I am a control/combo player so I would remove Peregrine Drake, Cloud of Faeries, Brainspoil, Azorius Chancery, Izzet Boilerworks, and probably Rolling Thunder.
I would put some control redundancy, maybe things like Kami of False Hope, False Defeat, Scour From Existence, and add Reality Acid (amazing with Capsize). The two lands would be replaced by ETB untepped ones. I would prefer a 5-Panorama fix pack than the double-color ETBT ATM because aren't in a hurry, you can thin your deck, and you have more untapped lands to answer (hopefully, if you have the right colors available).
I dunno if the wizard pack with a Gray Merchant of Asphodel (and maybe Brainspoil) is worth it as a mini-combo in late game. I'd test it because this deck looks weak to win without the combo.
As some people already said, the Wizards/Flicker pack is worth running to take counters/tutors/ramp/sac outlets back to your hand.
I think that cloud of faeries makes no sense, but I think I would add rewind - countering 4 spells a turn seems devastating. What about storm btw? If you get to storm count 4 is it -1 point?
without capsize, acid is quite bad. It is passable with capsize, but not that great for a 2 card combo. If you want something like that I prefer Ray of Command. It can easily do a 2 for one on the table (when attacked, steal a creature to block with) and is among the few ways to permantly steal things in pauper (with ghostly flicker)
I think that cloud of faeries makes no sense, but I think I would add rewind - countering 4 spells a turn seems devastating. What about storm btw? If you get to storm count 4 is it -1 point?
Storm is acceptable in the rules as it's printed on the card and isn't like some combo.. The eta the league defines combos is using multiple cards to achieve a combo.. While yes storm needs cards played before it to work its really just 1 card being used. .. So we are good to still use storm.
I am sure we will come across different mechanics that we will need to make a ruling on.. But all we are trying to do is limit the amount of comboing off to win as we have some decks in the play group that aren't fun to play with because of this reason.
Any reason you guys would see Tamiyo's Epiphany go into our decks? It's from war of spark. It's just another forsee but always nice to scry 4 and then draw..
Any reason to repeat that in our decks?
Thoughts?
Any reason you guys would see Tamiyo's Epiphany go into our decks? It's from war of spark. It's just another forsee but always nice to scry 4 and then draw..
Any reason to repeat that in our decks?
Thoughts?
I like Foresee a lot, but I din't know what I would cut to try Tamiyo's Epiphany. It's really good but, right now for me, the last section I would add redundancy would be card draw.
Are any of these cards interesting to maybe add? Gideon's sacrifice kinda like a spore frog sorta.. But direct all damage to COA and blow up the world.
Arboreal grazer for ramp?. Prob not as it doesn't search for a land.. Just helps you play COA earlier
kaya's ghostform doesn't help us does it? As it wouldn't allow COA to hit the graveyard right? If I'm wrong this might be a nice card to have?
Thoughts.. Any cards I didn't mention that you think would get a possible add?
Kaya's Ghostform does let Child go to the yard so it's in my list of cards to try. The only other card from this set that I'm interested in is Spark Harvest.
MTGSALVATION IS SHUTTING DOWN.. What a sad day.. I super loved talking about this deck and all the help you gave me with crafting this deck.. Better get any last chatter about this deck before it shuts down.. Sad day for pauper COA.
MTGSALVATION IS SHUTTING DOWN.. What a sad day.. I super loved talking about this deck and all the help you gave me with crafting this deck.. Better get any last chatter about this deck before it shuts down.. Sad day for pauper COA.
The site will remain in read-only mode after the close date (July 8th) and several of the mods are working on another site for future discussions. So all hope is not lost. Stay tuned.
//UPDATE: MTG Salvation will be live and accessible after July 8th to all but under new management. Read here for details.
