This is one of the hardest things for a fast agro like Rafiq to overcome in multiplayer. That is one of the reasons that I play my Jenara as more of an endgame style of resource grinding list. Fast agro is always going to catch the first removal and all of the deterrents which is hard to overcome.
Indeed. Well I'm going to make more adjustments. Venser, Shaper Savant is another win condition within your Lark combo. It can bounce all targettable permanents or it can stop the table from playing another spell (split-second would be the only exception). Its also a decent standalone card. Added another way to get to Survival with Muddle the Mixture. It's also quite flexible.
did you think about playing sovereign conscription? It's one my favorite combos in my deck and it can get really ugly when Rafiq is out.
Eldrazi Conscription is very evil. I will think on it some. Made significant changes towards the focus of the list. Its more resilient towards the massive anticreature environment I face
Removed Regrowth
Removed Chord of Calling
Removed Wargate
Removed Trade Secrets
Removed Holistic Wisdom
Removed Pact of Negation
Removed Spell Crumple
Removed Path to Exile
Removed Venser, Shaper Savant
Removed Bloom Tender
Removed Wasteland
Removed Muddle the Mixture
Removed Lightning Greaves
Added Ancient Tomb
Added Mana Vault
Added Wood Elves
Added Mana Reflection
Added Mindshrieker
Added Elvish Visionary
Added Harmonic Sliver
Added Helm of Possesion
Added Cauldron of Souls
Added Stoneforge Mystic
Added Explosive Vegetation
Added Mind Spring
Took out some of the mana/ramp to add in Sovereigns of Lost Alara. Put back Oblivion Stone. I really felt its absence when Tezzeret was in play. Cauldron of Souls and Helm underperformed
Knowledge Exploitation works best against decks with big splashy spells. Sadly not every deck runs them and against unfamiliar decks this is problematic when you don't find anything useful. Of course you run into the same problem with Bribery. But overall I think the card is good. If nothing else cast it against a black deck and play Demonic Tutor.
After playing the Lark combo a few times, I've decided to just keep it in my pocket. Wins are just more satisfying pummelling opponents down with Rafiq and friends. The combo was brutally effective and a friend actually put together a similar combo but with Sadistic Hypnotist as the sac outlet in his Ghaive deck. Pretty brutal and very powerful. I put back my instant speed removal just for the Hypnotist
Removed Austere Command
Removed Winding Canyons
Removed Ancient Tomb
Removed Eladamri's Call
Removed Concentrate
Added Cataclysm
Added Academy Ruins
Added Wasteland
Added Tormod's Crypt
Added Pact of Negation
Played a couple of games. Sovereigns of Lost Alara and Birthing Pod shined. I may have to add a 4-casting cost creature which can neutralize an opponents board position like False Prophet. I got Birthing Pod out twice in games and at the 3cc sac->4cc spot there was nothing in my list to answer a permanent.
We tap out too much for Winding Canyons to be really useful. The cost to recast Rafiq and keep mana open for Canyons is simply too high. I'm cutting it for Academy Ruins. Academy can let us access our artifact toolbox in the graveyard
Austere Command I'll miss but Cataclysm is a board altering finisher which is more offense minded.
Ancient Tomb was good but not spectacular. Early draw tomb with another colorless land was generally very bad. Replacing it with Wasteland. It can mana screw someone or take out a problem causing land
Eladamri's Call is a great creature tutor but it isn't a body or abusable, so I'm adding back Tormod's Crypt. It is both recurable and tutorable.
Concentrate is 2UU and the double blue is sometimes troublesome. Additionally it is not abuseable. Replacing with another counter. I'll put back Pact of Negation and consider Arcane Denial, Mystic Snake, and Venser as alternatives.
