Not sure I'd ever want to run this over an actual ramp spell. Early game it is dependent of having a plethora of lands in hand and late game it just cantrips, which I'm not entirely sure is better than just filtering out a land from my deck with something like Rampant Growth.
This is interesting. I was planning on starting a second EDH deck that's a little more competitive than my causal Rith, the Awakener. One of the ideas I hit upon was a Rock-styled deck with Sisters of Stone Death as my commander. Seems like GB has some quality cards like Pernicious Deed and Maelstrom Pulse as well as having access to all of Black's discard spells.
I think it would be those lockdown style decks that just completely stop people from doing anything but drawing and passing the turn. Stuff like Winter Orb or Static Orb locks. Also large amounts of land destruction are pretty boring too, especially Crucible of Worlds and Strip Mine.
I can see the logic in assuming that someone with a heavily foiled or otherwise 'rare' versions of cards might be more of a threat than someone without them. If someone is willing to spend significant amounts of money to foil out a deck that is probably already stocked full of decently expensive cards, there's a good chance they're pretty serious about Magic. If they're serious about Magic, they probably know what they're doing when constructing and playing. Ergo they could be considered a pretty serious threat compared to someone who is playing mostly cards from a pre-con or something.
If I sit down with 3 random people and I see them drop T1 Island, Forest, Foil Polluted Delta respectively, I know who I'm going to be gunning for first until proven otherwise.
Mangara of Corondor is pretty flexible, and gets far better if you have a way to bounce, blink, or sacrifice (then recur) him while his ability is still on the stack.
Ah. This is fantastic. Exactly the kind of card I was looking for, and in the first reply. Thanks =D
Anyways, thanks guys. I think I'm going to start looking for Mangara of Corondor and Intrepid Hero. They seem like they fit the bill perfectly. I'm less sure about Sunforger.
I was playing my Rith, the Awakener deck against my friend's The Mimeoplasm deck and I noticed that if I didn't draw Swords to Plowshares or Condemn when he began reanimating his massive creatures I was in trouble because I really have no way to tutor up instants or sorcerys. But I do have a significant amount of creature tutoring. I was wondering if anyone knew of a quality creature that I could tutor up if I was in need of some spot removal?
Technically fair is whatever isn't against the rules. Decks that completely lock you out are fair, they're just not fun. To me, EDH is less about the game and more about meeting people and having a good time. You can walk into a random game store and ask if anyone has an EDH deck and you'll easily get enough people for a pick up game; its a format basically anyone can play well, regardless of their skill or collection because of the precons. To that end, I feel like the game should be a slow-burning affair where every player has a chance to effect the board and everyone gets to know each other while playing.
If someone combos out on turn 5 or 6, that sort of ruins the whole getting to know people aspect which is the main reason I got into EDH. These cutthroat combo decks might be fun if you constantly play with the same small group of people and everyone is expecting it, but if I sit down with 3 random players at a card shop I want to be able to actually play some of my cards and not have someone go infinite and end the game because I didn't draw my Swords to Plowshares by turn 5.
I feel like combo doesn't really fit with the spirit of the format. I just feel like because you have 99 singleton cards it really isn't practical to be to stack your deck with enough disruption to be able to stop dedicated combo decks reliably as well as be competitive against other types of decks. The card pool is just too big to be able to prepare for every kind of combo that can possibly be thrown your way. This might apply only to me, but I've missed a lot of Magic. I'm a lapsed player just getting back into Magic again for the first time since Mirrodin, so there are a lot of cards I missed and it would be very easy for combo pieces to slip by me until it is too late to stop them because I'm unfamiliar with them.
I would prefer it if all my games are won or lost by someone's clever board position and their political skills; not because they tutored the final piece of their combo and nobody had a counter.
I would say Reya Dawnbringer because her Invasion art is far and away one of my favorites. The only other one that can hold a candle to it is the original Serra Angel art.
It can get kind of silly with a Sensei's Divining Top or any other way to reliably stack the top of your library like Sylvan Library as long as you have creatures reliably attacking. I think running either of those would be enough to justify the Scope. Being able to filter out lands at will can be a very powerful effect, and it only gets better the longer the game goes on.
I would like to hear feedback on my deck (any glaring weaknesses?), any of the cards I plan on adding (anything unnecessary?) or on any other cards you ladies and gents think would really help me achieve my goal of Saproling domination. Right now I'm most worried about the mana base. Assuming I acquire the 3 shocklands and the 2 remaining fetch lands I'm targeting, how strong/weak is my mana base?
My first deck is actually still in the process of being made. It is a Rith, the Awakener deck that focuses solely on making Saprolings (only Saprolings, no other tokens) and doing cool things with them like sacrificing a few to Nemata, Grove Guardian to multiply all my damage, or using them as fuel for my Goblin Sharpshooter. I've got about 80 cards sleeved up but I still need some of the finishing touches (like Academy Rector) and some of the more expensive lands.
