I did a Forum Search for Amulet of Vigor, but since I couldn't find any results within the last two months, I thought I would make the thread myself.
So, for those that pay regular attention to the Modern Weekly showings, there has been a new card making regular appearances recently. Amulet of Vigor. Players have recently started to discover this has tricks involved with the original Ravinca Bounce Lands. So, being a fan of mana abuse myself, I've decided to try the deck out for myself.
I may want to eventually turn this thread into a Primer (if one doesn't exist) similar to how I did with 12-Post in the Legacy Forum, but first I want to get experience with the deck so that I have a better idea of what I'm talking about.
I've seen more versions run Wargate than Trinket Mage. I've found Wargate's ability to search for lands and even late-game Prime Times useful.
Also, how quickly can this version kill from 20 life, starting the turn it lands Primeval Titan, assuming you have only 1 Amulet of Vigor and nothing else? I can't see how Sunhome enables lethal in this fairly common situation.
I've seen more versions run Wargate than Trinket Mage. I've found Wargate's ability to search for lands and even late-game Prime Times useful.
Also, how quickly can this version kill from 20 life, starting the turn it lands Primeval Titan, assuming you have only 1 Amulet of Vigor and nothing else? I can't see how Sunhome enables lethal in this fairly common situation.
I'm not entirely sure about the kill works yet because I've just started building the deck (Thank God this deck is significantly more budget to construct than Legacy), but in theory, if the deck goes T1: Vigor, T2: Summer Bloom (and that's not all): T3: Titan with haste (go Boros Garrison and Slayer's Stronghold); the Titan should be swinging for 8 that turn, and then finish them off the next turn with another hasty Titan or Sunhome to double its damage. In practice... I'll get back to you on that.
I'll probably go try Wargate down the line, but I wanted to start with Trinket Mage because I have experience with Trinket Mage... and I suppose I'd like to start in my comfort zone. Wargate will likely work its way in down the line.
patron of the moon can spew out all the lands you have, coupled with meloku the clouded win-con, infinite illusions.
That's... got my attention. The only problem I have with infinite Illusion tokens though is that they are not Infinite Illusion tokens with haste. I've had a friend lose EDH games with infinite tokens but no way to give them haste, and I'd rather not make that same mistake in Modern.
I think it would be hard to get it to catch, but a name like any of these:
Karoo of Vigor
Karumulet
Bamulet of Vigor
Prime Time Vigor
Vigor Time
sounds fun.
Private Mod Note
():
Rollback Post to RevisionRollBack
Out of the blackness and stench of the engulfing swamp emerged a shimmering figure. Only the splattered armor and ichor-stained sword hinted at the unfathomable evil the knight had just laid waste.
I think it would be hard to get it to catch, but a name like any of these:
Karoo of Vigor
Karumulet
Bamulet of Vigor
Prime Time Vigor
Vigor Time
sounds fun.
Thanks for the information. I did not know this deck could make Turn 2 Titan.
About the name... Hm... Knowing the history of the deck so far, I think I might want to name the deck in a similar manner to how most Legacy combo decks are named (a la Spanish Inquisition, Tin Fins, Cheeri0s, etc.)
So the bounce lands are nicknamed Karoos, and they bounce lands back and forth... and then your opponent is pummeled by a Titan. I think I'm going to call the deck "Kangaroo." How does that sound?
Also, if the deck is suppose to be comboing off Turn 2 and not 3 like I thought, then I'm either likely going to change the deck to gear towards that, or slant the deck to be more combo-control (I do want to work Kozilek into the main because in my experience ramp decks need him to recover if the combo hits the fan).
Private Mod Note
():
Rollback Post to RevisionRollBack
Vive, vale. Siquid novisti rectius istis,
candidus inperti; si nil, his utere mecum.
~~~~~
Hello fellow legacy 12 post player. On the topic of naming. My thought was Vigor Bloom. I do like Kangaroo though. Jokily with a friend we thought about just calling it BANNED.
