I'm working on a goblin list I'll post up when I'm happy with it, but for now I just want to bring up a couple things.
Lightning Crafter, I wouldn't call the champion requirement a drawback. At least not without conceding that it is an abusable drawback. It can let you blink a CitP effect goblin if need be, and it can hide goblins through wrath effects. And make lose-lose scenarios for the opponent (If I don't kill it I have to deal with the recurring bolt, if I do he gets his SGC back..). Though admittedly it is often too slow for most goblin lists anyways, however if we can find a reasonable sacrifice outlet there is an infinite damage loop between him and Kiki-Jiki that could be taken advantage of.
I know there's probably plenty of people working through the logistics of this kind of deck, but I couldn't find a thread in the first couple pages so I figured I'd start to get the ball rolling in as serious a manner as I can manage. I have some familiarity in both writing primers, and Burn (Legacy), and in fact writing Burn primers... So I'd be happy to do so if the interest exists, but my knowledge of modern itself is pretty loose. I can build towards the perceived strengths I can see in the format, but will need help with the metagame/matchups, etc.
For starters I think the best route to approach Burn from, for Modern, is to follow the example set by Legacy. For a couple reasons. Primarily because it works, but also because there are some inherent strengths in the focuses of legacy burn.
The focus of Legacy Burn is efficiency, effectiveness, and virtual card advantage (though it has strayed from this focus somewhat, and we will likely need to as well). The idea is simply to run the most efficient, cost effective spells, will reducing our answerable cards to a minimum. Which means expecting our opponents to be including mainboard cards to answer threats not present in our list (creature removal vs a lack of creatures, non-basic hate vs basics, etc).
There are only really 4(ish) cards separating our pool from the legacy pool: Fireblast, Chain Lightning, Price of Progress, and Sulfuric Vortex. All of which are outstanding cards, and sadly there really is no comparison for a couple of them, but missing them only means we have a slightly diminished clock. And thankfully we're playing in a format with a (supposed) speed of a turn slower than legacy.
And we've got something else working in our favour. Mana bases. Specifically the reliance in the format on Shocklands and Fetchlands. Meaning we, realistically, don't even need to do as much damage to the opponent as the legacy version would need to.
I was going to run through a truckload of card choices, but my best bet is to just throw out a list first, and then get to some alternatives/explanations.
So, my initial test build is going to look something like this:
It's a simplified list, just to keep things straightforward to feel out the meta, and see how it runs, I expect the number of Hellsparks will go down, along with Flames, and depending how much of a control slant we see the Flamebreaks may become Volcanic Fallout.
Some Explanations:
To start with the #1 goal for any burn deck should be to maximize your topdeck. Because that's where you'll be spending most of your extended game. It's the consistency of draws that helps burn win out more than anything else. And so anything that will generally be a dead draw off the top is simply not worth including.
Creatures: The golden rule with burn (in legacy terms) has been that the only viable creatures are the ones that guarantee damage. Mogg Fanatic was once our gold standard, and for a while the only creature to match this criteria was Keldon Marauders. So long as it hits the table you will be doing 2 points of damage to the opponent. So even if it's killed, damage will still get through. The only other exceptions to be made are for Goblin Guide, and sometimes Hellspark Elemental. Guide is simply too strong not to run. It is virtually guaranteed damage, though it can be a dead draw under certain situations, it is just about the only card you'll see in a list because the amount of damage it can carry through when it gets out there early is just without equal. Hellspark falls under the same sort of exceptions, though generally worse, it has the ability to be (effectively) flashed back uncounterable for some extra damage vs those pesky control players.
I've excluded Grim Lavamancer from the list for the same reasons Legacy Burn would. It's a dead draw off the top, and it does nothing the turn it hits play. Plus in order to run it effectively we would need fetchlands of our own to maximize it's use. Opening us up to additional hate (if only minor).
The rest:
There are pretty much only 2 categories of playable burn spells. Lightning Bolts, and alternatives. I'll say it right now, I can't see any Modern Burn list not running the 16 bolts listed above (Lightning Bolt, Lava Spike, Rift Bolt, Shard Volley). They are the mainstay of consistency for the deck, and they can simply be unfair in large numbers.
The alternatives are cards that can serve purposes outside of dealing direct damage, but, and this is important; While still being able to deal direct damage, or dealing direct damage in addition to their other effects. From the above list we have: Magma Jet, Flamebreak, and Flames of the Bloodhand. Each is capable of additional benefit to the list without impacting our ability to simply draw a spell off the top that will have an immediate effect. Flames is probably the worst of the three, but it gives us a spell with a bit more reach, and can be beneficial against lifegain. But it's narrowness in inability to hit creatures, might make it less desirable than something like Flame Javelin.
