). Doubling Season didn't helped much indeed, Tribals enviroment is too fast for it. As Zaphod said its better keep casting your beaters then stop it for an enchantment (even if it help you improve the counters/sapprolings). Overrun was many times a game winner, Season just help to keep playing.
I've dropped the idea of including this card. Thanks for all support given by you guys!
Private Mod Note
():
Rollback Post to RevisionRollBack
"Now i lay you, down to rest, you'll never be more than second best" (Megadeth)
Is there a reason you don't have Sprout Swarm? I would think it is good in a deck like this. Is it just too slow? It seems better than scatter the seeds to me.
Private Mod Note
():
Rollback Post to RevisionRollBack
I am looking for Date Stamped promos from Khans of Tarkir block so I can finish my set. Check my wants if you have any.
Currently offering 2 non-foil Kolighan's Command for a Date Stamped foil!
Hi Pokebob1, i dropped since it's alot slower, by 3rd turn i can cast 2 Scatter the Seeds
4 creatures (ex: thallid+fists+token of thallid) by the time + 3 mana
tap all creatures +1 mana, cast Scatter the Seeds
place in 3 new tokens
tap new tokens + 2 mana
another 3 tokens.
Is Overrun a threat here?
Even if i'm not able to cast 2 Scatter the Seeds, these 3 creatures can be used to block/sacrifice for some Deathspore Thallid for example, eliminating 2-3 creature by a turn against aggro. (block with 3 a 3/3 creature, let damage go, sacrifice all, put 2 -1/-1 in a second turn 2/2, and a -1/-1 on a first turn creature. Then you have your's first and second drop into play with a clean board). Also, it puts a strong pressure on control.
For the same cost, with 2 Sprout Swarm, i can only cast 1 creature if i buyback or 2 if i don't buyback on second time with Sprout Swarm.
Here's my Thallid deck, which is currently t2 legal. I'm not familiar with the enviornment of Tribal and how it works, but this deck is pretty interesting. I wouldn't say it's Standard competitive, but I've had success in the casual room on MTGO. I have to say it can get pretty bonkers at times. Anyways, here's the list, hope it helps some:
I find that it may be a bit slower than some other decks, but once it gets going I can build up and win the game. It's very good against aggro because of all the cloggin up I do on the ground, and I can usually outlast a control deck. Essence Warden is awesome for warding off early beats, and those big finishers like big Demonfires, or whatever. The Mycoderm, while I've had a number of people tell me it was a piece of crap, is my win condition here, and it works very, very good. I've been able to amp up to 10000 damage before turn 10 because of it (and a really good draw). I can consistantly get it going for more than enough damage, and I often take all their blockers along with their life.
Like I said, not familiar with Tribal at all, but I hope this helps your progress a little bit.
You should add Fungal Bloom
I have a Green-Blue Thallid/Saproling Deck in development (But it still does not work right), so I believe I can give you some advice
The problem of Fungus Decks is that, when you have your fungus in play, you do not have anithing to cast, because you need to wait until they have enough Spore Counters so you can put Saproling into play or make a big attack thanks to Thelon of Havenwood
Fungal Bloom lets you pump up your creatures at instant speed (Having Thelon in play, or have enough tokens to do a big Overrun attack
Utopia Mycon is an awesome card, really, it makes the deck quite fast
It makes you have mana when you need to, using Fungal Bloom, you can create Saprolings to use that mana later on
I use Doubling Season, and it works quite well, because you put twice Spore Counters and twice Saprolings; and with two in play, and having Sporoloth Ancient, Utopia Mycon and Fungal Bloom, you can create infinite Saprolings (Well, I did it...)
Thanks for responding. I can't use Fungal Bloom just because it's too slow for the deck.
The focus of Fungal Bloom is paying 2 mana, to add 1, just 1, counter on target creature. But then we take the note: why thallid have counters? and the answer is: to produce tokens, so why add counters when you already can produce tokens to activate thallids ability?
I know that you're counting on Thelon being in play, but it's not enough reason to use it, since it may not show up.
