Have you had the chance to test the deck?
I'm also looking at a BG deck that tries to maximise the Karn / Traxos / Ghalta axis.
Was also considering a splash of blue to allow for some negates on the side.
The artifacts (Scrapheap, Heart, ballista and Harvester) does multiple duty of providing early pressure, being resilient to sweepers, activating Traxos, discounting Ghalta and making Karn's -2 sizeable. These artifacts are great draws both early and late.
So far the added creature-based ramp (all 10 elves) allow the deck to work with 22 lands. The curve tops off at 4cmc anyway, since you're always looking to cast Ghalta at a discount. I've added 2x Field on the side if these elves gets targeted by removal from control decks.
I've decided to splash Blue for counterspells on the side to combat control decks. 3 colors also work well with Radiant Flames off the sideboard for aggro / tokens
I used to run a straight RB vampires before Copter-ban. Was thinking of a 1-for-1 replacement with Metallic Mimic.
I use Stromkirk condemned as a madness-enabler and pseudo lord. Works as an engine with Falkenrath gorger to mess up combat math and flash in vampires.
The extra loyalty from Oath works well with Nahiri and Chandra when you need to minus their loyalty to manage the board.
Expose evil works as an instant speed bump that gives you a hard to remove artifact token and cycles itself late.
So far I've won all Turn 4-5 activation games. Games with Nahiri-Gideon-Chandra chains were also common.
This deck tries to break Indomitable Creativity by populating the deck without creatures and/or artifacts except for Brisela and Ulamog. The deck is capable of Turn 4 blowouts, albeit without cast triggers. The deck can also play like a typical midrange-superfriends deck with the added combo potential.
Maybe SB, as it's almost a do-nothing card early. Expose evil works better against aggro cos it buys you a turn with "tap 2 creatures". Also cycles late cos you can have zero target and still investigate.
I think possible blue splash is important because this deck is too easily defeated by a blue control deck, and a plates of negates (even in the sideboard) as well as other counter magic could help make this deck viable in that matchup.
Thanks. Will think harder around blue-red.
3-colors is tough due to the RRR requirement.
I'm glad someone else understands the power of this card.
Possible edits:
1. No chandra flame caller. At that point in the game you should have already stomped them with eldrazi. Replace them with Torch of defiance. Torch stabilizes the board with her creature removal, and helps with triple red with her +.
2. Definitely run 4 copies of indomitable creativity.
3. I'm not sure this deck wants to be WR. Consider blue or black for more of a control shell (blacks fatal push alone makes you want to splash it), and blue for card draw and counters needed for this deck to work.
4. Make sure with the manabase that you will always be able to cast for triple red.
1. From my testing so far, big Chandra works better on the curve, as small Chandra shares the slot with other walkers. Token production is a bonus.
2. Agree on going 4x with creativity. Will probably drop shock to go 4x Oath and 4x Vessel as well for consistency.
3. Tried UR with investigate spells (Jace's scrutiny and Press for answers) but the deck feels more reactive / long game oriented. I prefer the alt-wincon of early Gideon pressure.
Black has very little token producers.
4. RRR is easy with 8 duals and Vessel of volatility
This is going to be an oppressive deck. Play this in a deck that runs 1 emrakul, 1 ulamog, and other than that, clue production/token production but no creatures or artifacts. This could be an oppressive combo control deck. The deck can also use plenty of walkers, specifically chandra, who both stabilizes the board and then allows you to cast is with its difficult triple red cost. 13/13 flying trample, protection from instants, 10/10 indestructible and mill 20 on attack on turn 5. You've been warned, this is not jank, this is broken.
This deck tries to break Indomitable Creativity by populating the deck without creatures and/or artifacts except for Emrakul and Ulamog. The deck is capable of Turn 4 Titans, albeit without cast triggers. The deck can also play like a typical midrange-superfriends deck with the added combo potential.
Sideboard's not settled yet, part of me wants to sneak some Traxos, Scourge of Kroog, given number of historic cards, for maximum jankness.
