- arrogantAxolotl
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Member for 9 years, 3 months, and 22 days
Last active Tue, Nov, 9 2021 20:36:47
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Oct 31, 2017arrogantAxolotl posted a message on The 13 Scariest Pieces of Magic ArtNo old school Mutilate?Posted in: Articles
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Sep 12, 2017arrogantAxolotl posted a message on Changes to MTGSalvation User AccountsPosted in: Articles
I don't think this is an entitlement thing for most folks. I think folks are just being skeptical about the change and aren't sure if they can trust Curse because they don't understand the imperative for the change.Quote from Ertai Planeswalker »As much as I dislike this change as the next guy, I do want to remind everyone that if you did not pay for anything, you are not entitled to anything.
Everybody who paid for your MTGS account, raise your hands -
Sep 11, 2017arrogantAxolotl posted a message on Changes to MTGSalvation User AccountsPosted in: Articles
Thanks for taking the time to reply to my inquiry. I guess I'll just bite the bullet and make myself a Twitch account then.Quote from Feyd_Ruin »snip -
Sep 11, 2017arrogantAxolotl posted a message on Changes to MTGSalvation User AccountsPosted in: Articles
Would you be willing to elaborate on why this is true? I know that I'm being skeptical here and that the question I'm asking is pretty technical in nature, but I'm failing to see why this is the case. What makes the account merging more secure for users here? Aren't you still just dealing with the same number / types of accounts anyway?Quote from molster »
This lets us just run a single user pool, which is a LOT more secure for users!Quote from Eruyaean »So Basically, i have to create an account in some unrelated service i may not use to continue to use this Forum? -
Sep 11, 2017arrogantAxolotl posted a message on Changes to MTGSalvation User AccountsThis is... huh? What? I don't understand what's going on here at all.Posted in: Articles
I don't use Twitch. I don't even like Twitch. Why do I have to merge my Salvation account with a Twitch account all of a sudden? Molster says it's because it provides more streamlined account security, faster user support, and an easier log-in process, but this is still baffling to me. Easier log-in process? How much easier could logging in be? My home computer already logs me in automatically. Everywhere else... it's just a simple username/password system. How could that process possibly be made any easier?
Maybe this is a security thing, and admittedly I know absolutely nothing about security, but how does merging Salvation accounts to Twitch accounts make things more secure? And why Twitch of all things? Why now? What's the prerogative for this change? Maybe I'm just being some cranky, old man whose resistant to change regardless if it's for the better or not, but I honestly just don't understand why this even needs to happen. I don't want a Twitch account. - To post a comment, please login or register a new account.
Leading Arbor Elf:
7 mana, 4 cards:Land, Arbor Elf —> Land, Overgrowth
7 mana, 5 cards:Land, Arbor Elf —> Land, Arbor Elf, Utopia Sprawl
7 mana, 5 cards:Land, Arbor Elf —> Land, Utopia Sprawl, Utopia Sprawl
7 mana, 5 cards:Land, Arbor Elf —> Arbor Elf, Utopia Sprawl —> Land
7 mana, 5 cards:Land, Arbor Elf —> Utopia Sprawl, Utopia Sprawl —> Land
7 mana, 5 cards:Land, Arbor Elf —> Land, Llanowar Tribe —> Land
Leading Birds of Paradise:
7 mana, 5 cards:Land, Birds of Paradise —> Land, Llanowar Tribe —> Land
7 mana, 6 cards:Land, Birds of Paradise —> Land, Utopia Sprawl, Overgrowth —> Land
Leading Utopia Sprawl:
7 mana, 5 cards:Land, Utopia Sprawl —> Land, Arbor Elf, Arbor Elf
7 mana, 5 cards:Land, Utopia Sprawl —> Land, Arbor Elf, Utopia Sprawl
7 mana, 5 cards:Land, Utopia Sprawl —> Arbor Elf, Arbor Elf —> Land
7 mana, 5 cards:Land, Utopia Sprawl —> Arbor Elf, Utopia Sprawl —> Land
7 mana, 5 cards:Land, Utopia Sprawl —> Land, Llanowar Tribe —> Land
7 mana, 6 cards:Land, Utopia Sprawl —> Land, Utopia Sprawl, Overgrowth —> Land
So, the takeaway here is that, if I want to get 7 mana by turn 3, I'll need to have:
Given a 60 card deck containing 21 lands and 4 copies of each of the mentioned cards:
1.) Ramping has never been easier. I found myself consistently casting 6-drops turn 3, and I found my opponent frequently had to disrupt me if they didn't want to get completely buried on mana.
2.) 7 fetchlands aren't enough to support Vraska. At the moment, I only own 3 Windswept Heath and 4 Wooded Foothills, so I wasn't able to play as many as I would have liked. Yes, Birds of Paradise helps cast Vraska and sometimes so does Utopia Sprawl, but Llanowar Tribe makes it so that I frequently need to rely on having exactly Overgrown Tomb if I want to cast Vraska turn 3. And 7 fetchlands weren't enough to ensure I could do that most of the time. Playing too many basics definitely takes its toll.
3.) I need more and/or different cards to support Karn. Right now, I have Tormod's Crypt, Spellskite, Vivien's Arkbow, Mycosynth Lattice in my sideboard. I found myself really wanting Ensnaring Bridge. I'd also like to give Trinisphere a try.
4.) Woodland Bellower was just okay. I played him nearly every game, and while he was always somewhat helpful, he could only do so much to help me stabilize against an overwhelming board presence. This reminded me just how important I found the Madcap Emperion package to be. I'm going to keep playing with Woodland Bellower to see what happens as it may have just been a bad matchup for the card. Nevertheless, his initial debut didn't impress me.
5.) Tooth and Nail is still crazy. Being able to get to 6 easy also means that I naturally have more mana than I might otherwise have at other stages of the game. I found myself casting Tooth and Nail earlier and with fewer cards, and it was also just as effective as it's always been. I absolutely still want to play Tooth and Nail as the top end of my curve.
I'm definitely excited to see a new mythic green walker.
On the topic of Chandra, I can't help but roll my eyes. Chandra, Novice Pyromancer will be great in Limited but not anywhere else. Chandra, Acolyte of Flame looks like a steaming pile of garbage. Her 0 abilities are two of the most ineffectual things I've ever seen on a planeswalker to date, and her minus ability is like a slower, disruptable, more restrictive Pull from the Deep. She's not Tibalt levels of bad, but she's a real stinker.