Night Soil is even better: beside being a great counter for Zombies or any reanimator as Imps, it removes their graveyard and gives you another token (you can target your own grave as well if they removed your creatures, like mass removal).
Tribal games are fast, usually ends around 4-6th turn. Anything slower as Doubling Season can't be in (Sporoloth Ancient has the same cc, but it's a beater for itself)
It's not that these are bad cards, just not good enough to be in this deck (maybe in some other enviroments it may work).
Anyway, thanks alot worrying to try to help my deck.
Private Mod Note
():
Rollback Post to RevisionRollBack
"Now i lay you, down to rest, you'll never be more than second best" (Megadeth)
@yzaragoza:
Yeah, I also really like Doubling Season, but I just wanted to give an idea and it could be useful...
I want to use it, the Doubling Season, in a deck of Saprolings, but I still do not know if a deck of Fungus would be cool...
Halted Asylum also said that in Tribal Decks, Doubling Season was too slow... Even Wild Pair is slow, but could let you fetch some big guys for beating the opponent
I played a thallid deck a few months ago at a local tournament. It was before planar chaos, but I have updated the list since then. The deck is designed to play against other tribal decks:
Utopia Mycon - Speeds up my side and also fixes mana. This is a huge card in combination with tangle wire/static orb.
Spore Flower/Thallid Shell-Dweller - Necessary defense against aggro strategies. These shut down most threats early game when combined with wire/orb.
Deathspore Thallid - MVP card against aggro strategies, which is basically every tribal deck. This is also the only removal in the main deck.
Psychotrope Thallid - I just added this in recently because it draws cards. This becomes important later into the game during smokestack.
Sporesower Thallid - First of all, this is better in this deck than the Sporoloth Ancient because this works with Spore Flower. With multiple flowers or multiple sporesowers in play, you can fog lock your opponent. The sporesower also allows you to make more than enough saps to sac to the smokestack, which also locks down the opponent. Also, it's a freaking 4/4 for 4!
The three artifacts - Smokestack is usually a win condition. The other two simply tap down your opponent while you build up enough saprolings.
Doubling Season - I found this card to be win-more and too expensive. Sporesower Thallid is about as good as this. Really, Doubling Season makes a rediculous amount of creatures, and you should never need that many. However, it is quite fun to use it with tangle wire (double counters) and smokestack. I wish that it cost less mana, because you rarely end up playing a tangle wire on turn 6, and double growth on smokestack rarely helps.
Edit: To improve your curve, you can replace some of the artifacts with Thallid because you really don't need multiples of the artifacts in play at the same time. I did well in the local tournament and only lost in the top 8 to a mirror match that used deathspore thallid before I had added it to my own deck. The opponent did not use any of the techy artifacts that I did, but they did use fists of ironwood. It was pretty good, but I think that this combination of artifacts works extremely well with thallids against most aggro strategies, which make up the majority of the decks in casual tribal meta.
There is a Thallid deck playing around my playgroup, and i guess the creatures are ok, but a great doubt reigns here, should a late Doubling Season be in?
Here is the deck
16 Forest
04 Overgrown Tomb
CREATURES
04 Thallid
04 Utopia Mycon
04 Deathspore Thallid
02 Thelon of Havenwood
04 Psychotrope Thallid
04 Sporesower Thallid
04 Sporoloth Ancient
04 Fists of Ironwood
04 Night Soil
04 Scatter the Seeds
02 Overrun
Are the creatures indeed ok? (by now, i can't see any changes). But in spells, there are the great question about Doubling Season. We did some tests, most times this counter speed was not needed, since Sporesower and Thelon speed up things, and keeping casting saprolings/fungus, helped to keep the pressure. This deck have access to the 5th mana around 7-8th turn usually, very late for Tribal, unless you keep control with deathspore or pumped with thelon.
Anyone has tested Doubling Season with results? What you think? Are indeed the creature's choice ok?