I just picked up a bunch of the cheap stuff for this deck as the expensive stuff funny enough is shared with my 12 post legacy deck. My problem with this deck is one that a fellow 12 post player brought up. Modern does not like consistent combo kills around turn 2 and turn 3. Aka I don't see this deck last past DGM (Banned list update) if there is any amount of following for this deck.
This deck can with a decent hand go turn 1 Amulet turn 2 Bounce land for 3 mana summer bloom then proceed to play another bounce land float 2 and target itself to return so 3 more times and your sitting at 7 mana cast primeval titan get 2 bounce lands 4 more mana (5) or event better go for a Boros Garison and a slayers strong hold attack do more bounce landy things. (I think in play testing I had this happen once) You can even go for after you attack a Gruul Bounce land and the kessig to push even more damage through.
It is even worse (For your opponent) if you have 2 amulet of Vigor. Since you untap in response to the first trigger tap it then untap it with the second trigger. (So you net 4 mana each land drop.)
Just some example's of lines of play that I have witnessed.
Here's hoping they don't ban this like they did 12 post in modern. I had that deck built and then they banned it. (It was a sad day.)
Unfortunately, the article on Channelfireball was updated or something, so all of the comments on the deck were deleted. (You have to view the cached version here.)
So I started testing, and I admit that this is a little awkward because I'm still gathering cards (and data), but so far I like what I'm playing sans the fact I want more blue sources in the deck... it'll be easy to see why in a second.
I've at least started with a lot of cantrips, so I might work a little more blue into the mana base.
Comments on what I've played so far.
Telling Time vs. See Beyond
I see the appeal of See Beyond because there are a handful of cards that are much better off in my library, and Boros Garrison is on the top of that list, but what Telling Time does is dig 3 deep and on top of that is an instant, so it doesn't often interfere with the plays I make on my turn. Serum Visions is an exception because it's only one mana. Also, with so much shuffling, the cards that I sent back with Telling Time were often gone, so I got a kind of Ponder feel from it.
Sunhome, Fortress of the Legion
Play it. I have a godhand I got from goldfishing to tell about in a minute, and it was part of it. But more importantly, in the event that you can't get that second Titan, this makes the first one deal damage as two.
Wargate
I'm probably going to try it. Not because Trinket Mage is lackluster or anything (so far), but because I want to do something with all the W mana I didn't utilize in playtesting, which was annoying.
So, the godhand Goldfish:
Turn 1 -> Cavern into Amulet of Vigor
Turn 2 -> bounceland into Azusa into second Amulet and end of their turn Telling Time.
Turn 3 -> Bounce land floats four mana abusing Amulet triggers and use it (woth other bounce land) to cast Primeval Titan. Get two Simic Growth Chambers, floats eight mana to cast Second Primeval Titan. That Titan fetches Boros Garrison and Slayer's Stronghold. Abuse Amulets' stacked triggers to give both of them +2/+0, haste and vigiliance. They attack, I fetch Sunhome, Vesuva (copying Boros Garrison) and two Forests (because it doesn't really matter). Repeat Amulet abuse and give both my 8/6 Titans Double Strike. I think that'd beat any deck currently in the meta game if I was on the play.
So now that I'm getting a better idea how the deck works, a couple of things:
Yes, I'm going to start working on a Primer, but I'd appreciate all the (continued) help I'm getting because there's not a large Modern playerbase where I live at the moment, so I'm not going to be doing a lot of playtesting except with my Legacy friends... and we all know how much bounce lands like Wasteland.
The name Kangaroo has thus far received (some) positive feedback, which is good for me because because that means I get to rename the thread to that unless a much better name comes along.
