Helped a friend grind out games with this. I don't have his exact list, but we were playing it more like a pure combo deck rather than some controlling versions I see here. I played Affinity, RUG Scapeshift, and Deathcloud agaisnt it a bunch of times.
The deck is NOT easy to play. In fact its very difficult and confusing to find the optimal lines of play most of the time. We had a problem figuring out how consistent it was because we weren't often sure if the lines of play were optimal. It took a few people to work out some plays, but the deck can be silly when netting mana.
Things I noticed while playing against it
Lotus Cobra is silly in this deck. Definitely think its worth an inclusion in most lists that aren't running it. Mosswort Bridgeis also silly. With the decks ability to thin itself out and get multiple mosswort triggers from bouncing them, Its very easy to grab a timewarp and go lethal.
We tested Sunhome but we're pretty sure Kessig is similarily efficient, and just makes the math simpler, the deck is already very different and we didn't want to make things too confusing.
We were able to get a turn 2 Primeval a decent amount of the time. However our build was fragile in that if someone could meaningfully interact with it, it slowed it down considerably. Taking out an Amulet, or a Lotus Cobra would set the deck back significantly, although it wasn't unwinnable.
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Currently Playing:
Modern: UWUW TronUW
Legacy: WDeath N TaxesW CEldrazi C
If you couldn't tell I hate greedy blue decks.
My most broken game (with the list I posted above).
Win die roll, on play, mulligan to 6.
My Turn 1-Forest, Amulet of Vigor
Opponent Turn 1-Tapped Hallowed Fountain
My Turn 2-Ancient Stirrings finding Amulet of Vigor, Simic Growth Chamber (UG floating), Summer Bloom (0 floating, 3 lands for turn), Simic Growth Chamber bouncing itself (UG floating, 2 lands for turn), Amulet of Vigor (G floating, 2 lands for turn), Simic Growth Chamber bouncing itself (UUGGG floating, 1 land for turn), Simic Growth Chamber bouncing itself (UUUUGGGGG floating), Patron of the Moon (UG floating), Activate Patron of the Moon's ability (U floating) putting in Simic Growth Chamber (making infinite U and G mana), Emrakul, the Aeons Torn. Untap for extra turn. Attack for 20.
I was playing a 5game set of game1s vs UW. I won 4 games on turn 2 or 3 and won the other game by going long and drawing about 10+ cards off a Trade Routes I forced through counter magic.
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I write about cube and run cube drafts on magic online.
Helped a friend grind out games with this. I don't have his exact list, but we were playing it more like a pure combo deck rather than some controlling versions I see here. I played Affinity, RUG Scapeshift, and Deathcloud agaisnt it a bunch of times.
Well, control is just a route that we're (by that I mean me) testing to see if will work. Playing the deck as an explosive combo deck is the far more interesting route at the moment.
***
So I have a friend that may have found a new avenue to explore with Kangaroo: Bant Exalted. It's in the construction stages and he's a more casual player, but cards like Noble Hierarch, Cathedral of War, Qasali Pridemage, Angelic Benediction, Rafiq of the Many, and Finest Hour provide explosive plays for Kangaroo decks to exploit as well as perhaps compromise between the explosive combo shell (which should keep working) and the control that I'm curious if the deck could add. I don't have a list at this moment to share, but I just wanted to leave this thought for people to tinker with.
The build looks interesting. Can you please elaborate on some of the choices?
You run 4x Summoner's Pact, but the only target is the titan. How do you fetch singleton Emrakul? What's the purpose of singleton Phantasmal Image? Why do you hate Azusa?
The build looks interesting. Can you please elaborate on some of the choices?
You run 4x Summoner's Pact, but the only target is the titan. How do you fetch singleton Emrakul? What's the purpose of singleton Phantasmal Image? Why do you hate Azusa?
I'll answer your question and just give a brief explanation of each card played.
Yes, Titan is the only target for Pact, I am just playing 8 Titans basically cheating the 4-of rule.
