I've found that playing Fossil Find and Make a Wish suite of "random" regrows makes the deck a little more fun over the long term because it's harder to get to the combo Tooth and Nail end state or whatever the best thing your deck does. I play tons of regrowth effects and I need Manamorphose and Explore and Dragon Fodder to give me suitable targets that I want to cast early game, else my regrowths sit in my hand and I never get to cast my Wort or anything.
I've found the best card to conspire for Wort is Nostalgic Dreams since you basically get your entire graveyard and/or hand back into your hand for GG.
I like to play one Armageddon effect in a deck, and Ruination is a perfectly fine one. When there's no land destruction at all then it feels like the Cabal Coffers wins or the monoForest ramp deck has no equalizer. One of my favorites is Wake of Destruction which I started playing in a couple decks after constantly losing to "budget" monogreen Omnath ramp which actually is way more powerful than most of my decks. The most unfair Armageddon (besides straight up Armageddon with an Avacyn or something) I feel is Global Ruin in a 5color deck since you can sometimes engineer it where you lose ZERO lands while every opponent goes down to 1, 2, or 3 lands. Global Ruin is reliable LD that always seems to close the game for me.
I like the idea of Nostalgic Dreams. Usually, self-exiling cards like that never make my list, but if the second copy can get back the stuff you originally discarded, that makes it really good.
All things considered, how competative is this build?
All things considered, I'd say it's right in the middle of the spectrum. It's a non-blue list, and it's budget, so it won't be competing with the most ridiculous combos. You probably wouldn't take it to a competitive four-player pod at a major tournament full of Erayos and whatnot.
However, against an average field at your local shop, it can definitely hold its own. It has its share of hay-makers (conspiring Gelatinous Genesis or Banefire is pretty strong). There are really good draws where you go ramp spell > early Wort > conspire two or more spells for extra value. Also, Wild Ricochet can just come out of nowhere and steal a Time Stretch.
There are also bad draws, where you don't really get much going early, or you cast Wort and he dies right away, or you have nothing to conspire into, so there's no point in casting him, or there are a lot of giant monsters in play and you can't find a sweeper. There are no tutors in this deck, so the spells you hit are not very consistent, despite all the extra draw power I've added recently.
So, in summary I would say it's right in the middle in terms of power level. Obviously you could take the budget cap off and make it a little better, or you could build it with more land destruction effects to try and control the table. It might be interesting to make a version of this deck with all the land destruction spells and Wildfire-like effects and see if it would actually work, although I suspect that would lead to a lot more hate because people don't usually enjoy land destruction. Still it's a fun list to try in the right environments.
Your list is extremely close to mine and I've noticed that I've been short on creatures for Wort. Originally, I wasn't really interested until I realized that most of our tokens producers are pretty redundant and the conspire gives an extra card and chance at anything specific we want to tutor. This card makes me want to add an Acidic Slime and something else to go along with my Vithian Renegades but I am wary of warping my entire deck by adding a bunch of creatures for just one tutor.
Green Sun's Zenith is insane but that is definitely out of budget range. The only upside I see over zenith is the ability to potentially grab non-green creatures.
I'll be sure to post a full Gatecrash set review for this list once everything has been spoiled, but I can tell you that I'm looking forward to Signal the Clans.
Right now, the following cards from the current list have been less than appealing to me:
- Seer's Sundial (probably for Staff of Nin)
- Goblin Marshal (for one of the token-making sorceries)
- Reach of Branches (for another token-maker). Sad to say this, cuz it was such a neat little card for some time, but the lack of "reach" on these tokens is annoying, and the quality/quantity of tokens this card makes for the mana cost is simply not very effective.
- Charmbreaker Devils
- Gaea's Blessing
- Reiterate
- Insurrection (great card, sometimes just instantly wins, but it doesn't really integrate or mesh with the rest of the deck)
I'll be sure to post a full Gatecrash set review for this list once everything has been spoiled, but I can tell you that I'm looking forward to Signal the Clans.