Earlier today I was doing some thinking and was wondering how we would feel about spellskite in the deck. While it isn't fetchable in the current builds. I think it could prove useful as it both keeps our titans from being pathed, destroyed, and the likes. As well as doing the same task for our amulet of vigors. So far I feel like our answer to slaughter games is to just win before they resolve it, more then that I am unsure as of yet as the deck needs a ton of data collected. I think while we can make a TON of mana, as versatile as it is, I think the wargate is clunky at needing 3 different colors. I will proxy up a version of this and playtest as many games as I can and will let you guys know about any relevant data I collect.
Ninja Edit Thought: Meddling Mage to protect us from extraction effects?
i'm gonna try to trade for the pieces. my dude has the prime times, i have many of the lands and pieces, like the pacts.
problem is, extraction can kill this deck. how do you combat extrations, especially slaughter games? That kills my janky combo deck.
Duress... and maybe Spell Pierce for the things we can hit. Leyline of Sanctity will also protect you from Slaughter Games, and if we move to Control-Combo, we can always try hardcasting Mindbreak Trap, which does stop Slaughter Games. But if your really cheeky, you can try making a heavier red splash and ramp into a turn 2 Mindclaw Shaman to make their sideboard answers your sideboard answers.
Private Mod Note
():
Rollback Post to RevisionRollBack
Vive, vale. Siquid novisti rectius istis,
candidus inperti; si nil, his utere mecum.
~~~~~
I think the deck is more like infect in that it CAN open with T2 titan, but more often than not it plays more conservative around the hate.
There is no reason to believe the best way to play this deck has been explored completely.
Private Mod Note
():
Rollback Post to RevisionRollBack
Out of the blackness and stench of the engulfing swamp emerged a shimmering figure. Only the splattered armor and ichor-stained sword hinted at the unfathomable evil the knight had just laid waste.
Looking at these, I'm thinking rather that focusing on ramping out Titan ASAP, maybe a more patient approach is in order, which is why I may be trying a BUG control version soon that doesn't aim for Turn 2 Titan but rather a control game with Primeval Titan as the finisher/breakout card.
Also one thing that I've noticed no one see if we can take advantage of yet is that Amulet of Vigor doesn't just affect lands. Hoever, I'm going to be busy for the next few days. Hopefully when I get back I'll start working on turning the opening post into a primer now that I'm getting a better idea of the deck.
İ dont know if anyone noticed, but patron of the moon does not need meloku to be a win con. İt can create infinite mana by itself if you have an amulet. Then just play a kessig wolf run or something and attack for infinite damage.
I think Patron of the Moon may be able to take on its own life as a Kangaroo RUG deck or something along those lines because Titan can search out the mana to cast him, then if they don't die, just hit them with Comet Storm or Blue Sun's Zenith (if you want to stay strictly blue-green).
***
One thing I'm experimenting with at the moment is trying a hard control deck. What that means is that I don't aim for Turn 2 Titan (at all), but, for right now anyway, instead play a steady ramp and/or control game in attempt to have Primeval Titan flood the field with Creeping Tar Pit. This is the first draft.
Slight of Hand #3 should possible be Muddle the Mixture #4.
While this deck lacks some consistency in the form of Azusas or Wargates the 7 1mana cantrips and muddles add to it. Muddle can basically become anything.
Trade Routes is amazing. Because this deck revolves around lands you do get hands that just produce 70million mana and don't do anything. Trade Routes turns 70million mana into casting your entire deck easily. Patron of the Moon also looks 'too cute' but it is actually super good. It is just 2 more titans/emrakuls. Patron + 1 floating + boucneland(in hand) + amulet = infinite mana. If you have a bridge as well as a bounceland in hand you can also just play every spell in your deck.
Here's what happen
Opening Hand on draw: Golgari Rot Farm, 2 Amulet, Kaleidostone, Summer Bloom, Gemstone Mine, Doubling Cube
T1: Draw: Explore, play Gemstone, Amulet
T2: Draw: Door, did math, laughed, played amulet#2, Rot Farm, double trigger for 4 mana, play both summer bloom and explore, replay and double trigger rot farm x4 = 16 mana. Stone eats 2, gives 5 color mana, (14 total), cube cost 2 (12) and 3 to activate (9) but yield 18 with WWUURRBBBBBBBBGGGG. Door cost 5 (BBBGG) to cast then Double WURBG to activate.