I don't fetch the Emrakul, you cast it via some combination of Patron of the Moon/Trade Routes/Mosswort Bridge. Once you go off you either just kill them with Titans or draw your entire deck.
The singleton Image allows you to Muddle for Titan another way, it does other things too but that is the main purpose. It also allows you to chain Titans more easily if you draw it.
I hate Azusa because she just dies. Same reason I hate Lotus Cobra.
//Creatures
Phantasmal Image-Can be gotten with Muddle the Mixture. You generally just copy a Titan but sometimes a Geist to kill it or a Trinket Mage.
Trinket Mage-Gets Amulets/sideboard bullet cards.
Primeval Titan-Wins the game
Patron of the Moon-Patron+Amulet+Bounceland=infinite mana, Patron+Amulet+Trade Routes+Bounceland+Mosswort Bridge=cast every spell, Patron+Garrison+Stronghold+Amulet+Trade Routes=infinite damage.
Emrakul-When you go off you can dig through your entire deck, this is your time walk effect/win con. You can also hardcast it easily.
//Spells
Summoner's Pact-Yes, it just gets Titans main deck (and Terastodon from the side). But 8 Titans is way way way better than 4.
Amulet of Vigor-Obvious
Ancient Stirrings-Gives you more T1 plays, digs for bouncelands and Amulet.
Slight of Hand-Same as Stirrings, better than Serum Visions just because this build shuffles so much.
Summer Bloom-Obvious
Explore-Lets you get an immediate value card off transmuting Muddle
Sylvan Scrying-Muddle target, can get bounceland to go off or Tolaria West which gets Pact which gets Titan, or any random land you may need.
Trade Routes-Muddle target, even without Patron it is solid. Turns excess lands into gas, lets you play around Tec Edge, control decks literally can't beat it.
Muddle the Mixture-Best card in the deck. The card is the glue that holds everything together, there should maybe be 1 less Slight and 1 more Muddle.
//Lands
Misty Rainforest-Obvious
Breeding Pool-Since the deck is straight UG really, pretty mandatory.
Island-Blood Moon is a thing.
Forest-Blood Moon is a thing. I agressivly get this in G2 if I think they have it.
Simic Growth Chamber-Obvious
Gruul Turf-Obvious
Selesnya Sanctuary-Obvious
Boros Garrison-For the Garrison+Stronghold on a Titan thing. Absolute worst card in the deck to draw.
Mosswort Bridge-Obvious
Vesuva-Generally just Bridge #3 but the flexibility offered is worth it.
Tolaria West-Gets a titan or bounceland, generally a titan.
Slayers' Stronghold-2nd worst card in the deck to draw.
//Sideboard
Spellskite-Can be Muddled for, protects Amulets.
Patron of the Moon-For grinder games/control decks/shaving numbers to beat Slaughter Games.
Terastodon-Same as Patron. T2-3 Terastodon blowing up your own things to put 15-18 power into play is insane against non-path decks.
Pithing Needle-Trinket Mage target, primarily for Pod/Twin decks.
Grafdigger's Cage-Trinket Mage target, primarily for Pod.
Tormod's Crypt-Trinket Mage target, primarily for Living End since people in my area tend to like it. Most cuttable SB card.
Gut Shot-Just here for Aven Mindcensor, if they have other x/1s like V-Clique that you find are a problem bringing it in by cutting 1mana cantrips or shaving a Trinket Mage is fine too.
Nature's Claim-Blood Moon is a thing, also does work against Twin/Pod/Affinity/UG Scapeshift/etc.
Seal of Primordium-Same as Nature's Claim except we can Muddle for this so it is an effective 4 copies for 1 card.
Defense Grind-Against decks that want to interact with your combo via counterspells. Can be Muddled for. It also serves as solid counter bait.
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I write about cube and run cube drafts on magic online.
Thanks for the extensive explanation! I like your explanation. Just a couple more of ideas/questions...
Have you ever considered a singleton azusa as a pact target? I mean do you ever miss a bloom effect when going off?
