The interesting thing about us legacy players is that we consider Force of Will, Dark Ritual, Blood Moon, Tarmogoyf and Swords to Plowshare to be fair.
Coming from you, any praise is quite high praise indeed...thanks!!
By all means...PLEASE do so. I'm waiting on my playset of Worm Harvests atm. Just bopped into the local card shop and snagged 4x Crimes & Graces. I will proxy it up and goldfish it some if nothing else.
I originally considered Temporal Spring instead of Voidslime but picked the latter for flexbility.
I'm kinda on the fence b/t Shambling Shell vs Stinkweed Imp. Imp might be just 'better' overall.. edit: on further inspection, Imp is clearly better. In he goes. (fixed in original list above)
Yes, Spitting Image was in my original idea but I had a hard time finding room for it..PLUS the cheaper Crime/Grace seemed to do more, more often...at least in theory. I'm sure this deck will undergo some tweaking...that one is top of my list to try out, believe it.
DAYUM...Strip Mines would be pretty gross in here, you're right. One problem I notice is Harvest Wurm. I have to have basic lands for him to work. Fallow Wurm is fine though...interesting they realized this fine distinction (to prevent brokenness?) even way back in Weatherlight times..
I was also kicking around Dryad Arbor to make the deck a bit more Living Death-proof. So narrow though, I'm not sure it really adds much.
I'm hoping everything shows up in time for me to unleash this puppy on my group this coming Wednesday (the night of our Eventide tourney). I'll get knocked out (for sure) and then have this thing waiting for everyone else who gets knocked out.
By all means...PLEASE do so. I'm waiting on my playset of Worm Harvests atm. Just bopped into the local card shop and snagged 4x Crimes & Graces. I will proxy it up and goldfish it some if nothing else.
So you know, I'm largely using MWS to test this baby. And it is a ***** to play against itself.
I'm kinda on the fence b/t Shambling Shell vs Stinkweed Imp. Imp might be just 'better' overall.. edit: on further inspection, Imp is clearly better. In he goes. (fixed in original list above)
I was wondering about that, then I tried it. Imp is definitely better.
Yes, Spitting Image was in my original idea but I had a hard time finding room for it..PLUS the cheaper Crime/Grace seemed to do more, more often...at least in theory. I'm sure this deck will undergo some tweaking...that one is top of my list to try out, believe it.
Crime and Grace RULE with Kelpie. I can only imagine Spitting Image would work even better with it.
Upon testing (this is just once, mind you), I noticed that the deck has fewer mana problems than I expected. Scapeshift definitely helps. One problem I noticed was that it's a little hard to actually GET to Worm Harvest. That could just be my personal experience, however.
Well you do create 'compelling' builds for most of your decks and you do a lot of them...I value your opinion.
So you know, I'm largely using MWS to test this baby. And it is a ***** to play against itself.
You mean mirror match? How so, exactly?
It's funny you mention that though b/c I looked at this pile of synergies and wondered if maybe the deck might fight itself in spots...conflicting uses for various cards. I suspect it will take a lot of testing to learn how to really play it well.
Voidslime is the right idea. Though Mystic Snake might work better, I dunno.
He's very good but doesn't 1) cmc & 2) ability option make Voidslime more flexible and thus more playable here?
I was wondering about that, then I tried it. Imp is definitely better.
I'm probably a dumb-dumb for not running him automatically. I think he's better in every possible way, actually.
Crime and Grace RULE with Kelpie. I can only imagine Spitting Image would work even better with it.
I see what you're saying now...wow. Where to fit him in though?
Upon testing (this is just once, mind you), I noticed that the deck has fewer mana problems than I expected. Scapeshift definitely helps. One problem I noticed was that it's a little hard to actually GET to Worm Harvest. That could just be my personal experience, however.
I too was concerned with '< 24 lands' but I was just kinda 'hoping' it wouldn't be a problem. Definitely nice to hear... I giggled when I remembered what Scapeshift did. I was going to run Harrow or Land Grant or something..
I'm really surprised to hear that on the Worm Harvest.. All you have to do is dredge it there...what's so hard?