-ktkenshinx-
I did a Forum Search for Amulet of Vigor, but since I couldn't find any results within the last two months, I thought I would make the thread myself.
So, for those that pay regular attention to the Modern Weekly showings, there has been a new card making regular appearances recently. Amulet of Vigor. Players have recently started to discover this has tricks involved with the original Ravinca Bounce Lands. So, being a fan of mana abuse myself, I've decided to try the deck out for myself.
1 Boros Garrison
1 Cavern of Souls
3 Forest
4 Gemstone Mine
1 Golgari Rot Farm
3 Selesnya Sanctuary
4 Simic Growth Chamber
1 Slayers' Stronghold
1 Sunhome, Fortress of the Legion
4 Tendo Ice Bridge
2 Tolaria West
1 Vesuva
3 Azusa, Lost but Seeking
2 Oracle of Mul Daya
4 Primeval Titan
3 Sakura-Tribe Scout
3 Trinket Mage
Artifacts: 4
4 Amulet of Vigor
Instants: 8
4 Telling Time
4 Summoner's Pact
Sorceries 7
3 Firespout
4 Summer Bloom
2 Beast Within
2 Ghost Quarter
4 Glimmerpost
1 Kozilek, Butcher of Truth
2 Meloku the Clouded Mirror
3 Slaughter Pact
1 Ulamog, the Infinite Gyre
I may want to eventually turn this thread into a Primer (if one doesn't exist) similar to how I did with 12-Post in the Legacy Forum, but first I want to get experience with the deck so that I have a better idea of what I'm talking about.
candidus inperti; si nil, his utere mecum.
~~~~~
Also, how quickly can this version kill from 20 life, starting the turn it lands Primeval Titan, assuming you have only 1 Amulet of Vigor and nothing else? I can't see how Sunhome enables lethal in this fairly common situation.
I'll probably go try Wargate down the line, but I wanted to start with Trinket Mage because I have experience with Trinket Mage... and I suppose I'd like to start in my comfort zone. Wargate will likely work its way in down the line.
That's... got my attention. The only problem I have with infinite Illusion tokens though is that they are not Infinite Illusion tokens with haste. I've had a friend lose EDH games with infinite tokens but no way to give them haste, and I'd rather not make that same mistake in Modern.
I saw that on Daily MTG's Deck's of the week. I might give it a shot down the line, but I want to play the deck as mostly aggro for the time being.
candidus inperti; si nil, his utere mecum.
~~~~~
Daily MTG List (Sam Black):
http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/deck/1188
Original (Locked) Thread discussing the combo in Modern General:
http://forums.mtgsalvation.com/showthread.php?t=491049
I think it would be hard to get it to catch, but a name like any of these:
Karoo of Vigor
Karumulet
Bamulet of Vigor
Prime Time Vigor
Vigor Time
sounds fun.
Thanks for the information. I did not know this deck could make Turn 2 Titan.
About the name... Hm... Knowing the history of the deck so far, I think I might want to name the deck in a similar manner to how most Legacy combo decks are named (a la Spanish Inquisition, Tin Fins, Cheeri0s, etc.)
So the bounce lands are nicknamed Karoos, and they bounce lands back and forth... and then your opponent is pummeled by a Titan. I think I'm going to call the deck "Kangaroo." How does that sound?
Also, if the deck is suppose to be comboing off Turn 2 and not 3 like I thought, then I'm either likely going to change the deck to gear towards that, or slant the deck to be more combo-control (I do want to work Kozilek into the main because in my experience ramp decks need him to recover if the combo hits the fan).
candidus inperti; si nil, his utere mecum.
~~~~~
I just picked up a bunch of the cheap stuff for this deck as the expensive stuff funny enough is shared with my 12 post legacy deck. My problem with this deck is one that a fellow 12 post player brought up. Modern does not like consistent combo kills around turn 2 and turn 3. Aka I don't see this deck last past DGM (Banned list update) if there is any amount of following for this deck.