Right now, the following cards from the current list have been less than appealing to me:
- Seer's Sundial (probably for Staff of Nin)
- Goblin Marshal (for one of the token-making sorceries)
- Reach of Branches (for another token-maker). Sad to say this, cuz it was such a neat little card for some time, but the lack of "reach" on these tokens is annoying, and the quality/quantity of tokens this card makes for the mana cost is simply not very effective.
- Charmbreaker Devils
- Gaea's Blessing
- Reiterate
- Insurrection (great card, sometimes just instantly wins, but it doesn't really integrate or mesh with the rest of the deck)
Thoughts?
- Mosswort Bridge should be a auto-include.
- You will not be disappointed with Grizzly Fate. Conspiring with threshold is simply dynamite.
- Howl of the Night Pack will only be good if you run enough forests.
- Fresh Meat can be amazing I hear.
- Sadly Goblin Rally should only had a converted mana cost of 4 .... or even 3. At 5, there are just too many other utility creatures I'd rather have.
- Reiterate is an awesome card. Goes infinite with 10 mana (7 basics) and Early Harvest.
- To be fair, I only excluded Mosswort Bridge to get under the cap.
- Grizzly Fate is definitely ahead of Goblin Rally, but both are behind Howl of the Night Pack.
- I run about 20 basic Forests, so Howl should be just fine.
- The reason I'm on the fence about Fresh Meat is that I would only want it if I had suddenly lost a large army.
- Another thought: with so many token-makers, cards that double my tokens like Parallel Evolution might become better for me. I wonder if my budget could support Parallel Lives...
UPDATE: Now that Gatecrash has been fully spoiled, it's time for a set review. As always, I'm only going to discuss the cards that are remotely close to playable in this sort of deck. For example, there's no way my budget would allow a dual land or a planeswalker.
Initial observations are not great for this list (unlike my Chainer list). Bloodrush and batallion are combat abilities, and this deck isn't much for combat. Most of the cards that would actually fit are going to be too expensive.
But I digress...
- Hellkite Tyrant: While this card is surely an EDH staple and probably one of the best all-around red EDH cards in quite some time, it doesn't fit with the theme of this deck, and it's probably going to be too expensive for it.
- Mark for Death: Kind of a neat idea, but it assumes quite a lot. You need a big(ger) creature on your side, a small(er) creature on their side, and you have to attack into them. The odds of all that happening, especially in this deck, are slim.
- Massive Raid: Conditional removal spell...works better if my board position is better, worse if I've been wrathed. Probably not.
- Skullcrack: As popular as Thragtusk is in Standard right now, there isn't that much life-gain in EDH. Even if cards like Sphinx's Revelation are more prominent, this one card still isn't likely to make it.
- Structural Collapse: This is probably more for the hard-core LD versions of this list, but in that capacity I think this is a solid card.
- Tin Street Market: Looting has shown to be a useful ability, but I don't think I'd want to tie up a land every turn to do it.
- Miming Slime: This card is just a lot of win-more.
- Serene Remembrance: I cut Gaea's Blessing recently, this card seems like a smaller version of that.
- Tower Defense: Probably better in a Doran deck.
- Wildwood Rebirth: I only run about ten creatures, so the odds of this actually hitting something are not high. If I expand my creature count, maybe this comes in.
- Clan Defiance: WINNER! Here's hoping it comes down to a reasonable enough price that I can add it. NOTE: I'll probably keep Banefire as well; it's won me some games against an "obvious" counterspell.
- Frenzied Tilling: See Structural Collapse.
- Ground Assault: A nice little cheap removal spell, and I could certainly use more of that. If only it was an instant...
- Gruul Charm: None of these three modes seem all that exciting. Wort dies a lot, but she doesn't get stolen much. I don't attack much, and the flyers I'd want to kill are probably bigger than three toughness.
- Gruul Ragebeast: Cool idea, gives a lot of added value to other creatures, but probably not a good idea for Wort and her little 1/1 tokens.
