I've brewed up this hexproof list. It's basically hexproof creatures, a bit of ramp, and a lot of counter spells to prevent board wipes. The Hadana's climb and curious obsession should spice things up a bit. I'm going to play it at the next FNM. Any improvements you can think of? The main focus is the hexproof creatures.
Your deck is too reactive to be good here. You play creatures so you wanna be proactive and use your mana every main phase, and maybe keep mana up sometimes, but you must overcome your opponents.
4 Negate and 2 Quench are very bad unless you justify it with an incredibly weird local metagame. Put your counterspells in the SB.
Search and Explo Veg' are bad in this deck. If you want more ramp, play a couple Song of Freyalise to synergize with what propose below.
Climb is good with creatures that already have +1/+1 counters on them. It would be logical to play 4 Experiment Ones, 4 Barkhide Trolls and 2-3 Vivien, Arkbow Ranger to make the enchantment good enough.
I don't think any deck wants 4 Carnage Tyrant, they're awakward in the opening hand. 2 is enough.
Cut some islands, Yavimaya Coast is another dual available.
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Pioneer - A bunch of stuff Modern - Humans Legacy - Grixis Phoenix / Death & Taxes
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I've brewed up this hexproof list. It's basically hexproof creatures, a bit of ramp, and a lot of counter spells to prevent board wipes. The Hadana's climb and curious obsession should spice things up a bit. I'm going to play it at the next FNM. Any improvements you can think of? The main focus is the hexproof creatures.
Pioneer Hexproof
4 Llanowar Elves
4 Sylvan Caryatid
4 Witchstalker
4 Vine Mare
4 Carnage Tyrant
2 Ghalta, Primal Hunger
2 Curious Obsession
4 Negate
3 Quench
1 Search for Azcanta
3 Hadana's Climb
2 Explosive Vegetation
4 Botanical Sanctum
4 Breeding Pool
5 Forest
4 Island
4 Hinterland Harbor
2 Lumbering Falls
SB:
2 Aqueous Form
2 Grafdigger's Cage
3 Syncopate
2 Heroic Intervention
2 Plummet
3 Return to Nature
Your deck is too reactive to be good here. You play creatures so you wanna be proactive and use your mana every main phase, and maybe keep mana up sometimes, but you must overcome your opponents.
4 Negate and 2 Quench are very bad unless you justify it with an incredibly weird local metagame. Put your counterspells in the SB.
Search and Explo Veg' are bad in this deck. If you want more ramp, play a couple Song of Freyalise to synergize with what propose below.
Climb is good with creatures that already have +1/+1 counters on them. It would be logical to play 4 Experiment Ones, 4 Barkhide Trolls and 2-3 Vivien, Arkbow Ranger to make the enchantment good enough.
I don't think any deck wants 4 Carnage Tyrant, they're awakward in the opening hand. 2 is enough.
Cut some islands, Yavimaya Coast is another dual available.