Chandra, Awakened Inferno is the most interesting of the three versions, but she isn't without her fair share of problems either. Her plus ability, while really cool, is painfully slow, so slow in fact that it might not even matter in stalemates. Her having a +2 ability combined with her 6 starting loyalty makes her really difficult to kill, which is excellent, but that incredible amount of loyalty is wasted by not having any worthwhile minus abilities; they're just all so underwhelming. Yes, Firespout is fine. If I'm facing down a board that consists exactly of a bunch of relevant but tiny creatures, her -3 will shine. In too many cases it just won't matter though. And her -X is even worse. One damage for one loyalty is an abysmal rate; Chandra Nalaar taught us that centuries ago. Sure, Awakened Inferno is certainly better at gaining loyalty than Chandra Nalaar is, but that doesn't change the fact that it isn't that valuable as a loyalty sink even if it can hit other planeswalkers. Now, if she could damage players directly, THAT would be amazing. But as she currently stands, this version of Chandra is super ignorable. Even if my opponent casts her during a stalemate where I have no way to deal with her, she's too slow to kill and often lacks ways to use her loyalty meaningfully.
Well, I'd be happy to learn what you think of him once you've gotten the chance to test him thoroughly. From my perspective, he looks pretty bad. His 4 starting loyalty makes him fairly vulnerable, and his minus ability only affecting green creatures means he seriously restricts what I can cheat into play off of him. Not to mention, its usefulness is reliant on me actually having something valuable to put into play, and that's something I won't always have even in the instances where doing so would otherwise be good. I suppose Garruk's most redeeming element is his plus ability. I could generate quite a lot of value with it, and if I hit something expensive, I might be able to play it for free next turn. Even so, I think there are better alternatives. If I want to cheat creatures into play, for the same amount of mana I'd be better off casting See the Unwritten or Summoning Trap. Those cards dig deeper than one activation of Garruk, and they don't limit me to green creatures either.
Sorry it took me so long to respond to this, but I want to let you know that I sympathize with you. I lost a masterpiece Mana Crypt a few months ago, and while I thankfully got it back, the whole debacle was seriously depressing. I hope things ultimately work out for you in the end.
It's also an instant for whatever that's worth. Regardless, I think you make some compelling points. It's a card I think I glossed over, and I should have given it some more thought.
At the moment, I think my biggest fear with Eladamri's Call is that spending 2 additional mana is too disruptive. If I'm curving out into some expensive spell, Eladamri's Call limits what I can cast in the same turn, and I'm not sure the increased flexibility is worth very much in a deck that doesn't care about finding any one specific creature and creating redundant draws of it. Had Wild Growth been printed, I'm sure Eladamri's Call would have been even better than it is now since Arbor Elf would have skyrocketed in value. But to make one concession, I do think Eladamri's Call is a better choice than Finale of Devastation. The white cost may cause some complications, but the instances where spending 2 leftover mana to find a creature to play next turn greatly outweighs the instances where Finale of Devastation gets cast for X equals 10.
I don't see the appeal to this card. It's not that it's bad or anything. It's just... why would I want it?
I'm not sure what to think of Collector Ouphe yet. I'm going to give it a try since I can tutor for it with Woodland Bellower, but the Ouphe being a creature makes it a lot more vulnerable than Stony Silence. For that reason, maybe Stony Silence is still a better sideboard card. Or maybe both cards aren't as important with Karn at our disposal.
I find it helpful to frame Llanowar Tribe this way:
Say I play Wistful Selkie. When I do, I get a 2/2, and I draw a card. Now say I play Llanowar Tribe. When I do, I get a 3/3, and I also draw a card. The card Llanowar Tribe draws me isn't a random card like the card Wistful Selkie draws me though. Instead, the card Llanowar Tribe draws me is always a Gilded Lotus. And not only does Llanowar Tribe always draw me a Gilded Lotus, but it also casts that Gilded Lotus for free.
Obviously, this isn't a perfect analogy. (I don't get the mana immediately. I have to tap Tribe to get the mana. Etc. etc.) Still, you get the idea. When I frame it this way, doesn't Llanowar Tribe sound a million times better than Wistful Selkie?
I'm not even sure Ruric Thar is worth running in the first place. If you do want to play with him though, a single Stomping Ground would give you so much more mileage. Even without fetches, your three Oath of Nissa and four Primeval Titan could find it. Hell, you run so many Forest already, you could even get away with playing one Cinder Glade as a serious budget option.
The-powers-that-be actually found an 11th hour buyer, so now MTGS won't actually be shutting down. From the look of it though, virtually all the staff are still leaving for the new website they had in the works. I'll be joining them on that exodus.
Provided the venue the MTGS staff is creating isn't completely terrible (and I have no reason to believe it will be), the closing of MTGS meant forum-goers had a very clear direction. They could either migrate over to the new place, or they could find someplace else entirely, be that Reddit, Facebook groups, whatever. Now that the figures that be have announced MTGS will stay open, it isn't clear what folks will do. Some people will migrate. Some people won't. ****. This community is small enough as it is. We don't need an even greater schism. I mean, yes, some folks were inevitably going to break away, but they didn't have to make a decision between "do nothing" and "move." Now the new site won't have nearly as many users as it might have had.