Hey fellow Dreamcrushers. After hearing about the forum going read-only, I've decided to start a Discord server to continue discussion of all things Pauper Child of Alara until a new forum is established in the future. I have attached a link to the server below. I am still figuring out the addition of commands to allow for the quick reference to cards, card prices, and more, but the general channels have already been set up. Feel free to join and give me any feedback on functionality that should be added, channels, to create and more. I have loved playing this deck and discussing it with all of you for the last 7+ years and I hope to keep that discussion alive for many years to come!
Sad to hear the forums are going read only, but bfine70's initiative seems promising! I've not yet bothered with Discord, but MTGS going out will surely motivate me in the future. I've been moving and not having much time for the deck lately, but I just wanted to post my updated list here for posterity and mention a few cards that might be of interest to others:
Vicious Offering: The best new sac outlet since Angelic Purge, and sort of a mix between it and Terminate. It works just like Terminate when you only need to off CoA, but has the upside of being able to handle indestructibles of up to 5 toughness as you blow up the world. It's also kinda useful removal on its own. I think anyone running Tragic Slip should consider it, or consider it over Angelic Purge if you have other exiling removal like Unmake and Forsake the Worldly.
Kaya's Ghostform: This new sexy toy shores up the biggest problem with the False Demise-type auras that saw play in the deck before, namely the 2-for-1 risk against exiling removal. The downside is that you can't play this on opp's creature to steal it when you blow up CoA, but that was always a win-more play and when this is a whopping 2 mana cheaper, who can complain?
Augur of Bolas: Yes, I finally went ahead and swapped Sea Gate Oracle for this wizard instead, and I haven't looked back. I run proportionately more instants and sorceries in my CoA build than competitive 60 card Augur of Bolas decks used to, so it's very rare that it fizzles.
Notion Rain: This is an improved Read the Bones with a slightly worse casting cost. I think everyone should run it. TBH, with so much quality card draw at 3 mana now, there's hardly a reason to run Foresee and Tamiyo's Epiphany anymore.
Geomancer's Gambit: The 3 mana LD spell that we've been waiting for. Now this deck handles all permanent types with good consistency and without running subpar and clonky cards like Scour from Existence or Wrecking Ball. Did you notice you can even use this on yourself as a red "Evolution Charm" (it costs 1 more, but puts the new land back untapped, so it evens out).
Mana base: The mana base continues to fascinate me. I'm very happy with the present balance of having sufficient amount of sources while having enough basics, making the most of your first two turns etc. You could certainly make an argument for running more panoramas, or a few more more basics, or more U/G ETBT duals, the G/W/R cycling lands or even a Trinket Mage package with artifact lands. Each configuration gains something and loses something, but you probably won't notice much difference unless you play many games, because of the inherent flexibility of gold sources and fetches.
Looking forward to continue discussing the deck on new forums!
A series of seven articles using Magic to explore the very stuff of the Universe! "At least for those who can play cards, their present incarnation is not quite wasted." [Click here for the articles!]
Just so everyone is aware MTG Salvation will continue to be online and accessible after July 8th but will be under new management. You can read more here. I believe some of the mods & admins were developing a new site prior to this new owner/manager coming about and they are committed to seeing it through so some may be leaving to focus on that site.
@urdjur - I'm currently in the process of updating my list and am definitely interested in trying out some of the cards you mentioned. Gambit wasn't even on my radar.
@Zombie Shakespeare - Thanks for the clarification, admittedly all my info about the situation was derived from this thread, so sorry for not be up to date. Regardless, I'll be keeping the discord up as another way to chat about the deck, share lists, etc. I've gotten a lot out of similar servers for other EDH decks so I figured why not try it out!
So the only new card that really caught my eye is Mystic Sanctuary. Takes a little work to make sure you have the 3 other islands, but that isn't usually a problem in mid-to-late game situations. I'll be trying it out and possibly tinkering with basic land counts, but other than that nothing really exciting. Any other cards that people have on their radar from this set? True Love's Kiss isn't bad, but I prefer Forsake the Worldly personally. Witch's Cottage is an untapped Mortuary Mire that requires setup which doesn't seem particularly appealing to me.
