I put this deck together about three or four weeks ago using almost entirely cards I already had in my collection. I purchased about 12 cards to complete the deck including Multani, Tatyova and Immortal Sun amongst others.
This deck originally evolved from my old Saprolings deck to pump as many lands and creatures out to cast things like Impervious Greatwurm and Arboretum Elemental quickly. That first iteration is now gone (never made a deck list) but lost miserably to token hate like Goblin Chainwhirler and faster Angel/Knight decks amongst others. The deck isn't intended to go 5-0 but I don't really want it doing 0-5 either. I can't find the score cards but I think the best this deck ever did was 2-2 or 1-2-1 and those wins were due to variance, not the deck itself. Most nights are 0-4 or 1-3.
One note... Detection Tower exists to combat Carnage Tyrant (I don't own this card due to expense), Shalai, Voice of Plenty (which is usually in the Angel/Knight deck) and Merfolks. The local meta tends to ebb and flow on hexproof. I can play an entire night without seeing any hexproof and next weekend it's nothing but.
This deck has an absolutely tough time with Green Stompy, Angels & Knights and Merfolk decks without fail. Chainwhirler has all but disappeared from my meta (bet you it will show up tonight) and replaced with Crackling Drake. The current Drake decks I saw so far are really drag the game out but since I rarely win. I never play against it.
The deck does OK against others but I strongly feel that wins are due to variance such as land screw.
I tried modifying the list for more blue counterspells or adding for a splash of red or white but the deck seems to stumble a lot during play testing without all the land search cards. I'm sure a lot of people smarter than I am looked at Sylvan Awakening and saw zero wins so I guess I'm going to have to accept this one is a lame duck I suppose.
Sinister Sabotage is a good counter but doesn't really fit a deck which only plays at sorcery speed so you'd have to basically skip your turn to hold up mana to use it before the lategame.
1 Detection Tower
4 Evolving Wilds
8 Forest
4 Hinterland Harbor
8 Island
Artifacts (2)
1 Crucible of Worlds
1 The Immortal Sun
Instants (4)
4 Sinister Sabotage
4 Saproling Migration
1 Scapeshift
4 Sylvan Awakening
Creatures (21)
4 Elvish Rejuvenator
4 Llanowar Elves
4 Llanowar Scout
2 Multani, Yavimaya's Avatar
4 Skittering Surveyor
3 Tatyova, Benthic Druid
2 Cancel
4 Deep Freeze
1 Memorial to Genius
2 Nightveil Sprite
4 Skyscanner
2 Sprouting Renewal
I put this deck together about three or four weeks ago using almost entirely cards I already had in my collection. I purchased about 12 cards to complete the deck including Multani, Tatyova and Immortal Sun amongst others.
This deck originally evolved from my old Saprolings deck to pump as many lands and creatures out to cast things like Impervious Greatwurm and Arboretum Elemental quickly. That first iteration is now gone (never made a deck list) but lost miserably to token hate like Goblin Chainwhirler and faster Angel/Knight decks amongst others. The deck isn't intended to go 5-0 but I don't really want it doing 0-5 either. I can't find the score cards but I think the best this deck ever did was 2-2 or 1-2-1 and those wins were due to variance, not the deck itself. Most nights are 0-4 or 1-3.
One note... Detection Tower exists to combat Carnage Tyrant (I don't own this card due to expense), Shalai, Voice of Plenty (which is usually in the Angel/Knight deck) and Merfolks. The local meta tends to ebb and flow on hexproof. I can play an entire night without seeing any hexproof and next weekend it's nothing but.
This deck has an absolutely tough time with Green Stompy, Angels & Knights and Merfolk decks without fail. Chainwhirler has all but disappeared from my meta (bet you it will show up tonight) and replaced with Crackling Drake. The current Drake decks I saw so far are really drag the game out but since I rarely win. I never play against it.
The deck does OK against others but I strongly feel that wins are due to variance such as land screw.
I tried modifying the list for more blue counterspells or adding for a splash of red or white but the deck seems to stumble a lot during play testing without all the land search cards. I'm sure a lot of people smarter than I am looked at Sylvan Awakening and saw zero wins so I guess I'm going to have to accept this one is a lame duck I suppose.
Any ideas to improve the deck list?
To deal with opposing creatures you main options are: Blink of an Eye, Essence Scatter, River's Rebuke (best option, needs most ramp) and Sleep.
Sinister Sabotage is a good counter but doesn't really fit a deck which only plays at sorcery speed so you'd have to basically skip your turn to hold up mana to use it before the lategame.
The whole Scapeshift + Crucible of Worlds isn't really worth it imho and I'd also replace Evolving Wilds with Woodland Stream.
I'd probably throw in a copy or two of Memorial to Genius and Memorial to Unity in the maindeck for some value.
District Guide is a strict upgrade to Skittering Surveyor.
Llanowar Scout is pretty bad and doesn't actually ramp you so I'd replace it with either Druid of the Cowl or Thaumatic Compass (can find lands and flips to hold back attackers).
Other good ramp cards are Grow from the Ashes/Circuitous Route and Gift of Paradise (gains life to keep you alive against aggro).
Your SB probably needs to be reworked cutting everything besides Deep Freeze (which is passable against creatures, though mostly expensive ones as it is too slow against cheap aggrressive ones).
Cancel can be replaced by Sinister Sabotage which isn't a maindeck card for this deck imho.
I'd consider adding: Negate, Disdainful Stroke, Root Snare, Deathgorge Scavenger and Naturalize/Thrashing Brontodon (better than Sprouting Renewal here imho).