Leading Arbor Elf:
5 mana, 4 cards:Land, Arbor Elf —> Birds of Paradise, Utopia Sprawl
5 mana, 4 cards:Land, Arbor Elf —> Land, Utopia Sprawl
5 mana, 4 cards:Land, Arbor Elf —> Utopia Sprawl —> Land
5 mana, 5 cards:Land, Arbor Elf —> Land, Arbor Elf, Arbor Elf
5 mana, 5 cards:Land, Arbor Elf —> Land, Arbor Elf, Birds of Paradise
5 mana, 5 cards:Land, Arbor Elf —> Land, Birds of Paradise, Birds of Paradise
5 mana, 5 cards:Land, Arbor Elf —> Arbor Elf, Arbor Elf —> Land
5 mana, 5 cards:Land, Arbor Elf —> Arbor Elf, Birds of Paradise —> Land
5 mana, 5 cards:Land, Arbor Elf —> Birds of Paradise, Birds of Paradise —> Land
5 mana, 5 cards:Land, Arbor Elf —> Land, Arbor Elf —> Land
5 mana, 5 cards:Land, Arbor Elf —> Land, Birds of Paradise —> Land
Leading Birds of Paradise:
5 mana, 4 cards:Land, Birds of Paradise —> Arbor Elf, Utopia Sprawl
5 mana, 4 cards:Land, Birds of Paradise —> Land, Overgrowth
5 mana, 5 cards:Land, Birds of Paradise —> Land, Arbor Elf, Arbor Elf
5 mana, 5 cards:Land, Birds of Paradise —> Land, Arbor Elf, Birds of Paradise
5 mana, 5 cards:Land, Birds of Paradise —> Land, Birds of Paradise, Birds of Paradise
5 mana, 5 cards:Land, Birds of Paradise —> Land, Birds of Paradise, Utopia Sprawl
5 mana, 5 cards:Land, Birds of Paradise —> Land, Utopia Sprawl, Utopia Sprawl
5 mana, 5 cards:Land, Birds of Paradise —> Arbor Elf, Arbor Elf —> Land
5 mana, 5 cards:Land, Birds of Paradise —> Arbor Elf, Birds of Paradise —> Land
5 mana, 5 cards:Land, Birds of Paradise —> Birds of Paradise, Birds of Paradise —> Land
5 mana, 5 cards:Land, Birds of Paradise —> Birds of Paradise, Utopia Sprawl —> Land
5 mana, 5 cards:Land, Birds of Paradise —> Utopia Sprawl, Utopia Sprawl —> Land
5 mana, 5 cards:Land, Birds of Paradise —> Land, Arbor Elf —> Land
5 mana, 5 cards:Land, Birds of Paradise —> Land, Birds of Paradise —> Land
5 mana, 5 cards:Land, Birds of Paradise —> Land, Utopia Sprawl —> Land
Leading Utopia Sprawl:
5 mana, 4 cards:Land, Utopia Sprawl —> Arbor Elf, Birds of Paradise
5 mana, 4 cards:Land, Utopia Sprawl —> Land, Arbor Elf
5 mana, 4 cards:Land, Utopia Sprawl —> Arbor Elf —> Land
5 mana, 4 cards:Land, Utopia Sprawl —> Land, Overgrowth
5 mana, 5 cards:Land, Utopia Sprawl —> Land, Birds of Paradise, Birds of Paradise
5 mana, 5 cards:Land, Utopia Sprawl —> Land, Birds of Paradise, Utopia Sprawl
5 mana, 5 cards:Land, Utopia Sprawl —> Land, Utopia Sprawl, Utopia Sprawl
5 mana, 5 cards:Land, Utopia Sprawl —> Birds of Paradise, Birds of Paradise —> Land
5 mana, 5 cards:Land, Utopia Sprawl —> Birds of Paradise, Utopia Sprawl —> Land
5 mana, 5 cards:Land, Utopia Sprawl —> Utopia Sprawl, Utopia Sprawl —> Land
5 mana, 5 cards:Land, Utopia Sprawl —> Land, Birds of Paradise —> Land
5 mana, 5 cards:Land, Utopia Sprawl —> Land, Utopia Sprawl —> Land
These are all the lines involving Arbor Elf, Birds of Paradise, Utopia Sprawl, and Overgrowth that get to 5 mana turn 3 with five or fewer cards that don't get to 6. Admittedly, many of these lines are redundant, but I decided to include every possible sequence this time because topdecks will sometimes affect the order in which I play cards despite the cards themselves all still being the same. I also added an Overgrowth line I overlooked the previous time. (Oops!)
From this information, it looks to me that getting to 5 on turn 3 usually involves drawing no 3-drops, two lands, two 1-drops, and either a third land or a third 1-drop. Clearly, this is not always the case. There are lines that get to 5 with one land. There are lines that get to 5 with Overgrowth. There are lines that get to 5 with four cards. But generally speaking, getting to 5 on turn 3 usually means having no 3-drops, two lands, two 1-drops, and then a third land or third 1-drop. Birds of Paradise noticeably has the most lines that get to 5 since, for all intents and purposes, it's effectively always +1 mana. Utopia Sprawl is similar, but since it and Overgrowth interact with Arbor Elf in ways that make more than 5 by turn 3, not as many lines involve them. And Llanowar Tribe is nowhere to be seen since, if I cast Llanowar Tribe turn 2, I'm guaranteed to make it to 6 mana turn 3 barring shenanigans.
Anywho, I took a look at all the 5-drops available, and this is everything I thought was notable:
1 Garruk, Primal Hunter
1 Nissa, Vital Force
1 Nissa, Who Shakes the World
1 Nissa, Worldwaker
1 Sarkhan Unbroken
1 Vivien Reid
Life Gain
1 Batterskull
1 Primal Command
1 Thragtusk
1 Tolsimir, Friend to Wolves
1 Trostani Discordant
Multiple Bodies
1 Biogenic Ooze
1 Deep Forest Hermit
1 Fated Intervention
1 Regisaur Alpha
1 Tendershoot Dryad
1 Thragtusk
1 Tolsimir, Friend to Wolves
1 Trostani Discordant
1 Whisperwood Elemental
1 Batterskull
1 Oversoul of Dusk
1 Thornling
1 Underrealm Lich
1 Vorapede
Big Chungus
1 Awakening of Vitu-Ghazi
1 Gigantosaurus
1 Heroes' Bane
Removal
1 Acidic Slime
1 Primal Command
1 Skysovereign, Consul Flagship
1 Tolsimir, Friend to Wolves
Additional Mana
1 Gilded Lotus
1 Kruphix, God of Horizons
1 Nikya of the Old Ways
1 Prophet of Kruphix
1 Rude Awakening
1 Deus of Calamity
1 Plow Under
1 Primal Command
Card Draw
1 Tatyova, Benthic Druid
1 The Gitrog Monster
1 The Mending of Dominaria
1 Urban Evolution
Other
1 Genesis
1 Primal Command
1 Prophet of Kruphix
1 Roalesk, Apex Hybrid
1 Rude Awakening
1 Samut, Voice of Dissent
1 Surrak Dragonclaw
1 Whisperwood Elemental
Additional Mana — Not a fan of any of these. Once I reach the upper half of my curve, I want to be casting spells that meaningfully impact the game, not spells that don't do anything significant aside from make even more mana. That's what the less expensive cards are for.
Big Chungus — These suck. If all I'm getting for 5 is a body, I may as well get a resilient one. Their increase in size doesn't make up for their vulnerability.
Card Draw — The only card I'd consider here is Urban Evolution as the others are all too fragile. Is the ability to make an extra land drop worth an additional blue? Maybe. I'm not sure. With the Land, Arbor Elf —> Land, Utopia Sprawl line, it's possible to get to 4 turn 2, and Harmonize turn 2 is big game. But in every other case, Urban Evolution is going to be better since the land it puts into play still leaves me with the same amount of mana as Harmonize.