Hellrider deals the damage, so giving him equipment for lifelink or infect has serious implications (as does gratuitous violence). Also useful in large but non-infinite token situations as a damage multiplier.
I'm a little sketchy on the rules, but wouldn't equipping Hellrider with anything that says "whenever this creature deals damage to a player..." trigger for each creature you attack with? For example, if you attacked with Hellrider enchanted with Snake Umbra and 5 other creatures, you would get to draw 6 cards total? That seems like it could get kind of silly, or am I just wrong?
That seems like it could be fun.
If I sit down with 3 random people and I see them drop T1 Island, Forest, Foil Polluted Delta respectively, I know who I'm going to be gunning for first until proven otherwise.
I'm not entirely sure I have enough instants to justify a Sunforger. Right now I only have 5 that would qualify as targets for Sunforger: Eladamri's Call, Artifact Mutation, Swords to Plowshares, Condemn, and Reiterate. As a side note, if I cast Reiterate off of Sunforger would I be able to pay for buyback?
Anyways, thanks guys. I think I'm going to start looking for Mangara of Corondor and Intrepid Hero. They seem like they fit the bill perfectly. I'm less sure about Sunforger.
If someone combos out on turn 5 or 6, that sort of ruins the whole getting to know people aspect which is the main reason I got into EDH. These cutthroat combo decks might be fun if you constantly play with the same small group of people and everyone is expecting it, but if I sit down with 3 random players at a card shop I want to be able to actually play some of my cards and not have someone go infinite and end the game because I didn't draw my Swords to Plowshares by turn 5.
I would prefer it if all my games are won or lost by someone's clever board position and their political skills; not because they tutored the final piece of their combo and nobody had a counter.
This. I don't think there is a thing as "too much draw" unless you literally mill yourself out and can't win.
1 Rith, the Awakener
Lands
1 Clifftop Retreat
1 Rootbound Crag
1 Sunpetal Grove
1 Copperline Gorge
1 Razorverge Thicket
1 Arid Mesa
1 Karplusan Forest
1 Kessig Wolf Run
1 Gavony Township
1 Vitu-Ghazi, the City Tree
1 Reliquary Tower
1 Tranquil Thicket
1 Forgotten Cave
1 Secluded Steppe
1 Rushwood Grove
1 Terramorphic Expanse
1 Evolving Wilds
6 Plains
8 Forest
5 Mountain
Creatures (by CMC)
1 Mother of Runes
1 Fauna Shaman
1 Jade Mage
1 Vitaspore Thallid
1 Gaea's Herald
1 Goblin Sharpshooter
1 Elvish Piper
1 Glissa Sunseeker
1 Pallid Mycoderm
1 Sigil Captain
1 Ulasht, the Hate Seed
1 Solemn Simulacrum
1 Archon of Justice
1 Verdeloth the Ancient
1 Jareth, Leonine Titan
1 Myojin of Cleansing Fire
1 Akroma, Angel of Wrath
1 Akroma, Angel of Fury
1 Primordial Hydra
1 Expedition Map
1 Rampant Growth
1 Armillary Sphere
1 Prophetic Prism
1 Cultivate
1 Krosan Tusker (*)
1 Deep Reconnaissance
1 Journey of Discovery
1 Manalith
Artifacts (by CMC)
1 Skullclamp
1 Basilisk Collar
1 Swiftfoot Boots
1 Howling Mine
1 Druidic Satchel
1 Quicksilver Amulet
Enchantments (by CMC)
1 Ground Seal
1 Intangible Virtue
1 Oblivion Ring
1 Aura Shards
1 Sporogenesis
1 Defense of the Heart
1 Parallel Lives
1 Mirari's Wake
1 True Conviction
Instants (by CMC)
1 Condemn
1 Swords of Plowshares
1 Eladamri's Call
1 Krosan Grip
1 Reiterate
1 Comet Storm
1 Browbeat
1 Harmonize
1 Day of Judgement
1 March of Souls
1 Akroma's Vengeance
1 Phyrexian Rebirth
1 Hour of Reckoning
Planeswalkers
1 Chandra Nalaar
(*) I listed Korsan Tusker under Mana Fixing because 9 times out of 10 I plan to use him for his cycling ability.
Cards I am currently looking to acquire:
Thank you! ^(^_^)>
I'm a little sketchy on the rules, but wouldn't equipping Hellrider with anything that says "whenever this creature deals damage to a player..." trigger for each creature you attack with? For example, if you attacked with Hellrider enchanted with Snake Umbra and 5 other creatures, you would get to draw 6 cards total? That seems like it could get kind of silly, or am I just wrong?