Put back in some combo pieces, following the theme of increasing the attack potential/offensive capability of this deck. Removed some of the slower cards. Ghost Quarter can help fix color screw so I put that back too. Still no answers for Birthing Pod removal toolbox creatures at 4 and 5. False Prophet and Ixidron or Archon of Justice come to mind, but each is somewhat lacking as individual standalone cards. Maybe something neat will come up in the next expansion I can use
Removed Ghost Quarter
Added Dust Bowl, Fixed source of land removal is quite valuable
Removed Elvish Visionary
Added Llanowar Elves, Fast start is more valuable than extra card
Removed Concentrate
Removed Knowledge Exploitation
Added Kodama's Reach
Added Cultivate, Simply put this and Kodama's Reach are irreplaceable and superior to Farhaven Elf and the Dryad
Removed Fierce Empath
Removed Cold-Eyed Selkie
Removed Harmonic Sliver
Removed Glacial Fortress
Removed Mythic Proportions
Removed Cataclysm
Added Austere Command
Added Flagstones of Trokair
Added Wargate, can get Survival or access removal toolboxes
Added Eladamri's Call, can access creature toolbox
Added Alchemist's Refuge, flash in Rafiq
Added Scavenging Ooze, graveyard hate accessible by many tutors
Made some changes. Last week I had my worst start ever. Got mana screwed. 6 turns in and I played 2 lands. The table ignored me but I was too far behind to recover. Birthing Pod got me back into the game but my inability to play Rafiq and a finisher in the same turn prevented a win. Cut some draw and a few of the cards like Cataclysm(it was a dead card in hand since I was always behind) which I was testing.
Played a few games last night. It was apparent to me one of the largest problems using a card advantage setup was the mana bottleneck. I never possessed enough mana to abuse my ETB creatures properly. Uril with Realm Razor/Cataclysm was completely devastating and outclassed most of what my artifact and creature toolbox could do. So I'm going to try taking out a lot of the toolbox cards and try a more simplistic setup which emphasizes ramp and tutors into big creatures/finishers
Went to the local cardstore yesterday for commander league with the new setup, and a 2 hour time limit. Played in a 5-way against my Uril friend, Animar, Glissa, and Rith. I kept an opening hand of 3 lands, Oracle, Sylvan, Path, and Beast Within. The opposition ramped early. Uril tried for a fast start by playing his general but too bad for him I had a Hinder waiting. Glissa played an Oracle turn 4 so I borrowed it with Gilded Drake, played 2 lands from the top of my library, then casted Hunting Wilds. Animar and Rith went at each other's throats. Glissa burned his hand finding board wipes while I played it slow; tutored for Glen Elendra drew some cards off Sylvan, tucked Rith with Bant Charm turn 6, clamped some critters. Around turn 12 Uril tried to make his move by tapping out and playing Realm Razor. This could have been the end for me as I did not have instant speed removal. Luckily Glissa took care of it. Turn 13 I cast Hallowed Burial to tuck Animar and Glissa, and cast Body Double copying Glen Elendra. At this point I was the only one with more than 3 cards in hand. The Sylvan and Skullclamp died a while back but they'd done their damage. I had 6 cards. Over the next 4 turns I eliminated the board. One turn to cast Terastodon. Then Sun Titan bringing back Eternal Witness, recast Finest Hour and finish off Uril (he had most cards in hand). Next turn, cast Rafiq and SoLaS equip Terastodon, swing at Animar, return Sovereigns to hand. Untap, cast Sovereigns, swing at Rith fetching Eldrazi Conscription with a 26/26 double striking and trampling Terastodon. Rith had a Verdant Force, Slime, and 3 tokens but that was insufficient to save him. Glissa of no cards in hand drew and conceded. But 2 hours was up and I conceded. Good start to ramp and tutors
Another week, another game of commander league. So this time things didn't go as well. 5 man pod against Rith, Sisay, Damia, and Skullbriar. Rith played a turn 1 Serra Ascendent and didn't forget last week's game. Got mana screwed despite first turn Trinket Mage into a SDT - did not find any green mana until turn 5. Was down to 13 life before the board was wiped. One of the weaknesses I noticed was none of my tutors other than Mystical could get to a board wiper. Another was Maze of Ith. 3 of them were on the table. While the game lasted 2 hours I was effectively done by turn 4. I made some adjustments to my list. Taking out Felidar Sovereign, Trinket Mage, Voidslime, SDT, Elvish Visionary, Ranger of Eos, Salvage Scout, Karmic Guide, Hunting Wilds, Explosive Vegetation.
I see you have included Bear Umbra and Celestial Mantle in your current version of the deck, what's your experiences with those two?
