I'm trying to give myself a reason to sell my Metallic Mimics while the price is high, so I'm interested in this topic.
I like the idea that the Mimic's give the counters, but don't like the body they come in as, and the fact that they take another spot from the attackers like @d90Dennis14 mentions. Or are Mistbinders and and Elites enough?
Maybe Narnam Renegade instead of Gifted Aethborn. That early deathtouch is great against aggro decks or the tribes. I think you are right about Thrashing Brontodon needing to be included in the SB, meaning having more than three creatures requiring two of one mana would be tough.
Walking Ballista is by far the better card, but for something more on the budget that could have a similar affect at a low mana cost I'm thinking that a couple Soul-Scar Mages would help. Combined with our Abrades and Shocks you could get a similar effect and could help ping down the indestructible creatures. Combine Soul-Scar Mage and Moment of Craving to take out the big threats. I've always felt Soul-Scar is a lightning rod, but with a Kitesail Freebooter on the field the opponent will have to make more challenging decisions, where a Walking Balliista will eventually remove itself from the battlefield.
Again not saying that the Ballista isn't the right choice, just trying to find something that is close to as useful, but easier on the wallet considering the a playset of the Phoenix seems like a must add.
I really like Jadelight Ranger over [card]Merefolk Branchwalker[/card. Branchwalker was my "I don't mind playing this, but wish I could do something else" on turn three after getting out an Adorned or Adonto. Jadelight Ranger filters land, scry's twice (potentially) or gets pumped.
Blazing Hope - I like it for the late game against energy/Hazorat. Nice sideboard option. Path of Discovery - Seems very interesting for the later game. Kind of like a Search for Azcanta for G/W Aggro. Guessing it is too slow though. Will try it though. Paladin of Atonement - It's another creature they will feel like they need to remove, and if not will continue to get larger. Being able to give it trample would be nice. Huatli, Radiant Champion - Seems like the biggest win though. G/W got a planeswalker that likes creatures, pumps up creatures, and draws for the late game.
Not much to work with in my eyes. The creatures' payoff in the set revolve around their tribe 85% of the time, and when they don't they don't compare to what the deck already uses. I don't think Ascend is very attainable with this deck.
One thing I am curious about. I understand that an important win-con is Appeal//Authority. Yet, I notice that many lists ate not running the full playset. Why?
Honestly it may be the wrong idea to only have 3. But I figure the Rhonas Monument can help with the pump half of it. I've noticed it also can put more attention on your graveyard, which can hurt if you know you have one Adorned Pouncer in the grave that you are hoping goes unnoticed to Eternalize. Having your graveyard exiled when having 3-4 nice pieces in it can really hurt the late game.
I'm still trying to figure out if the Monument approach is the way to go or not. When it works, it is overwhelming, other times the setup of it takes too long...
The monuments are amazing. It is exactly what this deck needed. I don't know which one I prefer, but people do not know what to do when the Rhona's Monument comes out. Then having an Aviary bounce a cheap creature to give 2-3 creatures +2/+2 and trample really starts punishing the opponent.
I especially thought it was an odd emission from the deck, especially since the SB can turn the deck into a very control base strategy.
I will say that the only thing I notice with this deck is that there are some turns where there isn't much to do. How beneficial would an Adorned Pouncer be over the Sacred Kitties? seem like it could help against aggro decks. Althought the lifelink is nice
Another though, Siren Stormtamerseems like a great way to get a few ticks in with flying, and a way to protect our Angels in the late game. Another creature that could replace the Sacred Cat.
The U/W version is so much more effective and efficient than variations in the past. Getting a God-Pharo's Gift out turn 4 is not rare. I still like keeping one Cataclysmic Gearhulk in the mainboard as a sweeper for the first game of the match in case things go seriously wrong.
Going to cut the Grove. Never had much of an issue with having enough Forest or Plans to cast spells, just gotta mulligan if you don't have an opening hand with a way to cast either color and agree about another non-tapped land giving a better curve would be better.