LOL good job admin, I don't like it too when people talking about future elves after rotation, seems like elves got no hope. We don't know anything yet about Innistrad, dudes, so yeah stop talking about it and start playing with M12.
So the new Adaptive Automaton seems like a good fit here. Thoughts? Solemn Simulacrum too looks like can make 2-3 slot here.
Don't think either is actually worth running. Automaton is worse (in most lists) than Joraga Warcaller, and the only cards worth running above 3 cmc should be planeswalkers/game enders or extremely significant to the list. Sadly Solemn doesn't really do a lot for us.
I milled someone for 74 cards in one turn (and to death the following turn) with Hedron Crab(s)... It involved Rite of Replication, Patron of the Moon and a couple lands, but it was absolutely good times.
Try running him as a general then casting a turn 2 trailblazer's boots (After every body plays a non-basic land
He is my general!
People don't like being at 4 poison on turn 3, for some reason. They like it even less when my next play is Sigil of Distinction...
For that matter any Proliferate permanent makes me an immediate target.
Really seems to be determined by ramp, and what that ramp permits. An early Priest of Titania/Elvish Archdruid will get me hated on pretty badly in Ezuri. Artifact ramp in Bosh, Bloom Tender in Mayael, etc.
This is probably entirely off topic but I cannot stress enough the importance of Caller of the Claw, and Fresh Meat in Ezuri. Overextending is the name of the game, and having minimal cost ways of recouping lost dudes is huge. I win more games with beast/bears then I do with Elves.
I could see running a couple morph creatures, but I'm not really sold on them with animar, sure they wind up in play for free, but then I have to unmorph them at full price, and when compared to just running big artifact creatures/eldrazi I can get a much better creature for a greatly reduced cost.
I may include Palinchron, if I can find one, he seems fun, but I don't have much interest in making Animar in to a combo deck. What you're describing sounds much more like a 1v1 deck than a multiplayer one. And far to reliant on keeping your general available and leveled up (so to speak). Don't get me wrong it sounds strong/entertaining, but it's not my kind of playstyle for multiplayer. I'm a sucker for synergy.
I'm thinking Teferi, Mage of Zhalfir and/or Vedalken Orrery/Leyline of Anticipation would be well worth a spot in here somewhere. The triple U on Teferi concerns me, but his second ability is pretty damn strong, even if it does paint a target on his head.
Cloudstone Curio should probably find it's way in there somewhere. I don't think I'm running enough of the Citp effects to really get the benefit from it, but it's probably still strong enough to hold the spot. Speaking of which FTK should probably find it's way in here.
Edit/Sidenote: Vigor needs to make his way in here somehow. Compiling a longer list of obvious misses and other optional cards, altering the list to drop some subsets of stuff and build towards more synergy overall. New considerations include:
Ashling the Pilgrim Screams to be run, makes for some good synergy and a nice boardsweeper/kill spell. Also somewhat hilarious with:
Vigor. Belongs in here, enables lots of synergy, and is generally a cool guy.
Experiment Kraj, hard to pass up, hard to reduce the cost on too, but he seems like a strong choice for synergy in this deck.
Strength of the Tajuru, seems like a good choice for ramping with Animar, and beefing up some tech fellas.
Novijen Sages, are taking Etched Oracle's place in the list, seems like an easier way to refill in case of a wipe, and less conditional than the Oracle.
Evolution Vat, is something to consider, might be a bit slow for the deck, but something to consider at least. Similarly Rings of Brightearth could be something to use.
Sage of Fables is another card draw option, probably should find room for it.
Spikeshot Elder/Spikeshot Goblin, could both work to deal a lot of damage at will. Reusability on Elder makes it the more likely choice.
Blade of the Bloodchief Easy synergy, almost an auto-include for Animar, cheap to cast, and certainly worth finding a spot for.
Made some changes to the list based on recommendations. Feel pretty silly for letting Lurking Predators slip my mind, obvious inclusion, thanks for pointing it out.
I'm going to be picking up the Mirror Mastery COMM precon on release, and I'm looking forward to breaking in Animar, who seems to be getting over-shadowed by Riku, but is easily my favourite of the two. So I'm pretty much just using this space to think out loud and try to get some more ideas going on an interesting decklist for him.