Checking back in to see if anyone had tested any new cards and what the results were so far. I'm still working on my manabase to include Mystic Sanctuary.
So any thoughts on the new set. Only cards that remotely caught my eye were Final Death and Memory Drain. Both seem like improved versions of cards other people have played that I personally have never been a fan of. I never really liked Unmake because of the awkward mana cost, but Final Death solves that issue albeit at a higher cost, something I probably don't mind. Memory Drain just seems like a different Rewind. I get the cool bounceland interactions with Rewind but never though that it warranted a spot in the deck. This provides more value in my opinion but likely still won't make the cut. Anyone else interested in any specific cards or are more interested in these two than I am?
Maybe one of the escape cards? e.g. sleep of the dead: It slows down a creature and returns child to command zone. The problem is that only Sentinel's Eyes looks pushed amongst the common escape cards and that card does not fit with child
Private Mod Note
():
Rollback Post to RevisionRollBack
"Hail to the speaker, hail to the knower; joy to he who has understood, delight to they who have listened." - Odin
Sry if this has been discussed.. Just became aware of this card
It does not work with COA (not well anyway). Say that this is on board and COA dies. You then pick the order of the abillities. Either you put Renewal or COA on top. If you put COA on top, Renewal has been destroyed when we get to its trigger and it therefore wont work. Alternately, you put renewal on top, it brings COA back and COAs trigger then resolves and COA dies a second time (with a new trigger, but that besides regenrators and similar won't really do much).
Private Mod Note
():
Rollback Post to RevisionRollBack
"Hail to the speaker, hail to the knower; joy to he who has understood, delight to they who have listened." - Odin
So the new rule announcement about death triggers happening regardless of whether the commander goes to the graveyard or command zone is a game changer. How do people feel about this and removing some recursion? I still like the general plan, but it isn't too bad ponying up the extra mana later in the game.
With the rules update, I thought it was about time for my yearly list revision Here's how I've thought about the recursion spells:
1) With the new rules, recasting CoA costs 2 more each time and doesn't cost a card (recursion spell), just as it does for every other commander. Great news! That means a card like Grim Harvest (probably our best recursion spell) only becomes interesting to tutor up about the 4th time that you want to cast CoA. Harvest costs 5 mana to use and doesn't waste a card thanks to the buyback, but casting CoA vanilla for the 4th time in the game only adds 6 mana in itself. So an easy argument can be made to keep Harvest for the really long game scenarios, but you don't want to tutor for it early, and you hardly need redundancy in additional "engine" copies like Reaping the Graves and such.
2) The remaining recursion spells can be divided into two categories: cards that "only" recur CoA (or another creature) and cards that CAN do so but have other uses. In the first category, I think it is only useful to keep the very best ones. I keep Undying Evil, Kaya's Ghostform and Mistmoon Griffin here, because they all give massive mana discounts and/or allows instant speed recursion to keep CoA up even if you kill it once during an opponent's turn. I cut Breath of Life and Reaping the Graves. In the second category, there are almost universally better options - in short, the added recursion ability adds a cost to the card. For example, since using Evolution Charm to recur CoA is now a loser, you're better off picking a better (more specialized/effective) green ramp/fetch spell instead.
The other big change to my list is that I've slightly reworked the mana base to take advantage of Mystic Sanctuary. This includes the addition of Farseek as a dedicated tutor for Sanctuary (or non-Forest basics) while also being a run-of-the-mill ramp spell.
TBH, the greatest change is actually in game play, more than the list itself. Not needing to spend tutors and set-up time on a recursion spell means you really only need mana and a sac outlet to flaunt the power of the deck in the face of your opponents
Private Mod Note
():
Rollback Post to RevisionRollBack
A series of seven articles using Magic to explore the very stuff of the Universe! "At least for those who can play cards, their present incarnation is not quite wasted." [Click here for the articles!]