- Rubblehulk: This guy gave me some pause because I routinely have 20+ lands in play, so making any unblocked guy (or Wort) into a lethal weapon would be kinda cool. Then again, he can't be conspired and I'm not sure his price tag is gonna be low enough (although it's too early to tell).
- Signal the Clans: While I may not have that many creatures in my deck, digging a couple of them up would be pretty nice.
- Burning-Tree Emissary: Meh...Dark Ritual + Grizzly Bears = not good enough.
- Pit Fight: Again, most of my creatures are too small.
- Gruul Guildgate: This deck is only two colors and has abundant fixing.
In summary...yuck. Maybe one or two removal spells IF the price is right after the initial hype dies down. Oh well, at least my other decks got some good stuff.
Thanks for the write up! Totally looking forward to every set now
I will say I love the new reprint of Frenzied Tilling. Rubblehulk also had me thinking of an alternate win con for Wort as well. Let me know how deep you go on Signal the Clans in terms of creature utility. I think Green Sun's Zenith is a possibility for my list.
Also, do you mind being more specific about cutting Charmbreaker Devils and Seer's Sundial? Seems like cutting card advantage engines in RG would be tough to swallow.
That's a fair point. I was mainly looking at Rubblehulk as a way to randomly sneak 21 general damage in with an unblocked Wort, or just as a large body. however, this deck doesn't need any vanilla fatties like that.
Sweet, i love the list! I was looking for a good budget deck for my little bro, and this seems just right! I run a pretty crazy Ghost Council deck, but this might hold its own. At least long enough to have fun each game. Thanks for the list!
Probably a little overdue for a DGM set review, but here goes:
- Possibility Storm: Starting off with a strong contender. Extra free spells that can be conspired seem good, and putting the originally-cast spell on the bottom for later use seems fine as well. Not sure if I like the fact that it helps other people as well as myself, but it's certainly something to try.
- Gruul War Chant: Still not as good as Overrun-variants. Maybe if it gave +3/+0 instead...
- Ruric Thar, the Unbowed: Pretty sure he's actually the worst card ever for this deck.
- Savageborn Hydra: Big dumb fatty not needed.
- Zhur-Taa Ancient: Mana Flare on a big dude for two more mana. I've never been a fan of cards that help out the rest of the table as much as they help me, and I don't really see a reason to deviate from that.
- Gruul Cluestone: Not exactly the kind of ramp or fixing that green decks need.
In summary...another set with very little to offer, although this one wasn't exactly the biggest set ever. Still, there's really only one potential option here, and it may very well help my opponents out more than it helps me.
Oh well, at least M14 already has several outstanding prospects coming up.
Now that M14 is official, time for a set review that actually has some promise!
- Barrage of Expendables: Evaluating sac-outlets in EDH is very simple: free ones are playable, non-free ones are not. This is the latter.
- Burning Earth: Ruination is already a huge blowout for this deck, and I want to believe that more non-basic hate is a good idea, but I can also see this becoming an instant target for removal that also adds a healthy amount of spite from the multi-colored decks. I'd say use it with caution.
- Molten Birth: The conspired copy can't be returned to my hand, and it's a little too underwhelming of an effect whether it's conspired or not.
- Ogre Battledriver: Conspiring something like Howl of the Night Pack with this guy in play seems pretty good. I just have to wonder how likely it is to survive.
Small aside: as more and more of these "added-value" cards are spoiled (Guttersnipe, etc), it will become more important to balance the cards the add more value to each spell with the cards that actually do thing on their own.
- Seismic Stomp: Does nothing when conspired, and the effect isn't all that great.
- Young Pyromancer: WINNER! Not much to say here except that this card is just about perfect for Wort. The only drawback is the fact that the tokens it makes are red, but it's still going in as soon as I find one.
- Enlarge: A five-mana pump spell that removes the opponent's worst untapped creature is definitely not playable in this format (or many others, for that matter).