Animar, Soul of ElementsURG
Legendary Creature - Elemental
1/1
Protection from white and from black
Whenever you cast a creature spell, put a +1/+1 counter on Animar, Soul of Elements.
Creature spells you cast cost 1 less to cast for each +1/+1 counter on Animar.
The way I see it he's in the perfect colours to abuse a reasonably long list of mechanics and themes wizards has been working with in the past, though I'm going to focus mostly on using the +1/+1 counters aspects:
Evoke
This one's already present in the precon, though no Mulldrifter is a strange choice. Works well for casting out cheap creatures quickly to pump Animar, and get the ball rolling. Examples include: Spitebellows Aethersnipe
Graft
Seems like an obvious choice to both pump Animar (and everything else), speeds the process on ramp as well (through Animar), and often provide additional benefits for creatures with +1/+1 counters on them. Llanowar Reborn Plaxcaster Frogling Cytoplast Root-Kin
Proliferate
Infect optional, works to pump the majority of creatures we might run in addition to our general, and can provide some side benefits as well, depending on your meta. Tezzeret's Gambit Thrummingbird
Bloodthirst
Something we'll be seeing again shortly, it's probably a little secondary in comparison to some of the above mechanics but it provides some more options, and comes in to play effects. In addition to generally being attached to creatures with a lot of colourless mana in their costs. They work with the graft stuff once they're used up, and benefit from Proliferate. Some of it won't be worth running but there are a couple I'm interested in testing out: Skarrgan Firebird Petrified Wood-Kin
Devour
Same boat as Bloodthirst really, promotes some synergy, works with graft stuff, benefits from proliferate, and gives us some interesting citp effects. With a bit more variety though. Skullmulcher Mycoloth Dragon Broodmother
Gating
Non-keyword mechanic that pops up from time to time but was most notable in Invasion block. Provides generally undercosted creatures, with the drawback of having to bounce one already in play (eg: Horned Kavu) The guys are all over invasion block, and generally on multicoloured cards. The pool of playable ones in our colours is a little shallow but it's hard to pass up gems like Shivan Wurm.
Dyne was trying to sell me on this list a little while back, and I'll admit it looks fun. But I'm really not sold on Wardriver. He's barely good enough in standard, and he really isn't fast enough or good enough for legacy. Sadly I've no ideas on what could replace him. So I can't be much help in that regard.
What I do want to ask is what happened to the Simian Spirit Guides. They seem perfect for this deck, in terms of red cards to remove, and faster mana. Plus you shouldn't really need all that many lands anyways.
Lightning Crafter, I wouldn't call the champion requirement a drawback. At least not without conceding that it is an abusable drawback. It can let you blink a CitP effect goblin if need be, and it can hide goblins through wrath effects. And make lose-lose scenarios for the opponent (If I don't kill it I have to deal with the recurring bolt, if I do he gets his SGC back..). Though admittedly it is often too slow for most goblin lists anyways, however if we can find a reasonable sacrifice outlet there is an infinite damage loop between him and Kiki-Jiki that could be taken advantage of.
For starters I think the best route to approach Burn from, for Modern, is to follow the example set by Legacy. For a couple reasons. Primarily because it works, but also because there are some inherent strengths in the focuses of legacy burn.
The focus of Legacy Burn is efficiency, effectiveness, and virtual card advantage (though it has strayed from this focus somewhat, and we will likely need to as well). The idea is simply to run the most efficient, cost effective spells, will reducing our answerable cards to a minimum. Which means expecting our opponents to be including mainboard cards to answer threats not present in our list (creature removal vs a lack of creatures, non-basic hate vs basics, etc).
There are only really 4(ish) cards separating our pool from the legacy pool: Fireblast, Chain Lightning, Price of Progress, and Sulfuric Vortex. All of which are outstanding cards, and sadly there really is no comparison for a couple of them, but missing them only means we have a slightly diminished clock. And thankfully we're playing in a format with a (supposed) speed of a turn slower than legacy.
And we've got something else working in our favour. Mana bases. Specifically the reliance in the format on Shocklands and Fetchlands. Meaning we, realistically, don't even need to do as much damage to the opponent as the legacy version would need to.
I was going to run through a truckload of card choices, but my best bet is to just throw out a list first, and then get to some alternatives/explanations.