4x Breeding Pool
4x Hinterland Harbor
4x Hallowed Fountain
4x Glacial Fortress
4x Sunpetal Grove
1x Forest
1x Island
Creatures (18)
4x Portcullis Vine
4x Gleaming Barrier
3x Tetsuko Umezawa, Fugitive
3x Sai, Master Thopterist
4x Arcades, the Strategist
3x Mox Amber
2x Dive Down
4x High Alert
4x Incubation // Incongruity
3x Jace, Cunning Castaway
4x Karn, Scion of Urza
3x Knight of Autumn
3x Negate
3x Sinister Sabotage
3x Sorcerous Spyglass
3x Treasure Map
I'm also looking at a BG deck that tries to maximise the Karn / Traxos / Ghalta axis.
Was also considering a splash of blue to allow for some negates on the side.
The artifacts (Scrapheap, Heart, ballista and Harvester) does multiple duty of providing early pressure, being resilient to sweepers, activating Traxos, discounting Ghalta and making Karn's -2 sizeable. These artifacts are great draws both early and late.
So far the added creature-based ramp (all 10 elves) allow the deck to work with 22 lands. The curve tops off at 4cmc anyway, since you're always looking to cast Ghalta at a discount. I've added 2x Field on the side if these elves gets targeted by removal from control decks.
4 Aether Hub
4 Blooming Marsh
4 Woodland Cemetery
4 Botanical Sanctum
5 Forest
1 Swamp
Spells (10)
2 Blossoming Defense
3 Fatal Push
2 Journey to Eternity
1 Vraska's Contempt
2 Karn, Scion of Urza
3 Walking Ballista
4 Llanowar Elves
3 Servant of the Conduit
4 Scrapheap Scrounger
3 Heart of Kiran
2 Aethersphere Harvester
3 Rishkar, Peema Renegade
3 Traxos, Scourge of Kroog
3 Ghalta, Primal Hunger
3 Duress
1 Fatal Push
2 Field of Ruin
3 Negate
2 Padeem, Consul of Innovation
3 Thrashing Brontodon
1 Vraska's Contempt
4 Spirebluff canal
4 Inspiring vantage
4 Aether hub
2 Evolving wilds
1 Westvale abbey
6 Mountain
4 Plains
1 Island
Spells (21)
4 Shock
4 Harnessed lightning
1 Oath of Jace
4 Vessel of volatility
4 Oath of Gideon
4 Indomitable creativity
1 Gisela, the broken blade
1 Bruna, the fading light
1 Ulamog, the ceaseless hunger
4 Nahiri, the harbinger
2 Chandra, flamecaller
4 Gideon, ally of zendikar
2 Dispel
2 Negate
4 Expose evil
4 Radiant flames
3 Authority of the consuls
I use Stromkirk condemned as a madness-enabler and pseudo lord. Works as an engine with Falkenrath gorger to mess up combat math and flash in vampires.
4x Falkenrath Gorger
4x Metallic Mimic
4x Stromkirk Condemned
2x Stromkirk Occultist
3x Drana, Liberator of Malakir
3x Olivia, Mobilized for War
3x Bloodhall Priest
2x Voldaren Pariah
4x Foreboding Ruins
4x Smoldering Marsh
1x Geier Reach Sanitarium
5x Mountain
9x Swamp
2x Key to the City
2x Grasp of Darkness
4x Collective Brutality
4x Unlicensed Disintegration
Expose evil works as an instant speed bump that gives you a hard to remove artifact token and cycles itself late.
So far I've won all Turn 4-5 activation games. Games with Nahiri-Gideon-Chandra chains were also common.
Finishers: Brisela and Ulamog
Token producers: walkers (Gideon and Chandra), Oath and Expose evil which is a good tempo card as well
All-around utility: Nahiri
Ramp: Vessel of volatility
Went 3-1 in LGS, winning against different variants of the BG tokens / delirium and losing to control where he had all the answers.
Lots of salt and head-shaking when they face a Turn 4 Brisela. (T2 Vessel, T3 Oath, T4 Creativity for 2).
Changed the sideboard to be heavy burn to side-in vs control to increase pressure.
Give it a go and let me know if you have some improvements on the deck. Will probably go with this one up to GameDay.