Have you ever felt like patrons are a bit "win more" in this deck? Would it be better to have something that protects or helps with consistency in this slot instead?
Thanks for the extensive explanation! I like your explanation. Just a couple more of ideas/questions...
Have you ever considered a singleton azusa as a pact target? I mean do you ever miss a bloom effect when going off?
Have you ever felt like patrons are a bit "win more" in this deck? Would it be better to have something that protects or helps with consistency in this slot instead?
I've been thinking about trying 1 Azusa recently just to tutor for with pacts, I'll give it a shot.
The patrons look 'win more' because when you go off with one you can just easily cast every spell in your deck. I once got one Pathed in response to bounceland untap triggers, activated its ability again, cast 3 titans and an emrakul, and then let path resolve. The card isn't realistic at all. They are really just 2 more titans. They also let you win from otherwise unwinnable positions.
My goal when building was to jam as much redundency as possible so that there are just basically 4 cards in the deck - Amulet, Summer Bloom, Simic Growth Chamber, Primeval Titan.
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I write about cube and run cube drafts on magic online.
Probably it's an obvious question, but how do you cast creatures in response of the PTE?
I'm sorry for the question, but I'm trying my best to understand how this deck works
1.) Cast Patron of the Moon with 2 mana floating, at least 1 Amulet in play, a Trade Routes in play, and a Titan in play, .
2.) Activate Patron of the Moon's ability going down to 1 mana floating.
3.) Put 1 bounceland into play tapped stacking triggers Bounce then Untap.
4.) Opponent responds to untap trigger by casting path on Patron. (For the record, this was the best/correct time to use path this game)
5.) I respond to path by using my 1 floating mana to active Patron's ability.
6.) Put in Bounceland+Mosswort Bridge. Stack triggers Bounce, Untap, Untap, Hideaway.
7.) Resolve Hideaway trigger putting a spell under the Bridge.
8.) Resolve 2 Untap triggers.
9.) Float Gx off bounceland, returning itself to my land (Gx floating)
10.) Go down to 1 mana floating to activate Patron's ability putting in 1 bounceland, floating Gx, bouncing itself, repeat an arbitrarily large number of times.
11.) Activate Bridge.
12.) Resolve the spell under Bridge.
13.) Use either Trade Routes or additional Bouncelands in hand (put into play off Patron) or Titan getting bouncelands off the initial Bridge to return Bridge to your hand.
14.) Loop bridges for as long as you want, cast whatever spells you want off the bridges.
15.) Let path resolve.
I know that situations like these sound absurdly improbable but consider each unlikely string of dealing infinite damage, drawing your deck, casting all your spells, turn2ing an Emrakul, chaining 3 Primeval Titans on turn2, etc. at 5% and it becomes much more understandable why the deck is so consistent. What exactly it does isn't always the same but it always does something big, and does it fast.
If you're new to Magic/Modern/Combo I would strongly recommend against playing this deck.
It is much harder to play this deck than eggs or storm. I've been grinding Goldfishing/Matches/Games and playtesting for around 6ish weeks now and still feel myself making mistakes with decent regularity.
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I write about cube and run cube drafts on magic online.
Yeah this deck is really...weird. I don't know how to describe it but it is honestly the most fun I've had playing a combo deck.
I once won a game because my opponent cast (his 1-of) Cruel Ultimatum so I got to discard Emrakul + 2 irrelevant cards to shuffle my graveyard (which contained 2 pacts and 3 titans and some other stuff) back and killed him on my next turn by casting 4 titans.
So many games are just 'oops I win' but all the others are either really grindy/skill-intensive or make a great story.
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I write about cube and run cube drafts on magic online.
A team should be as happy as a meal - TEAM HAPPYMEAL
EDH - UWGrand Arbiter Agustin IV UBW Oloro, Ageless Ascetic Modern - Mono U tron / Polymorph / NFTW (ninja for the win)GR tronGR
Buy All the planeswalkers!!!
Buy All the Dual Lands!!!
Buy All the fetches!