So, my initial test build is going to look something like this:
4 Goblin Guide
4 Keldon Marauders
4 Hellspark Elemental
4 Lava Spike
4 Shard Volley
4 Magma Jet
4 Rift Bolt
4 Flamebreak
4 Flames of the Bloodhand
It's a simplified list, just to keep things straightforward to feel out the meta, and see how it runs, I expect the number of Hellsparks will go down, along with Flames, and depending how much of a control slant we see the Flamebreaks may become Volcanic Fallout.
Some Explanations:
To start with the #1 goal for any burn deck should be to maximize your topdeck. Because that's where you'll be spending most of your extended game. It's the consistency of draws that helps burn win out more than anything else. And so anything that will generally be a dead draw off the top is simply not worth including.
Creatures: The golden rule with burn (in legacy terms) has been that the only viable creatures are the ones that guarantee damage. Mogg Fanatic was once our gold standard, and for a while the only creature to match this criteria was Keldon Marauders. So long as it hits the table you will be doing 2 points of damage to the opponent. So even if it's killed, damage will still get through. The only other exceptions to be made are for Goblin Guide, and sometimes Hellspark Elemental. Guide is simply too strong not to run. It is virtually guaranteed damage, though it can be a dead draw under certain situations, it is just about the only card you'll see in a list because the amount of damage it can carry through when it gets out there early is just without equal. Hellspark falls under the same sort of exceptions, though generally worse, it has the ability to be (effectively) flashed back uncounterable for some extra damage vs those pesky control players.
I've excluded Grim Lavamancer from the list for the same reasons Legacy Burn would. It's a dead draw off the top, and it does nothing the turn it hits play. Plus in order to run it effectively we would need fetchlands of our own to maximize it's use. Opening us up to additional hate (if only minor).
The rest:
There are pretty much only 2 categories of playable burn spells. Lightning Bolts, and alternatives. I'll say it right now, I can't see any Modern Burn list not running the 16 bolts listed above (Lightning Bolt, Lava Spike, Rift Bolt, Shard Volley). They are the mainstay of consistency for the deck, and they can simply be unfair in large numbers.
The alternatives are cards that can serve purposes outside of dealing direct damage, but, and this is important; While still being able to deal direct damage, or dealing direct damage in addition to their other effects. From the above list we have: Magma Jet, Flamebreak, and Flames of the Bloodhand. Each is capable of additional benefit to the list without impacting our ability to simply draw a spell off the top that will have an immediate effect. Flames is probably the worst of the three, but it gives us a spell with a bit more reach, and can be beneficial against lifegain. But it's narrowness in inability to hit creatures, might make it less desirable than something like Flame Javelin.
Don't think either is actually worth running. Automaton is worse (in most lists) than Joraga Warcaller, and the only cards worth running above 3 cmc should be planeswalkers/game enders or extremely significant to the list. Sadly Solemn doesn't really do a lot for us.
R/G Dinosaurs.
Don't think I could handle running it as a strategy, too much bad politics, too consuming, and too random.
He is my general!
People don't like being at 4 poison on turn 3, for some reason. They like it even less when my next play is Sigil of Distinction...
For that matter any Proliferate permanent makes me an immediate target.
Really seems to be determined by ramp, and what that ramp permits. An early Priest of Titania/Elvish Archdruid will get me hated on pretty badly in Ezuri. Artifact ramp in Bosh, Bloom Tender in Mayael, etc.
Otherwise the list looks strong, I'm taking a bit of a different take on him, but this certainly looks like a reasonable path to follow.
Sidenote: my usual route to overextension involves either the mass mana dorks, or Lys Alana Huntmaster/Wirewood Hivemaster + Earthcraft.
I may include Palinchron, if I can find one, he seems fun, but I don't have much interest in making Animar in to a combo deck. What you're describing sounds much more like a 1v1 deck than a multiplayer one. And far to reliant on keeping your general available and leveled up (so to speak). Don't get me wrong it sounds strong/entertaining, but it's not my kind of playstyle for multiplayer. I'm a sucker for synergy.
I'm thinking Teferi, Mage of Zhalfir and/or Vedalken Orrery/Leyline of Anticipation would be well worth a spot in here somewhere. The triple U on Teferi concerns me, but his second ability is pretty damn strong, even if it does paint a target on his head.
Cloudstone Curio should probably find it's way in there somewhere. I don't think I'm running enough of the Citp effects to really get the benefit from it, but it's probably still strong enough to hold the spot. Speaking of which FTK should probably find it's way in here.
