Mana Ramp: Explanation
My ramp category is fairly straight forward. We play a lot of dragons, and we need the mana to get there. However, besides acceleration mana ramp also provides color fixing, all too important in a five color deck. The first card on the list is the card I am most unsure about. Chrome Mox is like a mox, but can be of any color.... exceeeeept you have to exile a card. At the begining of the game it is important to look at the cards you have and think "which of these cards can I afford not to play in this game. Which of these cards is A) not essential, B) doesn't interact well with the overall strategy my hand represents, and C) is too expensive and is worth sacrificing for a better early game. Birds of Paradise is another non-auto-include because it is a creature and as such is weak to removal and boardwipes. However, I run it for the benefit of a one mana anything that says "tap to add one mana of any color to your mana pool." Sol Ring is... well, duh. I don't have to explain anything. I don't run many basic lands but I run just enough so that when you need a color or two, Kodama's ReachWILL get you that color. It is also ramp. I run a lot of creatures including fairly big dragons et al, so Somberwald Sage is worth it IMO. Give it haste and it pays for itself. Chromatic Lantern is a must include in any five color deck, in most three color decks, and even some two color decks. The card is insane. Thank you R&D. Sad Bot because sad bot. No, seriously, Solemn Simulacrum will get you so much card and mana advantage, on a stick. A STICK! Prophet of Kruphix because the card is ridiculous. I would understand if it got banned. So good in a creature heavy deck. It also goes well with the next card, Mirrari's Wake. This card doubles your mana. How awesome is that? The thing to remember here is that as soon as you play it, no matter how false it might be, in the eyes of everybody else, you are a threat. A big threat. Dragons plus a lot of mana doesn't come off as an allowable thing. Finally, Gilded Lotus. The card is straight up ramp and I find myself using my Phyrexian Metamorphs on it a lot. The card is really good, I just wish it added any combination of colors, not just three of the same.
Please give feedback I am going to edit this thread as I have time to add explanations to why I run the cards that I run.
It's really sick being able to make tons of tokens on everyone else's turn, which Rith can't do.
Check out the Dragonlair Spiderling, it does actual wonders. There is no way to express how many insects you get. After just one round in a large game I got like 20 insects. And the best thing is that I did absolutely nothing to get them. My opponents got them for me. I do get your point though. I just don't rather like mana sinks that only get you one saproling per three mana spent. I would rather even run proliferate effects just to get Luminarch Ascension to go off. But that would be crazy and un-needed. To be honest I would rather play Spawning Pit, specially once I get my Doubling Season. Wow, as I wrote that I realized how powerful that combo is. Holy crap. Well, now I am definitely running that! Also, I just actually got myself a Sprout Swarm which should be fantastic. Thanks for the recommendation!
With all the tokens you're producing you may want to consider Glare of Subdual to help fend off opposing creatures and clear the way for your own attacks.
Yup that card looks absolute beast! I totally need it haha
Also, instead of Glorious Anthem you might want to try Mirari's Wake, as it pulls double duty of being an anthem and a personal mana flare for only a couple more mana.
I'd also look to replace some of the one-time token producers like Gather the Townsfolk and Midnight Haunting with repeatable ways, like Jade Mage or Sprout Swarm.
Yeah, the one time token effects are more placeholders than anything else... I don't really like Jade Mage (my commander does the same job but much much better) but Sprout Swarm, with its ruling, is pretty baws.
Beastmaster Ascension is pretty win.
Decree of Justice for end of turn cycling.
Jade Mage is nice for using extra mana.
Marton Stromgald for a winning swing.
Aura Shards is gross.
Mirari's wake mana and token buffage.
Hour of Reckoning cause non token sweepers are good.
Increasing devotion can be nuts with double doubler.
Artifact Mutation/Aura Mutation for some removal/tokens.
Earthcraft for mana.
Dauntless Escort/Rootborn Defenses/Boros Charm to protect your dude from sweepers.