Create tons of EDH Decks!!!
Eat Nothing but Oats!! (LOL, not true)
Train MMA!!!
Marry My girlfriend!!!
Get her Pregnant only Once!
Teach my Son/Daughter Sports and magic cards!!!
Continue my legacy son!!!/Daughter!!
Yeah this deck is really...weird. I don't know how to describe it but it is honestly the most fun I've had playing a combo deck.
That's why I chose the name the deck Kangaroo after I found out about the Karoo name. Like Kangaroos, it's adorable and looks interesting, but when someone stands too close to one it just beats the daylights out before the victim know what happened.
First, Summer Bloom lets you play a Titan as soon as Turn 2. Second, Trinket Mage finds Amulet and then is a 2/2 body. Also, if you make room for Expedition Map or a card with x casting cost, you can fish those out easier. And while I like the blinking, I don't think you know how consistently you can pull it off with 9 high costing creatures (13 if I count Summoner's Pact).
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Vive, vale. Siquid novisti rectius istis,
candidus inperti; si nil, his utere mecum.
~~~~~
Me and this megatog dude were kicking around an offshoot from the old extended version a few months into modern that was pretty hilarious, let me dig it out of my messages...
Danger of cool things version, lol. But it was an interesting direction, tbf. Killing people with oona's grace off the back of crab + patron was a blast when i could get that far. Turn 2 DED on the spot, glass cannon status.
We eventually gave up cuz we couldn't find a workable cousin for summer bloom, and I was too busy tweaking KCI Eggs.
Ancient Stirrings would be pretty boss though, now that it exists...
Made some minor-ish changes to my list and going to be doing some testing of them starting this week. Dunno how good any of the changes are but here is the new list.
I'm unsure how much cutting the 3 1mana cantrips is going to hurt the speed but the consistency gained from Muddle #4+Azusa+Time of Need seems insane. Slight of Hand #3 got cut for the Echoing Truth just because I want a maindeck answer to Blood Moon because people seems to randomly play them around me sometimes.
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I write about cube and run cube drafts on magic online.
This deck seems interesting. I'm going to have to proxy this up and play around with it.
One question I've been wondering is why do none of these lists play Snapcaster Mage? He's useful with Summer Bloom, but he's also extra copies of titan with Summoner's Pact. Probably only useful in heavier spell builds, but I'm confused why he doesn't seem to be in consideration.
This deck seems interesting. I'm going to have to proxy this up and play around with it.
One question I've been wondering is why do none of these lists play Snapcaster Mage? He's useful with Summer Bloom, but he's also extra copies of titan with Summoner's Pact. Probably only useful in heavier spell builds, but I'm confused why he doesn't seem to be in consideration.
He's on my short list of cards to test. I could see him being solid but I could also see it being an awkward do-nothing. Who knows.
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I write about cube and run cube drafts on magic online.
Despite this being a 2color deck with a bunch of lands/cards that get lands the mana isn't good enough to support cutting a land for Knoll and/or Peaks. You would need to cut spells and I don't think there is a spell that is worse than a Knoll.
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I write about cube and run cube drafts on magic online.
The Time of Need has earned its spot as well as the 4th Muddle. Not sure of Azusa yet and still have that 1 spot that could be kinda anything. I am pretty sure it is either going to be a catchall answer, another ramp spell, or another fatty.
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I write about cube and run cube drafts on magic online.
The deck is NOT easy to play. In fact its very difficult and confusing to find the optimal lines of play most of the time. We had a problem figuring out how consistent it was because we weren't often sure if the lines of play were optimal. It took a few people to work out some plays, but the deck can be silly when netting mana.
Things I noticed while playing against it
Lotus Cobra is silly in this deck. Definitely think its worth an inclusion in most lists that aren't running it.
Mosswort Bridgeis also silly. With the decks ability to thin itself out and get multiple mosswort triggers from bouncing them, Its very easy to grab a timewarp and go lethal.