I like most of your changes. I'm still messing with my build myself. I will likely be playing Village Rites somewhere, just not sure where. The mana is going to take the most work to nail down, especially with the thrive lands. I know you really like the Griffin, but I'm still not sold on it. Dimir House Guard is the least exciting of the tutors based on its limited targets and I think I'd rather run another recursion spell like Reaping the Graves over the Griffin or just running back Shade's Form (but also not big on those because no way to rebuy those later). How do you feel about Unwind and Rewind now that you're lower on the number of bouncelands?
I would put some control redundancy, maybe things like Kami of False Hope, False Defeat, Scour From Existence, and add Reality Acid (amazing with Capsize). The two lands would be replaced by ETB untepped ones. I would prefer a 5-Panorama fix pack than the double-color ETBT ATM because aren't in a hurry, you can thin your deck, and you have more untapped lands to answer (hopefully, if you have the right colors available).
I dunno if the wizard pack with a Gray Merchant of Asphodel (and maybe Brainspoil) is worth it as a mini-combo in late game. I'd test it because this deck looks weak to win without the combo.
As some people already said, the Wizards/Flicker pack is worth running to take counters/tutors/ramp/sac outlets back to your hand.
Commander: Child of Alara BURGW, Adeliz, the Cinder Wind UR
Tiny Leaders: Gwafa, Hazid Profiteer UW
Regular Pauper: Stompy G, Mono-G Tron G, Infect G
without capsize, acid is quite bad. It is passable with capsize, but not that great for a 2 card combo. If you want something like that I prefer Ray of Command. It can easily do a 2 for one on the table (when attacked, steal a creature to block with) and is among the few ways to permantly steal things in pauper (with ghostly flicker)
Storm is acceptable in the rules as it's printed on the card and isn't like some combo.. The eta the league defines combos is using multiple cards to achieve a combo.. While yes storm needs cards played before it to work its really just 1 card being used. .. So we are good to still use storm.
I am sure we will come across different mechanics that we will need to make a ruling on.. But all we are trying to do is limit the amount of comboing off to win as we have some decks in the play group that aren't fun to play with because of this reason.
Any reason to repeat that in our decks?
Thoughts?
I like Foresee a lot, but I din't know what I would cut to try Tamiyo's Epiphany. It's really good but, right now for me, the last section I would add redundancy would be card draw.
Commander: Child of Alara BURGW, Adeliz, the Cinder Wind UR
Tiny Leaders: Gwafa, Hazid Profiteer UW
Regular Pauper: Stompy G, Mono-G Tron G, Infect G
Are any of these cards interesting to maybe add?
Gideon's sacrifice kinda like a spore frog sorta.. But direct all damage to COA and blow up the world.
Arboreal grazer for ramp?. Prob not as it doesn't search for a land.. Just helps you play COA earlier
kaya's ghostform doesn't help us does it? As it wouldn't allow COA to hit the graveyard right? If I'm wrong this might be a nice card to have?
Thoughts.. Any cards I didn't mention that you think would get a possible add?
CURRENT DECKS
WUBRG Child of Alara, Pauper Dreamcrusher GRBUW | BGU Muldrotha, Dreamcrusher REDUX UGB | WUB Dreamcrusher Pt. III: Nevinyrral's Disco BUW
//UPDATE: MTG Salvation will be live and accessible after July 8th to all but under new management. Read here for details.