Wow what do I do with all of this information haha jk this is perfect. Beastmaster Ascension is fantastic, I agree. I definitely will be getting it. Boros Charm I have, so I should probably add it. It can give my Rith double-strike and use its ability twice, and also make my guys indestructible which protects against wrath effects. I also have Increasing Devotion, but I feel like it is in a spot of my curve where there are too many good replacements for it. I don't feel it is worth it. Keep in mind that I will always be able to create many tokens because of Rith, so synergies are more important than token creators. Hour of Reckoning might be the card I have been needing to win my games oh my god hahaha. Mirari's Wake is really good, but I would also have to add more mana sinks to make it synergize properly. Morton Stromglad, if I can get one, would be just fantastic in this deck. Also the target for every removal ever, but that is just proof that a card is good
You're already running 2 shocklands, if you add the third Stomping Ground, you could play Skyshroud Claim, which is great ^^.
Wow, I just gave a lot of suggestions :p.
Sorry for the big post.
You shouldn't apologize for that, I need the feedback
A lot of the cards you suggest search for basic land cards, but I don't have many; should I replace some of the worse lands with basic lands? I definitely agree with the Avenger of Zendikar and the Mycoloth, though I don't know anybody with whom I can trade for them. However, they would definitely go well in this deck. I also agree with the Bloom Tender replacing the Druid, she is too expensive for what she does. That said, I feel like my deck has just enough ramp for its mana curve, at least that is the feeling I get when I play it. I need more sac outlets, that's for sure, which makes me not want to get rid of Utopia Mycon; it basically enables all my saprolings to function as Eldrazi Spawn! I also agree with the Emeria Angel. Flyers are a problem with this deck. I don't understand your decision on Siege-Gang Commander, it honestly doesn't seem too exciting to me, even though I understand that the phytohydra is not very good. Spawning Pit functions as a mana sink and a sac outlet, both of which I need, so I will agree with that choice. However, (even though I realize this is unlikely) the combo of Protean Hydra with Ooze Flux is fantastic and until I need to, I don't think I should prioritize replacing those. The Elders, as I said, are a little redundant IMO. Unless I up the mana curve, additional ramp is unnecessary. And adding too many basic land fetchers means I need to add more basic lands, which means that I might get more color screwed... I might be wrong here, but my ramp feels good; I do need to add Kadoma's Reach though, that is just common sense. All of the artifact and enchantment removal feels a little odd to me. I have basically none, which means I probably should get some, but not too much, as my deck doesn't often have problems with passive effects. Again, I should add some, just not too much.
Update: I have been told that Rhys the Redeemed is worth adding, and after looking at the card, I would be a fool not to agree. However, do you guys think that I should get this card ASAP, or rather save my trade value for Doubling Season? In other words, which is more of a priority?
Won't happen again, my B. Also, thanks! That card seems fantastic for my deck! Not sure if better than Doubling Season or the Anthem, but cheaper than Season for sure. Anyways, I shan't bump this thread any further. I'll post it in the Multiplayer sub-forum
Hey there! I am new to this forum and also to the game in general. I have been playing for somewhat more than a year, a month before Avacyn Restored came out. In that time I have learned of the various formats and decided that EDH was by far the best and most fun format of all. So with my limited and recent card pool, knowing that the power of creatures has been increasing steadily every set, decided that the best deck to build would be a creature deck. At first I went with Grimgrin, Corpse-Born as my commander, but realized that he was not doing what I wanted him to. So I figured that I would do the creature Archetype I find most fun: Swarming with a gigantic horde of tokens. It is pretty obvious then why I chose Rith, the Awakener as my commander.
It is worth noticing that I have a HIGHLY limited budget, having spent much of it already on cards for this deck.