We tested Sunhome but we're pretty sure Kessig is similarily efficient, and just makes the math simpler, the deck is already very different and we didn't want to make things too confusing.
We were able to get a turn 2 Primeval a decent amount of the time. However our build was fragile in that if someone could meaningfully interact with it, it slowed it down considerably. Taking out an Amulet, or a Lotus Cobra would set the deck back significantly, although it wasn't unwinnable.
Modern:
UWUW TronUW
Legacy:
WDeath N TaxesW
CEldrazi C
If you couldn't tell I hate greedy blue decks.
Vintage
WWhite Trash
Win die roll, on play, mulligan to 6.
My Turn 1-Forest, Amulet of Vigor
Opponent Turn 1-Tapped Hallowed Fountain
My Turn 2-Ancient Stirrings finding Amulet of Vigor, Simic Growth Chamber (UG floating), Summer Bloom (0 floating, 3 lands for turn), Simic Growth Chamber bouncing itself (UG floating, 2 lands for turn), Amulet of Vigor (G floating, 2 lands for turn), Simic Growth Chamber bouncing itself (UUGGG floating, 1 land for turn), Simic Growth Chamber bouncing itself (UUUUGGGGG floating), Patron of the Moon (UG floating), Activate Patron of the Moon's ability (U floating) putting in Simic Growth Chamber (making infinite U and G mana), Emrakul, the Aeons Torn. Untap for extra turn. Attack for 20.
I was playing a 5game set of game1s vs UW. I won 4 games on turn 2 or 3 and won the other game by going long and drawing about 10+ cards off a Trade Routes I forced through counter magic.
peasantcube.blogspot.com
Well, control is just a route that we're (by that I mean me) testing to see if will work. Playing the deck as an explosive combo deck is the far more interesting route at the moment.
***
So I have a friend that may have found a new avenue to explore with Kangaroo: Bant Exalted. It's in the construction stages and he's a more casual player, but cards like Noble Hierarch, Cathedral of War, Qasali Pridemage, Angelic Benediction, Rafiq of the Many, and Finest Hour provide explosive plays for Kangaroo decks to exploit as well as perhaps compromise between the explosive combo shell (which should keep working) and the control that I'm curious if the deck could add. I don't have a list at this moment to share, but I just wanted to leave this thought for people to tinker with.
candidus inperti; si nil, his utere mecum.
~~~~~
You run 4x Summoner's Pact, but the only target is the titan. How do you fetch singleton Emrakul? What's the purpose of singleton Phantasmal Image? Why do you hate Azusa?
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Cardsphere Blog - Original Content
I'll answer your question and just give a brief explanation of each card played.
Yes, Titan is the only target for Pact, I am just playing 8 Titans basically cheating the 4-of rule.
I don't fetch the Emrakul, you cast it via some combination of Patron of the Moon/Trade Routes/Mosswort Bridge. Once you go off you either just kill them with Titans or draw your entire deck.
The singleton Image allows you to Muddle for Titan another way, it does other things too but that is the main purpose. It also allows you to chain Titans more easily if you draw it.
I hate Azusa because she just dies. Same reason I hate Lotus Cobra.
//Creatures
Phantasmal Image-Can be gotten with Muddle the Mixture. You generally just copy a Titan but sometimes a Geist to kill it or a Trinket Mage.
Trinket Mage-Gets Amulets/sideboard bullet cards.
Primeval Titan-Wins the game
Patron of the Moon-Patron+Amulet+Bounceland=infinite mana, Patron+Amulet+Trade Routes+Bounceland+Mosswort Bridge=cast every spell, Patron+Garrison+Stronghold+Amulet+Trade Routes=infinite damage.
Emrakul-When you go off you can dig through your entire deck, this is your time walk effect/win con. You can also hardcast it easily.
//Spells
Summoner's Pact-Yes, it just gets Titans main deck (and Terastodon from the side). But 8 Titans is way way way better than 4.
Amulet of Vigor-Obvious
Ancient Stirrings-Gives you more T1 plays, digs for bouncelands and Amulet.