- Primeval Bounty: Certainly a staple EDH card that every G/X deck will be able to use, and this deck is no exception. My deck averages about 20-30 land drops per game, so this should keep my life total quite high, and the extra +1/+1 counters should help Wort survive all the damage-based sweepers I run. I doubt I'll be able to get too many free 3/3s, but overall this is another excellent "added-value" card. EDIT: just looked at the price tag, and unfortunately I'll have to wait until it comes down a bit before adding it to this deck.
- Sporemound: Another clear-cut winner in the added-value department. I've already mentioned how many land drops I make, so even if this guy spits out another 3 or 4 extra bodies, that should be worth it.
- Vastwood Hydra: Even if the counters from this guy make it onto Wort, it's probably not worth it.
- Pyromancer's Gauntlet: Probably better off in some sort of dedicated burn deck. If this ever morphs into storm combo, it might be better.
- Ring of Three Wishes: Like I said in my Sharuum set review, I really want this to be good, but it's just so expensive. If a deck that averages 20 land drops can't afford this card, that should tell you everything you need to know about it.
- Staff of the Wild Magus: My deck is currently about 60/40 in favor of green spells, but there's enough of both colors that neither of these Staves will likely make it into this list.
- Strionic Resonator: Need to ask the local rules gurus if this will allow me to copy the Conspire mechanic and get a third copy of each spell when they are cast. If that works the way I think it does, then this is likely a winner (cheaper than Mirari, even though it taps when used). If not, then it's out.
In summary, M14 brings several cards that add additional value to other things I already want to do. Definitely looking forward to adding these to my list.
I've found the best card to conspire for Wort is Nostalgic Dreams since you basically get your entire graveyard and/or hand back into your hand for GG.
I like to play one Armageddon effect in a deck, and Ruination is a perfectly fine one. When there's no land destruction at all then it feels like the Cabal Coffers wins or the monoForest ramp deck has no equalizer. One of my favorites is Wake of Destruction which I started playing in a couple decks after constantly losing to "budget" monogreen Omnath ramp which actually is way more powerful than most of my decks. The most unfair Armageddon (besides straight up Armageddon with an Avacyn or something) I feel is Global Ruin in a 5color deck since you can sometimes engineer it where you lose ZERO lands while every opponent goes down to 1, 2, or 3 lands. Global Ruin is reliable LD that always seems to close the game for me.
Yeva (88/92 foils)
Raff
Scarab
Rakdos
Wort ($50 budget, 94/97 foils)
Trostani
G Azusa, Lost but Seeking G
WU Grand Arbiter Augustin IV WU
WBG Karador, Ghost Chieftan WBG
B Korlash, Heir to Blackblade B
RU Tibor and Lumia RU
'He tasks me! He tasks me, and I shall have him!' - Khan Noonien Singh
All things considered, I'd say it's right in the middle of the spectrum. It's a non-blue list, and it's budget, so it won't be competing with the most ridiculous combos. You probably wouldn't take it to a competitive four-player pod at a major tournament full of Erayos and whatnot.
However, against an average field at your local shop, it can definitely hold its own. It has its share of hay-makers (conspiring Gelatinous Genesis or Banefire is pretty strong). There are really good draws where you go ramp spell > early Wort > conspire two or more spells for extra value. Also, Wild Ricochet can just come out of nowhere and steal a Time Stretch.
There are also bad draws, where you don't really get much going early, or you cast Wort and he dies right away, or you have nothing to conspire into, so there's no point in casting him, or there are a lot of giant monsters in play and you can't find a sweeper. There are no tutors in this deck, so the spells you hit are not very consistent, despite all the extra draw power I've added recently.
So, in summary I would say it's right in the middle in terms of power level. Obviously you could take the budget cap off and make it a little better, or you could build it with more land destruction effects to try and control the table. It might be interesting to make a version of this deck with all the land destruction spells and Wildfire-like effects and see if it would actually work, although I suspect that would lead to a lot more hate because people don't usually enjoy land destruction. Still it's a fun list to try in the right environments.
