I'm not seeing a major difference between strive and multi-kicker. Apart from maybe more flexibility in the extra strive mana cost? Anyone else agree it feels very similar?
Out: Mountain, Hive Mind,Rites of Flourishing, Oracle of Mul Daya
In: Homeward Path, Perplexing Chimera, Peregrine Drake, Guided Passage
Thoughts: Chimera is a perfect card for the deck, so naturally Path has to join it. Guided Passage is a tutor that bypasses my no tutor rule, and I realized that Oracle actually breaks my rule of not knowing what happens next.
I also fixed a few errors in the thread. As for the deck itself, I finally got basic lands from each plane in the multiverse with no overlap.
One thing I really like about guided passage is it really helps you figure out the weaker cards in your deck. If people are consistently choosing a few cards, it's time to re-evaluate them. This of course depends on the play level of your opponents.
I understand the hesitation with Early harvest with your mana base, mine is almost entirely composed of basics. With, a conservative 7 lands in play (so the turn after we play wort if we have another land drop), conspired Early Harvest will net me 18 mana. If I have the tokens to again conspire whatever I cast...it's rough for my opponents. If you're using Rude Awakening instead that still should leave you with 16 mana.
Edit: and the reason I think boundless realms is so good is I can run into a lot of board wipes and creature removal in my meta, so if I untap with wort and have seven mana on the field, whatever I cast usually won't win me the game right there. But if I untap and get a boatload of land, I'm setup for the rest of the game since my play group frowns on mass land destruction.
I'd reccomend running both Early Harvest and Rude Awakening to help you combo out. I know you already have a lot of mana producers from your tokens, but a conspired Early Harvest can often end games. I recently found Boundless Realms and am considering putting that into my Wort deck myself.
rude awakening lets you chose which mode you want to do. so for two more mana, you untap all lands you control (instead of just the basic ones) twice if consipred. when i get either conspired, i generally have in the area of 20-30 mana available to me
in my experience in multiplayer there are always turns after a large wrath effect where everyone is rebuilding and if you don't have any relevant cards in hand, its better to skip a turn and not expand your board position to refrain from being a target.
how should general damage be handled though as the villain? with two or three generals attacking, it becomes much easier to get through that necessary damage. Unless the archenemy starts with 80 life and you have to do 41 points of general...that makes the most sense I feel.
with Ob you need the panorama's in there, they're worth it every draw. I also suggest crucible of worlds. I don't know how focused you want your list to be on Ob, but those are two suggestions I think are vital.
One thing I really like about guided passage is it really helps you figure out the weaker cards in your deck. If people are consistently choosing a few cards, it's time to re-evaluate them. This of course depends on the play level of your opponents.
Edit: and the reason I think boundless realms is so good is I can run into a lot of board wipes and creature removal in my meta, so if I untap with wort and have seven mana on the field, whatever I cast usually won't win me the game right there. But if I untap and get a boatload of land, I'm setup for the rest of the game since my play group frowns on mass land destruction.