CURRENT DECKS
WUBRG Child of Alara, Pauper Dreamcrusher GRBUW | BGU Muldrotha, Dreamcrusher REDUX UGB | WUB Dreamcrusher Pt. III: Nevinyrral's Disco BUW
https://discord.gg/d254EAY
CURRENT DECKS
WUBRG Child of Alara, Pauper Dreamcrusher GRBUW | BGU Muldrotha, Dreamcrusher REDUX UGB | WUB Dreamcrusher Pt. III: Nevinyrral's Disco BUW
1 Sidisi's Faithful
1 Red Elemental Blast
1 Pyroblast
2 Devour Flesh
2 Perilous Research
2 Terminate
2 Vicious Offering
3 Mind Extraction
3 Primal Growth
CoA Recursion (8)
1 Undying Evil
1 Kaya's Ghostform
2 Grim Harvest
2 Evolution Charm
3 Soul Manipulation
3 Reaping the Graves
4 Breath of Life
4 Mistmoon Griffin
Tutors (10)
4 Mystical Teachings
2 Merchant Scroll
3 Vedalken Aethermage
1 Dizzy Spell
2 Dimir Infiltrator
2 Muddle the Mixture
2 Shred Memory
3 Drift of Phantasms
3 Perplex
4 Dimir House Guard
Card Draw (11)
1 Brainstorm
1 Preordain
2 Night's Whisper
2 Augur of Bolas
3 Read the Bones
3 Secrets of the Golden City
3 Compulsive Research
3 Notion Rain
4 Deep Analysis
5 Mulldrifter
8 Treasure Cruise
3 Capsize
2 Counterspell
3 Faerie Trickery
2 Overrule
3 Dream Fracture
4 Rewind
2 Quasali Pridemage
3 Geomancer's Gambit
3 Unmake
3 Forsake the Worldly
Combo and Finisher (5)
2 Rolling Thunder
2 Cloud of Faeries
3 Ghostly Flicker
4 Archeomancer
5 Izzet Chronarch
Ramp/Fetch (8)
2 Sakura-Tribe Elder
3 Darksteel Ingot
3 Cultivate
3 Kodama's Reach
3 Far Wanderings
4 Reap and Sow
1 Crop Rotation
2 Mycosynth Wellspring
Lands (38)
1 Command Tower
1 Path of Ancestry
1 Ash Barrens
1 Evolving Wilds
1 Terramorphic Expanse
1 Rupture Spire
1 Transguild Promenade
1 Gateway Plaza
1 Jund Panorama
1 Naya Panorama
1 Azorius Chancery
1 Dimir Aqueduct
1 Golgari Rot Farm
1 Izzet Boilerworks
1 Simic Growth Chamber
1 Blossoming Sands
1 Jungle Hollow
1 Rugged Highlands
1 Thornwood Falls
1 Bojuka Bog
1 Halimar Depths
1 Mortuari Mire
4 Island
5 Swamp
2 Forest
2 Mountain
2 Plains
Vicious Offering: The best new sac outlet since Angelic Purge, and sort of a mix between it and Terminate. It works just like Terminate when you only need to off CoA, but has the upside of being able to handle indestructibles of up to 5 toughness as you blow up the world. It's also kinda useful removal on its own. I think anyone running Tragic Slip should consider it, or consider it over Angelic Purge if you have other exiling removal like Unmake and Forsake the Worldly.
Kaya's Ghostform: This new sexy toy shores up the biggest problem with the False Demise-type auras that saw play in the deck before, namely the 2-for-1 risk against exiling removal. The downside is that you can't play this on opp's creature to steal it when you blow up CoA, but that was always a win-more play and when this is a whopping 2 mana cheaper, who can complain?
Augur of Bolas: Yes, I finally went ahead and swapped Sea Gate Oracle for this wizard instead, and I haven't looked back. I run proportionately more instants and sorceries in my CoA build than competitive 60 card Augur of Bolas decks used to, so it's very rare that it fizzles.
Notion Rain: This is an improved Read the Bones with a slightly worse casting cost. I think everyone should run it. TBH, with so much quality card draw at 3 mana now, there's hardly a reason to run Foresee and Tamiyo's Epiphany anymore.
Geomancer's Gambit: The 3 mana LD spell that we've been waiting for. Now this deck handles all permanent types with good consistency and without running subpar and clonky cards like Scour from Existence or Wrecking Ball. Did you notice you can even use this on yourself as a red "Evolution Charm" (it costs 1 more, but puts the new land back untapped, so it evens out).