Slight of Hand-Same as Stirrings, better than Serum Visions just because this build shuffles so much.
Summer Bloom-Obvious
Explore-Lets you get an immediate value card off transmuting Muddle
Sylvan Scrying-Muddle target, can get bounceland to go off or Tolaria West which gets Pact which gets Titan, or any random land you may need.
Trade Routes-Muddle target, even without Patron it is solid. Turns excess lands into gas, lets you play around Tec Edge, control decks literally can't beat it.
Muddle the Mixture-Best card in the deck. The card is the glue that holds everything together, there should maybe be 1 less Slight and 1 more Muddle.
//Lands
Misty Rainforest-Obvious
Breeding Pool-Since the deck is straight UG really, pretty mandatory.
Island-Blood Moon is a thing.
Forest-Blood Moon is a thing. I agressivly get this in G2 if I think they have it.
Simic Growth Chamber-Obvious
Gruul Turf-Obvious
Selesnya Sanctuary-Obvious
Boros Garrison-For the Garrison+Stronghold on a Titan thing. Absolute worst card in the deck to draw.
Mosswort Bridge-Obvious
Vesuva-Generally just Bridge #3 but the flexibility offered is worth it.
Tolaria West-Gets a titan or bounceland, generally a titan.
Slayers' Stronghold-2nd worst card in the deck to draw.
//Sideboard
Spellskite-Can be Muddled for, protects Amulets.
Patron of the Moon-For grinder games/control decks/shaving numbers to beat Slaughter Games.
Terastodon-Same as Patron. T2-3 Terastodon blowing up your own things to put 15-18 power into play is insane against non-path decks.
Pithing Needle-Trinket Mage target, primarily for Pod/Twin decks.
Grafdigger's Cage-Trinket Mage target, primarily for Pod.
Tormod's Crypt-Trinket Mage target, primarily for Living End since people in my area tend to like it. Most cuttable SB card.
Gut Shot-Just here for Aven Mindcensor, if they have other x/1s like V-Clique that you find are a problem bringing it in by cutting 1mana cantrips or shaving a Trinket Mage is fine too.
Nature's Claim-Blood Moon is a thing, also does work against Twin/Pod/Affinity/UG Scapeshift/etc.
Seal of Primordium-Same as Nature's Claim except we can Muddle for this so it is an effective 4 copies for 1 card.
Defense Grind-Against decks that want to interact with your combo via counterspells. Can be Muddled for. It also serves as solid counter bait.
peasantcube.blogspot.com
Have you ever considered a singleton azusa as a pact target? I mean do you ever miss a bloom effect when going off?
Have you ever felt like patrons are a bit "win more" in this deck? Would it be better to have something that protects or helps with consistency in this slot instead?
Cardsphere MTG Draft Simulator
Cardsphere Blog - Original Content
I've been thinking about trying 1 Azusa recently just to tutor for with pacts, I'll give it a shot.
The patrons look 'win more' because when you go off with one you can just easily cast every spell in your deck. I once got one Pathed in response to bounceland untap triggers, activated its ability again, cast 3 titans and an emrakul, and then let path resolve. The card isn't realistic at all. They are really just 2 more titans. They also let you win from otherwise unwinnable positions.
My goal when building was to jam as much redundency as possible so that there are just basically 4 cards in the deck - Amulet, Summer Bloom, Simic Growth Chamber, Primeval Titan.
peasantcube.blogspot.com
1.) Cast Patron of the Moon with 2 mana floating, at least 1 Amulet in play, a Trade Routes in play, and a Titan in play, .
2.) Activate Patron of the Moon's ability going down to 1 mana floating.
3.) Put 1 bounceland into play tapped stacking triggers Bounce then Untap.
4.) Opponent responds to untap trigger by casting path on Patron. (For the record, this was the best/correct time to use path this game)
5.) I respond to path by using my 1 floating mana to active Patron's ability.
6.) Put in Bounceland+Mosswort Bridge. Stack triggers Bounce, Untap, Untap, Hideaway.