I am aware that some of this cards are sub-optimal, but I want to hear any and all opinions nevertheless. Know, however, that I am aware I need a Doubling Season and a Glorious Anthem. I am looking for good removal that can target some of my threats, such as big black guys with unblockable that make me do bad things when they hit me. That sounded weird. Anyway. As you can tell, I have quite a few powerful enchantments here, that synergize quite well with each other. This is in case something is preventing me from playing creatures or in case a wrath effect happens. Something that steals my permanents, like Lattice + Hellkite Tyrant, effectively owns me, but that should be expected. Keep in mind the two cards that I want to get right now, and if and when you suggest cards, tell me if I should prioritize them above those two.
Fantastic, would not want to play against it... but then again... that card draw... makes me want to hug you... very well design concept. However, know that players are not so naive and will attack you once they get a glimpse of what's going on. And most players will guess just from your commander. But keep them drawing cards to aid their own struggles against other players, and they might not care.
May I suggest, Faces of the Past? Very good with all your tokens, and also very good against tribals, which are quite common among casual edh players. Its ability is versatile enough to make it, IMO.
Hey there! I am new to this forum and also to the game in general. I have been playing for somewhat more than a year, a month before Avacyn Restored came out. In that time I have learned of the various formats and decided that EDH was by far the best and most fun format of all. So with my limited and recent card pool, knowing that the power of creatures has been increasing steadily every set, decided that the best deck to build would be a creature deck. At first I went with Grimgrin, Corpse-Born as my commander, but realized that he was not doing what I wanted him to. So I figured that I would do the creature Archetype I find most fun: Swarming with a gigantic horde of tokens. It is pretty obvious then why I chose Rith, the Awakener as my commander.
It is worth noticing that I have a HIGHLY limited budget, having spent much of it already on cards for this deck.
Alright, lets get this started!
The number before the card is its CMC. An X after it means it is an X cost and that is the minimum you should be paying for X, except for lands.
I am aware that some of this cards are sub-optimal, but I want to hear any and all opinions nevertheless. Know, however, that I am aware I need a Doubling Season and a Glorious Anthem. I am looking for good removal that can target some of my threats, such as big black guys with unblockable that make me do bad things when they hit me. That sounded weird. Anyway. As you can tell, I have quite a few powerful enchantments here, that synergize quite well with each other. This is in case something is preventing me from playing creatures or in case a wrath effect happens. Something that steals my permanents, like Lattice + Hellkite Tyrant, effectively owns me, but that should be expected. Keep in mind the two cards that I want to get right now, and if and when you suggest cards, tell me if I should prioritize them above those two.
Wow that's embarrassing! Yeah I do mean Hellkite Tyrant haha sorry I was thinking in Utvara because I run it in my Rith EDH... Hehe I am new both here and in the magic universe in general I am probably gonna make a thread for my edh deck today :P. The combo is sort of unfun if you don't win from it though, so be warned haha not cool to sit there drawing a card, playing a land a turn, waiting to catch up to everybody else because you suddenly don't have any board position (believe me, I know) but in this deck with shenanigans it seems a fair addition.
Wow this deck seems super casual and super fun. My friends and I are sure to have many laughs as soon as I build it. However, there are two cards I believe are a necessary addition here. First of all, Mycosynth Lattice, to make everything an artifact. This is not really political, but it helps with the metalcraft triggers and you can even gift some of the metalcraft cards to your opponents. But the real reason why it should be added is because of Utvara Hellkite. All throughout the game you are just casually gifting things to people and making chaotic coin flips and making the game just very fun, nobody expects you do be a real threat. But then BAM you steal absolutely every single permanent another player controls, and likely win the game because of it. Well, that is a stretch... Everybody will suddenly turn on you, but if you add cards like Vandalblast to the mix, there really is not much they can do about it. I normally hate effects that cause a player to be out of the game, like the Mycosynth plus Utvara, but because of Utvara's win the game clause, everybody should loose simultaneously. The only reason I know of this combo is because it was done against me. I was playing a Rith, the Awakener EDH deck and got a formidable board position with Dragonlair Spiderling, Parallel Lives and Healer of the Pride out, and then KAPUT every permanent I controlled was stolen from me for good. The good thing is that then somebody else managed to get me my permanents back with some kind of effect that returned all permanents to their owner's control, and then somebody did another effect which forced everybody to choose three of their permanents and sacrifice the rest, after which the Spiderling saved me again... Woops sorry, got off track on the wrong thread. In any case, the combo is good, but it will likely be somehow dealt with. However, it will definitely be unexpected and might win you the game. You could even (this is a stretch) give someone else your Utvara, make them take your permanents, and then use Zedruu's ability to get an obscene amount of life and card draw.