This deck can with a decent hand go turn 1 Amulet turn 2 Bounce land for 3 mana summer bloom then proceed to play another bounce land float 2 and target itself to return so 3 more times and your sitting at 7 mana cast primeval titan get 2 bounce lands 4 more mana (5) or event better go for a Boros Garison and a slayers strong hold attack do more bounce landy things. (I think in play testing I had this happen once) You can even go for after you attack a Gruul Bounce land and the kessig to push even more damage through.
It is even worse (For your opponent) if you have 2 amulet of Vigor. Since you untap in response to the first trigger tap it then untap it with the second trigger. (So you net 4 mana each land drop.)
Just some example's of lines of play that I have witnessed.
Here's hoping they don't ban this like they did 12 post in modern. I had that deck built and then they banned it. (It was a sad day.)
Here is the list that I am currently testing.
1 Temple Garden
1 Breeding Pool
1 Hallowed Fountain
1 Forest
1 Island
3 Selesnya Sanctuary
2 Simic Growth Chamber
1 Gruul Turf
1 Boros Garrison
1 Slayers' Stronghold
1 Kessig Wolf Run
2 Mosswort Bridge
2 Vesuva
2 Spinerock Knoll
1 Tolaria West
1 Emrakul, the Aeons Torn
4 Lotus Cobra
4 Summer Bloom
4 Explore
4 Amulet of Vigor
4 Wargate
4 Summoner's Pact
4 Ancient Stirrings
2 Time Warp
Unfortunately, the article on Channelfireball was updated or something, so all of the comments on the deck were deleted. (You have to view the cached version here.)
Cached Channel Fire Ball Article
Here is another list that someone ended up posting in the comments.
2 Breeding Pool.
1 Temple Garden.
1 Hallowed Fountain.
1 Forest
4 Simic Growth Chamber.
3 Selesnya Sanctuary.
1 Boros Garrison.
1 Slayers' Stronghold.
1 Celestial Colonnade.
1 Stirring Wildwood.
1 Tolaria West.
2 Mosswort Bridge.
2 Vesuva
4 Lotus Cobra.
1 Emrakul, the Aeons Torn.
1 Azusa, Lost but Seeking.
4 Summer Bloom.
4 Explore
4 Wargate
4 Amulet of Vigor.
4 Primal Command.
3 See Beyond.
2 Summoner's Pact.
4 Gemstone Mine
4 Simic Growth Chamber
4 Tendo Ice Bridge
3 Forest
2 Selesnya Sanctuary
2 Slayers' Stronghold
2 Tolaria West
1 Boros Garrison
1 Golgari Rot Farm
1 Cavern of Souls
1 Sunhome, Fortress of the Legion
1 Vesuva
4 Primeval Titan
3 Azusa, Lost but Seeking
3 Trinket Mage
2 Sakura-Tribe Scout
Artifacts: 4
4 Amulet of Vigor
Instants: 7
4 Summoner's Pact
3 Telling Time
4 Serum Visions
4 Summer Bloom
3 Firespout
I've at least started with a lot of cantrips, so I might work a little more blue into the mana base.
Comments on what I've played so far.
Telling Time vs. See Beyond
I see the appeal of See Beyond because there are a handful of cards that are much better off in my library, and Boros Garrison is on the top of that list, but what Telling Time does is dig 3 deep and on top of that is an instant, so it doesn't often interfere with the plays I make on my turn. Serum Visions is an exception because it's only one mana. Also, with so much shuffling, the cards that I sent back with Telling Time were often gone, so I got a kind of Ponder feel from it.
Sunhome, Fortress of the Legion
Play it. I have a godhand I got from goldfishing to tell about in a minute, and it was part of it. But more importantly, in the event that you can't get that second Titan, this makes the first one deal damage as two.