Mana base: The mana base continues to fascinate me. I'm very happy with the present balance of having sufficient amount of sources while having enough basics, making the most of your first two turns etc. You could certainly make an argument for running more panoramas, or a few more more basics, or more U/G ETBT duals, the G/W/R cycling lands or even a Trinket Mage package with artifact lands. Each configuration gains something and loses something, but you probably won't notice much difference unless you play many games, because of the inherent flexibility of gold sources and fetches.
Looking forward to continue discussing the deck on new forums!
A series of seven articles using Magic to explore the very stuff of the Universe!
"At least for those who can play cards, their present incarnation is not quite wasted."
[Click here for the articles!]
@Zombie Shakespeare - Thanks for the clarification, admittedly all my info about the situation was derived from this thread, so sorry for not be up to date. Regardless, I'll be keeping the discord up as another way to chat about the deck, share lists, etc. I've gotten a lot out of similar servers for other EDH decks so I figured why not try it out!
CURRENT DECKS
WUBRG Child of Alara, Pauper Dreamcrusher GRBUW | BGU Muldrotha, Dreamcrusher REDUX UGB | WUB Dreamcrusher Pt. III: Nevinyrral's Disco BUW
https://www.facebook.com/groups/2040520979584272/
All the best!
Commander: Child of Alara BURGW, Adeliz, the Cinder Wind UR
Tiny Leaders: Gwafa, Hazid Profiteer UW
Regular Pauper: Stompy G, Mono-G Tron G, Infect G
CURRENT DECKS
WUBRG Child of Alara, Pauper Dreamcrusher GRBUW | BGU Muldrotha, Dreamcrusher REDUX UGB | WUB Dreamcrusher Pt. III: Nevinyrral's Disco BUW
CURRENT DECKS
WUBRG Child of Alara, Pauper Dreamcrusher GRBUW | BGU Muldrotha, Dreamcrusher REDUX UGB | WUB Dreamcrusher Pt. III: Nevinyrral's Disco BUW
CURRENT DECKS
WUBRG Child of Alara, Pauper Dreamcrusher GRBUW | BGU Muldrotha, Dreamcrusher REDUX UGB | WUB Dreamcrusher Pt. III: Nevinyrral's Disco BUW
Angelic Renewal
As a nice recursion for COA
Sry if this has been discussed.. Just became aware of this card
It does not work with COA (not well anyway). Say that this is on board and COA dies. You then pick the order of the abillities. Either you put Renewal or COA on top. If you put COA on top, Renewal has been destroyed when we get to its trigger and it therefore wont work. Alternately, you put renewal on top, it brings COA back and COAs trigger then resolves and COA dies a second time (with a new trigger, but that besides regenrators and similar won't really do much).
CURRENT DECKS
WUBRG Child of Alara, Pauper Dreamcrusher GRBUW | BGU Muldrotha, Dreamcrusher REDUX UGB | WUB Dreamcrusher Pt. III: Nevinyrral's Disco BUW
Commander: Child of Alara BURGW, Adeliz, the Cinder Wind UR
Tiny Leaders: Gwafa, Hazid Profiteer UW
Regular Pauper: Stompy G, Mono-G Tron G, Infect G
1) With the new rules, recasting CoA costs 2 more each time and doesn't cost a card (recursion spell), just as it does for every other commander. Great news! That means a card like Grim Harvest (probably our best recursion spell) only becomes interesting to tutor up about the 4th time that you want to cast CoA. Harvest costs 5 mana to use and doesn't waste a card thanks to the buyback, but casting CoA vanilla for the 4th time in the game only adds 6 mana in itself. So an easy argument can be made to keep Harvest for the really long game scenarios, but you don't want to tutor for it early, and you hardly need redundancy in additional "engine" copies like Reaping the Graves and such.