And I also find it rather amusing that Harvest Wurm & Worm Harvest can be in the same deck.
I see what you're saying now...wow. Where to fit him in though?
Well, I have an idea. What if you cut back on the number of Raven's Crime? Here's why: Raven's Crime is a monster vs two types of decks. Against Control, it's more of a late-game card to flush their entire hand away. Against combo, it's a card you want before they combo off. But, against any deck, it's never a card you need more than one of in a match-up. That's why I'm wondering if you can't drop it down to a 3x or at least a 2x. It could open up a spot.
Oona's Grace is another card I could see being scaled back, especially if you added some cyclinglands. Trade Routes is fun too, but having tried it in Dredge/Land decks, sometimes you just Dredge past it. On the topic of lands, I would try out Riftstone Portal.
I like the interaction between Life from the Loam and the cycling lands.
Raven's Crime is a very nice card to have, really at any time. 1cc discard is always welcome, especially when you can get tons of activations and neat interactions.
Morphling gave me the OK to bump this, perhaps with my findings.
I've been testing the above deck (still goldfishing, looking for a groove), and I've found out some things. A couple problems, and some more synergies for the synergy minded.
The first problem is an inner conflict. This deck wants lands in hand and in the 'yard. Which is fine, once you get Loam going (remember kids, it can target 0 lands if you so desire! Great for starting off Dredge!). However, until then, the deck tends to get stuck on a few land (3, in my experience, though with a fast enough Dredge, I've been able to keep a 1-land hand and get a Worm Harvest for... 9 on turn 5 or 6). This is a problem that could be relieved in several ways. I'll get to those ways in a minute. EDIT: tl;dr: The deck wants to simultaneously play lands and discard them. I recommend taking out Fallow Wurm.
Another problem I noticed was that a lot of the creatures (Fallow Wurm, mostly) either come out too late to stop aggro or don't come out at all (this could be a flaw in my style, however, in the case of the Wurm). Ideally, this deck wants to start dredging as soon as possible to get a Wurm Harvest in the 'yard and be able to play it from there on about turn 5 or 6. Now, once that happens, aggro might not be able to get through (too many worms), but I'd still like some Wall backup. Wall of Souls might be good, if you're willing to go into Legacy.
Some quirks include: Cycling lands + Loam = 1BG: Start a Dredge loop. Kelpie makes this even crazier. Oona's Blessing + Kelpie + Loam = Dredge 3, draw a card. The deck gets more nuts than that, however. One of my favorite turn 1 plays is Raven's Crime on myself to discard Loam. Not the ideal turn 1 play, but it's comforting to know it's there.
The land supply just feels tight to me overall. That's been my biggest worry with this thing.
Maybe replace Fallow Wurm w/...gulp...Golgari Grave-Troll? It feels a bit like dirty pool, but whatever..I do have them and they would be downright silly in this thing. Or maybe that's overkill or just otherwise counterproductive?
Wall of Souls is a rather good idea...it would slow down early rush. I don't see where to fit him in. Is he worth more to me than Putrefies or Voidslimes? Man I just hate to cut either of those--so good in a pinch!
A couple suggestions:
-I'd run one or two Dakmor Salvage, this way you can dredge into a land, then use the land to play a Retrace spell [i.e. harvest].
-I'd also run more lands, 25 is way low in my opinion. But ... err ... I like running a lot of lands. Currently I'm running 30 lands in my Retrace deck, though that's type 2 so it has a crapload of differences [not the least of which is the red splash instead of black].
-From my playing, Careful Consideration is strictly better than Oona's Grace: it draws 4 cards at once and gets the lands into your graveyard faster.
-Also, just because you're playing in casual here, after you're making 8~9 worms a turn ... Essence Warden? And, when you're dredging, Dread Return(sacrificing worms]?
I know you named your last attempt 'attempt the final', but you can NEVER finish a deck. Muhahahahaha.