PS. sorry for long post and getting off track
PPS. This post actually made me stop lurking and finally create an account
1x Plains
2x Island
1x Swamp
2x Mountain
3x Forest
1x Temple of Triumph
1x Temple of Deceit
1x Temple of Abandon
1x Temple of Mystery
1x Drowned Catacomb
1x Sunpetal Grove
1x Clifftop Retreat
1x Rootbound Crag
1x Stomping Ground
1x Blood Crypt
1x Scrubland
1x Underground Sea
1x Badlands
1x Taiga
1x Bayou
1x Savannah
1x Tundra
1x Volcanic Island
1x Plateau
1x Tropical Island
1x Mana confluence
1x Homeward Path
1x Thespian Stage
1x Mosswort Bridge
1x Exotic Orchard
1x Reliquary Tower
1x Command Tower
1x Evolving Wilds
1x Chrome Mox
1x Birds of Paradise
1x Sol Ring
1x Kodama's Reach
1x Somberwald Sage
1x Chromatic Lantern
1x Solemn Simulacrum
1x Prophet of Kruphix
1x Mirrari's Wake
1x Gilded Lotus
Protection x3:
1x Lightning Greaves
1x Asceticism
1x Quicksilver Dragon
Counters and Removal x11:
1x Pact of Negation
1x Slaughter Pact
1x Path to Exile
1x Counterspell
1x Jaya Ballard, Task Mage
1x Beast Within
1x Oblivion Ring
1x Swift Silence
1x Flameblast Dragon
1x Hoard-Smelter Dragon
1x Steel Hellkite
Mass Removal x5:
1x Austere Command
1x Phyrexian Rebirth
1x Balefire Dragon
1x Gaze of Granite
1x Curse of the Swine
Card Draw and Tutor Effects x8:
1x Worldly Tutor
1x Demonic Tutor
1x Phyrexian Arena
1x Diabolic Tutor
1x Keranos, God of Storms
1x Garruk, Caller of Beasts
1x Intet, the Dreamer
1x Rune-Scarred Demon
1x The Mimeoplasm
1x Unburial Rites
1x Teneb, the Harvester
1x Bladewing the Risen
1x Karador, Ghost Chieftain
1x Profane Command
Utility x10:
1x Heliod, God of the Sun
1x Phyrexian Metamorph
1x Nylea, God of the Hunt
1x Iroas, God of Victory
1x Maelstrom Nexus
1x Yosei, the Morning Star
1x Keiga, the Tide Star
1x Kokusho, the Evening Star
1x Progenitor Mimic
1x Nicol Bolas
Win Conditions x9:
1x Scourge of Valkas
1x Hellkite Tyrant
1x Mana-Charged Dragon
1x Moltensteel Dragon
1x Mycosynth Lattice
1x Tooth and Nail
1x Utvara Hellkite
1x Hellkite Overlord
1x Dragonstorm
Mana Ramp: Explanation
My ramp category is fairly straight forward. We play a lot of dragons, and we need the mana to get there. However, besides acceleration mana ramp also provides color fixing, all too important in a five color deck. The first card on the list is the card I am most unsure about. Chrome Mox is like a mox, but can be of any color.... exceeeeept you have to exile a card. At the begining of the game it is important to look at the cards you have and think "which of these cards can I afford not to play in this game. Which of these cards is A) not essential, B) doesn't interact well with the overall strategy my hand represents, and C) is too expensive and is worth sacrificing for a better early game. Birds of Paradise is another non-auto-include because it is a creature and as such is weak to removal and boardwipes. However, I run it for the benefit of a one mana anything that says "tap to add one mana of any color to your mana pool." Sol Ring is... well, duh. I don't have to explain anything. I don't run many basic lands but I run just enough so that when you need a color or two, Kodama's Reach WILL get you that color. It is also ramp. I run a lot of creatures including fairly big dragons et al, so Somberwald Sage is worth it IMO. Give it haste and it pays for itself. Chromatic Lantern is a must include in any five color deck, in most three color decks, and even some two color decks. The card is insane. Thank you R&D. Sad Bot because sad bot. No, seriously, Solemn Simulacrum will get you so much card and mana advantage, on a stick. A STICK! Prophet of Kruphix because the card is ridiculous. I would understand if it got banned. So good in a creature heavy deck. It also goes well with the next card, Mirrari's Wake. This card doubles your mana. How awesome is that? The thing to remember here is that as soon as you play it, no matter how false it might be, in the eyes of everybody else, you are a threat. A big threat. Dragons plus a lot of mana doesn't come off as an allowable thing. Finally, Gilded Lotus. The card is straight up ramp and I find myself using my Phyrexian Metamorphs on it a lot. The card is really good, I just wish it added any combination of colors, not just three of the same.
