- DarklingScribe
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Member for 9 years, 7 months, and 10 days
Last active Mon, Nov, 20 2017 13:00:54
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Jul 28, 2017DarklingScribe posted a message on Treasure Cruisin' with Mayael the AnimaFor anyone going the dragon tribal route with this, I humbly reccomend Savage Ventmaw. It sadly can't be cheated into play with Mayael, but it is a strong budget friendly form of ramp that helps empty your hand... and with Hellkite Charger it can gain you an extra combat step for each untapped land you control.Posted in: Articles
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Jul 13, 2017DarklingScribe posted a message on Treasure Cruisin' with Daxos EnchantressI loved reading about the particular card choices in the deck, however I think that a little more attention needs to be paid to one of the deck's bigger weaknesses which is the lack of instant speed interaction. As far as I can tell the deck has only three truly instant speed cards (though the seals add a little more instant speed interaction I don't think they count since opponents know that they are there and can play around them). For this reason alone I feel that Stasis Snare and cards like it are perhaps better than banishing light even though banishing light is more versatile. Another option to help shore up this weakness is Vedalken Orrery, which allows the deck the become entirely reactive until it is removed and also allows the deck another way to outpace its opponents when going for a Rule of Law lockdown.Posted in: Articles
I also feel that Erebos, God of the Dead is worth mentioning in the section that covers more expensive non-budget additions. It's an extra greed that also stops strategies that rely on lifegain. Not to mention the fact that indestructible enchantments are nearly impossible for opponents to get rid of. Finally another addition to the non-budget section worth mentioning is land tax, since newer players tend not to be familiar with the old white mainstays and land tax is a lot more within the average player's reach than cards from Legends like moat. - To post a comment, please login or register a new account.
4 Elvish Mystic
2 Heir of the Wilds
4 Sylvan Caryatid
2 Hornet Nest
1 Nylea, God of the Hunt
2 Shaman of the Great Hunt
3 Temur Sabertooth
4 Whisperwood Elemental
3 Soul of Theros
Non-Creature
4 Commune with the Gods
4 Mastery of the Unseen
3 Frontier Siege
2 Outpost Siege
2 Forest
2 Mana Confluence
1 Mountain
2 Plains
3 Temple of Abandon
4 Temple of Plenty
3 Temple of Triumph
3 Windswept Heath
2 Wooded Foothills
2 Spirit of the Labyrinth
3 Eidolon of Rhetoric
2 Hushwing Gryff
3 Reclamation Sage
1 Frontier Siege
1 Nylea, God of the Hunt
1 Polukranos, World Eater
1 Purphoros, God of the Forge
1 Shaman of the Great Hunt
I didn't get a chance to fully put this deck through it's paces, because my local shop was doing sealed tonight for FNM, but I did play some casual games of standard and it seemed to work fairly well. Here are some thoughts, observations, and explanations:
- You can almost always reach devotion for Nylea, only a handful of permanents aren't green.
- I tested Xenagos, the Reveler and found that I'd pretty much rather have anything but him in my hand every time I drew him. Frontier Siege gives more mana early game, and late game I'd rather just draw a Sabertooth or Soul
- Purphoros and Polukranos are in my sideboard for testing.
- The Scry lands work pretty well late game in filtering the top of my library so the manifested cards were more creatures than lands.
- I only have two hornet nests so I just put them in with 2 of the Heir.
- Another direction Naya could easily to go in this deck is using deathtouch creatures + Arcbond as a cheap board wipe.
- I might test out Jeering Instigator in the deck as a way of getting around an opponent who is running deathtouch on his side of the board.
- Outpost Siege actually works in this better than the Shamans, my opponents hate seeing it come out since a board wipe now means at least 6 damage to their face and also I can use it to one shot their elvish mystics away whenever I use the sabertooth's ability to bounce something to my hand.
- The Shamans do work fine, but are only relevant late game.
Also you might consider Storm Cauldron for emergencies as a way to slow down people that get a faster draw engine going. It's not for everyone, I admit, but it also can be useful if you play against a lot of mass land destruction like Armageddon. Just tap all your lands and return them to your hand rather than letting them hit the graveyard.
And let me add after a play test, this deck isn't fast, it's just really hard for any opponent to take you out once you're past the 5th turn and you've manifested this crazy board state that no amount of spot removal can make a dent in. By the time you get to the point when your manifested army of big enough to overrun your opponent's battlefield you have so much land and mana producing creatures out (not to mention the GG Frontier Siege dumps into you pool each of your main phases) that you can nearly pay for the Soul's acitivated ability twice over.
Specifically I'm thinking of Shaman of the Great Hunt, and maybe the dragons side of Outpost Siege. I think the shaman has the potential to replace Shamanic Revalation and his ability of putting counters on your manifested creatures opens up control options like Elite Scaleguard as well as taking your guys that get through out of the reach of Drown in Sorrow which is really big in my meta right now. (Not to mention maybe enabling experimentation with cards like Ainok Bond-Kin, Abzan Falconer, and maybe even Abzan Battle Priest)
While Outpost Siege offers mid-game card advantage and late game mass removal hate (not to mention the fact that you can ping something for 1 damage every time you use the Sabertooth's ability).
I'm curious because, while I'd like to use Sarkhan, The Dragonspeaker in a deck, I'm not that big of a collector of misprints and would be willing to trade him for a normal Sarkhan and maybe another card or two if indeed this misprint gives the card an above average value to collectors.
I haven't yet had the time to go through all 48 pages of this thread so forgive me if this has already been asked, I was wondering if anyone has tried playing with Doran, the Siege Tower as an alternate win condition? He can attack through the bridge lock and also make attackers out of your Spellskites. Or will he not work because the battlefield has way too many blockers in most games to make Doran a viable win condition?
One more question, has anyone playtested this with Terminus? Is drawing it in an opening hand too risky to make it worthwhile? Would putting their creatures back into their library negatively effect the top control strategy?
I'll be sure to check back in with my decklist as soon as I get the pieces together and playtest it a bit.