Private Mod Note
():
Rollback Post to RevisionRollBack
my mouth is full of winsome lies -
and eyes are full of death besides
but luckily the soul is wise -
it sees beyond my blindness and
forced failure makes a better guise,
so as i come again alive,
it feels like life's a decent plan
A couple suggestions:
-I'd run one or two Dakmor Salvage, this way you can dredge into a land, then use the land to play a Retrace spell [i.e. harvest].
I agree, but it'll require some testing. As it is, this deck probably has too many lands that come into play tapped.
-I'd also run more lands, 25 is way low in my opinion. But ... err ... I like running a lot of lands. Currently I'm running 30 lands in my Retrace deck, though that's type 2 so it has a crapload of differences [not the least of which is the red splash instead of black].
-From my playing, Careful Consideration is strictly better than Oona's Grace: it draws 4 cards at once and gets the lands into your graveyard faster.
The ability to play it from the 'yard helps so much more than one would think. If you Dredge Consideration away, you lose it. There's no way to get it back. But if Grace hits the 'yard, you have access to it.
-Also, just because you're playing in casual here, after you're making 8~9 worms a turn ... Essence Warden? And, when you're dredging, Dread Return(sacrificing worms]?
Warden is useless if dredged. It's a neat trick, but not worth enough slots to be drawn consistently.
I considered the Return as I was testing the deck for Morphling earlier. However, room is scarce.
Dude, you're not hijacking anything. You're contributing which is what this thread is for.
I agree the Dakmor land is a nice idea b/c of the extra dredge. If I am having problems with that, I'll probably toss in a couple of Grave-Trolls simply b/c the only time they're useful (like the land) is in graveyard and those would dredge for 3x as much. I'm not planning on ever hardcasting it unless I'm dealt it in opening hand...I'll be too busy dredging the deck out. It's like playing Manaless Ichorid that way. You're not really ever (ok, like 90% or better) going to hardcast anything from your hand unless it's opening hand.
In a 60 card deck...any 60 card deck, 30 lands seems 'excessive'. Maybe Countryside Crusher.dec? I'm not trying to be negative...that just seems too high. Have you tried reducing that number and running some more 'business' spells?
I'm sorry I have to agree with Popo on the Consideration. You're right, on the face of it, CC is probably stronger. But in this deck, dredging as much as it does, you have to play either Grace or something with flashback. As soon as I play Grace from my graveyard, I can take advantage of a) Loam dredge and/or b) Kelpie trigger(s). CC offers neither of these opportunties and doesn't make as much sense.
Warden also has the same problem. Don't get me wrong...I loves me some Essence/Soul Wardens. Any deck I can justify them, I run them...b/c I play almost exclusively multiplayer format.
You have some very good ideas but I think they all have very real drawbacks in this deck, and compared to what's already there.
If anything, I will be keeping a very close eye on usefulness of Putrefy & Voidslime. They appear to have a lot of utility, but if they just aren't working most games, I'll look for more combo-supporting pieces. It will really hurt though, b/c both of those cards rock. Again, I'll have to rely on THOSE being in my opening hand most times b/c I won't plan on drawing much until I can establish overwhelming borard position...and even then, it doesn't really make that much sense to me.
You know?..come to think of it, Top probably wouldn't be too bad in here. Hmmm....
I considered the Return as I was testing the deck for Morphling earlier. However, room is scarce.
If room could be found, it would be a great add. Now you'd never have to worry about Dredging away River Kelpie. Is Scapeshift needed as a 4 of? Even one Dread Return could be nice, just to know you'll eventually run into it.
OK, now that makes sense. With that explanation, it makes perfect sense (I was a bit resistant first time it was suggested).
I was worried about never getting Kelpie into play and you're right, 1x would make that at least 'very unlikely'. That, and I could definitely afford to live w/just 3 Scapeshifts. Those things just make me nervous, as I'm practically begging for a counterspell. I still think they're made for this deck, but still...
Man...this thing is hard. (I just wish the &$*@! sellers on Ebay would send my freakin cards already!!! It's looking like I'm going to have to wait another week to actually try it out.)
loledit: Earlier today, I re-discovered River Kelpie has PERSIST. OMG is this thing hilarious.