Edit/Sidenote: Vigor needs to make his way in here somehow. Compiling a longer list of obvious misses and other optional cards, altering the list to drop some subsets of stuff and build towards more synergy overall. New considerations include:
Ashling the Pilgrim Screams to be run, makes for some good synergy and a nice boardsweeper/kill spell. Also somewhat hilarious with:
Vigor. Belongs in here, enables lots of synergy, and is generally a cool guy.
Experiment Kraj, hard to pass up, hard to reduce the cost on too, but he seems like a strong choice for synergy in this deck.
Strength of the Tajuru, seems like a good choice for ramping with Animar, and beefing up some tech fellas.
Novijen Sages, are taking Etched Oracle's place in the list, seems like an easier way to refill in case of a wipe, and less conditional than the Oracle.
Novijen Heart of Progress, another tech land, relevant, and handy to have in a pinch.
Evolution Vat, is something to consider, might be a bit slow for the deck, but something to consider at least. Similarly Rings of Brightearth could be something to use.
Sage of Fables is another card draw option, probably should find room for it.
Spikeshot Elder/Spikeshot Goblin, could both work to deal a lot of damage at will. Reusability on Elder makes it the more likely choice.
Blade of the Bloodchief Easy synergy, almost an auto-include for Animar, cheap to cast, and certainly worth finding a spot for.
Picture quality is garbage, which is unfortunate, 'cus it actually turned out pretty decent.
Animar, Soul of Elements URG
Legendary Creature - Elemental
1/1
Protection from white and from black
Whenever you cast a creature spell, put a +1/+1 counter on Animar, Soul of Elements.
Creature spells you cast cost 1 less to cast for each +1/+1 counter on Animar.
The way I see it he's in the perfect colours to abuse a reasonably long list of mechanics and themes wizards has been working with in the past, though I'm going to focus mostly on using the +1/+1 counters aspects:
Evoke
This one's already present in the precon, though no Mulldrifter is a strange choice. Works well for casting out cheap creatures quickly to pump Animar, and get the ball rolling. Examples include:
Spitebellows
Aethersnipe
Graft
Seems like an obvious choice to both pump Animar (and everything else), speeds the process on ramp as well (through Animar), and often provide additional benefits for creatures with +1/+1 counters on them.
Llanowar Reborn
Plaxcaster Frogling
Cytoplast Root-Kin
Proliferate
Infect optional, works to pump the majority of creatures we might run in addition to our general, and can provide some side benefits as well, depending on your meta.
Tezzeret's Gambit
Thrummingbird
Bloodthirst
Something we'll be seeing again shortly, it's probably a little secondary in comparison to some of the above mechanics but it provides some more options, and comes in to play effects. In addition to generally being attached to creatures with a lot of colourless mana in their costs. They work with the graft stuff once they're used up, and benefit from Proliferate. Some of it won't be worth running but there are a couple I'm interested in testing out:
Skarrgan Firebird
Petrified Wood-Kin
Devour
Same boat as Bloodthirst really, promotes some synergy, works with graft stuff, benefits from proliferate, and gives us some interesting citp effects. With a bit more variety though.
Skullmulcher
Mycoloth
Dragon Broodmother
Gating
Non-keyword mechanic that pops up from time to time but was most notable in Invasion block. Provides generally undercosted creatures, with the drawback of having to bounce one already in play (eg: Horned Kavu) The guys are all over invasion block, and generally on multicoloured cards. The pool of playable ones in our colours is a little shallow but it's hard to pass up gems like Shivan Wurm.
Everything else that uses +1/+1 counters
And good lord are there a lot of them. Phantoms, with the additional bonus of surviving damage based board wipes (Phantom Centaur), Hydra's and other Ivy Elemental-esque creatures (Apocalypse Hydra), Forgotten Ancient type effects (Taurean Mauler, Hamletback Goliath), Triskelion and it's buddies Pentavus, and Triskelavus who have the added benefit of winding up free, even Arcbound creatures which might be a harder sell, but still provide some interesting options, and some strong cards (Arcbound Reclaimer, Arcbound Ravager) Spikes and they're myriad abilities (Spike Feeder, Spike Worker).