7.) Resolve Hideaway trigger putting a spell under the Bridge.
8.) Resolve 2 Untap triggers.
9.) Float Gx off bounceland, returning itself to my land (Gx floating)
10.) Go down to 1 mana floating to activate Patron's ability putting in 1 bounceland, floating Gx, bouncing itself, repeat an arbitrarily large number of times.
11.) Activate Bridge.
12.) Resolve the spell under Bridge.
13.) Use either Trade Routes or additional Bouncelands in hand (put into play off Patron) or Titan getting bouncelands off the initial Bridge to return Bridge to your hand.
14.) Loop bridges for as long as you want, cast whatever spells you want off the bridges.
15.) Let path resolve.
I know that situations like these sound absurdly improbable but consider each unlikely string of dealing infinite damage, drawing your deck, casting all your spells, turn2ing an Emrakul, chaining 3 Primeval Titans on turn2, etc. at 5% and it becomes much more understandable why the deck is so consistent. What exactly it does isn't always the same but it always does something big, and does it fast.
peasantcube.blogspot.com
It is much harder to play this deck than eggs or storm. I've been grinding Goldfishing/Matches/Games and playtesting for around 6ish weeks now and still feel myself making mistakes with decent regularity.
peasantcube.blogspot.com
I once won a game because my opponent cast (his 1-of) Cruel Ultimatum so I got to discard Emrakul + 2 irrelevant cards to shuffle my graveyard (which contained 2 pacts and 3 titans and some other stuff) back and killed him on my next turn by casting 4 titans.
So many games are just 'oops I win' but all the others are either really grindy/skill-intensive or make a great story.
peasantcube.blogspot.com
3 Azorius Chancey
3 selesnya Sanctuary
2 Horizon Canopy
4 Misty Rainforest
3 Halimar depths
1 forest
1 Island
1 plains
1 Hallowed Fountain
1 Breeding Pool
1 Temple Garden
1 Reliquary tower
4 primeval titan
3 Flicker wisp
1 Kederekt LEviathan
1 sun titan
2 Brutalizer Exarch
3 Azusa, Lost but seeking
2 Sakura tribe scout
4 Explore
2 Cyclonic Rift
1 Supreme verdict
4 Summoner's pact
4 Amulet of vigor
EDH - UWGrand Arbiter Agustin IV
UBW Oloro, Ageless Ascetic
Modern - Mono U tron / Polymorph / NFTW (ninja for the win)GR tron GR
Buy All the Dual Lands!!!
Buy All the fetches!
Create tons of EDH Decks!!!
Eat Nothing but Oats!! (LOL, not true)
Train MMA!!!
Marry My girlfriend!!!
Get her Pregnant only Once!
Teach my Son/Daughter Sports and magic cards!!!
Continue my legacy son!!!/Daughter!!
I'm interesting in this blink package. I'm not sure how well it would work, but if it doesn't, these are a couple of suggestions.
-3 Halimar Depths
-1 Reliquary Tower
-2 Brutalizer Exarch
-2 Venser, the Sojourner
-3 Flickerwisp
- Sun Titan
+3 Trinket Mage
+ more colored mana in the form of Shock lands, Tendo Ice Bridge or Gemstone Mine
+4 Summer Bloom
First, Summer Bloom lets you play a Titan as soon as Turn 2. Second, Trinket Mage finds Amulet and then is a 2/2 body. Also, if you make room for Expedition Map or a card with x casting cost, you can fish those out easier. And while I like the blinking, I don't think you know how consistently you can pull it off with 9 high costing creatures (13 if I count Summoner's Pact).
candidus inperti; si nil, his utere mecum.
~~~~~
Me and this megatog dude were kicking around an offshoot from the old extended version a few months into modern that was pretty hilarious, let me dig it out of my messages...