Please give feedback I am going to edit this thread as I have time to add explanations to why I run the cards that I run.
Check out the Dragonlair Spiderling, it does actual wonders. There is no way to express how many insects you get. After just one round in a large game I got like 20 insects. And the best thing is that I did absolutely nothing to get them. My opponents got them for me. I do get your point though. I just don't rather like mana sinks that only get you one saproling per three mana spent. I would rather even run proliferate effects just to get Luminarch Ascension to go off. But that would be crazy and un-needed. To be honest I would rather play Spawning Pit, specially once I get my Doubling Season. Wow, as I wrote that I realized how powerful that combo is. Holy crap. Well, now I am definitely running that! Also, I just actually got myself a Sprout Swarm which should be fantastic. Thanks for the recommendation!
Yup that card looks absolute beast! I totally need it haha
Yeah, the one time token effects are more placeholders than anything else... I don't really like Jade Mage (my commander does the same job but much much better) but Sprout Swarm, with its ruling, is pretty baws.
Wow what do I do with all of this information haha jk this is perfect. Beastmaster Ascension is fantastic, I agree. I definitely will be getting it. Boros Charm I have, so I should probably add it. It can give my Rith double-strike and use its ability twice, and also make my guys indestructible which protects against wrath effects. I also have Increasing Devotion, but I feel like it is in a spot of my curve where there are too many good replacements for it. I don't feel it is worth it. Keep in mind that I will always be able to create many tokens because of Rith, so synergies are more important than token creators. Hour of Reckoning might be the card I have been needing to win my games oh my god hahaha. Mirari's Wake is really good, but I would also have to add more mana sinks to make it synergize properly. Morton Stromglad, if I can get one, would be just fantastic in this deck. Also the target for every removal ever, but that is just proof that a card is good
You shouldn't apologize for that, I need the feedback
A lot of the cards you suggest search for basic land cards, but I don't have many; should I replace some of the worse lands with basic lands? I definitely agree with the Avenger of Zendikar and the Mycoloth, though I don't know anybody with whom I can trade for them. However, they would definitely go well in this deck. I also agree with the Bloom Tender replacing the Druid, she is too expensive for what she does. That said, I feel like my deck has just enough ramp for its mana curve, at least that is the feeling I get when I play it. I need more sac outlets, that's for sure, which makes me not want to get rid of Utopia Mycon; it basically enables all my saprolings to function as Eldrazi Spawn! I also agree with the Emeria Angel. Flyers are a problem with this deck. I don't understand your decision on Siege-Gang Commander, it honestly doesn't seem too exciting to me, even though I understand that the phytohydra is not very good. Spawning Pit functions as a mana sink and a sac outlet, both of which I need, so I will agree with that choice. However, (even though I realize this is unlikely) the combo of Protean Hydra with Ooze Flux is fantastic and until I need to, I don't think I should prioritize replacing those. The Elders, as I said, are a little redundant IMO. Unless I up the mana curve, additional ramp is unnecessary. And adding too many basic land fetchers means I need to add more basic lands, which means that I might get more color screwed... I might be wrong here, but my ramp feels good; I do need to add Kadoma's Reach though, that is just common sense. All of the artifact and enchantment removal feels a little odd to me. I have basically none, which means I probably should get some, but not too much, as my deck doesn't often have problems with passive effects. Again, I should add some, just not too much.