Also, note that if Scapeshift is countered, you don't lose any of your lands. You sacrifice on resolution, not as a part of the cost. This deck is largely unable to be (ironically enough) Foiled by counters. What with Dredge and Retrace... well.
I've been testing with one Swamp replaced with a Salvage, and I think it's a good choice. It's a great combo with the big-name Retracers.
Wow...that does change things. Talk about a load off. I thought I was screwed. Can't WAIT to explain that one to the one person in my group who will try to get me with it...and did I mention he's also the resident (fairly abrasive) rules lawyer? That should be a lot of fun.
I'm surprised to hear the Salvage is working, at 1x...I just don't see that much of an impact of ANY at 1x. I guess over the course of the average game, you probably will see it in this deck... How's it a good combo w/biggun's? You mean Worm Harvest? Never mind I see it.
It works with any retracer, really. Keep discarding it.
Speaking of which, I just got through goldfishing another game, and won without using a single Dredge card. It was amazing. I had about 20-odd worms out.
I'm a little worried about Voidslime's usefulness. I'll be trying out Memory Lapse in their place, since that's my go-to "I can't have 4 of these in a multicolor deck" counter.
I'm a little worried about Voidslime's usefulness. I'll be trying out Memory Lapse in their place, since that's my go-to "I can't have 4 of these in a multicolor deck" counter.
Memory Lapse is good, but you could always Dredge off a Remand. Just saying...
3x Fallow Wurm
3x River Kelpie
3x Stinkweed Imp
4x Raven's Crime
3x Worm Harvest
4x Oona's Grace
3x Life from the Loam
4x Scapeshift
3x Putrefy
3x Voidslime
2x Trade Routes
3x Overgrown Tomb
1x Underground River
1x Llanowar Waste
2x Tainted Isle
2x Tainted Wood
4x Swamp
3x Forest
3x Island
What do you guys think?
The basic idea is pretty straightforward: Abuse lands in hand/graveyard, draw cards, then spit out a ton of 1/1 Worms. Rinse, Repeat..
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Is it:
a) This deck/cards/mechanic is too new?
b) This deck is just so godawful-unplayable we can't even comment upon it?
C'mon folks!!
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I think the idea is really cool (Harvest Wurm! How did I not think of that!), and I hope you don't mind me testing it.
Sig and avi by [High~Light Studios]
Coming from you, any praise is quite high praise indeed...thanks!!
By all means...PLEASE do so. I'm waiting on my playset of Worm Harvests atm. Just bopped into the local card shop and snagged 4x Crimes & Graces. I will proxy it up and goldfish it some if nothing else.
I originally considered Temporal Spring instead of Voidslime but picked the latter for flexbility.
I'm kinda on the fence b/t Shambling Shell vs Stinkweed Imp. Imp might be just 'better' overall.. edit: on further inspection, Imp is clearly better. In he goes. (fixed in original list above)
Yes, Spitting Image was in my original idea but I had a hard time finding room for it..PLUS the cheaper Crime/Grace seemed to do more, more often...at least in theory. I'm sure this deck will undergo some tweaking...that one is top of my list to try out, believe it.
I also wanted to find room for Crucible of Worlds and/or Fastbond. Honestly though, I think Putrefy/Voidslime(or otherwise) makes more sense in more games..
DAYUM...Strip Mines would be pretty gross in here, you're right. One problem I notice is Harvest Wurm. I have to have basic lands for him to work. Fallow Wurm is fine though...interesting they realized this fine distinction (to prevent brokenness?) even way back in Weatherlight times..
I was also kicking around Dryad Arbor to make the deck a bit more Living Death-proof. So narrow though, I'm not sure it really adds much.
I'm hoping everything shows up in time for me to unleash this puppy on my group this coming Wednesday (the night of our Eventide tourney). I'll get knocked out (for sure) and then have this thing waiting for everyone else who gets knocked out.
Thanks everyone!!! and keep em coming...
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*blushes* Oh, come now. I'm not that good.
So you know, I'm largely using MWS to test this baby. And it is a ***** to play against itself.
Voidslime is the right idea. Though Mystic Snake might work better, I dunno.
I was wondering about that, then I tried it. Imp is definitely better.