First Pass list:
1 Animar, Soul of the Elements
Lands (37)
1 Command Tower
1 Homeward Path
1 Llanowar Reborn
1 Oran-Rief, the Vastwood
1 Raging Ravine
1 Vivid Crag
1 Vivid Creek
1 Vivid Grove
29 others
Creatures (37)
1 Apocalypse Hydra
1 Scavenging Ooze
1 Simic Guildmage
1 Thrumming Bird
1 Vexing Shusher
1 Edric, Spymaster of Trest
1 Fertilid
1 Gilder Bairn
1 Plaxcaster Frogling
1 Spike Rogue
1 Taurean Mauler
1 Trinket Mage
1 Vigean Hydropon
1 Cytoplast Root-Kin
1 Etched Oracle
1 Forgotten Ancient
1 Fungal Behemoth
1 Mystic Snake
1 Spike Weaver
1 Spike Soldier
1 Ulasht, the Hate Seed
1 Genesis
1 Mulldrifter
1 Mycoloth
1 Riku of Two Reflections
1 Skullmulcher
1 Shivan Wurm
1 Dragon Broodmother
1 Draining Whelk
1 Triskelion
1 Pentavus
1 Petrified Wood-Kin
1 Triskelavus
1 Gigantomancer
1 Sekki, Seasons' Guide
1 Kozilek, Betrayer of Truth
1 Ulamog, the Infinite Gyre
1 Garruk Wildspeaker
1 Sarkhan Vol
Enchantments (5)
1 Rancor
1 Fecundity
1 Inexorable Tide
1 Fable of Wolf and Owl
1 Doubling Season
Artifacts (7)
1 Sensei's Divining Top
1 Skullclamp
1 Sol Ring
1 Relic of Progenitus
1 Lightning Greaves
1 Mimic Vat
1 Birthing Pod
Instants (4)
1 Cryptic Command
1 Evacuation
1 Prophetic Bolt
1 Summoning Trap
Sorceries (7)
1 Green Sun's Zenith
1 Hull Breach
1 Cultivate
1 Genesis Wave
1 Krosan Grip
1 Tezzeret's Gambit
1 Rite of Replication
Second Pass:
Couple changes, outlined an ideal manabase of sorts, aka an expensive one
1 Animar, Soul of the Elements
Lands (37)
1 Breeding Pool
1 Command Tower
1 Evolving Wilds
1 Gaea's Craddle
1 Homeward Path
1 Llanowar Reborn
1 Misty Rainforest
1 Novijen, Heart of Progress
1 Oran-Rief, the Vastwood
1 Raging Ravine
1 Steam Vents
1 Stomping Ground
1 Taiga
1 Tropical Island
1 Vivid Creek
1 Vivid Grove
1 Volcanic Island
1 Wooded Foothills
7 Forest
6 Mountain
6 Island
Creatures (38)
1 Apocalypse Hydra
1 Ashling the Pilgrim
1 Scavenging Ooze
1 Simic Guildmage
1 Thrumming Bird
1 Edric, Spymaster of Trest
1 Fertilid
1 Gilder Bairn
1 Plaxcaster Frogling
1 Sage of Fables
1 Spike Rogue
1 Taurean Mauler
1 Vigean Hydropon
1 Cytoplast Root-Kin
1 Forgotten Ancient
1 Fungal Behemoth
1 Glen Elendra Archmage
1 Spike Weaver
1 Spike Soldier
1 Ulasht, the Hate Seed
1 Genesis
1 Mycoloth
1 Riku of Two Reflections
1 Skullmulcher
1 Shivan Wurm
1 Draining Whelk
1 Experiment Kraj
1 Novijen Sages
1 Triskelion
1 Vigor
1 Pentavus
1 Petrified Wood-Kin
1 Triskelavus
1 Gigantomancer
1 Sekki, Seasons' Guide
1 Woodfall Primus
1 Kozilek, Betrayer of Truth
1 Ulamog, the Infinite Gyre
1 Garruk Wildspeaker
1 Sarkhan Vol
Enchantments (5)
1 Rancor
1 Fecundity
1 Inexorable Tide
1 Lurking Predators
1 Doubling Season
Artifacts (7)
1 Tormod's Crypt
1 Sensei's Divining Top
1 Skullclamp
1 Blade of the Bloodchief
1 Lightning Greaves
1 Mimic Vat
1 Birthing Pod
Instants (4)
1 Strength of the Tajuru
1 Chord of Calling
1 Evacuation
1 Summoning Trap
Sorceries (6)
1 Hull Breach
1 Cultivate
1 Genesis Wave
1 Krosan Grip
1 Tezzeret's Gambit
1 Rite of Replication
Comments/ideas/suggestions/amusing anecdotes?
What I do want to ask is what happened to the Simian Spirit Guides. They seem perfect for this deck, in terms of red cards to remove, and faster mana. Plus you shouldn't really need all that many lands anyways.