2) The remaining recursion spells can be divided into two categories: cards that "only" recur CoA (or another creature) and cards that CAN do so but have other uses. In the first category, I think it is only useful to keep the very best ones. I keep Undying Evil, Kaya's Ghostform and Mistmoon Griffin here, because they all give massive mana discounts and/or allows instant speed recursion to keep CoA up even if you kill it once during an opponent's turn. I cut Breath of Life and Reaping the Graves. In the second category, there are almost universally better options - in short, the added recursion ability adds a cost to the card. For example, since using Evolution Charm to recur CoA is now a loser, you're better off picking a better (more specialized/effective) green ramp/fetch spell instead.
The other big change to my list is that I've slightly reworked the mana base to take advantage of Mystic Sanctuary. This includes the addition of Farseek as a dedicated tutor for Sanctuary (or non-Forest basics) while also being a run-of-the-mill ramp spell.
1 Sidisi's Faithful
1 Red Elemental Blast
1 Pyroblast
2 Devour Flesh
2 Perilous Research
2 Terminate
3 Mind Extraction
3 Primal Growth
7 Wretched Gryff
CoA Recursion (4)
1 Undying Evil
1 Kaya's Ghostform
2 Grim Harvest
4 Mistmoon Griffin
Tutors (10)
4 Mystical Teachings
2 Merchant Scroll
3 Vedalken Aethermage
1 Dizzy Spell
2 Dimir Infiltrator
2 Muddle the Mixture
2 Shred Memory
3 Drift of Phantasms
3 Perplex
4 Dimir House Guard
Card Draw (13)
1 Brainstorm
1 Ponder
1 Preordain
2 Night's Whisper
2 Augur of Bolas
3 Read the Bones
3 Secrets of the Golden City
3 Compulsive Research
3 Notion Rain
4 Deep Analysis
5 Mulldrifter
5 Unexplained Vision
8 Treasure Cruise
3 Capsize
2 Counterspell
3 Faerie Trickery
2 Overrule
3 Dream Fracture
4 Rewind
3 Unwind
2 Quasali Pridemage
3 Geomancer's Gambit
3 Unmake
3 Forsake the Worldly
Combo and Finisher (5)
2 Rolling Thunder
2 Cloud of Faeries
3 Ghostly Flicker
4 Archeomancer
5 Izzet Chronarch
Ramp/Fetch (9)
2 Sakura-Tribe Elder
2 Farseek
3 Darksteel Ingot
3 Cultivate
3 Kodama's Reach
3 Far Wanderings
4 Reap and Sow
1 Crop Rotation
2 Mycosynth Wellspring
Lands (38)
1 Command Tower
1 Path of Ancestry
1 Ash Barrens
1 Evolving Wilds
1 Terramorphic Expanse
1 Rupture Spire
1 Transguild Promenade
1 Gateway Plaza
1 Jund Panorama
1 Naya Panorama
1 Esper Panorama
1 Grixis Panorama
1 Dimir Aqueduct
1 Golgari Rot Farm
1 Simic Growth Chamber
1 Blossoming Sands
1 Jungle Hollow
1 Rugged Highlands
1 Thornwood Falls
1 Bojuka Bog
1 Mystic Sanctuary
6 Island
4 Swamp
3 Forest
2 Mountain
1 Plains
TBH, the greatest change is actually in game play, more than the list itself. Not needing to spend tutors and set-up time on a recursion spell means you really only need mana and a sac outlet to flaunt the power of the deck in the face of your opponents
A series of seven articles using Magic to explore the very stuff of the Universe!
"At least for those who can play cards, their present incarnation is not quite wasted."
[Click here for the articles!]
CURRENT DECKS
WUBRG Child of Alara, Pauper Dreamcrusher GRBUW | BGU Muldrotha, Dreamcrusher REDUX UGB | WUB Dreamcrusher Pt. III: Nevinyrral's Disco BUW