Played with the deck I posted above at a local Standard Showdown, went 2-1. Here were the matches:
Sultai Energy (2-0)
First game got lucky with them pulling a bad hand. Deck still curved well. Second game was a bit of a grind, but again things curved smoothly. Nature's Way is a champion against the usual energy creatures, especially with Narnam Renegade. Great addition to the deck, thanks @D90Dennis14! Cast Outs also are champs vs energy. Heroic Intervention was a needed too. Adorning Pouncer stole the show though.
God's Gift (2-1)
If you curve you are in a great spot. If they get God's Gift out, the match gets dicey. Again, Cast Outs and Nature's Way felt like the SB pieces to pull out the win.
Temur Energy (1-2)
Tough deck to beat. Oketra the True won a match. It also was not able to activate during another. I feel if the deck had a little more speed and was a touch more overwhelming it would do better.
Thoughts: Heroic Intervention may belong in the main. Legion's Landing isn't needed. Merfolk Branchwalker is underrated in this deck, a 3/2 on turn two is powerful and slows Longtusk Cubs down. Oketra the True has a hard time activating. Nature's Way is great, but maybe only needs 3 copies.
I made some small and big tweaks and want to try throwing in two copies of both Oketra's Monument and Rhonas's Monument. Both help you cast creatures quicker, and Oketra's makes it easier to activate Oketra the True while Rhonas makes the deck harder to handle.
This is such a cool combo. How about a W/B version using some black spells that pay life for card card draw, etc. The only drawback I see is Axis of Mortality being a 6 drop. How has playing testing gone?
I'm going to test with 3-4 Nature's Way. That just seems really powerful in this deck. It shouldn't be hard to remove a creature and then being able to swing in with trample is huge. Just swap it out for more creatures when playing against God's and control decks.
I like the idea that the Mimic's give the counters, but don't like the body they come in as, and the fact that they take another spot from the attackers like @d90Dennis14 mentions. Or are Mistbinders and and Elites enough?
Walking Ballista is by far the better card, but for something more on the budget that could have a similar affect at a low mana cost I'm thinking that a couple Soul-Scar Mages would help. Combined with our Abrades and Shocks you could get a similar effect and could help ping down the indestructible creatures. Combine Soul-Scar Mage and Moment of Craving to take out the big threats. I've always felt Soul-Scar is a lightning rod, but with a Kitesail Freebooter on the field the opponent will have to make more challenging decisions, where a Walking Balliista will eventually remove itself from the battlefield.
Again not saying that the Ballista isn't the right choice, just trying to find something that is close to as useful, but easier on the wallet considering the a playset of the Phoenix seems like a must add.
If you didn't add Walking Ballista for budget purposes what would another suggested card be to replace it?
4x Adanto Vanguard
4x Adorned Pouncer
3x Jadelight Ranger
2x Kinjalli's Sunwing
4x Narnam Renegade
4x Paladin of Atonement
4x Resilient Khenra
Artifact (2)
2x Rhonas's Monument
3x Hashep Oasis
7x Plains
3x Shefet Dunes
4x Sunpetal Grove
Instant (4)
4x Blossoming Defense
4x Appeal // Authority
Planeswalker (2)
2x Huatli, Radiant Champion
2x Legion's Landing
3x Cast Out
3x Glory-Bound Initiate
2x Heroic Intervention
3x Nature's Way
2x Settle the Wreckage
2x Solemnity
I want to make Rhona's Monument so badly, but it would be the first to go if it doesn't work and try Path of Discovery.
Blazing Hope - I like it for the late game against energy/Hazorat. Nice sideboard option.
Path of Discovery - Seems very interesting for the later game. Kind of like a Search for Azcanta for G/W Aggro. Guessing it is too slow though. Will try it though.
Paladin of Atonement - It's another creature they will feel like they need to remove, and if not will continue to get larger. Being able to give it trample would be nice.
Huatli, Radiant Champion - Seems like the biggest win though. G/W got a planeswalker that likes creatures, pumps up creatures, and draws for the late game.
Not much to work with in my eyes. The creatures' payoff in the set revolve around their tribe 85% of the time, and when they don't they don't compare to what the deck already uses. I don't think Ascend is very attainable with this deck.