Land Destruction — Deus of Calamity is salient in that it takes over games better than any other card. As a whole, I think it's still worse than a card like Primeval Titan though. There are just so many ways to take over the game while still getting some kind of value in the event my card is destroyed before it gets started. Plow Under is another brutal 5-drop. It works best with pressure, and that's something I can't provide alongside it most of the time, but it may be worth playing just as a way to stall for more turns/mana. Losing two lands/draw steps is no joke.
Life Gain — There are a few different ways to gain life, but it's hard to beat Thragtusk and Primal Command. Batterskull is interesting in that it provides recurring life gain as well as a resilient/flexible body, but the fact that it doesn't immediately gain me life when it comes into play makes me sour to it. Tolsimir, Friend to Wolves can gain life and kill an aggressive creature at the same time. I'm not sure it will be better than Thragtusk against a deck like burn though. The raw amount of life a card initially gains matters quite a lot.
Multiple Bodies — There are a lot of cards in this category but not too many I'm especially fond of. Thragtusk and Tolsimir, Friend to Wolves are both solid. Deep Forest Hermit provides the most effective bodies the turn it comes into play. Biogenic Ooze provides a useful mana sink, but it falters a lot like Deep Forest Hermit if it's removed the turn it's played. I don't think I care much for any of these.
Other — This is a mixed bag. Not a lot to say here. None of these cards look like especially great options.
Planeswalker — I like planeswalkers A LOT. They do something relevant the moment I play them, so even if they're removed I still got something out of them. They threaten to take over the game by repeating some action each turn they remain on the battlefield. That makes it so they frequently can't be ignored. They're also less prone to removal; fewer cards outright kill planeswalkers than do creatures. And if they're ignored long enough, their ultimates can win the game on their own. Hell, about the only thing planeswalkers have going against them is that they're soft to on-board threats if I don't have a way to protect them. As such, I might not get enough out of them if they happen to die prematurely. Still, having said all of that, planeswalker is an awesome card type. It provides exactly what a ramp deck wants in an expensive card.
Looking over the walkers I listed, it's unfortunate that none have any +2 abilities. Of the bunch, I'm only giving any kind of real consideration to the ones with five starting loyalty. While it's possible that a planeswalker's abilities can compensate for their lack of initial loyalty, four starting loyalty is pretty underwhelming for a 5-drop, and three is downright insulting. That's just way too fragile.
Recently, I've experimented with Nissa, Who Shakes the World thinking her static paired with her +1 might be great both at ramping and at breaking a stalemate. What I didn't consider is just how few lands I usually have in play. The extra mana she makes, while nice, just isn't worth the price of the card, and her ability to spit out 3/3s wasn't impressive enough to make me want her in the absence of ludicrous mana.
Nissa, Vital Force is another card I have experience playing albeit not in modern. What I least like about Vital Force is her +1 ability. When I play a planeswalker, what I want is a minus ability that strongly impacts the game and a plus ability that I can feel great about using turn after turn in the event that I don't need to use the minus ability. Untapping a land and making a temporary 5/5 isn't something I can really get behind though. Her Horn of Greed, while not too hard to reach, is too slow in this style of deck, and her Nature's Spiral can't return some of my most powerful cards which are sorceries. Overall, her two minus abilities don't compensate for her lackluster plus ability.
That leaves Vivien Reid. She's the best of the lot in my opinion. Her minus ability is both impactful and provides interaction. Her plus ability is stellar, certainly better than drawing a card each turn. Sure, she only Impulses for creatures, so Vivien can't find other planeswalkers, but as long as I play enough creature cards both in my top end and overall, I'm sure I'll get enough mileage out of her even if sometimes she does brick on a land. When I'm seriously far behind and not facing down something Vivien can specifically destroy, Vivien's likely a dead card. Nevertheless, I think she's a strong consideration. There will be instances where digging four cards and redirecting six damage is still a worthwhile play at 5 mana.
Removal — Not a lot to consider here. Acidic Slime is reasonable, but likely worse than Vivien Reid in most cases. We see Tolsimir here again as he sort of dips into every category. He's not exceptionally great at killing creatures though. Probably best at dealing with Lavinias and Gaddock Teegs.
Resilient — Thornling and Vorapede both look terrible. Oversoul of Dusk is interesting, but I don't think I want a 5-drop that's an evasive, resilient beater and nothing else. Underrealm Lich seems promising. While still vulnerable to effects like Path to Exile, the Lich is generally difficult to get rid of. That, and it helps find additional threats (or whatever else I might need) to play on subsequent turns. Possibly one of the better 5-drops I could play.
(I don't know if Grizzly Bears will continue being a Sliver once it hits the battlefield. Text changing effects like Artificial Evolution make it so that creatures that have their text changed while they are on the stack continue having their text changed once they enter the battlefield. Conspiracy isn't a text changing effect though, so it may work differently. Grizzly Bears is for sure still a Sliver while it is on the stack though.)
Spells that target other spells on the stack like Counterspell are almost guaranteed to do this. Spells that target cards on the battlefield (like Doom Blade) might also fizzle. It just depends on whether the creature Doom Blade targeted is still on the battlefield or not.
With the exception of decks like Manaless Dredge, literally every deck needs mana. It's the reason every deck plays lands; it's so they can cast their spells. Llanowar Tribe isn't a free mana source like lands are, but mana sources don't need to be free to be worth playing. They just need to be better at making mana than other cards. This is why ramp spells have always been attractive to me. Yes, making more mana sooner is a great quality to have, but ramp spells aren't awesome only because they put me further ahead on mana. They're awesome because they can make mana better than lands can. And if I have to make mana to cast the spells that I want, I may as well be good at it, right? It only makes sense.
I can understand this sentiment. Some cards, despite being better than other cards of the same kind, won't fit equally well in every deck because some considerations must be made beyond whether one card is better than another. Mana curves are one example of this. If Card A costs 4 mana and Card B costs 3 mana but Card A is also ten times better than Card B, even though it might seem crazy to ever play Card B when I could play Card A, perhaps it's still possible that I already have so many other cards that cost 4 that what I realistically need is anything other than another 4-drop even if that means playing something objectively worse in a vacuum.
I'm not worried about faster decks for several reasons.