Still testing the two cards. The flexibility of Bear Umbra has proven quite useful. Totem Armor is great against wipes. Untapping all lands upon attacking is superior to Feast and Famine's trigger upon combat damage. And the power toughness bonus is gravy on everything. The only drawback with it is against spot removal where it becomes a loss of 2 cards for one. I'm thinking of adding Invisible Stalker and Thrun. Overall I've been quite happy with it so far.
Celestial Mantle is more of a defensive card used to recover life or deter people from hitting us. For some reason I attract a lot of hate, and my life total gets abused. Celestial Dawn has gotten me out from low life totals into the obscene life total area. The difference between having 15 life and 30/60 is huge. I'm not sold on the card yet but it has been useful.
How has Sigarda been for you? I'm thinking of way to include the new Angels in my build. I've added Avacyn so that I can basically one-sided Wrath my opponent, but haven't done much testing yet.
How has Sigarda been for you? I'm thinking of way to include the new Angels in my build. I've added Avacyn so that I can basically one-sided Wrath my opponent, but haven't done much testing yet.
I just added Sigarda this week after hitting my head against 3 Mazes in one game. So I don't have too much experience with her. But I like Sigarda. She's big, has evasion, and best of all is hexproof. I can't wait to load a Bear Umbra on her with Celestial Mantle or Eldrazi Consicription. Her cost is reasonable (as compared with Avacyn) and I can access her mid game with Green Sun's, Natural Order, Birthing Pod, or Chord of Calling - just about all my creature tutors. The other angels I don't see a place for in my Rafiq list. I don't run enough enchantments for Bruna while Avacyn is too costly and some of my board wipes tuck her
Edit:
Made some changes.
Removed Alchemist's Refuge. I rarely have open mana
Added Forest
Removed Inkmoth Nexus
Added Sunpetal Grove. Needed more white/green sources
Added Novablast Wurm. Board control - and we can cheat him in
Removed Fact or Fiction. Usually its 4 mana for 2 cards out of 5. Gonna give Stonehewer a try
Added Stonehewer Giant. Ignore him and the board gets ugly real quick
Removed Celestial Mantle. Good card but I'll try playing with Stonehewer
5 man pod at the local store going up against Rith, Riku, the goblin artifact guy, and Mayael. I keep a 2 land hand with Sylvan, Gilded Drake, Metamorph, Sun Titan, Chord. 3rd turn golblin guy plays a Howling Mine. After my turn 6 I've got 10 lands in play thanks to Coiling Oracle, Cultivate, my Metamorph copying and attacking with Rith's Sun Titan (Greaved) to get back 2 fetches. Was down to 25 life after Rith hit me with a 7/7 Sun Titan. Riku, Mayael, and the red player were not doing much. My turn 7 I played Gilded Drake to grab Rith's Sun Titan, casted Natural Order for Terastodon (saccing Coiling Oracle) to destroy Rith's Mimic Vat, and goblin guys Howling Mine and Repercussion. In hindsight I should've taken out Rith's Sarkhan Vol because on his next turn Rith casted Genesis Wave for 8 and took me down to 3 life thanks to Sarkhan's haste. Mayael promptly polished me off. Which was unfortunate as I was about to cast Rafiq, play Chord of Calling for Sovereigns, attack Rith with a 20/20 doublestriking Terastodon. Alas it was not to be.
I took out Fyndhorn Elves, Sigarda, Terminus, and Bear Umbra for Mythic Proportions, Argentum Armor, Tezzeret, and Temporal Manipulation. Tezzeret can access our artifact toolbox and the other 3 increase the firepower/lethality of all our creatures. Survival will be returned to the list as soon as I figure out what to cut
Made some changes over the last week. Tried and took out Novablast Wurm, Avacyn, Sigarda, and Stonehewer Giant. High CC cards were clogging up my hand too often. While Avacyn did shine one game, cementing my board position and pounding down the table, I do not feel she synergizes well with our Rafiq list. We've no easy way to cheat her out except Body Double/Karmic Guide/Loyal Retainers or Survival but its faster to just combo off with Lark Survival. Novablast Wurm didn't work unless I had Greaves out or casted it with Hall of the Bandit Lord to give it haste. The Wurm was a significant threat and ALWAYS drew removal from my opponents. I may revisit it later if more useful indesctructible creatures are printed. Sigarda while powerful does not synergize with our list. I'd bring her out and Sigarda would smack someone once or twice, or not at all. A board wipe would come. Sigarda would go to the graveyard and stay there. Stonehewer Giant I could revisit again. Argentum Armor, the Swords, Skullclamp, and Greaves are all core elements of our list. It's main drawback is Stonehewer doesn't have haste, but with Vigilance we can attack and still activate its ability during the declare blockers phase. Among some of the new cards I've added is Seedborn Muse and Azami. I've been extremely happy with Seedborn Muse. It is broken with Alchemist's Refuge and 7+ mana. In a recent game I played, at turn 7 with 10 mana and Alchemist's Refuge out, I casted Kodama's Reach then casted Chord of Calling for Seedborn Muse. On my first opponent's turn I activated the Refuge and hard casted Avacyn. Then next opponent's upkeep, I used the Refuge again and played Consecrated Sphinx. Alchemist's Refuge with Seedborn is a Time Walk. I plan on tweaking the list a bit more
So are you keeping Argentum Armor in your deck? Didn't see it in the OP.
