• Scattered Groves replaces Temple Garden
• Ash Barrens replaces Safewright Quest
• Jade Mage replaces Selesnya Guildmage
The +1/+1 mode just isn't as good when the core creatures are growing to be more spread out. Repeatable 1/1 chump blockers is the most appealing part of this and doubling at 6 and 9 being achievable makes this a good swap.
• Gnarlwood Dryad replaces Death-Hood Cobra
With multiplayer, this is attacking less, so having to hold up mana for deathtouch makes the snake pretty bad, even if it can block fliers. This one turns into a threat when drawn late to help end games.
• Deathcap Cultivator replaces Avacyn's Pilgrim
This solves the problem of bad mana dorks. In smaller settings, 1/1 bodies can be made relevant fairly easily. This setting needs more longevity when flooding out late. Deathtouch is natural even if this change prevents the deck from moonlighting as a commander deck.
• Clear Shot replaces Dromoka's Command
This is a questionable change, but it makes it harder for this to 2-for-1 combat tricks, allows it to BE a combat trick, and allows deathtouch creatures to damage big creatures without dying. The blow out scenario is also lessened with awkward interactions with removing aura-based removal in combat.
• Choking Restraints replaces Contagion Glasp
This interacts with a slightly different set of threats. Instead of being expensive and targeting utility creatures, it's cheap, and stops big creatures before being a mana sink to deal with creatures with abilities late.
• Provoke replaces Detainment Spell
Doesn't answer threats as easily, but allows social play and deals with utility creatures with no card cost.
• Blessed Alliance replaces Martial Law
This interacts with a slightly different set of threats but does untap creatures tapped down by tappers. Detain is awkward and was ultimately just a 1 for 1.
• Faith Unbroken replaces Vow of Duty
This has better gameplay as the vow typically clogged the board and didn't answer utility creatures. This cleans up utility creatures decently, especially those that accrue value over time.
• Elder of Laurels replaces Seedcradle Witch
This is less-dependent on the ability to ward off early plays and is less of an oppressive ability.
• Unstable Obelisk replaces Selesnya Keyrune
This is more tension and ramp-desiring / pay off. This may be less useful midgame though. This is one of the few remaining ways of getting an aura off your big threat.
• Become Immense replaces Beast Within
This targets combat rather than being efficient, flexible removal. This slot no longer destroys auras and doesn't leave behind a 3/3 token to be dealt with.
• Prepare // Fight replaces Test of Faith
Untap combat trick has more play to it than a flash aura that eats deathtouchers.
• Ainok Bond-Kin replaces Phyrexian Revoker
Early game 2/1s are just bad now and utility creatures are less important than in 1v1
• Heliod's Emissary replaces Wiltleaf Cavaliers
Aggro needs a bit more assist than beefy vigilance. This is now a mana sink and adds to delirium
• Benevolent Offering replaces Briarhorn
Testing out flying tokens and life gain. Might be too much of a liability, but Briarhorn was always too much of a blow out.
• Dragonscale General replaces Auriok Bladewarden
Trying something new.
• Sentinel of the Eternal Watch replaces Coalition Honor Guard
Flagbearers are significantly more awkward in multiplayer where they prevent opponents from killing each other's creatures.
• Conifer Strider replaces Acidic Slime
• Domesticated Hydra replaces Kavu Primarch
Golgari Decoy is now on the watch list because there are very few things it can actually interact against in a satisfying way compared to before. I think there are fewer permanent buffs it can acquire but it still may have enough buffs for it to be usable.
Sylvan Scrying and Crop Rotation would serve little purpose after I've gotten the piece I needed...unless you mean a 1 of Sylvan Scrying, which would be obsolete due to Fertile Ground.
The Train of Thought is because there are times when I have ~6 mana, but still lack a few pieces. I locate the Train of Thought and draw some cards. It also provides a nifty target if I just need something to do while I'm assembling stuff together. And indeed, if I have an Island with Fertile Ground, I do have infinite blue mana, so I could use it then to find a win condition.
I really want to put Serum Visions and Terramorphic Expanse, but I'm still debating what slots to put them in place of.
4 Drift of Phantasms
4 Freed from the Real
2 Trinket Mage
2 Flamewave Invoker
1 Civic Wayfinder
4 Muddle the Mixture
4 Fertile Ground
2 Sakura-Tribe Elder
2 Pyromatics
1 Train of Thought
1 Naturalize
1 AEther Spellbomb
1 Tree of Tales
9 Forest
10 Island
4 Izzet Boilerworks
2 Ghitu Firebreathing
2 Horned Helm
2 Pyromatics
1 Leonin Bola
2 Pyrite Spellbomb
2 Naturalize
2 Trinket Mage
2 Vulshok Sorcerer
MUST HAVE:
Freed from the Real
Lifespark Spellbomb
Izzet Boilerworks or Island with Fertile Ground.
Pyromatics or Flamewave Invoker
(Preferable: Island w/ Fertile Ground and Pyromatics)
Out of the sideboard, Ghitu Firebreathing is a possibility against Ivory Mask, but you'll need a creature that can attack unblocked or with trample.
Drift of Phantasms can tutor Freed from the Real, Flamewave Invoker, Trinket Mage, Civic Wayfinder, and Vulshok Sorcerer.
Muddle the Mixture can locate Fertile Ground, Pyromatics, Sakura-Tribe Elder, Naturalize, Train of Thought, Ghitu Firebreathing, and Horned Helm. (I'm considering adding a single Grull or Simic Signet)
Trinket Mage can find Lifespark Spellbomb, Aether Spellbomb, Tree of Tales, Pyrite Spellbomb, and Leonin Bola.
To ensure the deck can go off, Condescend and Muddle the Mixture protect it and can aid in finding pieces. Drift of Phantasms can be played as a blocker. Extra Freed from the Reals can act as psuedo Pacifisms. Aether Spellbomb can stall. Pyromatics can be used as removal if it needs to be. Every creature in the deck can block. Vulshok Sorcerer combined with Freed from the Real can attempt to hold off lots of creatures and win over several turns.
The deck is very consistant, although I sometimes don't go off until turn 8...
Any suggestions, comments, flames?
Instant
As an additional cost to play this, tap two untapped plains you control.
Add WWW to your mana pool.
Suppose Wizards were to sell actual RARELESS boosterpacks of sets along with the normal boosters that had 5-6 uncommons and 9-10 commons for a price lower than the normal boosters.
Would they sell?
[Nifty name] | 4W
Creature--Knight
Whenever this would be destroyed, turn it face down instead.
Morph WW1
3/3