1.) Super fast decks tend to be extremely inconsistent. Sure, it feels bad when my opponent gets a lucky hand and kills me out of nowhere without me having any recourse. That doesn't mean they'll always be quick enough or consistent enough to warrant taking action against.
2.) Super fast decks tend to be hyperlinear. This makes them especially soft to sideboard cards. Decks like Dredge are powerful, but unless they draw some very specific cards, they often fold to a resolved Rest in Peace. Being prepared by having the right sideboard cards to combat these kinds of decks can go a long way towards not losing to them. As for what sideboard cards I should play specifically, I'm not sure. Leyline of Sanctity might be worth playing. I just don't have enough experience sideboarding to say much with confidence yet.
3.) Super fast decks that are somehow both consistent and resilient still run the risk of something getting banned. If any specific deck becomes too problematic, Wizards can always course correct and ban whatever card or cards that they deem are too much trouble.
4.) Perhaps the best reason why I'm not worried about faster decks is that I simply don't care. I want to play ramp. If I cared about losing, I could play "the best deck" instead. If I cared about losing in very specific ways, I could pack my deck full of interaction. I don't care about those things though. What I want to do is play ramp. That means I'm willing to accept the consequences of my decision. Every deck is going to have weaknesses, and one of ramp's weaknesses is that it tends to be linear; it has to play a lot of redundant cards to achieve its goals, and it often won't have space (or even the right colors necessary) to play more interactive cards. These are all things I'm okay with. If I wasn't, I ought to play something else.
Here's the thing: if I value having no maximum hand size, I'll need to play one or more cards that can do that. At this moment, there are only 15 cards with that ability. That's so few cards! And to make matters worse, several are extremely prohibitive. Enter the Infinite and Finale of Revelation both cost 12. Tishana, Nezahal, Price of Knowledge, and Praetor's Counsel all cost 7 or more. Tamiyo won't even bestow her ability unless I can reach her ultimate. That doesn't leave a lot left. And the lousy thing about the particular cards I listed above is, if I'm drawing enough cards to place value in having no maximum hand size, I'm going to want something that's easy to play lest I draw too many cards all at once and have to discard down because I don't have enough extra mana to cast a no max hand size card despite drawing into one.
This helps explain why Reliquary Tower is so good. It costs no mana to play, and it doubles as a mana generating card. That's frankly amazing. And Wastes, while not a great card in its own right, is still quite a handsome upside when compared to something like Spellbook. Yes, Reliquary Tower being a colorless land does cause some opportunity loss; if I want to play Reliquary Tower, I can't just jam every other utility land I might want to play into the same deck. Even so, if inexpensive no maximum hand size cards are important to me, none of the alternatives offer anything nearly as valuable as Reliquary Tower. There's just so little competition.
Now, having said all that, I think the conversation surrounding Reliquary Tower isn't usually about whether Reliquary Tower is actually good at what it does or not. What I think people really want to talk about when they discuss Reliquary Tower is how much they ought to value having no max hand size in the first place. That's a different conversation.
I mean, why do you want to play these cards specifically? Is it just to try stuff out?
Yeah, Wild Growth would have been ridiculous.
I don't doubt this at all. I simply wonder how many copies I should play. I'm inclined towards two since Karn seems especially bad in multiples, but maybe Karn is so good that I actually want even more. I don't know yet. I probably ought to buy a couple right now. Thankfully, I already own a copy of Lattice, being a Commander player and all. That card has gotten expensive.
Well, you're not wrong. If I play more 1-drops, I'm going to draw more 1-drops. That's just sort of inevitable. If anything, the fact I can draw a bunch of Birds in the late game demonstrates just how important it is that I choose the right payoff cards. If I choose poor payoff cards and my opponent answers them without them putting me in a winning position, it's entirely possible I just draw dead the rest of the game. If I don't play lots of 1-drops though, I'll be way less likely to ever cast my payoff cards in the first place. It's sort of a necessary trade off.
By "both" I presume you mean Eternal Witness.
Here's a thought: maybe Primal Command isn't important if I'm already playing Woodland Bellower. The two cards clearly aren't the same, but they're similarly costed, and nearly all the modes on Primal Command can be imitated by Woodland Bellower. If I want to find a creature, Woodland Bellower already does that (and casts it for free!) provided the card costs 3 or less. Hell, Arbor Elf was one of the cards I found most with Primal Command anyway. And if what I want is life, there's Knight of Autumn. Naturalize? Also, Knight of Autumn. That's especially nice considering Primal Command couldn't permanently address noncreature permanents without also choosing the shuffle graveyard mode. And speaking of graveyards, there's both Loaming Shaman and Scavenging Ooze to deal with those. About the only thing I lose on Primal Command is the ability to Time Walk opponents by casting half a Plow Under. But considering that typically wasn't useful for me beyond being a stall tactic since I frequently wouldn't have a board state to capitalize off the momentum, it isn't something I'd be too sad to see myself lose.
Thank you for the praise. I put a lot of effort into that.
Here are my thoughts on Oath of Nissa. It's exactly the kind of card I would want to play if I thought I could ever afford to cast it.
On turn 1, I want to cast a 1-drop and absolutely nothing else. That means I'm going to play several 1-drops to ensure I always have one in my opener. Sure, if I had Oath of Nissa in my hand and I didn't have a 1-drop, then I would happily cast Oath of Nissa instead. That isn't a situation I ever want to be in though, hence the reason for playing so many 1-drops. Playing a 1-drop turn 1 is always more important than playing Oath of Nissa.
On turn 2, because I'm casting a 1-drop turn 1, I want to cast a 3-drop, and preferably either Overgrowth or Llanowar Tribe. Granted, I won't always have one of those, and even when I do there's a chance my opponent bolts my bird, so sometimes I'll have 2 or 3 mana and no way to spend it. In those instances, I would gladly cast Oath of Nissa since I gained a turn I wouldn't have otherwise had. It is, however, also possible that I just have two more 1-drops that I can play to fill the void of the first one, so Oath of Nissa won't always be a feasible line even when I can't play a 3-drop.
On turn 3, provided everything went according to plan, I want to cast my payoff card. That will probably use most if not all of my mana. Again, things won't always go so smoothly, so there's room for deviation, but depending upon how much mana I have, Oath of Nissa would often be a good play here. If I don't have a payoff card or enough mana to cast said payoff card, Oath of Nissa can find either, and sometimes I'll even be able to play what it finds the same turn.