It's always been quite clunky in decks I've played it, as the equip cost is so high and so is the manacost unless you cheat it in with Stoneforge Mystic. I've never played it in Rafiq though, so maybe I'll give it a shot some day.
So are you keeping Argentum Armor in your deck? Didn't see it in the OP.
It's always been quite clunky in decks I've played it, as the equip cost is so high and so is the manacost unless you cheat it in with Stoneforge Mystic. I've never played it in Rafiq though, so maybe I'll give it a shot some day.
I took Stonehewer and Argentum Armor out to make space for other cards to test. As you say, Argentum Armor is somewhat clunky. Stonehewer with Rafiq is a 2 turn clock. Stonehewer with Seedborn out is interestesting. But Argentum Armor in your hand is a dead card. Maybe I'll just leave Stonehewer in by itself. I could cut Ertai, Wizard Adept or Voidmage Prodigy.
And what I was really hoping to see from the new cards being released was something along the lines of Eldrazi Conscription. Nothing has been in the same ball park.
I also plan on testing more cards to use with Alchemist's Refuge and Seedborn Muse.
Have you thought about replacing Stonehewer with Steelshaper's gift? It would pair nicely with Alchemist's refuge. Instant equipment tutor for 3, essentially.
Ever considered adding infect options in your offense?
Viridian Corrupter has a lot of utility and is a really cheap/quick attacker.
Inkmoth Nexus is a man-land. You would have to consider your mana-base and if you can accommodate it though.
Have you thought about replacing Stonehewer with Steelshaper's gift? It would pair nicely with Alchemist's refuge. Instant equipment tutor for 3, essentially.
Nice thing about Stonehewer is our equipment can be tutored for during our combat phase. And it is reusable. The bad thing is it has summoning sickness and is slow. Steelshaper's Gift is one time
Ever considered adding infect options in your offense?
Viridian Corrupter has a lot of utility and is a really cheap/quick attacker.
Inkmoth Nexus is a man-land. You would have to consider your mana-base and if you can accommodate it though.
I had Inkmoth in my list for a long time but removed it recently. I noticed it was slow and required an equipment package or other cards in play like Rafiq or Sovereigns or Mirror Entity to be deadly. Viridian Corrupter is much the same. The Corrupter has a nice ETB ability and I may revisit him later but for now I'm sticking with the Slime
Indeed. Well I'm going to make more adjustments. Venser, Shaper Savant is another win condition within your Lark combo. It can bounce all targettable permanents or it can stop the table from playing another spell (split-second would be the only exception). Its also a decent standalone card. Added another way to get to Survival with Muddle the Mixture. It's also quite flexible.
Removed Trinket Mage
Removed Stoneforge Mystic
Added Venser, Shaper Savant
Added Muddle the Mixture
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Removed Seedborn Muse
Removed Triumph of the Hordes
Removed Ertai, Wizard Adept
Removed All Sun's Dawn
Removed Blue Sun's Zenith
Removed Stroke of Genius
Removed Arbor Elf
Added Concentrate
Added Fact or Fiction
Added Harmonize
Added Trade Secrets
Added Holistic Wisdom
Added Regrowth
Added Trinket Mage
Added Hunting Wilds
Draw, draw, draw. The question is how much draw is ideal? 1 every 7/8 cards?