It is worth noticing that I have a HIGHLY limited budget, having spent much of it already on cards for this deck.
Alright, lets get this started!
6 Rith, the Awakener
Mana Ramp (11):
1 Arbor Elf
1 Avacyn's Pilgrim
3 Chromatic Lantern
3 Cultivate
2 Druid of the Anima
5 Gilded Lotus
3 Harrow
1 Llanowar Elves
1 Magus of the Vineyard
3 Somberwald Sage
2 Utopia Mycon
Token Creators (16):
5 Assemble the Legion
3 Blade Splicer
6 Dragonlair Spider
3 Druidic Satchel
6 Feed the Pack
5 Geist-Honored Monk
4 Huntmaster of the Fells
5 Kazuul, Tyrant of the Cliffs
2 Luminarch Ascension
3 Midnight Haunting
5 Mitotic Slime
4 Ooze Flux
5 Predatory Advantage
5 Sprouting Phytohydra
8 Utvara Hellkite
Token Synergies (20):
5 Asceticism
8 Avacyn, Angel of Hope
4 Boartusk Liege
5 Cathars' Crusade
8 Craterhoof Behemoth
3 Elder of Laurels
4 Fangren Firstborn
4 Flame Fusillade
2 Gather the Townsfolk
7 Hamletback Goliath
4 Healer of the Pride
4 Hellrider
2 Intangible Virtue
3 Mentor of the Meek
4 Parallel Lives
4 Rubblebelt Raiders
1 Soul Warden
7 Stalking Vengeance
4 Trostani, Selesnya's Voice
3 Wayfaring Temple
4 Bloodbraid Elf
3 Domri Rade
2 Druid's Deliverance
6 Enlisted Wurm
7 Gisela, Blade of Goldnight
1 Rancor
2 Ring of Kalonia
5 Sigarda, Host of Herons
7 Sylvan Primordial
8 Vorinclex, Voice of Hunger
Lands in no particular order (40):
5x Forest
5x Plains
2x Mountain
1x Thespian Stage
1x Gruul Guildgate
1x Selesnya Guildgate
1x Razorverge Thicket
1x Graypelt Refuge
1x Transguild Promenade
1x Rootbound Crag
1x Boros Garrison
1x Boros Guildgate
1x Exotic Orchard
1x Hellion Crucible
1x Clifftop Retreat
1x Sunpetal Grove
1x Sacred Foundry
1x Rupture Spire
1x Terramorphic Expanse
1x Vitu-Ghazi, the City-Tree
1x Shimmering Grotto
1x Temple Garden
1x Evolving Wilds
1x Selesnya Sanctuary
1x Slayers' Stronghold
1x Naya Panorama
1x Gruul Turf
1x Highland Weald
1x Khalni Garden
1x Jungle Shrine
1x Gavony Township
I am aware that some of this cards are sub-optimal, but I want to hear any and all opinions nevertheless. Know, however, that I am aware I need a Doubling Season and a Glorious Anthem. I am looking for good removal that can target some of my threats, such as big black guys with unblockable that make me do bad things when they hit me. That sounded weird. Anyway. As you can tell, I have quite a few powerful enchantments here, that synergize quite well with each other. This is in case something is preventing me from playing creatures or in case a wrath effect happens. Something that steals my permanents, like Lattice + Hellkite Tyrant, effectively owns me, but that should be expected. Keep in mind the two cards that I want to get right now, and if and when you suggest cards, tell me if I should prioritize them above those two.
