- Scavenging Ooze
- Underrealm Lich
- Green Sun’s Zenith
- Birthing Pod
- Collector Ouphe
- Evolutionary Leap
And, some of the cards being looked at for cuts:
- Diligent Farmhand
- Corpse Dance
- Agent of Erebos
- Solemn Simulacrum
- Birds of Paradise
- Deathrite Shaman
- Weathered Wayfarer
Of the cards to add:
Ooze is Instant timing Grave Hate that is stapled to a creature. It is not as good as Agent of Erebos or Nihil Spellbomb in terms of blowing up the entire graveyard but combines the two to give me a creature to remove specific cards. I am willing to try this over the Agent for now to see how much the Instant Timing changes things.
Underrealm Lich works well for the deck overall. I get to pick the card I want (and works fantastically with Sylvan Library) and it fills my graveyard to fuel Karador and other reanimation. Which is also where Necromancy comes in. I am going to try it out as a "better" Corpse Dance. Since some of these cards make it even tougher to control the top of my graveyard, Corpse Dance becomes tougher to set things up. Necromancy is one time use but a) is Instant timing if I need it and b) works pretty well with Sun Titan.
Birthing Pod and Green Sun's move the deck further into the Toolbox category and both seem pretty good for the deck. Both are reusable (GSZ is a little harder since it shuffles in but I can draw it again) and both can get me cards I might need at a specific time. Both are Sorcery timing but their effects are worth that restriction.
Evolutionary Leap is another Sac outlet and one that gets me another creature to replace the one I just sacrificed. It only goes to hand, and it does cost mana, but it seems that it could be a decent addition to the deck.
Collector Ouphe is just a hate card to slow down opposing Artifact strategies. I play very few artifacts in the deck so it is unlikely to ever effect me and I can get it off a GSZ early or a Pod activation.
As for the cuts, Farmhand and Solemn seem like some of my worse land based ramp. Farmhand is decent, but I don't really feel like I want to see it (even early on) and a lot of the more recent changes (and some of the ones I am thinking of) potentially lower the usefulness of the Farmhand as early ramp. Solemn is on the more expensive side but the same thing reducing the usefulness of Farmhand applies to Solemn. Plus, I am working in some additional card draw/filtering that having the Solemn die to draw a card becomes less useful.
Agent is Sorcery timing so a straight swap with Ooze might be better. Ooze handles things earlier, comes back from Sun Titan, lowers the curve, and can be gotten easier off some of the new tutors.
Corpse Dance, as mentioned above, is becoming more and more difficult to control regarding what I get back. I like that it is repeatable but I think there is a higher likelihood of it just not doing what I want since the top of my graveyard might be a Sakura-Tribe Elder or something.
And, finally, Birds, Deathrite, and Wayfarer have been underwhelming so far. I have goldfished and played a few games with these included and I have never wanted them. Birds has been somewhat useful to get me the 10th mana when I needed it, but that isn't what it is really here for. Deathrite has never actually made an appearance in game and Wayfarer, when it does show up, can't be activated about half the time due to the rest of my ramp.
And finally, due to some of the potential additions, I am going to try 39 lands again. I am having a real problem getting the right land count for the deck but seeing as a lot of the cards being added offer more consistency and let me see more cards, I think I am fine to go back to 39 for now.
With all of that being said, here are the changes I made for today. Any cards not cut or added are still being considered based on comments above:
|06/26/2019Magic OnlineOCTGN2ApprenticeBuy These Cards|
1 Diligent Farmhand
1 Corpse Dance
1 Agent of Erebos
1 Solemn Simulacrum
1 Birthing Pod
1 Green Sun's Zenith
1 Underrealm Lich
1 Scavenging Ooze