Honestly it may be the wrong idea to only have 3. But I figure the Rhonas Monument can help with the pump half of it. I've noticed it also can put more attention on your graveyard, which can hurt if you know you have one Adorned Pouncer in the grave that you are hoping goes unnoticed to Eternalize. Having your graveyard exiled when having 3-4 nice pieces in it can really hurt the late game.
I'm still trying to figure out if the Monument approach is the way to go or not. When it works, it is overwhelming, other times the setup of it takes too long...
I will say that the only thing I notice with this deck is that there are some turns where there isn't much to do. How beneficial would an Adorned Pouncer be over the Sacred Kitties? seem like it could help against aggro decks. Althought the lifelink is nice
Another though, Siren Stormtamerseems like a great way to get a few ticks in with flying, and a way to protect our Angels in the late game. Another creature that could replace the Sacred Cat.
Thanks for the suggestion Mace
Sultai Energy (2-0)
First game got lucky with them pulling a bad hand. Deck still curved well. Second game was a bit of a grind, but again things curved smoothly. Nature's Way is a champion against the usual energy creatures, especially with Narnam Renegade. Great addition to the deck, thanks @D90Dennis14! Cast Outs also are champs vs energy. Heroic Intervention was a needed too. Adorning Pouncer stole the show though.
God's Gift (2-1)
If you curve you are in a great spot. If they get God's Gift out, the match gets dicey. Again, Cast Outs and Nature's Way felt like the SB pieces to pull out the win.
Temur Energy (1-2)
Tough deck to beat. Oketra the True won a match. It also was not able to activate during another. I feel if the deck had a little more speed and was a touch more overwhelming it would do better.
Thoughts: Heroic Intervention may belong in the main. Legion's Landing isn't needed. Merfolk Branchwalker is underrated in this deck, a 3/2 on turn two is powerful and slows Longtusk Cubs down. Oketra the True has a hard time activating. Nature's Way is great, but maybe only needs 3 copies.
I made some small and big tweaks and want to try throwing in two copies of both Oketra's Monument and Rhonas's Monument. Both help you cast creatures quicker, and Oketra's makes it easier to activate Oketra the True while Rhonas makes the deck harder to handle.
4x Adanto Vanguard
4x Adorned Pouncer
2x Kinjalli's Sunwing
4x Merfolk Branchwalker
3x Narnam Renegade
2x Oketra the True
4x Resilient Khenra
Instant (4)
4x Blossoming Defense
6x Forest
3x Hashep Oasis
6x Plains
3x Shefet Dunes
4x Sunpetal Grove
Sorcery (7)
4x Appeal / Authority
3x Nature's Way
Artifact (4)
2x Oketra's Monument
2x Rhonas's Monument
3x Cast Out
4x Glory-Bound Initiate
2x Heroic Intervention
2x Lifecrafter's Bestiary
2x Settle the Wreckage
2x Solemnity
Looking forward to trying it out.
4x Adanto Vanguard
4x Adorned Pouncer
2x Kinjalli's Sunwing
4x Merfolk Branchwalker
3x Narnam Renegade
2x Oketra the True
4x Resilient Khenra
Instants and Sorcery's (16)
4x Blossoming Defense
4x Appeal // Authority
4x Nature's Way
2x Legion's Landing Flip
Land (23)
5x Forest
3x Hashep Oasis
7x Plains
1x Scattered Groves
3x Shefet Dunes
4x Sunpetal Grove
2x Cast Out
2x Field of Ruin
4x Glory-Bound Initiate
2x Heroic Intervention
1x Ixalan's Binding
2x Lifecrafter's Bestiary
2x Prowling Serpopard
I'm also thinking of replacing Merefolk Branchwalker for Glory-bound Initiate but Merefolk's upside is the card draw. Seems like against aggro decks Glory-Bound is the way to go, but against control Merefolk is. Deathgorge Scavenger doesn't get large enough, but I'm SB'in two Prowling Serpopard.
Thanks for the suggestions. Going to put this together and post it.