Wargate
I'm probably going to try it. Not because Trinket Mage is lackluster or anything (so far), but because I want to do something with all the W mana I didn't utilize in playtesting, which was annoying.
So, the godhand Goldfish:
Turn 1 -> Cavern into Amulet of Vigor
Turn 2 -> bounceland into Azusa into second Amulet and end of their turn Telling Time.
Turn 3 -> Bounce land floats four mana abusing Amulet triggers and use it (woth other bounce land) to cast Primeval Titan. Get two Simic Growth Chambers, floats eight mana to cast Second Primeval Titan. That Titan fetches Boros Garrison and Slayer's Stronghold. Abuse Amulets' stacked triggers to give both of them +2/+0, haste and vigiliance. They attack, I fetch Sunhome, Vesuva (copying Boros Garrison) and two Forests (because it doesn't really matter). Repeat Amulet abuse and give both my 8/6 Titans Double Strike. I think that'd beat any deck currently in the meta game if I was on the play.
So now that I'm getting a better idea how the deck works, a couple of things:
Yes, I'm going to start working on a Primer, but I'd appreciate all the (continued) help I'm getting because there's not a large Modern playerbase where I live at the moment, so I'm not going to be doing a lot of playtesting except with my Legacy friends... and we all know how much bounce lands like Wasteland.
The name Kangaroo has thus far received (some) positive feedback, which is good for me because because that means I get to rename the thread to that unless a much better name comes along.
candidus inperti; si nil, his utere mecum.
~~~~~
problem is, extraction can kill this deck. how do you combat extrations, especially slaughter games? That kills my janky combo deck.
GB [Primer][Competitive][Stax][Combo] Meren of Clan Nel Toth 95% RETIRED
UW [Primer][Competitive][Combo][Stax] Brago, King Eternal RETIRED
BR Rakdos, Lord of Riots (75%)
G Titania - 75%
W SRAM - Welcome to the cheeri0s jam 95%
U Teferi - stax 100%
R Neheb - janky mono red eggs combo 90%
B Gonti - 50% valuetown
Ninja Edit Thought: Meddling Mage to protect us from extraction effects?
Duress... and maybe Spell Pierce for the things we can hit. Leyline of Sanctity will also protect you from Slaughter Games, and if we move to Control-Combo, we can always try hardcasting Mindbreak Trap, which does stop Slaughter Games. But if your really cheeky, you can try making a heavier red splash and ramp into a turn 2 Mindclaw Shaman to make their sideboard answers your sideboard answers.
candidus inperti; si nil, his utere mecum.
~~~~~
There is no reason to believe the best way to play this deck has been explored completely.
1 Boros Garrison
2 Breeding Pool
1 Celestial Colonnade
1 Forest
1 Hallowed Fountain
1 Kessig Wolf Run
4 Misty Rainforest
2 Mosswort Bridge
3 Selesnya Sanctuary
4 Simic Growth Chamber
1 Slayers' Stronghold
1 Stomping Ground
1 Temple Garden
2 Vesuva
2 Azusa, Lost but Seeking
1 Eternal Witness
4 Primeval Titan
Artifacts: 4
4 Amulet of Vigor
Instants: 4
4 Summoner's Pact
Sorceries: 20
4 Ancient Stirrings
4 Explore
4 See Beyond
4 Summer Bloom
2 Time Warp
2 Wargate
1 Damping Matrix
