I run a Golem/artifact deck in Esper colors. It's very casual and has a few themes going for it but does pretty well regardless. My decks tend to be made up of singletons but Xenograft + Puppet Conjurer is hilarious (even if it's just on defense). But then again, I also run Sharding Sphinx which works nicely with the splicers.
Anyway, my point is that Xenograft might allow you to think out of the box. Worth considering.
Well, no turn one drops in a deck with Green? Khalni Garden instead of 4 forests is the way to go. And i suggest Selesnya Sanctuary for mana-fixing and card advantage.
Maybe some Overrun effect to finish a game? This will also put your Myrs into good use for late game.
I thought about the Rootborn Defenses and I thought it was too over costed for what it did. Sundering GrowthI should have put in. I had no idea Titan Forge even existed. That is totally going in. Why is Khalni Garden going in? I mean, it makes a dude yes. Just not seeing the connection. I may take out both Spare from Evil to add two two of either of those suggested options.
Not sure what to say. I picked up the Artful Destruction precon and saw the Golems were pretty well support and took them a step further (in my opinion).
Feed back is welcomed.
Tracker's Instinct is a fast dig card that you can also flashback (in the event it gets milled or you just want to use it again). With the amount of creatures you run being able to choose one from a mill is very helpful.
Wouldn't that care be slightly non helpful? Just wondering is all.
I can see it being super helpful and getting my dudes into my hand.
How many do you think are needed? 1?
Good idea. I have some experience with those, and I think that they're quite decent. They can kill stuff in combat. The only problem is that they sometimes won't die when you need them to. They're probably a lot better than the elks.
I like having them because if they die I still get 2 for 1 most of the time.
Isn't Sakura-Tribe Elder the nuts in this deck? It does everything you need; chump, ramp, put a body in the 'yard. Why not run 4? With that many basics, I might even run Dawntreader Elk.
Laboratory Maniac is only reliable if you can draw a card in response to your opponent killing it.
I thought about the Elks but I felt they slowed me down my having them out because I had to wait a turn to use them.
What about throwing in three Viridian Emissary?
Side Board:
2 Mind Control
2 Gnaw to the Bone
4 Negate
4 Flashfreeze
3 Naturalize
Notes: I know this side board is from the Deathfed deck but it fits well with my play group so I didn't change it.
I do plan on turning that Elf into a BOP once I get a second one.
Along with ditching the Emissary for a third Elder.
Well, as a tribal set they fold in Standard, even as powerful of a Standard meta we have...
Modern just has loads of jimmy jam that Standard doesn't have. It is such a fast format with really cheap beaters and removal.
A deck like Martyr-Proc which is far from competitive in todays Modern Meta would be able to clock you faster.
The Legacy Werewolves are still pretty Tribal, but relies on the larger card pool in Modern to enhance thier play value.
As a brewer, having a larger card pool is bettet because you have options. Options are always good.
What type of Legacy Werewolves would you put together?
I am still trying to narrow down my list of G/R cards for a deck.
So, I would need to build a deck that gives options at almost every turn of the game and still be able to preform if my game plan changes?
In addition to locking them down just being a good thing that slows their tempo drastically, if they aren't casting spells then Hanweir Watchkeep is a 5/5 for 3 and Instigator Gang is a 5/5 trampler that gives himself and other creatures +3/+0 when they attack very quickly.
It plays much differently than the straight aggro deck you were proposing, but if you'd be into something like Legacy Werewolf Stompy in Modern I could try to help.
Interesting, I would be interested in that. I am trying to phase out of casual and into something more fun. Most of my friends play Modern+ decks so I am trying to shift into that.
Here is a re adjusted creature base for this deck.