Crime and Grace RULE with Kelpie. I can only imagine Spitting Image would work even better with it.
Upon testing (this is just once, mind you), I noticed that the deck has fewer mana problems than I expected. Scapeshift definitely helps. One problem I noticed was that it's a little hard to actually GET to Worm Harvest. That could just be my personal experience, however.
Sig and avi by [High~Light Studios]
Well you do create 'compelling' builds for most of your decks and you do a lot of them...I value your opinion.
You mean mirror match? How so, exactly?
It's funny you mention that though b/c I looked at this pile of synergies and wondered if maybe the deck might fight itself in spots...conflicting uses for various cards. I suspect it will take a lot of testing to learn how to really play it well.
He's very good but doesn't 1) cmc & 2) ability option make Voidslime more flexible and thus more playable here?
I'm probably a dumb-dumb for not running him automatically. I think he's better in every possible way, actually.
I see what you're saying now...wow. Where to fit him in though?
I too was concerned with '< 24 lands' but I was just kinda 'hoping' it wouldn't be a problem. Definitely nice to hear... I giggled when I remembered what Scapeshift did. I was going to run Harrow or Land Grant or something..
I'm really surprised to hear that on the Worm Harvest.. All you have to do is dredge it there...what's so hard?
And I also find it rather amusing that Harvest Wurm & Worm Harvest can be in the same deck.
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Well, I have an idea. What if you cut back on the number of Raven's Crime? Here's why: Raven's Crime is a monster vs two types of decks. Against Control, it's more of a late-game card to flush their entire hand away. Against combo, it's a card you want before they combo off. But, against any deck, it's never a card you need more than one of in a match-up. That's why I'm wondering if you can't drop it down to a 3x or at least a 2x. It could open up a spot.
Oona's Grace is another card I could see being scaled back, especially if you added some cycling lands. Trade Routes is fun too, but having tried it in Dredge/Land decks, sometimes you just Dredge past it. On the topic of lands, I would try out Riftstone Portal.
lol. That sounds like a good deck name to me. Harvest Wurm Worm Harvest or Worm Harvest Harvest Wurm.
03 Harvest Wurm
03 Fallow Wurm
03 River Kelpie
03 Stinkweed Imp
-Crops-
03 Raven's Crime
03 Worm Harvest
02 Oona's Grace
03 Life from the Loam
04 Scapeshift
03 Putrefy
03 Voidslime
02 Spitting Image
03 Watery Grave
03 Overgrown Tomb
01 Underground River
01 Llanowar Waste
02 Tainted Isle
02 Tainted Wood
04 Swamp
03 Forest
03 Island
02 Barren Moor
01 Lonely Sandbar
I like the interaction between Life from the Loam and the cycling lands.
Raven's Crime is a very nice card to have, really at any time. 1cc discard is always welcome, especially when you can get tons of activations and neat interactions.
Sig and avi by [High~Light Studios]
I've been testing the above deck (still goldfishing, looking for a groove), and I've found out some things. A couple problems, and some more synergies for the synergy minded.
The first problem is an inner conflict. This deck wants lands in hand and in the 'yard. Which is fine, once you get Loam going (remember kids, it can target 0 lands if you so desire! Great for starting off Dredge!). However, until then, the deck tends to get stuck on a few land (3, in my experience, though with a fast enough Dredge, I've been able to keep a 1-land hand and get a Worm Harvest for... 9 on turn 5 or 6). This is a problem that could be relieved in several ways. I'll get to those ways in a minute. EDIT: tl;dr: The deck wants to simultaneously play lands and discard them. I recommend taking out Fallow Wurm.
Another problem I noticed was that a lot of the creatures (Fallow Wurm, mostly) either come out too late to stop aggro or don't come out at all (this could be a flaw in my style, however, in the case of the Wurm). Ideally, this deck wants to start dredging as soon as possible to get a Wurm Harvest in the 'yard and be able to play it from there on about turn 5 or 6. Now, once that happens, aggro might not be able to get through (too many worms), but I'd still like some Wall backup. Wall of Souls might be good, if you're willing to go into Legacy.
