I know my casual playgroup will not be abiding by this change, pretty simple really. As for when I play competitively, Animar just got a lot better, Flamekin Harbinger is likely to come out though.
This is a bad change for competitive commander. Oh well, I lost faith in the RC when they took Braids, Cabal Minion away from my Karador deck. They cater far too much to people who don't want to try to win a game of Magic through an understanding of the rules.
I'm assuming based on the lack of spells with the storm mechanic that this is a Cloudstone Curio combo deck. Unless the decklist itself is incomplete?
You are correct that Cloudstone Curio is one of the main combo enablers. The main ones are Cloudstone, Tidespout Tyrant, Equilibrium, Earthcraft, Palinchron and Aluren.
I will be expanding on this a lot. This is my favorite/pet deck I just posted the list before I had to work. Expect elaboration slowly through the next few days.
I should mention that there is no actual storm card, it just plays like a storm deck. Somethings that we need for that:
1)Mana cost reduction/efficiency
2)Card replacement/draw/advantage
3)Land untapping
4)Combo pieces and enablers
*)Creatures somewhat essential to Animar and abuse-able key words(evoke, morph)
Now put it all together in to a deck that consistently casts 100(or more) spells by turn 5!
Just hold on to creatures until you have Animar out, then "storm combo" for the win.
Hello everybody, I recently jumped the gap between Legacy and Modern. I wanted to play Knight of the Reliquary, and so I came up with a more aggro oriented GW list.
I figured our lists had some similarities, and was wondering if there is a thread for GW aggro.
Why only 2 Knights when you're running 4 Crushers? wouldn't a 4/2 split the other way or a 3/3 make more sense? I doubt you want to see more than one Crusher per game.
The reason that there are 2 Knight of the Reliquary and 4 Countryside Crushers is simply because of Green Sun Zenith. It is easy to get KotR out with a Green Sun. Also since I run the Seismic Assault plan; I recycle allot of land through the graveyard so the 4 Countryside Crushers get bigger, faster then the KotR. Countryside Crusher is my main beater so, I use my KotR for doing land utility/blockers/killing strike.
how often do you pull progenitus out? it make sense to include it, but doesn't necessarily follow the mold of the rest of the deck.
Honestly, I don't get Progenitus out too often but it can really help against mid and late ranged decks. At mid range you can Natural Order for it, through using a Burning Wish. In a late game where you got an Azusa, Lost but Seeking out you may even be able to Green Sun's Zenith for it. I've had thoughts of using Terastodon for this plan instead of Progenitus. Problem is I'm going to try out Faithless Looting in here and Terastodon does not shuffle itself back in.
I recently assembled this Aggro Loam deck. Containing the Green Sun, Knight of the Reliquary, and Burning Wish packages so I always have a good option to turn to.
I have tested stifle in the deck before and it just doesn't feel right as the deck really wasn't able to capatalize on it to well. I also had a conversation with a significantly more expierenced player at my shop who had been trying UW with daze / stifle for a while and didn't much care for it either. He came back to UWR and I've never switched. For me, having REB / blood moon effects is to good to pass up.
Wouldn't Blood Moon really screw up the mana base for this deck?
I do agree with not using Stifle in this deck, we just wouldn't capitalize on it enough. Maybe if someone wanted to try it with Phyrexian Dreadnought, but that really just doesn't seem right for our deck.
Fetches do help shuffle away unwanted Brainstorm cards, I guess I'll try them more. In place of Hallowed Fountain.
I like AEther Vial because it smooths the Mangara/Vedilion Clique + Karakas lock being able to never have your Mangara with Summoning Sickness is very useful. Additionally it makes Spellstutter Sprite yet another "free" counterspell and gets Stoneforge Mystic around counters.
Mangara of Corondor lock is amazing because of one key phrase in its ability "any permanent." Any time any specific target is getting on your nerves, Remove it. It also works wonder while you are Fatesealing with Jace, you can be removing all their lands. If anything gets past your counter magic it dead when this guy hits the board.
Oh and I haven't made a sideboard yet, but Llawan would be in it for more Karakas hilarity.
Also, what is with all the fetches? Some list are running a ridiculous amount, like equal or more than fetchable lands. Also, they don't add much of any synergy to this deck.
This is a bad change for competitive commander. Oh well, I lost faith in the RC when they took Braids, Cabal Minion away from my Karador deck. They cater far too much to people who don't want to try to win a game of Magic through an understanding of the rules.
You are correct that Cloudstone Curio is one of the main combo enablers. The main ones are Cloudstone, Tidespout Tyrant, Equilibrium, Earthcraft, Palinchron and Aluren.
1)Mana cost reduction/efficiency
2)Card replacement/draw/advantage
3)Land untapping
4)Combo pieces and enablers
*)Creatures somewhat essential to Animar and abuse-able key words(evoke, morph)
Now put it all together in to a deck that consistently casts 100(or more) spells by turn 5!
Just hold on to creatures until you have Animar out, then "storm combo" for the win.
The first couple turns will mainly consist of playing any non-creature cards before Animar. Utopia Sprawl,Wild Growth, Earthcraft, Fertile Ground, Survival of the Fittest, Equilibrium, Aluren, Cloudstone Curio.