Yeva (88/92 foils)
Raff
Scarab
Rakdos
Wort ($50 budget, 94/97 foils)
Trostani
Yeah, the price of Bonfire really sucks. I would love to be able to play that card in this list.
I'll probably add Clan Defiance to this list. Not sure if Banefire should go out...I like the fact that it can't be countered or prevented.
Yeva (88/92 foils)
Raff
Scarab
Rakdos
Wort ($50 budget, 94/97 foils)
Trostani
Your list is extremely close to mine and I've noticed that I've been short on creatures for Wort. Originally, I wasn't really interested until I realized that most of our tokens producers are pretty redundant and the conspire gives an extra card and chance at anything specific we want to tutor. This card makes me want to add an Acidic Slime and something else to go along with my Vithian Renegades but I am wary of warping my entire deck by adding a bunch of creatures for just one tutor.
Green Sun's Zenith is insane but that is definitely out of budget range. The only upside I see over zenith is the ability to potentially grab non-green creatures.
I'll post my list next time I get a chance.
As for the current list, I could see adding a few other utility-type creatures, including Acidic Slime. Unfortunately, neither Green Sun's Zenith nor Eternal Witness will not be a part of that list. More importantly, I'm looking to try out a few new foils that I either picked up or had lying around, including the following:
- Mosswort Bridge
- Grizzly Fate
- Howl of the Night Pack
- Fresh Meat
- Staff of Nin
- Oak Street Innkeeper
- Goblin Rally
- Devil's Play
- Repercussion
- Vicious Shadows
Right now, the following cards from the current list have been less than appealing to me:
- Seer's Sundial (probably for Staff of Nin)
- Goblin Marshal (for one of the token-making sorceries)
- Reach of Branches (for another token-maker). Sad to say this, cuz it was such a neat little card for some time, but the lack of "reach" on these tokens is annoying, and the quality/quantity of tokens this card makes for the mana cost is simply not very effective.
- Charmbreaker Devils
- Gaea's Blessing
- Reiterate
- Insurrection (great card, sometimes just instantly wins, but it doesn't really integrate or mesh with the rest of the deck)
Thoughts?
Yeva (88/92 foils)
Raff
Scarab
Rakdos
Wort ($50 budget, 94/97 foils)
Trostani
- Mosswort Bridge should be a auto-include.
- You will not be disappointed with Grizzly Fate. Conspiring with threshold is simply dynamite.
- Howl of the Night Pack will only be good if you run enough forests.
- Fresh Meat can be amazing I hear.
- Sadly Goblin Rally should only had a converted mana cost of 4 .... or even 3. At 5, there are just too many other utility creatures I'd rather have.
- Reiterate is an awesome card. Goes infinite with 10 mana (7 basics) and Early Harvest.
| B Erebos, God of VampiresB | GYeva SmashG | RBosh ArtifactsR | GURAnimar +1 BeatsGUR | RBVial's Secret Hot SauceRB | UBRNekusar, Draw if you DareUBR | RGBDarigaaz'z DragonsRGB | GBSlimeFEETGB | UBOn-Hit LazavUB | URBrudiclad's Artificer InventionsUR | GUBMuldrotha's ElementalsGUB | WUGKestia's EnchantmentsWUG | GUTatyova - Draw, Land, Go!GU | WGArahbo's EquipmentWG | BUWVarina's ZOMBIE HORDESBUW | WLyra's Angelic SalvationW | WBChurch of TeysaWB | UAzami...WizardsU
- Grizzly Fate is definitely ahead of Goblin Rally, but both are behind Howl of the Night Pack.
- I run about 20 basic Forests, so Howl should be just fine.
- The reason I'm on the fence about Fresh Meat is that I would only want it if I had suddenly lost a large army.
- Another thought: with so many token-makers, cards that double my tokens like Parallel Evolution might become better for me. I wonder if my budget could support Parallel Lives...