Doubling Season, Parallel Evolution, Saproling Symbiosis, all good cards for any token deck. Doubling Season just happens to stick around for a couple of turns. It's a highly targeted card, and won't stick around for long, so keep that in mind with timing.
About Doubling Season i've tested many times today (also tested with Overrun over Season). Doubling Season didn't helped much indeed, Tribals enviroment is too fast for it. As Zaphod said its better keep casting your beaters then stop it for an enchantment (even if it help you improve the counters/sapprolings). Overrun was many times a game winner, Season just help to keep playing.
I've dropped the idea of including this card. Thanks for all support given by you guys!
Currently offering 2 non-foil Kolighan's Command for a Date Stamped foil!
convert bulk into good cards? PucaTrade - https://pucatrade.com/invite/gift/21195
Ebay - decks/Promos/DVDs
Trade thread (constantly updated)
http://www.mtgsalvation.com/trading-post/details/337-pokerbob1s-casual-trading-emporium
4 creatures (ex: thallid+fists+token of thallid) by the time + 3 mana
tap all creatures +1 mana, cast Scatter the Seeds
place in 3 new tokens
tap new tokens + 2 mana
another 3 tokens.
Is Overrun a threat here?
Even if i'm not able to cast 2 Scatter the Seeds, these 3 creatures can be used to block/sacrifice for some Deathspore Thallid for example, eliminating 2-3 creature by a turn against aggro. (block with 3 a 3/3 creature, let damage go, sacrifice all, put 2 -1/-1 in a second turn 2/2, and a -1/-1 on a first turn creature. Then you have your's first and second drop into play with a clean board). Also, it puts a strong pressure on control.
For the same cost, with 2 Sprout Swarm, i can only cast 1 creature if i buyback or 2 if i don't buyback on second time with Sprout Swarm.
That's the reason why i rather go Scatter.
4 Utopia Mycon
4 Sporesower Thallid
4 Pallid Mycoderm
4 Thallid Shell-Dweller
4 Thallid
4 Essence Warden
2 Psychotrope Thallid
4 Sprout Swarm
4 Chord of Calling
3 Doubling Season
Land:
2 Pendelhaven
14 Forest
7 Plains
I find that it may be a bit slower than some other decks, but once it gets going I can build up and win the game. It's very good against aggro because of all the cloggin up I do on the ground, and I can usually outlast a control deck. Essence Warden is awesome for warding off early beats, and those big finishers like big Demonfires, or whatever. The Mycoderm, while I've had a number of people tell me it was a piece of crap, is my win condition here, and it works very, very good. I've been able to amp up to 10000 damage before turn 10 because of it (and a really good draw). I can consistantly get it going for more than enough damage, and I often take all their blockers along with their life.
Like I said, not familiar with Tribal at all, but I hope this helps your progress a little bit.
I have a Green-Blue Thallid/Saproling Deck in development (But it still does not work right), so I believe I can give you some advice
The problem of Fungus Decks is that, when you have your fungus in play, you do not have anithing to cast, because you need to wait until they have enough Spore Counters so you can put Saproling into play or make a big attack thanks to Thelon of Havenwood
Fungal Bloom lets you pump up your creatures at instant speed (Having Thelon in play, or have enough tokens to do a big Overrun attack
Utopia Mycon is an awesome card, really, it makes the deck quite fast
It makes you have mana when you need to, using Fungal Bloom, you can create Saprolings to use that mana later on
I use Doubling Season, and it works quite well, because you put twice Spore Counters and twice Saprolings; and with two in play, and having Sporoloth Ancient, Utopia Mycon and Fungal Bloom, you can create infinite Saprolings (Well, I did it...)
I hope these ideas serve you well
Have a nice day !
Even If You Cannot See It
Sengir, The Half-Vampire Paladin
Link BattleKnight
Link Bitefight
Return to Ulgrotha (My Expansion)
Thanks for responding. I can't use Fungal Bloom just because it's too slow for the deck.