So, when's the earliest I'll realistically cast Oath of Nissa? Turn 2? Maybe turn 3? A lot of the utility in Oath of Nissa comes from the fact that it can be played on turn 1 when I wouldn't otherwise have anything useful to do. But in this deck, I do always have something useful to do on turn 1. And once I have lots of mana, there are other cards like Harmonize and Hydroid Krasis that compete with Oath of Nissa's effect, so I'm not sure where it fits. It's possible that a cantrip effect like Oath of Nissa is still what I want despite being awkward the first couple of turns. I'm just not completely sure though.
As I mentioned in a previous post, I've been playing around with hypergeometric distribution calculators to find the chances of starting with certain hands. One thing I learned is that, given a deck of 60 cards, if I want to maximize my chances of seeing exactly two or exactly three lands in my opening hand, then I need to play 21 lands. That gives me a 59.6% chance of finding the right combination of lands and spells. Why two or three land specifically? Because, in my experience, I've found those numbers work best. One land hands, while sometimes playable, commonly falter, and hands with four or more lands seldom possess the specific spells necessary to produce a victory. That makes two or three lands where I want to be. I don't mind drawing more lands across the course of the game. That's practically inevitable anyway. And when I do open with two lands, I'll almost certainly want to make a third land drop too, if not by turn 3 then at least by turn 4. Having two or three lands in my opening hand just ensures I won't stumble during the first couple turns of the game.
Now, if I had to pick a perfect number of lands to start in my hand, I would probably choose to open with two knowing full well that I don't need many lands to operate but that I can also still afford to (as well as expect to) draw more lands in the future. (On the play, a 60 card deck with 21 lands opening on two will draw one or more lands by their third turn 59.3% of the time. On the draw, this number increases to 74.4%.) Maximizing my chances of drawing exactly two lands doesn't seem worth it to me though. I'm most likely to draw exactly two lands when playing 17, and that will occur 33.9% of the time. This increases the chance of me drawing exactly two lands by an additional 2.6%, but it also increases the chance of me drawing no lands at all from 4% to 8.3%, more than doubling it. A 17 land deck also opens with exactly three lands 6.6% less often than a 21 land deck, and while three land hands aren't as preferable as two land hands, they aren't that much less preferable. The trade-offs aren't worth seeing hands with exactly two lands slightly more often. Thus, the 21 land choice.
Another sweet aspect about running 21 lands is that 60 card decks with 21 lands also have the highest chance to open with exactly one, two, OR three lands. Obviously, one land hands aren't what I'd call ideal (as I already mentioned above). Still, one land hands are probably preferable to four land hands, making one land hands the next best combination behind two land hands and three land hands. There's a lot to like about playing 21 lands. Having said all that, I'd like to share something else I learned. Consider the following 60 card deck:
4 Arbor Elf
4 Utopia Sprawl
4 Llanowar Tribe
4 Overgrowth
8 6-Drops
15 Other Cards
4 Arbor Elf
4 Birds of Paradise
4 Utopia Sprawl
4 Llanowar Tribe
4 Overgrowth
8 6-Drops
11 Other Cards
Now, you might be thinking: arrogantAxolotl, this is terrific! Why not play even more 1-drops? That would make landing one on turn 1 even more likely! While true, the reason I shouldn't play more 1-drops is the same reason why I shouldn't play more 3-drops or more 6-drops; it's because each set of cards I include decreases in quality for each other set of cards of the same type that I choose to include before it. For example, take a look at the 1-drop ramp spells. There's quite a few in Modern, but the best at ramping appear to be Arbor Elf and Utopia Sprawl. Those are both amazing, and I can play eight of them total, but what if I want to play more 1-drops? Now I have to look for the next best 1-drop, and for this deck that's probably Birds of Paradise. Birds of Paradise, while still an amazing card, isn't as good as Arbor Elf or Utopia Sprawl, but it's still good enough for me to want to play it regardless. If I keep repeating this process though, I find myself having to pick from weaker and weaker cards. What's the next best 1-drop after Birds of Paradise? Noble Hierarch? Llanowar Elves? Whatever the card, it's noticeably worse to the point that even if I did want to play additional 1-drops, the dip in card quality offsets the benefit of playing more. This is especially true when it comes to the 3-drops. After Llanowar Tribe and Overgrowth, what's the next best 3-drop? Is it Somberwald Sage? Lotus Cobra? Greenweaver Druid? Whatever it is, it's substantially worse than both Llanowar Tribe and Overgrowth to the extent I wouldn't want to play it. The decrease in quality exceeds the benefit of playing additional 3-drops.
Even if I could include as many copies of any one kind of valuable card that I want (like, say, Relentless Rats for instance), there would still be a limit to how many copies I would want to play, and that's because what I ultimately care about isn't the quantity of any given card but the probability that my opening hand will contain the right assortment of cards I want. There's a specific ratio of lands and 1-drops and 3-drops that I want to draw in my opening hand, and while I can increase the chance I'll draw those kinds of cards by playing additional copies, after I reach a certain point playing extra copies won't significantly increase my chances of drawing them. This is because each copy of a card that I play increases the chance I will draw it by an amount less than the copy before it. For example, the 2nd 1-drop that I put in my deck increases the chance that I will draw a 1-drop less than the 1st 1-drop I put in my deck. The 3rd 1-drop I put in my deck increases the chance I will draw a 1-drop less than 2nd 1-drop I put in my deck. And so on and so forth. At a certain point, I'd be better off including cards of a different type because those cards would affect the probability of starting with a hand that I want by an amount greater than if I continued adding cards of the same kind as before.
Going back to the numbers above, you might be concerned (especially after I just hammered home how important it is to make 1-drops) that 37.9% of the time I won't make one of eight 1-drops and that 22.8% of the time I won't make one of twelve 1-drops. Albeit, this is somewhat mitigated by being on the draw (as sometimes I will be) since the odds of finding both a land and a 1-drop within my first 8 cards jumps from 62.1% to 68.5% if I'm playing eight 1-drops and from 77.2% to 82.9% if I'm playing twelve 1-drops. Still, if I draw a hand and it doesn't have any 1-drops, being on the draw won't make that hand not sketchy. 84.9% of the time that hand won't make a turn 1 play provided it has eight 1-drops. A deck with that hand and twelve 1-drops will miss its turn 1 play 77.4% of the time instead. There is some good news though. Mulligans, while they come at a price, significantly increase the chance of drawing a playable opener.