3 Dismember
1 Gaea's Revenge
2 Grafdigger's Cage
3 Spellskite
2 Stony Silence
1 Thrun, the Last Troll
2 Timely Reinforcements
1 Boros Garrison
1 Cavern of Souls
3 Forest
4 Gemstone Mine
1 Golgari Rot Farm
3 Selesnya Sanctuary
4 Simic Growth Chamber
1 Slayers' Stronghold
1 Sunhome, Fortress of the Legion
4 Tendo Ice Bridge
2 Tolaria West
1 Vesuva
4 Azusa, Lost but Seeking
4 Primeval Titan
Artifacts: 4
4 Amulet of Vigor
Instants:
4 Summoner's Pact
Sorceries: 18
3 Ancient Stirrings
4 Explore
4 Serum Visions
4 Summer Bloom
3 Wargate
26 other spells
3 Beast Within
2 Ghost Quarter
4 Glimmerpost
3 Slaughter Pact
3 Timely Reinforcements
1 Boros Garrison
2 Forest
4 Gemstone Mine
1 Golgari Rot Farm
1 Gruul Turf
4 Selesnya Sanctuary
4 Simic Growth Chamber
2 Slayers' Stronghold
1 Sunhome, Fortress of the Legion
2 Tendo Ice Bridge
2 Tolaria West
1 Vault of the Archangel
1 Azusa, Lost but Seeking
1 Eternal Witness
4 Primeval Titan
1 Qasali Pridemage
3 Sakura-Tribe Scout
Artifacts: 4
4 Amulet of Vigor
Enchantments: 2
2 Hive Mind
Instants: 5
1 Pact of Negation
4 Summoner's Pact
Sorceries: 14
4 Explore
4 Serum Visions
4 Summer Bloom
2 Wargate
1 Bojuka Bog
2 Ghost Quarter
1 Hive Mind
2 Inquisition of Kozilek
1 Pact of Negation
2 Ratchet Bomb
2 Slaughter Pact
2 Spoils of the Vault
1 Teetering Peaks
1 Thrun, the Last Troll
1 Boros Garrison
1 Cavern of Souls
3 Forest
4 Gemstone Mine
1 Golgari Rot Farm
3 Selesnya Sanctuary
4 Simic Growth Chamber
1 Slayers' Stronghold
1 Sunhome, Fortress of the Legion
4 Tendo Ice Bridge
2 Tolaria West
1 Vesuva
4 Azusa, Lost but Seeking
4 Primeval Titan
4 Sakura-Tribe Scout
3 Trinket Mage
Artifacts: 4
4 Amulet of Vigor
Instants: 4
4 Summoner's Pact
Sorceries: 11
3 Firespout
4 See Beyond
4 Summer Bloom
1 Avenger of Zendikar
3 Beast Within
2 Ghost Quarter
4 Glimmerpost
2 Meloku the Clouded Mirror
3 Slaughter Pact
Looking at these, I'm thinking rather that focusing on ramping out Titan ASAP, maybe a more patient approach is in order, which is why I may be trying a BUG control version soon that doesn't aim for Turn 2 Titan but rather a control game with Primeval Titan as the finisher/breakout card.
Also one thing that I've noticed no one see if we can take advantage of yet is that Amulet of Vigor doesn't just affect lands. Hoever, I'm going to be busy for the next few days. Hopefully when I get back I'll start working on turning the opening post into a primer now that I'm getting a better idea of the deck.
candidus inperti; si nil, his utere mecum.
~~~~~
I think Patron of the Moon may be able to take on its own life as a Kangaroo RUG deck or something along those lines because Titan can search out the mana to cast him, then if they don't die, just hit them with Comet Storm or Blue Sun's Zenith (if you want to stay strictly blue-green).
***
One thing I'm experimenting with at the moment is trying a hard control deck. What that means is that I don't aim for Turn 2 Titan (at all), but, for right now anyway, instead play a steady ramp and/or control game in attempt to have Primeval Titan flood the field with Creeping Tar Pit. This is the first draft.