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Eldrazi Conscription is very evil. I will think on it some. Made significant changes towards the focus of the list. Its more resilient towards the massive anticreature environment I face
Removed Regrowth
Removed Chord of Calling
Removed Wargate
Removed Trade Secrets
Removed Holistic Wisdom
Removed Pact of Negation
Removed Spell Crumple
Removed Path to Exile
Removed Venser, Shaper Savant
Removed Bloom Tender
Removed Wasteland
Removed Muddle the Mixture
Removed Lightning Greaves
Added Ancient Tomb
Added Mana Vault
Added Wood Elves
Added Mana Reflection
Added Mindshrieker
Added Elvish Visionary
Added Harmonic Sliver
Added Helm of Possesion
Added Cauldron of Souls
Added Stoneforge Mystic
Added Explosive Vegetation
Added Mind Spring
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[Modern] Allies
Knowledge Exploitation works best against decks with big splashy spells. Sadly not every deck runs them and against unfamiliar decks this is problematic when you don't find anything useful. Of course you run into the same problem with Bribery. But overall I think the card is good. If nothing else cast it against a black deck and play Demonic Tutor.
After playing the Lark combo a few times, I've decided to just keep it in my pocket. Wins are just more satisfying pummelling opponents down with Rafiq and friends. The combo was brutally effective and a friend actually put together a similar combo but with Sadistic Hypnotist as the sac outlet in his Ghaive deck. Pretty brutal and very powerful. I put back my instant speed removal just for the Hypnotist
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Removed Winding Canyons
Removed Ancient Tomb
Removed Eladamri's Call
Removed Concentrate
Added Cataclysm
Added Academy Ruins
Added Wasteland
Added Tormod's Crypt
Added Pact of Negation
Played a couple of games. Sovereigns of Lost Alara and Birthing Pod shined. I may have to add a 4-casting cost creature which can neutralize an opponents board position like False Prophet. I got Birthing Pod out twice in games and at the 3cc sac->4cc spot there was nothing in my list to answer a permanent.
We tap out too much for Winding Canyons to be really useful. The cost to recast Rafiq and keep mana open for Canyons is simply too high. I'm cutting it for Academy Ruins. Academy can let us access our artifact toolbox in the graveyard
Austere Command I'll miss but Cataclysm is a board altering finisher which is more offense minded.
Ancient Tomb was good but not spectacular. Early draw tomb with another colorless land was generally very bad. Replacing it with Wasteland. It can mana screw someone or take out a problem causing land
Eladamri's Call is a great creature tutor but it isn't a body or abusable, so I'm adding back Tormod's Crypt. It is both recurable and tutorable.
Concentrate is 2UU and the double blue is sometimes troublesome. Additionally it is not abuseable. Replacing with another counter. I'll put back Pact of Negation and consider Arcane Denial, Mystic Snake, and Venser as alternatives.
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Removed Forest
Removed Pact of Negation
Removed Llanowar Elves
Removed Yavimaya Dryad
Added Ghost Quarter
Added Glacial Fortress
Added Knowledge Exploitation
Added Mirror Entity
Added Concentrate
Put back in some combo pieces, following the theme of increasing the attack potential/offensive capability of this deck. Removed some of the slower cards. Ghost Quarter can help fix color screw so I put that back too. Still no answers for Birthing Pod removal toolbox creatures at 4 and 5. False Prophet and Ixidron or Archon of Justice come to mind, but each is somewhat lacking as individual standalone cards. Maybe something neat will come up in the next expansion I can use
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Added Dust Bowl, Fixed source of land removal is quite valuable
Removed Elvish Visionary
Added Llanowar Elves, Fast start is more valuable than extra card
Removed Concentrate
Removed Knowledge Exploitation
Added Kodama's Reach
Added Cultivate, Simply put this and Kodama's Reach are irreplaceable and superior to Farhaven Elf and the Dryad
Removed Fierce Empath
Removed Cold-Eyed Selkie
Removed Harmonic Sliver
Removed Glacial Fortress
Removed Mythic Proportions
Removed Cataclysm
Added Austere Command
Added Flagstones of Trokair
Added Wargate, can get Survival or access removal toolboxes
Added Eladamri's Call, can access creature toolbox
Added Alchemist's Refuge, flash in Rafiq
Added Scavenging Ooze, graveyard hate accessible by many tutors
Made some changes. Last week I had my worst start ever. Got mana screwed. 6 turns in and I played 2 lands. The table ignored me but I was too far behind to recover. Birthing Pod got me back into the game but my inability to play Rafiq and a finisher in the same turn prevented a win. Cut some draw and a few of the cards like Cataclysm(it was a dead card in hand since I was always behind) which I was testing.