With the upcoming London mulligan, the chance of finding at least one land and at least one 1-drop in a 60 card deck with eight 1-drops goes from 62.1% to 85.6% after the first mulligan and from 85.6% to 94.6% after the second. Likewise, the chance of finding at least one land and at least one 1-drop in a 60 card deck with twelve 1-drops goes from 77.2% to 94.8% after the first mulligan and from 94.8% to 98.8% after the second. That's crazy consistent and all the more reason to play twelve total 1-drops. Hell, even the chance of drawing a "god hand" containing at least two lands, a 1-drop, a 3-drop, AND a 6-drop bumps from 18.9% to a whopping 34.2% provided you're playing twelve 1-drops. And if you're always willing to mull to five, those exact cards can be found 46.7% of the time. That's almost half!
Thanks for sharing your list. It looks a lot like where I started.
Happy to know I'm not alone.
My current Tooth and Nail list is actually playing 4 Arbor Elf, 4 Utopia Sprawl AND 4 Birds, so I suppose I'm already taking your advice (though I suppose my newest rendition ought to reflect this).
I think what led me to playing Birds was me getting sick of Voyaging Satyr. Costing 2 was always awkward because, if I didn't have a turn 1 play, I already wasn't ramping, which also means I don't have Utopia Sprawl to use with him. Then, on turn 2, I can play the Satyr, but unless I have Overgrowth on 3, Voyaging Satyr won't make me any more than 1 mana, and that's just atrocious. Sure, when I've got a decked out Forest, the Satyr is quite good. In fact, I think I liked him better than Garruk, being easier to cast and all. But Voyaging Satyr frequently disappointed me.
If what I wanted was ramp, it made more sense to increase my number of 1-drops. Turn 1 is the best time to play a ramp spell for so many reasons. It's at the very beginning of the game meaning not only will my opponent not be pressuring me yet, but I'll also be getting the maximum possible return on my card since I can extract value out of it every single turn it remains in play, and there's no possible way to play something sooner. Turn 1 is also the turn where I have the least useful things to do because I don't yet have any significant resources at my disposal, so I may as well capitalize off that fact by finding something productive to do at that time. After all, if I intended to ramp on 2 and do nothing on 1, I may as well just ramp on 1 instead. And in the event I draw multiple 1-drops, that's okay too. Playing additional 1-drops on 2 is fine. If anything, it ensures I don't stumble if my opponent does kill a 1-drop.
On a separate note, I spent a lot of time yesterday reading Frank Karsten's articles on multivariable hypergeometric distribution because I wanted to learn how to find the probability of starting with certain hands. After having crunched a few numbers, I now see why I intuitively made the transition from Satyr into Birds. From what I've seen so far, I'm getting the impression that playing anything less than 12 1-drops might be crazy. Playing 4 more 1-drops seems to dramatically increase the chances of making 3 mana turn 2 which, as you mentioned, is now more important than ever given the printing of Llanowar Tribe. I'm going to spend more time with the calculator and report my findings later.
This sounds like a perk; diversifying my 6-drops so I can Primal Command whichever one best fits my circumstances seems beneficial. I can foresee a few problems possibly arising as a result of this decision though.
First, my 6-drops won't probably all be creatures. That means Primal Command won't be able to find all of them, diminishing the point of diversifying my 6-drops in the first place.
Second, every 6-drop I play beyond the first is theoretically worse than the 6-drop before it. In practice, having "the right card" for any situation is usually better than having "the best card" for every situation even if "the best card" is better in a vacuum than "the right card" is, but that only holds true to an extent. If the quality of the 2nd best 6-drop and the 3rd best 6-drop (and so on and so forth) begins to drop dramatically after a certain point, then the consequences of playing independently weaker 6-drops may outweigh the benefits of having a diverse set of 6-drops with which to access. Now, I personally don't think this will be a problem. I think there are likely enough good 6-drops at the tippy top to ensure the quality doesn't take a serious dive once I reach the 3rd or 4th one. Even so, it is something worth paying attention to.
Third, there's a deckbuilding cost associated with playing certain 6-drops. For example, Primeval Titan requires I play enough utility lands to make his tutor ability useful beyond just finding basics. Woodland Bellower also requires I play enough 3-drops to consistently find. Those sorts of costs aren't insignificant, and won't necessarily always be compatible with one another either.
I'm not sure if these three concerns outweight the benefits of having a diverse set of 6-drops or not, but I thought I may as well point them out.
Earlier versions of my Tooth and Nail deck played four copies of Primal Command and three copies of Eternal Witness. During some of my first games ever, I actually drew a few nut draws leading to early Primal Command loops. Having that kind of power just felt awesome. Over time though, I began to realize just how little I ever wanted to draw Eternal Witness. Despite Command loops winning me games in spectacular fashion, it was also losing me games by creating dud hands. Eternal Witness just isn't a good proactive play, and I never want to see it in my opening hand because it frequently doesn't do anything; it's reliant upon my opponent putting valuable cards into my graveyard, and I won't always have valuable sorceries of my own to put there.
Once I made that observation, I started shaving copies, and now I'm down to three copies of Primal Command and one copy of Eternal Witness. Thus far, I'm happier with the results. Eternal Witness is a card that I always want access to, but it's also a card I never want to draw, so one copy seems like the most fitting number. That has the unfortunate side effect of not being able to loop opponents more than once, but after playtesting the new number I found myself never wanting to loop more than once anyway, so I'm okay with losing that privilege.
It's funny you mention the Wurm. While building my very first rendition of Tooth and Nail months ago, I saw the card and thought it would make for some great sideboard tech. After playing it, I actually found it rather frustrating. At 7 mana, the card proved prohibitively expensive against aggro, and in one game in particular I learned its limitations extensively. Sitting smugly behind both an Elderscale Wurm and an Inferno Titan, I thought my game unloseable. My elven opponent just shrugged and cast Shaman of the Pack. The Wurm doesn't prevent life loss. Since then, I've replaced the Wurm with Madcap Experiment and Platinum Emperion.
What I liked most about Elderscale Wurm was that it helped me with my biggest problem. Because all I ever did was ramp, I would always fall behind on board and backpedal the entire game. By the time I had enough mana to cast something, I was frequently on death's door. That made it essential for my first relevant spell to get me back in the race. I tried a few different cards: Thragtusk, Dromoka, Elderscale Wurm. Absolutely nothing beat Platinum Emperion though. He just crushed it. And there's so much to like about him too!