3 Breeding Pool
4 Creeping Tar Pit
2 Dimir Aqueduct
1 Forest
1 Island
3 Misty Rainforest
4 Simic Growth Chamber
4 Tendo Ice Bridge
1 Urborg, Tomb of Yagmoth
2 Vesuva
Creatures: 9
3 Primeval Titan
2 Oracle of Mul Daya
3 Trinket Mage
1 Thrun, the Last Troll
4 Amulet of Vigor
Instants: 13
1 Abrupt Decay
3 Inquisition of Kozilek
3 Mana Leak
4 Remand
3 Summoner's Pact
Planeswalkers: 2
1 Garruk Wildspeaker
1 Karn Liberated
Sorceries: 7
3 Explore
4 Serum Vision
2 Abrupt Decay
1 Dampening Matrix
2 Ghost Quarter
1 Kozilek, Butcher of Truth
2 Liliana Vess
3 Slaughter Pact
3 Spellskite
1 Ulamog, the Infinite Gyre
I don't know if this will stick, but it's the starting point I have.
candidus inperti; si nil, his utere mecum.
~~~~~
1 Phantasmal Image
4 Trinket Mage
4 Primeval Titan
2 Patron of the Moon
1 Emrakul, the Aeons Torn
//Spells:25
4 Summoner's Pact
4 Amulet of Vigor
4 Ancient Stirrings
3 Slight of Hand
4 Summer Bloom
1 Explore
1 Sylvan Scrying
1 Trade Routes
3 Muddle the Mixture
4 Misty Rainforest
4 Breeding Pool
2 Island
1 Forest
4 Simic Growth Chamber
1 Gruul Turf
1 Selesnya Sanctuary
1 Boros Garrison
2 Mosswort Bridge
1 Vesuva
1 Tolaria West
1 Slayers' Stronghold
1 Spellskite
1 Patron of the Moon
1 Terastodon
1 Pithing Needle
1 Grafdigger's Cage
1 Tormod's Crypt
4 Gut Shot
3 Nature's Claim
1 Seal of Primordium
1 Defense Grid
Slight of Hand #3 should possible be Muddle the Mixture #4.
While this deck lacks some consistency in the form of Azusas or Wargates the 7 1mana cantrips and muddles add to it. Muddle can basically become anything.
Trade Routes is amazing. Because this deck revolves around lands you do get hands that just produce 70million mana and don't do anything. Trade Routes turns 70million mana into casting your entire deck easily. Patron of the Moon also looks 'too cute' but it is actually super good. It is just 2 more titans/emrakuls. Patron + 1 floating + boucneland(in hand) + amulet = infinite mana. If you have a bridge as well as a bounceland in hand you can also just play every spell in your deck.
peasantcube.blogspot.com
4 Azusa Lost but Seeking
4 Primeval Titan
Artifact
4 Amulet of Vigor
2 Kaleidostone
2 Doubling Cube
2 Door to Nothingness
Sorcery
4 Ancient Stirring
4 Serum Vision
4 Explore
4 Summer Bloom
Lands
4 Forest
1 Boros Garrison
1 Golgari Rot Farm
1 Slayer's Stronghold
4 Selesnya Sanctuary
4 Simic Growth Chambet
2 Gruul Turf
4 Gemstone Mine
2 Hindland Harbor
1 Urza's Mine
1 Urza's Powerplant
1 Urza's Tower
2 Beast Within
1 Emarkul, the Aeon Torn
2 Urza's Mine
2 Urza's Powerplant
2 Urza's Tower
4 Prismatic Omen
2 Valukut, the Molten Pinnacle
Here's what happen
Opening Hand on draw: Golgari Rot Farm, 2 Amulet, Kaleidostone, Summer Bloom, Gemstone Mine, Doubling Cube
T1: Draw: Explore, play Gemstone, Amulet
T2: Draw: Door, did math, laughed, played amulet#2, Rot Farm, double trigger for 4 mana, play both summer bloom and explore, replay and double trigger rot farm x4 = 16 mana. Stone eats 2, gives 5 color mana, (14 total), cube cost 2 (12) and 3 to activate (9) but yield 18 with WWUURRBBBBBBBBGGGG. Door cost 5 (BBBGG) to cast then Double WURBG to activate.
Serum Visions seems worse to me than Slight of Hand just because the scry isn't really that great seeing as how these decks tend to shuffle a lot.
peasantcube.blogspot.com