Some quirks include: Cycling lands + Loam = 1BG: Start a Dredge loop. Kelpie makes this even crazier. Oona's Blessing + Kelpie + Loam = Dredge 3, draw a card. The deck gets more nuts than that, however. One of my favorite turn 1 plays is Raven's Crime on myself to discard Loam. Not the ideal turn 1 play, but it's comforting to know it's there.
Sig and avi by [High~Light Studios]
Maybe replace Fallow Wurm w/...gulp...Golgari Grave-Troll? It feels a bit like dirty pool, but whatever..I do have them and they would be downright silly in this thing. Or maybe that's overkill or just otherwise counterproductive?
Wall of Souls is a rather good idea...it would slow down early rush. I don't see where to fit him in. Is he worth more to me than Putrefies or Voidslimes? Man I just hate to cut either of those--so good in a pinch!
03 Harvest Wurm
03 River Kelpie
03 Stinkweed Imp
03 Golgari Grave-Troll
-Crops-
03 Worm Harvest
03 Raven's Crime
02 Oona's Grace
03 Life from the Loam
04 Scapeshift
03 Putrefy
03 Voidslime
02 Spitting Image
03 Watery Grave
03 Overgrown Tomb
01 Underground River
01 Llanowar Waste
02 Tainted Isle
02 Tainted Wood
04 Swamp
03 Forest
03 Island
02 Barren Moor
01 Lonely Sandbar
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Sig and avi by [High~Light Studios]
This deck has shaped up nicely...thanks everyone for the help & advice!!
Attempt The Final:
03 Harvest Wurm
03 River Kelpie
03 Stinkweed Imp
03 Wall of Souls
-Crops-
03 Worm Harvest
03 Raven's Crime
02 Oona's Grace
03 Life from the Loam
04 Scapeshift
03 Putrefy
03 Voidslime
02 Spitting Image
03 Watery Grave
03 Overgrown Tomb
01 Underground River
01 Llanowar Waste
02 Tainted Isle
02 Tainted Wood
04 Swamp
03 Forest
03 Island
02 Barren Moor
01 Lonely Sandbar
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-I'd run one or two Dakmor Salvage, this way you can dredge into a land, then use the land to play a Retrace spell [i.e. harvest].
-I'd also run more lands, 25 is way low in my opinion. But ... err ... I like running a lot of lands. Currently I'm running 30 lands in my Retrace deck, though that's type 2 so it has a crapload of differences [not the least of which is the red splash instead of black].
-From my playing, Careful Consideration is strictly better than Oona's Grace: it draws 4 cards at once and gets the lands into your graveyard faster.
-Also, just because you're playing in casual here, after you're making 8~9 worms a turn ... Essence Warden? And, when you're dredging, Dread Return(sacrificing worms]?
I know you named your last attempt 'attempt the final', but you can NEVER finish a deck. Muhahahahaha.
and eyes are full of death besides
but luckily the soul is wise -
it sees beyond my blindness and
forced failure makes a better guise,
so as i come again alive,
it feels like life's a decent plan
I agree, but it'll require some testing. As it is, this deck probably has too many lands that come into play tapped.
25 is around the right number.
The ability to play it from the 'yard helps so much more than one would think. If you Dredge Consideration away, you lose it. There's no way to get it back. But if Grace hits the 'yard, you have access to it.
Warden is useless if dredged. It's a neat trick, but not worth enough slots to be drawn consistently.
I considered the Return as I was testing the deck for Morphling earlier. However, room is scarce.
Sorry for hijacking the thread again, Morphling.
Sig and avi by [High~Light Studios]
I agree the Dakmor land is a nice idea b/c of the extra dredge. If I am having problems with that, I'll probably toss in a couple of Grave-Trolls simply b/c the only time they're useful (like the land) is in graveyard and those would dredge for 3x as much. I'm not planning on ever hardcasting it unless I'm dealt it in opening hand...I'll be too busy dredging the deck out. It's like playing Manaless Ichorid that way. You're not really ever (ok, like 90% or better) going to hardcast anything from your hand unless it's opening hand.