For one, there's no deckbuilding cost to play him; Tooth and Nail doesn't want artifacts. For two, he can be cast off Madcap Experiment, making him much more reliable in aggro matchups. And if I open with Land, Arbor Elf —> Land, Utopia Sprawl, Madcap Experiment, I can even land Platinum Emperion turn 2, and an 8/8 assailant turn 2 is no joke. In fact, I won so many games at my LGS last Friday solely off the back of Platinum Emperion alone. If he resolves, some decks just can't interact with him.
Another thing that's great about Platinum Emperion is that it isn't unreasonable to cast in Tooth and Nail either. 8 mana is very achievable, and can even happen turn 3 off of lines like Land, Arbor Elf —> Land, Overgrowth —> Land or Land, Arbor Elf —> Land, Overgrowth —> Utopia Sprawl. It's just such a great card. It truly has the right combination of attributes. If you've never tried it before, I'd highly recommend it.
Aww, thank you man. I appreciate the kind words. I put a lot of effort into everything I write, so it's nice to see someone get some worth out of it.
Vraska wasn't a card I had ever considered either. I glossed over it so many times looking for the perfect 6-drop. Now that I've realized what it can do, I have high hopes for the card. I think it'll be exactly what the deck needs.
Yeah, the fact the pirates have menace means it isn't likely the opponent will be able to block.
I'm pleased to hear your experiences with Vraska were positive ones. I know it's kind of an esoteric card, but I'm an iconoclast, and when I have good reasons to go against the grain, I tend to bet hard. My initially testing is backing me up so far, but we'll see how everything turns out in a few weeks time.
Huh. I didn't know that was a thing when I put Elder of Laurels on my list. Good to know.
Man, I'm totally waiting for the day Wizards accidentally prints a fetchable clone or Flickerwisp variant. Altered Ego was so close to breaking Woodland Bellower. Soulherder would have also been amazing had it been green. End of turn, blink Woodland Bellower, get another 3-drop, and then continue to blink Woodland Bellower or whatever other card it found every turn thereafter. It's only a matter of time before something breaks Woodland Bellower.
Loaming Shaman might actually be better than I first thought. In a vacuum, Scavenging Ooze is almost certainly the better card, but if I need to disrupt a graveyard immediately, I can't cast Woodland Bellower into Scavenging Ooze without also having additional mana, and I might need a lot. On the other hand, Loaming Shaman solves that issue immediately. Perhaps it's worth considering over Scavenging Ooze for that reason.
Glad for the vote of confidence.
I'll make sure to keep you up to date.
Good Analysis.
From a strategic standpoint, I think combo kills are preferable to overruns because combo kills aren't predicated on having a board state (depending on the combo anyway). With overruns, I might have the mana, and I might have the overrun, but I might not have the boardstate necessary to end the game for one reason or another, perhaps due to interaction. That majorly sucks, and combo kills don't have that same stipulation. Obviously, either can work, but combo kills definitely have a leg up in that race.
Also, not to be a pedant, but are devotion decks really devotion decks? Like, aside from Nykthos, it doesn't seem like anyone cares about green mana symbols. I mean, there's the gods. Tooth and Nail plays Xenagos, but the fact he has devotion is mostly an afterthought. There are some other cards too I suppose. Karametra's Acolyte can make tons of mana. Nylea's Disciple might also have some utility. Past that, there really isn't anything. I don't know. Generally speaking, I never really hear about these cards. It seems like all anyone cares about is Nykthos, and that's it, so the whole devotion name feels like a misnomer.
On the subject of Nykthos, for as good as it is, it's only one card, and legendary at that. Breaking my back to support it by playing suboptimal cards I wouldn't otherwise be playing if they didn't have several green mana symbols attached (I'm looking at you, Wistful Selkie) seems like a poor way to go about ramping, especially considering I won't always have Nykthos, and even when I do I also won't always have a way to spend the mana it makes profitably. In addition, Nykthos relies on having a substantial board state, something I can't guarantee due to luck and due to the fact that my opponents will often interact with me.
Meanwhile, if I simply run Nykthos without caring about my devotion, provided I'm playing enough green permanents to support it (and I wouldn't include Nykthos if I wasn't), Nykthos will often make additional mana naturally without having to make any kind of deckbuilding concessions. Four green symbols is enough to net extra mana, and everything after that is gravy. Knowing that, it feels like maximizing Nykthos's effectiveness is more trouble than it's worth as doing so causes tons of complications, but not doing anything still reaps hefty benefits.
That's a good attitude to have. I like that you use Archidekt too. Here are three things I noticed:
1.) If you're in the market for Plated Crusher, you ought to play Carnage Tyrant instead. It's strictly an upgrade.
2.) You're not playing any copies of Overgrowth. Unless you have specific metagame reasons for not doing so, you should be jamming four of those suckers. Having extensively studied all of Magic's ramp spells for a guide I'm writing in Commander, I can confidently say that Overgrowth is one of the best, if not THE best 3 mana ramp spell ever printed. It's resilient, it refunds 2 mana immediately, something unheard of in other 3 mana ramp spells that tap for 2, and it improves the quality of all your land untapping effects. You seriously want this card.
3.) I know you said you don't have all the cards yet, so this may just be a budget thing, but to support cards like Kessig Wolf Run and Vraska, Relic Seeker, you really, really want shocklands and fetches to accompany them. At the moment, the only way you can even produce non-green mana is with Utopia Sprawl, and that's just horrendous, especially once you consider that you'll sometimes just want to name green with it to cast Llanowar Tribe on turn 2. You're just not always going to draw Utopia Sprawl, so you need additional sources of color if you want to support multicolored cards. If you had a couple shocklands, at least you could fetch those with Primeval Titan, but at the moment you can't even support Wolf Run with Primeval Titan alone. Either cut out all the multicolored cards or increase your number of nongreen sources substantially to support them.
Good observation, and there are ways to enable haste in mono-green alone. Obviously, there's equipment like Lightning Greaves and Swiftfoot Boots, but Surrak, the Hunt Caller and Samut, Tyrant Smasher also work.
I think this is a bad idea. To make Inkmoth good, I'd need 1 mana to activate it, 2 mana to activate Wolf Run, 9 additional mana to sink into Wolf Run, and I've got to tap Wolf Run and Inkmoth itself. That's 14 mana from lands alone. If I delay my kill over two turns, I only need 9 which is a bit more reasonable, if still expensive, but none of that even takes blocking into consideration which makes Inkmoth even more costly to trample through. Also, if my opponent kills my Inkmoth, perhaps with a blocker, all of it was for naught. If I want a manland, I suspect Raging Ravine is the way to go.