Yeva (88/92 foils)
Raff
Scarab
Rakdos
Wort ($50 budget, 94/97 foils)
Trostani
Initial observations are not great for this list (unlike my Chainer list). Bloodrush and batallion are combat abilities, and this deck isn't much for combat. Most of the cards that would actually fit are going to be too expensive.
But I digress...
- Hellkite Tyrant: While this card is surely an EDH staple and probably one of the best all-around red EDH cards in quite some time, it doesn't fit with the theme of this deck, and it's probably going to be too expensive for it.
- Mark for Death: Kind of a neat idea, but it assumes quite a lot. You need a big(ger) creature on your side, a small(er) creature on their side, and you have to attack into them. The odds of all that happening, especially in this deck, are slim.
- Massive Raid: Conditional removal spell...works better if my board position is better, worse if I've been wrathed. Probably not.
- Skullcrack: As popular as Thragtusk is in Standard right now, there isn't that much life-gain in EDH. Even if cards like Sphinx's Revelation are more prominent, this one card still isn't likely to make it.
- Structural Collapse: This is probably more for the hard-core LD versions of this list, but in that capacity I think this is a solid card.
- Tin Street Market: Looting has shown to be a useful ability, but I don't think I'd want to tie up a land every turn to do it.
- Miming Slime: This card is just a lot of win-more.
- Serene Remembrance: I cut Gaea's Blessing recently, this card seems like a smaller version of that.
- Tower Defense: Probably better in a Doran deck.
- Wildwood Rebirth: I only run about ten creatures, so the odds of this actually hitting something are not high. If I expand my creature count, maybe this comes in.
- Clan Defiance: WINNER! Here's hoping it comes down to a reasonable enough price that I can add it. NOTE: I'll probably keep Banefire as well; it's won me some games against an "obvious" counterspell.
- Frenzied Tilling: See Structural Collapse.
- Ground Assault: A nice little cheap removal spell, and I could certainly use more of that. If only it was an instant...
- Gruul Charm: None of these three modes seem all that exciting. Wort dies a lot, but she doesn't get stolen much. I don't attack much, and the flyers I'd want to kill are probably bigger than three toughness.
- Gruul Ragebeast: Cool idea, gives a lot of added value to other creatures, but probably not a good idea for Wort and her little 1/1 tokens.
- Rubblehulk: This guy gave me some pause because I routinely have 20+ lands in play, so making any unblocked guy (or Wort) into a lethal weapon would be kinda cool. Then again, he can't be conspired and I'm not sure his price tag is gonna be low enough (although it's too early to tell).
- Signal the Clans: While I may not have that many creatures in my deck, digging a couple of them up would be pretty nice.
- Burning-Tree Emissary: Meh...Dark Ritual + Grizzly Bears = not good enough.
- Pit Fight: Again, most of my creatures are too small.
- Gruul Guildgate: This deck is only two colors and has abundant fixing.
In summary...yuck. Maybe one or two removal spells IF the price is right after the initial hype dies down. Oh well, at least my other decks got some good stuff.
Yeva (88/92 foils)
Raff
Scarab
Rakdos
Wort ($50 budget, 94/97 foils)
Trostani
I will say I love the new reprint of Frenzied Tilling. Rubblehulk also had me thinking of an alternate win con for Wort as well. Let me know how deep you go on Signal the Clans in terms of creature utility. I think Green Sun's Zenith is a possibility for my list.
Also, do you mind being more specific about cutting Charmbreaker Devils and Seer's Sundial? Seems like cutting card advantage engines in RG would be tough to swallow.
..
Azusa - Derevi - Glissa - Mizzix - Sharuum - Wanderer - Wort
Yeva (88/92 foils)
Raff
Scarab
Rakdos
Wort ($50 budget, 94/97 foils)
Trostani
- Possibility Storm: Starting off with a strong contender. Extra free spells that can be conspired seem good, and putting the originally-cast spell on the bottom for later use seems fine as well. Not sure if I like the fact that it helps other people as well as myself, but it's certainly something to try.