In a 60 card deck...any 60 card deck, 30 lands seems 'excessive'. Maybe Countryside Crusher.dec? I'm not trying to be negative...that just seems too high. Have you tried reducing that number and running some more 'business' spells?
I'm sorry I have to agree with Popo on the Consideration. You're right, on the face of it, CC is probably stronger. But in this deck, dredging as much as it does, you have to play either Grace or something with flashback. As soon as I play Grace from my graveyard, I can take advantage of a) Loam dredge and/or b) Kelpie trigger(s). CC offers neither of these opportunties and doesn't make as much sense.
Warden also has the same problem. Don't get me wrong...I loves me some Essence/Soul Wardens. Any deck I can justify them, I run them...b/c I play almost exclusively multiplayer format.
You have some very good ideas but I think they all have very real drawbacks in this deck, and compared to what's already there.
If anything, I will be keeping a very close eye on usefulness of Putrefy & Voidslime. They appear to have a lot of utility, but if they just aren't working most games, I'll look for more combo-supporting pieces. It will really hurt though, b/c both of those cards rock. Again, I'll have to rely on THOSE being in my opening hand most times b/c I won't plan on drawing much until I can establish overwhelming borard position...and even then, it doesn't really make that much sense to me.
You know?..come to think of it, Top probably wouldn't be too bad in here. Hmmm....
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If room could be found, it would be a great add. Now you'd never have to worry about Dredging away River Kelpie. Is Scapeshift needed as a 4 of? Even one Dread Return could be nice, just to know you'll eventually run into it.
I was worried about never getting Kelpie into play and you're right, 1x would make that at least 'very unlikely'. That, and I could definitely afford to live w/just 3 Scapeshifts. Those things just make me nervous, as I'm practically begging for a counterspell. I still think they're made for this deck, but still...
Man...this thing is hard. (I just wish the &$*@! sellers on Ebay would send my freakin cards already!!! It's looking like I'm going to have to wait another week to actually try it out.)
loledit: Earlier today, I re-discovered River Kelpie has PERSIST. OMG is this thing hilarious.
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Also, note that if Scapeshift is countered, you don't lose any of your lands. You sacrifice on resolution, not as a part of the cost. This deck is largely unable to be (ironically enough) Foiled by counters. What with Dredge and Retrace... well.
I've been testing with one Swamp replaced with a Salvage, and I think it's a good choice. It's a great combo with the big-name Retracers.
Sig and avi by [High~Light Studios]
I'm surprised to hear the Salvage is working, at 1x...I just don't see that much of an impact of ANY at 1x. I guess over the course of the average game, you probably will see it in this deck...
How's it a good combo w/biggun's? You mean Worm Harvest?Never mind I see it.Ok, this thing is still going..
Attempt The Final:03 Harvest Wurm
03 River Kelpie
03 Stinkweed Imp
03 Wall of Souls
-Crops-
03 Worm Harvest
03 Raven's Crime
02 Oona's Grace
03 Life from the Loam
03 Scapeshift
01 Dread Return
03 Putrefy
03 Remand
02 Spitting Image
03 Watery Grave
03 Overgrown Tomb
01 Underground River
01 Llanowar Waste
02 Tainted Isle
02 Tainted Wood
03 Swamp
03 Forest
03 Island
02 Barren Moor
01 Lonely Sandbar
01 Dakmor Salvage
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Speaking of which, I just got through goldfishing another game, and won without using a single Dredge card. It was amazing. I had about 20-odd worms out.
I'm a little worried about Voidslime's usefulness. I'll be trying out Memory Lapse in their place, since that's my go-to "I can't have 4 of these in a multicolor deck" counter.
Sig and avi by [High~Light Studios]
Memory Lapse is good, but you could always Dredge off a Remand. Just saying...
Oh, yeah. If you have access to Remand, use that.
Sig and avi by [High~Light Studios]
Ho Boy!
Bye bye slimes. (fixed list in post#21)
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Just got back from the card shop and finally had a chance to try this out...
One quick question: What do you guys think of subbing Scarscale Ritual for Putrefy? Seems to work..
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