4x Aether Hub
4x Inspiring Vantage
4x Needle Spires
1x Westvale Abbey
7x Mountain
5x Plains
Superfriends (10)
4x Gideon, Ally of Zendikar
4x Nahiri, the Harbinger
2x Chandra, Flamecaller
1x Gisela, the Broken Blade
1x Bruna, the Fading Light
1x Ulamog, the Ceaseless Hunger
Combo spells (12)
4x Vessel of Volatility
4x Oath of Gideon
4x Indomitable Creativity
Removal (11)
4x Expose Evil
4x Shock
2x Blessed Alliance
4x Fiery Temper
4x Collective Defiance
3x Authority of the Consul
2x Blessed Alliance
2x Flame Lash
Expose evil works better against aggro cos it buys you a turn with "tap 2 creatures". Also cycles late cos you can have zero target and still investigate.
Best case scenario is both Emrakul and Ulamog on Turn 4, albeit without the cast trigger.
Turn 2 Vessel of Volatility
Turn 3 Oath of Gideon
Turn 4 crack Vessel and Creativity for 2
Also, this won't miss cos you will only have 2 creatures/artifacts while Marvel can miss.
Thanks. Will think harder around blue-red.
3-colors is tough due to the RRR requirement.
1. From my testing so far, big Chandra works better on the curve, as small Chandra shares the slot with other walkers. Token production is a bonus.
2. Agree on going 4x with creativity. Will probably drop shock to go 4x Oath and 4x Vessel as well for consistency.
3. Tried UR with investigate spells (Jace's scrutiny and Press for answers) but the deck feels more reactive / long game oriented. I prefer the alt-wincon of early Gideon pressure.
Black has very little token producers.
4. RRR is easy with 8 duals and Vessel of volatility
Turn 2 Vessel
Turn 3 Oath of Gideon
Turn 4 Creativity for 2
Turn 5 Attack with Ulamog and Emrakul
First draft here:
http://www.mtgsalvation.com/forums/the-game/standard-type-2/standard-new-card-discussion/767021-wr-superfriends-creativity
Finishers: Emrakul and Ulamog
Token producers: walkers (Gideon and Chandra), Oath and Expose evil which is a good tempo card as well
All-around utility: Nahiri
Ramp: Vessel of volatility
Open to suggestions on how to improve mana consistency and which best removal suite to run.
4x Aether Hub
4x Inspiring Vantage
4x Needle Spires
2x Evolving Wilds
1x Westvale Abbey
6x Mountain
4x Plains
4x Gideon, Ally of Zendikar
4x Nahiri, the Harbinger
2x Chandra, Flamecaller
Finishers (2)
1x Ulamog, the Ceaseless Hunger
1x Emrakul, the Promised End
Combo spells (12)
4x Vessel of Volatility
4x Oath of Gideon
4x Indomitable Creativity
4x Expose Evil
4x Harnessed Lightning
3x Blessed Alliance
edits: maxed out playset for combo spells for more consistency. Shock will be moved to SB to address the Saheeli-Twin combo
(xRRR and xUUU so far)
2 Gideon, ally of Zendikar
3 Ishkanah, grafwidow
1 Ulamog, the ceaseless hunger
4 Emrakul, the promised end
Enablers (20)
4 Vessel of nascency
1 Traverse the Ulvenwald
3 Attune with aether
4 Servant of the conduit
4 Woodweaver's puzzleknot
4 Aetherworks marvel
3 Blessed alliance
3 Appetite for the unnatural
2 Fumigate
Lands (22)
4 Canopy vista
4 Fortified village
4 Aether hub
6 Forest
3 Plains
1 Geier reach sanitarium
2 Gideon, ally of zendikar
3 Gisela, the broken blade
1 Bruna, the fading light
1 Sigarda, heron's grace
2 Ulamog, the ceaseless hunger
1 Stasis snare
1 Fumigate
1 Descend upon the sinful
3 Natural state
SB guide:
Vs GB
+1 Sigarda
+2 Ulamog
+2 Gideon
-1 Blessed
-1 Ishkanah
-3 Appetite
Vs UW
+1 Fumigate
+1 Descend
+3 Natural state
-2 Gideon
-3 Appetite
Vs Aggro
+3 Gisela
+1 Fumigate
+1 Bruna
-2 Gideon
-3 Appetite
Vs Marvel
+1 Sigarda
+2 Ulamog
+2 Gideon
+1 Stasis snare
-3 Blessed
-3 Appetite