My new deck list
Changes:
OUT: 1 Conversion Chamber,2 Spare from Evil 4 Forests, 4 Plains
IN: 4 Selsnya Guildgate, 4 Khalni Garden, 2 Rootborn Defenses, 1 Titan Forge
7 Forest
4 Khalni Garden
4 Selesnya Guildgate
7 Plains
3 Sundering Growth
3 Ranger's Guile
2 Rampant Growth
2 Forced Worship
2 Apostle's Blessing
2 Rootborn Defenses
1 Titan Forge
Thoughts?
Not seeing where I could go with the Xenograft. Would Glassdust Hulk fit my deck?
I thought about the Rootborn Defenses and I thought it was too over costed for what it did. Sundering GrowthI should have put in. I had no idea Titan Forge even existed. That is totally going in. Why is Khalni Garden going in? I mean, it makes a dude yes. Just not seeing the connection. I may take out both Spare from Evil to add two two of either of those suggested options.
Feed back is welcomed.
11 Forests
11 Plains
Creatures (Splicers) 15
3 Blade Splicer
3 Master Splicers
3 Vital Splicers
3 Sensor Splicers
3 Maul Splicers
3 Copper Myr
3 Golden Myr
1 Precusor Golem
1 Golem Artison
Spells =14
3 Naturlize
3 Ranger's Guile
2 Rampant Growth
2 Forced Worship
2 Apostle's Blessing
2 Spare from Evil
1 Conversion Chamber
Wouldn't that care be slightly non helpful? Just wondering is all.
I can see it being super helpful and getting my dudes into my hand.
How many do you think are needed? 1?
I like having them because if they die I still get 2 for 1 most of the time.
I thought about the Elks but I felt they slowed me down my having them out because I had to wait a turn to use them.
What about throwing in three Viridian Emissary?
Since then I've been play testing and tweaking the deck.
12 Forests
10 Islands
Creatures= 25
3 Armored Skaab
2 Deranged Assistant
2 Merfolk Looter
2 Sakura-Tribe Elder
1 Viridian Emissary
3 Ghoultree
3 Boneyard Wurm
3 Splinterfright
2 Acidic Slime
2 Wild Cantor
1 Llanowar Elves
1 Birds Paradise
3 Forbidden Alchemy
2 Spider Spawning
2 Mulch
1 Green Sun's Zenith
1 Recollect
1 Gnaw to the Bone
Artifacts=3
1 Ratchet Bomb
2 Bonehoarder
Side Board:
2 Mind Control
2 Gnaw to the Bone
4 Negate
4 Flashfreeze
3 Naturalize
Notes: I know this side board is from the Deathfed deck but it fits well with my play group so I didn't change it.
I do plan on turning that Elf into a BOP once I get a second one.
Along with ditching the Emissary for a third Elder.
Thanks a bunch!
What type of Legacy Werewolves would you put together?
I am still trying to narrow down my list of G/R cards for a deck.
So, I would need to build a deck that gives options at almost every turn of the game and still be able to preform if my game plan changes?
So, Werewolves can't be 100% built around like the other tribes?
I will look into these decks/ keep seeing if I can adjust some of these to my play style.
Interesting, I would be interested in that. I am trying to phase out of casual and into something more fun. Most of my friends play Modern+ decks so I am trying to shift into that.
Here is a re adjusted creature base for this deck.
3 Gatstaf Shepherd
4 Huntmaster of the Fells
3 Immerwolf
4 Mayor of Avabruck
4 Reckless Waif
4 Wolfbitten Captive
Where would I fine this Legacy Werewolves deck?
Here is what I have.
11 Forests
11 Mountains
Creatures=26
4 Mayor of Avabruck
4 Immerwolf
3 Young Wolf
3 Huntmaster of the Fells
2 Scorned Villager
2 Afflicted Deserter
2 Instigator Gang
2 Daybreak Ranger
2 Kruin Outlaw
2 Mondronen Shaman
4 Full Moon's Rise
4 Moonmist
3 Lightning Bolt
I believe I have 3 Afflicted Deserter but I will have to recheck.
Thoughts/Comments?