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lifelink like batterskull and spirit loop go a long way playing multiplayer with a semi-aggro deck
check out my foil alters
http://s79.photobucket.com/user/gruffigummi/library/Foil Alters?sort=3&page=1
Still testing the two cards. The flexibility of Bear Umbra has proven quite useful. Totem Armor is great against wipes. Untapping all lands upon attacking is superior to Feast and Famine's trigger upon combat damage. And the power toughness bonus is gravy on everything. The only drawback with it is against spot removal where it becomes a loss of 2 cards for one. I'm thinking of adding Invisible Stalker and Thrun. Overall I've been quite happy with it so far.
Celestial Mantle is more of a defensive card used to recover life or deter people from hitting us. For some reason I attract a lot of hate, and my life total gets abused. Celestial Dawn has gotten me out from low life totals into the obscene life total area. The difference between having 15 life and 30/60 is huge. I'm not sold on the card yet but it has been useful.
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I just added Sigarda this week after hitting my head against 3 Mazes in one game. So I don't have too much experience with her. But I like Sigarda. She's big, has evasion, and best of all is hexproof. I can't wait to load a Bear Umbra on her with Celestial Mantle or Eldrazi Consicription. Her cost is reasonable (as compared with Avacyn) and I can access her mid game with Green Sun's, Natural Order, Birthing Pod, or Chord of Calling - just about all my creature tutors. The other angels I don't see a place for in my Rafiq list. I don't run enough enchantments for Bruna while Avacyn is too costly and some of my board wipes tuck her
Edit:
Made some changes.
Removed Alchemist's Refuge. I rarely have open mana
Added Forest
Removed Inkmoth Nexus
Added Sunpetal Grove. Needed more white/green sources
Added Novablast Wurm. Board control - and we can cheat him in
Removed Fact or Fiction. Usually its 4 mana for 2 cards out of 5. Gonna give Stonehewer a try
Added Stonehewer Giant. Ignore him and the board gets ugly real quick
Removed Celestial Mantle. Good card but I'll try playing with Stonehewer
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I took out Fyndhorn Elves, Sigarda, Terminus, and Bear Umbra for Mythic Proportions, Argentum Armor, Tezzeret, and Temporal Manipulation. Tezzeret can access our artifact toolbox and the other 3 increase the firepower/lethality of all our creatures. Survival will be returned to the list as soon as I figure out what to cut
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It's always been quite clunky in decks I've played it, as the equip cost is so high and so is the manacost unless you cheat it in with Stoneforge Mystic. I've never played it in Rafiq though, so maybe I'll give it a shot some day.
I took Stonehewer and Argentum Armor out to make space for other cards to test. As you say, Argentum Armor is somewhat clunky. Stonehewer with Rafiq is a 2 turn clock. Stonehewer with Seedborn out is interestesting. But Argentum Armor in your hand is a dead card. Maybe I'll just leave Stonehewer in by itself. I could cut Ertai, Wizard Adept or Voidmage Prodigy.
And what I was really hoping to see from the new cards being released was something along the lines of Eldrazi Conscription. Nothing has been in the same ball park.
I also plan on testing more cards to use with Alchemist's Refuge and Seedborn Muse.
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Brion | Vela
Talrand | Erebos
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Viridian Corrupter has a lot of utility and is a really cheap/quick attacker.
Inkmoth Nexus is a man-land. You would have to consider your mana-base and if you can accommodate it though.
Nice thing about Stonehewer is our equipment can be tutored for during our combat phase. And it is reusable. The bad thing is it has summoning sickness and is slow. Steelshaper's Gift is one time
I had Inkmoth in my list for a long time but removed it recently. I noticed it was slow and required an equipment package or other cards in play like Rafiq or Sovereigns or Mirror Entity to be deadly. Viridian Corrupter is much the same. The Corrupter has a nice ETB ability and I may revisit him later but for now I'm sticking with the Slime
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