- Gruul War Chant: Still not as good as Overrun-variants. Maybe if it gave +3/+0 instead...
- Ruric Thar, the Unbowed: Pretty sure he's actually the worst card ever for this deck.
- Savageborn Hydra: Big dumb fatty not needed.
- Zhur-Taa Ancient: Mana Flare on a big dude for two more mana. I've never been a fan of cards that help out the rest of the table as much as they help me, and I don't really see a reason to deviate from that.
- Gruul Cluestone: Not exactly the kind of ramp or fixing that green decks need.
In summary...another set with very little to offer, although this one wasn't exactly the biggest set ever. Still, there's really only one potential option here, and it may very well help my opponents out more than it helps me.
Oh well, at least M14 already has several outstanding prospects coming up.
Yeva (88/92 foils)
Raff
Scarab
Rakdos
Wort ($50 budget, 94/97 foils)
Trostani
- Barrage of Expendables: Evaluating sac-outlets in EDH is very simple: free ones are playable, non-free ones are not. This is the latter.
- Burning Earth: Ruination is already a huge blowout for this deck, and I want to believe that more non-basic hate is a good idea, but I can also see this becoming an instant target for removal that also adds a healthy amount of spite from the multi-colored decks. I'd say use it with caution.
- Molten Birth: The conspired copy can't be returned to my hand, and it's a little too underwhelming of an effect whether it's conspired or not.
- Ogre Battledriver: Conspiring something like Howl of the Night Pack with this guy in play seems pretty good. I just have to wonder how likely it is to survive.
Small aside: as more and more of these "added-value" cards are spoiled (Guttersnipe, etc), it will become more important to balance the cards the add more value to each spell with the cards that actually do thing on their own.
- Seismic Stomp: Does nothing when conspired, and the effect isn't all that great.
- Young Pyromancer: WINNER! Not much to say here except that this card is just about perfect for Wort. The only drawback is the fact that the tokens it makes are red, but it's still going in as soon as I find one.
- Enlarge: A five-mana pump spell that removes the opponent's worst untapped creature is definitely not playable in this format (or many others, for that matter).
- Primeval Bounty: Certainly a staple EDH card that every G/X deck will be able to use, and this deck is no exception. My deck averages about 20-30 land drops per game, so this should keep my life total quite high, and the extra +1/+1 counters should help Wort survive all the damage-based sweepers I run. I doubt I'll be able to get too many free 3/3s, but overall this is another excellent "added-value" card. EDIT: just looked at the price tag, and unfortunately I'll have to wait until it comes down a bit before adding it to this deck.
- Sporemound: Another clear-cut winner in the added-value department. I've already mentioned how many land drops I make, so even if this guy spits out another 3 or 4 extra bodies, that should be worth it.
- Vastwood Hydra: Even if the counters from this guy make it onto Wort, it's probably not worth it.
- Pyromancer's Gauntlet: Probably better off in some sort of dedicated burn deck. If this ever morphs into storm combo, it might be better.
- Ring of Three Wishes: Like I said in my Sharuum set review, I really want this to be good, but it's just so expensive. If a deck that averages 20 land drops can't afford this card, that should tell you everything you need to know about it.
- Staff of the Wild Magus: My deck is currently about 60/40 in favor of green spells, but there's enough of both colors that neither of these Staves will likely make it into this list.
- Strionic Resonator: Need to ask the local rules gurus if this will allow me to copy the Conspire mechanic and get a third copy of each spell when they are cast. If that works the way I think it does, then this is likely a winner (cheaper than Mirari, even though it taps when used). If not, then it's out.
In summary, M14 brings several cards that add additional value to other things I already want to do. Definitely looking forward to adding these to my list.
Yeva (88/92 foils)
Raff
Scarab
Rakdos
Wort ($50 budget, 94/97 foils)
Trostani