The focus of Fungal Bloom is paying 2 mana, to add 1, just 1, counter on target creature. But then we take the note: why thallid have counters? and the answer is: to produce tokens, so why add counters when you already can produce tokens to activate thallids ability?
I know that you're counting on Thelon being in play, but it's not enough reason to use it, since it may not show up.
Scatter the Seeds and Fists of Ironwood, are just faster, they produce blockers and supply for Thallid.
Night Soil is even better: beside being a great counter for Zombies or any reanimator as Imps, it removes their graveyard and gives you another token (you can target your own grave as well if they removed your creatures, like mass removal).
Tribal games are fast, usually ends around 4-6th turn. Anything slower as Doubling Season can't be in (Sporoloth Ancient has the same cc, but it's a beater for itself)
It's not that these are bad cards, just not good enough to be in this deck (maybe in some other enviroments it may work).
Anyway, thanks alot worrying to try to help my deck.
I was thinking about it for my Fungus Deck too...
You can use it to fetch:
=> Thallid, Deathspore Thallid, Utopya Mycoon, Psychotrope Thallid
=> Sporesower Thallid, Sporoloth Ancient
You could get more creatures into play to use Overrun
I thought that for my deck as I have said, but I have not tested it yet
I hope this helps...
Even If You Cannot See It
Sengir, The Half-Vampire Paladin
Link BattleKnight
Link Bitefight
Return to Ulgrotha (My Expansion)
LOL
all the thalads are cheap and their is really no advantage to using wild pair... the most expensive card in the deck should be Doubling Sesson
Yeah, I also really like Doubling Season, but I just wanted to give an idea and it could be useful...
I want to use it, the Doubling Season, in a deck of Saprolings, but I still do not know if a deck of Fungus would be cool...
Halted Asylum also said that in Tribal Decks, Doubling Season was too slow... Even Wild Pair is slow, but could let you fetch some big guys for beating the opponent
By the way, yzaragoza, are you from Spain ?
Even If You Cannot See It
Sengir, The Half-Vampire Paladin
Link BattleKnight
Link Bitefight
Return to Ulgrotha (My Expansion)
4x utopia mycon
4x thallid shell-dweller
4x deathspore thallid
4x spore flower
4x psychotrope thallid
4x sporesower thallid
4x smokestack
4x tangle wire
4x static orb
16x forest
4x rishadan port
4x bayou
Utopia Mycon - Speeds up my side and also fixes mana. This is a huge card in combination with tangle wire/static orb.
Spore Flower/Thallid Shell-Dweller - Necessary defense against aggro strategies. These shut down most threats early game when combined with wire/orb.
Deathspore Thallid - MVP card against aggro strategies, which is basically every tribal deck. This is also the only removal in the main deck.
Psychotrope Thallid - I just added this in recently because it draws cards. This becomes important later into the game during smokestack.
Sporesower Thallid - First of all, this is better in this deck than the Sporoloth Ancient because this works with Spore Flower. With multiple flowers or multiple sporesowers in play, you can fog lock your opponent. The sporesower also allows you to make more than enough saps to sac to the smokestack, which also locks down the opponent. Also, it's a freaking 4/4 for 4!
The three artifacts - Smokestack is usually a win condition. The other two simply tap down your opponent while you build up enough saprolings.
Doubling Season - I found this card to be win-more and too expensive. Sporesower Thallid is about as good as this. Really, Doubling Season makes a rediculous amount of creatures, and you should never need that many. However, it is quite fun to use it with tangle wire (double counters) and smokestack. I wish that it cost less mana, because you rarely end up playing a tangle wire on turn 6, and double growth on smokestack rarely helps.
Edit: To improve your curve, you can replace some of the artifacts with Thallid because you really don't need multiples of the artifacts in play at the same time. I did well in the local tournament and only lost in the top 8 to a mirror match that used deathspore thallid before I had added it to my own deck. The opponent did not use any of the techy artifacts that I did, but they did use fists of ironwood. It was pretty good, but I think that this combination of artifacts works extremely well with thallids against most aggro strategies, which make up the majority of the decks in casual tribal meta.