I'd actually potentially like a MTG movie.
Note, I said potentially.
Imagine, just imagine a story about a tribe of goblin party animals, without much planeswalker stuff and tribal wars. Just a semi-ethnographic report of what's like to be a freakin' goblin. That could (note the clould) be a very original movie and if directed well, it'd be a lot of fun.
Legacy would tend to prove you wrong, but of course in a format where mental misstep and force of will are non-issues it might be different. I have a hard time labeling lavamancer crap on the simple fact that it does die to everything. It's still a card that will win you a game on it's own against many archetypes. It proved a house in testing against zoo and it does provide a safe win-con under a bridge.
It does suck against post/tron. I have to give you that.
Well, I pack the Punishing Fire/Grove of the burnwillow engine as well as the Academy Ruins/Loam engine. That does appear to me as 2 distinct and potent to abuse gift. I'm willing to hear your suggestions.
Indeed they would. I'll try to fit in some of those. Maybe a 1/1 split with a Tectonic Edge
I don't see why you can't run spell snare... it's a house in the format, a powerful tool against mono g 12-post and it's the best hardcounter avaliable. I can't support Cryptic Command with the manabase (4 grove + 2 ruins + forest) and I don't know what counterspell would be better in the format. Remand is there for gift piles when I'm in dire need of a counterspell but I am well aware it's sub-par for what I want to achieve. I could use another 2-mana counter to singleton into counterspell gift piles when I'm at 6 mana, but aside from the sub-par rune snag I can't find any that I like. I'm willing to take any suggestion of what I could run instead.
This does seem like a very good idea.
I plan on playing several blood moons in the board to paliate that weakness.
Here is the list I came up with.
2 vendilion clique
2 grim lavamancer
4 gifts ungiven
4 mana leak
3 punishing fire
3 lightning bolt
3 spell snare
2 firespout
1 life from the loam
3 engineered explosives
1 ensnaring bridge
2 academy ruins
1 tolaria west
4 scalding tarn
4 misty rainforest
4 grove of the burnwillow
3 island
1 forest
2 steam vents
2 breeding pool
Any suggestions?
23 lands is a lot.
One drops are good. A hand with 3 one drop almost always wins the game
I recommand
-2 StP
-1 Savannah
-1 forest
-1 mountain
-1 plains
-1 Knight of the reliquary
+1 wooded foothills
+1 plateau
+3 loam lion
+2 path to exile
Enlightenend tutor can be cascaded into pal...
And you seem to forget about counterbalance and chalice of the void. either of those cards can be destroyed by either ingot chewer or wispmare, but having one versatile card to solve the problem can be game-breaking. Also think about glacial chasm, maze of ith or tabernacle at pendrel vale.
I think that the problem of the UBW approach is having not enough cascade enabler. With only 4 ardent plea and 2 living end, even if forcebacked you can and will lose a game to a counterspell-heavy deck countering both your living ends and winning on tempo over those hadcasted fatties.
As an answer to Asiancat (who will likely not read it), Living End is not better or worst than hypergenesis. They have different gameplans even though they share an engine.
Living end sweeps the board and put dudes into play from your graveyard. Dudes you cycled, so you keep your hand full. Hypergenesis allows both you and your opponent to drop your hand on the board, but it does allow a deck like merfolk, zoo or goblins to race you by dropping their own dudes. An hypergenesis leaves both players with an empty hand and a full board. A livnig end leaves you with a board full of smaller creatures, but you still have a hand and your opponent has no board at all.
I tried out the deck, and from my experience, it's unfortunately worst than the RGB versions because only 4 cascade enablers make you lose hard to counterspell decks, against wich the best gameplan is to keep on cycling creatures and playing cascade spells.
Vindicate helps solve the COTV and Coutnerbalance problem. I can't be sure I endorse playing only 2 living ends though.
Do you ever come to tournaments in Québec City?
A modification I would like to try out is to swap a fetchland, a bayou and a savanna for a trio of cities of brass. I would also like the deck creator's opinion on that matter. I proxied-up and goldfished the deck a couple times and found out that at moments, holding a body double or a fanatic can be troublesome although casting it could possibly make things better. Tinder wall's removal ability is also nice to activate in the face of hate bears, which can be very annoying.
You seem to think that protean hulk grabs creatures with total power 6 or less. It grabs creatures with total CMC 6 or less, so getting body double AND rev as you suggest in step 3 is inpossible.
The way to dodge a single removal spell is to get Academy rector, viscera seer and carion feeder as well as the dryad arbors left in the deck. Sac the rector, get a pattern that is put into play and dosen't target (as it's put into play by the rector's ability) and you are good to go. Of course that plan COULD fail to an engineered explosives @1 or a double removal. Don't get all too worried about unwinable scenarios. They happen, but if you play smart you should be alright in most cases.
B:1 x Sword of Feast and Famine (mint)
1 x Maze of Ith (good)
1 x Exploration (nm)
4x Intuition (nm)
Fair?