Once Animar comes out start playing small cmc creatures to begin building counters. Bond Beetle,Shrieking Drake, Man-o'-War
Then start netting mana Cloud of Faeries, Peregrine Drake, Palinchron, Priest of Urabrask
Your hand might be running out of cards Elvish Visionary, Primordial Sage, Soul of the Harvest, Mulldrifter, Sages of the Anima
Once there is a decent amount of counters on Animar you should be able to play a combo initiator Cloudstone Curio, Tidespout Tyrant, Equilibrium, Palinchron, Aluren
Finally infinite combo bounce choice creatures to great effect. Once you can bounce and recast your creatures infinitely you can create infinite counters on Animar, manaPalinchron, damageBogardan Hellkite, bounceTidespout TyrantCloudstone Curio, destructionUlamog, the Infinite Gyre or draw Kozilek, Butcher of Truth
1 Animar, Soul of Elements
// Lands
1 Ancient Ziggurat
1 Breeding Pool
1 Command Tower
1 Eye of Ugin
5 Forest
1 Gaea's Cradle
1 Gruul Turf
1 Hinterland Harbor
7 Island
1 Izzet Boilerworks
1 Kessig Wolf Run
1 Llanowar Reborn
5 Mountain
1 Opal Palace
1 Oran-Rief, the Vastwood
1 Raging Ravine
1 Reflecting Pool
1 Rootbound Crag
1 Simic Growth Chamber
1 Steam Vents
1 Stomping Ground
1 Taiga
1 Zoetic Cavern
// Creatures
1 Faerie Impostor
1 Shrieking Drake
1 Flamekin Harbinger
1 Bond Beetle
1 Kozilek, Butcher of Truth
1 Ulamog, the Infinite Gyre
1 Coiling Oracle
1 Arctic Merfolk
1 Cloud of Faeries
1 Coral Trickster
1 Fathom Seer
1 Phantasmal Image
1 Willbender
1 Bloom Tender
1 Elvish Visionary
1 Fauna Shaman
1 Sakura-Tribe Elder
1 Wall of Roots
1 Man-o'-War
1 Raven Familiar
1 Priest of Urabrask
1 Fierce Empath
1 Reclamation Sage
1 Somberwald Sage
1 Wood Elves
1 Shardless Agent
1 Yavimaya Elder
1 Solemn Simulacrum
1 Glen Elendra Archmage
1 Voidmage Husher
1 Anger
1 Purphoros, God of the Forge
1 Llanowar Empath
1 Oracle of Mul Daya
1 Phyrexian Metamorph
1 Venser, Shaper Savant
1 Bloodbraid Elf
1 Sparkcaster
1 Mulldrifter
1 Peregrine Drake
1 Zealous Conscripts
1 Urabrask the Hidden
1 Prophet of Kruphix
1 Sages of the Anima
1 Acidic Slime
1 Kiki-Jiki, Mirror Breaker
1 Etherium-Horn Sorcerer
1 Primordial Sage
1 Soul of the Harvest
1 Palinchron
1 Garruk's Horde
1 Bogardan Hellkite
1 Tidespout Tyrant
1 Artisan of Kozilek
1 Utopia Sprawl
1 Wild Growth
1 Earthcraft
1 Fertile Ground
1 Survival of the Fittest
1 Equilibrium
1 Aluren
// Artifacts
1 Cloudstone Curio
1 Nekusar, the Mindrazer
// Lands
1 Academy Ruins
1 Command Tower
1 Creeping Tar Pit
1 Dust Bowl
1 Faerie Conclave
1 Ghost Quarter
7 Island
1 Kher Keep
1 Mikokoro, Center of the Sea
1 Mishra's Factory
6 Mountain
1 Reflecting Pool
1 Rishadan Port
1 Strip Mine
7 Swamp
1 Tectonic Edge
1 Temple of the False God
1 The Tabernacle at Pendrell Vale
1 Wasteland
// Creatures
1 Lodestone Golem
1 Mogis, God of Slaughter
1 Braids, Cabal Minion
// Instants
1 Vampiric Tutor
1 Cyclonic Rift
// Sorceries
1 Demonic Tutor
1 Diabolic Tutor
1 Increasing Ambition
1 Overburden
1 Bitterblossom
1 Back to Basics
1 Blood Moon
1 Price of Glory
1 Spellshock
1 Contamination
1 Necrogen Mists
1 Mana Vortex
1 Bottomless Pit
1 Desolation
1 Frozen Æther
1 Pendrell Mists
1 Rising Waters
1 Manabarbs
1 Stranglehold
1 Nether Void
1 The Abyss
1 Land Equilibrium
1 Infernal Darkness
1 Night of Souls' Betrayal
1 Pestilence
1 Tainted Æther
1 Spiteful Visions
1 Exquisite Blood
1 Painful Quandary
// Artifacts
1 Black Vise
1 Mana Vault
1 Sol Ring
1 Ankh of Mishra
1 Anvil of Bogardan
1 Fellwar Stone
1 Sphere of Resistance
1 Sundial of the Infinite
1 Torpor Orb
1 Winter Orb
1 Chromatic Lantern
1 Coalition Relic
1 Crucible of Worlds
1 Damping Matrix
1 Ensnaring Bridge
1 Mana Web
1 Mimic Vat
1 Orb of Dreams
1 Static Orb
1 Tangle Wire
1 Trinisphere
1 Smokestack
1 Uba Mask
1 Jace, the Mind Sculptor
1 Tezzeret the Seeker
1 Liliana Vess
1 Sorin Markov
1 Karn Liberated
1 Nicol Bolas, Planeswalker
Basically lock down the board then bleed everyone dry.