4 Simic Growth Chamber
1 Breeding Pool
1 Gruul Turf
1 Izzet Boilerworks
4 Simian Spirit Guide
1 Patron of the Moon
1 Hedron Crab
3 Gifts Ungiven
3 Misty Rainforest
1 Stomping Ground
4 Gemstone Mine
1 Noxious Revival
4 Gitaxian Probe
3 Manamorphose
2 Street Wraith
1 Past in Flames
4 Summer Bloom
4 Amulet of Vigor
1 Trinket Mage
1 Snapcaster Mage
1 Ideas Unbound
1 Forbidden Alchemy
1 Repeal
1 Oona's Grace
1 Fabricate
1 Explore
1 Unburial Rites
1 Temple Garden
1 Azorius Chancery
1 Eternal Witness
1 Azusa, Lost but Seeking
2 Muddle the Mixture
Danger of cool things version, lol. But it was an interesting direction, tbf. Killing people with oona's grace off the back of crab + patron was a blast when i could get that far. Turn 2 DED on the spot, glass cannon status.
We eventually gave up cuz we couldn't find a workable cousin for summer bloom, and I was too busy tweaking KCI Eggs.
Ancient Stirrings would be pretty boss though, now that it exists...
http://officeofstrategicinfluence.com/spam/ <---- kills spam, fyi.
1 Phantasmal Image
1 Azusa, Lost but Seeking
4 Trinket Mage
4 Primeval Titan
1 Patron of the Moon
1 Emrakul, the Aeons Torn
//Spells:25
4 Summoner's Pact
4 Amulet of Vigor
4 Ancient Stirrings
4 Summer Bloom
1 Explore
1 Sylvan Scrying
1 Trade Routes
1 Time of Need
1 Echoing Truth
4 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 Meloku the Clouded Mirror
1 Patron of the Moon
1 Terastodon
1 Pithing Needle
1 Grafdigger's Cage
4 Gut Shot
3 Nature's Claim
1 Seal of Primordium
1 Defense Grid
I'm unsure how much cutting the 3 1mana cantrips is going to hurt the speed but the consistency gained from Muddle #4+Azusa+Time of Need seems insane. Slight of Hand #3 got cut for the Echoing Truth just because I want a maindeck answer to Blood Moon because people seems to randomly play them around me sometimes.
peasantcube.blogspot.com
One question I've been wondering is why do none of these lists play Snapcaster Mage? He's useful with Summer Bloom, but he's also extra copies of titan with Summoner's Pact. Probably only useful in heavier spell builds, but I'm confused why he doesn't seem to be in consideration.
He's on my short list of cards to test. I could see him being solid but I could also see it being an awkward do-nothing. Who knows.
peasantcube.blogspot.com
Despite this being a 2color deck with a bunch of lands/cards that get lands the mana isn't good enough to support cutting a land for Knoll and/or Peaks. You would need to cut spells and I don't think there is a spell that is worse than a Knoll.
peasantcube.blogspot.com
peasantcube.blogspot.com
Main Deck
1 Boros Garrison
3 Breeding Pool
1 Forest
4 Gemstone Mine
3 Golgari Rot Farm
1 Selesnya Sanctuary
4 Simic Growth Chamber
1 Slayers' Stronghold
1 Sunhome, Fortress of the Legion
3 Tendo Ice Bridge
2 Tolaria West
1 Vault of the Archangel
Creatures: 6
1 Azusa, Lost but Seeking
1 Eternal Witness
4 Primeval Titan
4 Amulet of Vigor
Enchantments: 2
2 Hive Mind
Instants: 5
1 Pact of Negation
4 Summoner's Pact
Sorceries: 18
2 Ancient Stirrings
3 Explore
2 Inquisition of Kozilek
2 See Beyond
4 Serum Visions
4 Summer Bloom
1 Thoughtseize
1 Bojuka Bog
3 Dispel
1 Ghost Quarter
1 Hive Mind
2 Inquisition of Kozilek
1 Nature's Claim
1 Pact of Negation
1 Qasali Pridemage
3 Slaughter Pact
1 Thoughtseize
candidus inperti; si nil, his utere mecum.
~~~~~