It is worth noticing that I have a HIGHLY limited budget, having spent much of it already on cards for this deck.
Alright, lets get this started!
The number before the card is its CMC. An X after it means it is an X cost and that is the minimum you should be paying for X, except for lands.
6 Rith, the Awakener
Mana Ramp (11):
1 Arbor Elf
1 Avacyn's Pilgrim
3 Chromatic Lantern
3 Cultivate
2 Druid of the Anima
5 Gilded Lotus
3 Harrow
1 Llanowar Elves
1 Magus of the Vineyard
3 Somberwald Sage
2 Utopia Mycon
Token Creators (16):
5 Assemble the Legion
3 Blade Splicer
6 Dragonlair Spider
3 Druidic Satchel
6 Feed the Pack
5 Geist-Honored Monk
4 Huntmaster of the Fells
5 Kazuul, Tyrant of the Cliffs
2 Luminarch Ascension
3 Midnight Haunting
5 Mitotic Slime
4 Ooze Flux
5 Predatory Advantage
5 Sprouting Phytohydra
8 Utvara Hellkite
5x White Sun's Zenith
Token Synergies (20):
5 Asceticism
8 Avacyn, Angel of Hope
4 Boartusk Liege
5 Cathars' Crusade
8 Craterhoof Behemoth
3 Elder of Laurels
4 Fangren Firstborn
4 Flame Fusillade
2 Gather the Townsfolk
7 Hamletback Goliath
4 Healer of the Pride
4 Hellrider
2 Intangible Virtue
3 Mentor of the Meek
4 Parallel Lives
4 Rubblebelt Raiders
1 Soul Warden
7 Stalking Vengeance
4 Trostani, Selesnya's Voice
3 Wayfaring Temple
4 Bloodbraid Elf
3 Domri Rade
2 Druid's Deliverance
6 Enlisted Wurm
2x Excise
7 Gisela, Blade of Goldnight
4x Protean Hydra
1 Rancor
2 Ring of Kalonia
5 Sigarda, Host of Herons
7 Sylvan Primordial
8 Vorinclex, Voice of Hunger
Lands in no particular order (40):
5x Forest
5x Plains
2x Mountain
1x Thespian Stage
1x Gruul Guildgate
1x Selesnya Guildgate
1x Razorverge Thicket
1x Graypelt Refuge
1x Transguild Promenade
1x Rootbound Crag
1x Boros Garrison
1x Boros Guildgate
1x Exotic Orchard
1x Hellion Crucible
1x Clifftop Retreat
1x Sunpetal Grove
1x Sacred Foundry
1x Rupture Spire
1x Terramorphic Expanse
1x Vitu-Ghazi, the City-Tree
1x Shimmering Grotto
1x Temple Garden
1x Evolving Wilds
1x Selesnya Sanctuary
1x Slayers' Stronghold
1x Naya Panorama
1x Gruul Turf
1x Highland Weald
1x Khalni Garden
1x Jungle Shrine
1x Gavony Township
I am aware that some of this cards are sub-optimal, but I want to hear any and all opinions nevertheless. Know, however, that I am aware I need a Doubling Season and a Glorious Anthem. I am looking for good removal that can target some of my threats, such as big black guys with unblockable that make me do bad things when they hit me. That sounded weird. Anyway. As you can tell, I have quite a few powerful enchantments here, that synergize quite well with each other. This is in case something is preventing me from playing creatures or in case a wrath effect happens. Something that steals my permanents, like Lattice + Hellkite Tyrant, effectively owns me, but that should be expected. Keep in mind the two cards that I want to get right now, and if and when you suggest cards, tell me if I should prioritize them above those two.
PS. sorry for long post and getting off track
PPS. This post actually made me stop lurking and finally create an account