I figured our lists had some similarities, and was wondering if there is a thread for GW aggro.
4 Forest
1 Treetop Village
1 Horizon Canopy
3 Temple Garden
3 Misty Rainforest
2 Arid Mesa
1 Stirring Wildwood
3 Ghost Quarter
1 Bojuka Bog
1 Gavony Township
3 Scavenging Ooze
3 Knight of the Reliquary
4 Kitchen Finks
4 Qasali Pridemage
3 Thalia, Guardian of Thraben
4 Wilt-Leaf Liege
3 Aven Mindcensor
4 Path to Exile
4 Rancor
The reason that there are 2 Knight of the Reliquary and 4 Countryside Crushers is simply because of Green Sun Zenith. It is easy to get KotR out with a Green Sun. Also since I run the Seismic Assault plan; I recycle allot of land through the graveyard so the 4 Countryside Crushers get bigger, faster then the KotR. Countryside Crusher is my main beater so, I use my KotR for doing land utility/blockers/killing strike.
Honestly, I don't get Progenitus out too often but it can really help against mid and late ranged decks. At mid range you can Natural Order for it, through using a Burning Wish. In a late game where you got an Azusa, Lost but Seeking out you may even be able to Green Sun's Zenith for it. I've had thoughts of using Terastodon for this plan instead of Progenitus. Problem is I'm going to try out Faithless Looting in here and Terastodon does not shuffle itself back in.
3 Wooded Foothills
2 Arid Mesa
2 Taiga
1 Plateau
1 Badlands
3 Wasteland
3 Forgotten Cave
1 Tranquil Thicket
1 Plains
1 Forest
1 Mountain
1 Bojuka Bog
1 Karakas
1 Skarrg, the Rage Pits
1 Maze of Ith
1 Nantuko Monastery
1 Volrath's Stronghold
1 Riftstone Portal
2 Scavenging Ooze
1 Dryad Arbor
1 Azusa, Lost but Seeking
1 Progenitus
2 Knight of the Reliquary
4 Countryside Crusher
1 Eternal Witness
Other Spells:
4 Green Sun's Zenith
3 Life from the Loam
4 Burning Wish
2 Firespout
2 Devastating Dreams
4 Mox Diamond
3 Seismic Assault
1 Life from the Loam
1 Firespout
1 Devastating Dreams
1 Gaddock Teeg
1 Vexing Shusher
1 Knight of the Reliquary
1 Cabal Therapy
1 Worm Harvest
1 Nostalgic Dreams
1 Natural Order
1 Chainer's Edict
1 Shattering Spree
1 Hull Breach
2 Leyline of the Void
Ask me about anything you want, I there are some very odd card choices.
Wouldn't Blood Moon really screw up the mana base for this deck?
I do agree with not using Stifle in this deck, we just wouldn't capitalize on it enough. Maybe if someone wanted to try it with Phyrexian Dreadnought, but that really just doesn't seem right for our deck.
I like AEther Vial because it smooths the Mangara/Vedilion Clique + Karakas lock being able to never have your Mangara with Summoning Sickness is very useful. Additionally it makes Spellstutter Sprite yet another "free" counterspell and gets Stoneforge Mystic around counters.
Mangara of Corondor lock is amazing because of one key phrase in its ability "any permanent." Any time any specific target is getting on your nerves, Remove it. It also works wonder while you are Fatesealing with Jace, you can be removing all their lands. If anything gets past your counter magic it dead when this guy hits the board.
I would also like to point out "free" blocking with Riptide Laboratory.
2 Karakas
4 Hallowed Fountain
1 Island
1 Riptide Laboratory
4 Tundra
4 Wasteland
3 Mutavault
4 Stoneforge Mystic
3 Mangara of Corondor
3 Vendilion Clique
4 Spellstutter Sprite
Other Spells:
3 Mental Misstep
2 Daze
1 Batterskull
1 Sword of Fire and Ice
1 Sword of Feast and Famine
1 Umezawa's Jitte
4 AEther Vial
4 Swords to Plowshares
4 Brainstorm
3 Force of Will
3 Jace, the Mind Sculptor
I would like to hear opinions; feel free to ask questions and critique.
It is a bit different then the lists I see here mainly because I choose to use the Mangara of Corondor + Karakas lock, which can do double duty with Vendilion Clique.
Oh and I haven't made a sideboard yet, but Llawan would be in it for more Karakas hilarity.
Also, what is with all the fetches? Some list are running a ridiculous amount, like equal or more than fetchable lands. Also, they don't add much of any synergy to this deck.