I've been testing Benalish Marshal in my build. Double pump Champion of the Parish and Thalia's Lieutenant, as well as pumping all the tokens from Genesis Chamber and Spirit Bonds. Triple white is not an issue if you only run 1 basic mountain and a few Rugged Prairie. Also a singleton Shefet Dunes for that extra anthem without taking anything from the deck.
The reason why I choose Helm of the Gods to complement our resilient threats is because it's one of the most efficient equipment out there. Every other equipment are either too expensive to cast+equip or doesn't provide enough boost to be worth it. With 13+ enchantments in the deck, it's pretty easy to get 2 or more enchantments in play for a big Helm of the Gods.
Utopia Sprawl is practically a land disguising as an enchantment. This is one of the reason why we can afford to play only 20~22 lands in the deck, with the other reason being our extremely low mana curve. If played on the 1st turn, it allows us to play 2 spells on the 2nd turn or a turn 2 Kitchen Finks. If you have at least 2 lands in play, it can increase your enchantment count without sacrificing tempo. Use 1 land to cast Utopia Sprawl targeting an untapped Forest, then tap that Forest to gain back that mana.
Oath of Nissa let us keep a hand that is light on lands or creatures, since it can dig 3 cards deep for the much needed land or creature. This card also contributes to our enchantment count. Too bad it's a legendary enchantment, otherwise I would love to play 2 or more copies of it.
Genju of the Cedars while seems odd at first, is another 1 mana enchantment for our enchantment count. It's a manland in the form of an enchantment. It's great against sorcery speed removal, boardwipe and Liliana/Jace. Even if the animated land end up being killed by a Fatal Push, we can just return the aura to our hand and attach it to another Forest. If you have 4 mana and topdecked this card, it can provide you with a surprise 4/4 hasty beater.
If we are out of threat or blocker, we can fetch Dryad Arbor from a fetchland, then equip it with Helm of the Gods. Alternatively, fetch it during LotV -2 activation to protect our more valuable creature.
Yes, it doesn't hurt to have a single Doran in the deck. Maybe you can cut a Tarmogoyf for example. I don't include him because most of the time I'd rather tutor for Dungrove Elder or changelings instead.
As for the lands, I'm trying to make it as resilient to Blood Moon as possible. Playing too many Murmuring Bosk might also lead to awkward hands where you don't have treefolk or changeling.
Wall of Omens and Orator of Ojutai + Assault Formation - "4/4" that draws you a card. Dungrove Elder - Alternate wincon. We have plenty of forests in the deck. Tarmogoyf - Alternate wincon. Chameleon Colossus - Alternate wincon. Resilient against black and most red removal. Required for Orator of Ojutai. Crib Swap and Nameless Inversion - Removal that is fetchable by Treefolk Harbinger. Required for Orator of Ojutai. Treefolk Harbinger - Fetch Dungrove Elder or changelings. Basically means we have 4 additional copies of wincons and removals. Fetching forest can be handy at times, doesn't have to be basic forest. Also synergize with Assault Formation. Other removals - Good to have.
Cavern of Souls - Naming "treefolk" would make Dungrove Elder and Chameleon Colossus uncounterable. Murmuring Bosk - Fetchable by Verdant Catacombs and Windswept Heath. Can enter untapped revealing treefolks or changelings.
Why don't you play Doran?
Doran doesn't allow Wall of Omens and Orator of Ojutai to attack, so it wasn't as good in this deck as it seems.
I am taking a second look at Immolating Souleater, which can lead to a t2 win with Strobe and any burn spell. T1: play Souleater, T2: play Strobe, + bolt/burst/etc..., swing, pay 16 life, he swings for 18. Not only that, but he can get around the pro red sword. I can cut out my fetch lands to make my draws a little more consistent, although I may keep a few in there to get a little extra burn from Searing Blaze during an opponents turn.
I like Batterskull, I plan on testing it when it comes out. Four seems like too many though when you're only running 5 Creatures. I'd do 2 Batterskull and 2 Inferno Titan with your list.
The Shrine however, seems to be a very inferior solution compared to Contagion Clasp in dealing with Firewalkers and Crusaders. It also helps immensely with your Magnets, Chalices, Spheres, Koth, etc.
Batterskull counts as creature too. It could work wonder against pro-red as well.
I did forgot about Clasp. But Shrine has its own merit as well. Given enough time, it could deal with Gideon, kill Titan, or deal the finishing blows.
Shrine against protection from red (firewalker, crusader, new sword), and to contribute to Metalcraft count. Batterskull pretty much let us take advantage of the excessive mana.
Hey Guys,
I started to brew my own Combo Idea out of Deceiver Exarch+Splinter Twin but I wanted to go the straight U/r approach with the myr Package, so here is the list:
I don't think you can pull Galvanizer combo with only 2 Palladium. I'd go with at least 4, and more is better. And I prefer Silver/Iron Myr over Palladium Myr. Turn 2 Silver Myr, Turn 3 Myr Galvanizer, Turn 4 Splinter Twin.
I think you want Blackcleave Cliffs over Dragonskull Summit for the new list.
I prefer Dragonskull. We don't really need turn 1 Duress or Lightning Bolt. And I don't want my 4th or 6th land (for Jace and Titan) to enter the battlefield tapped.
From my testing, the deck has been really consistent. Even when you don't draw Riptide Chimera, you can just beat face with elves.
4 Riptide Chimera
4 Narnam Renegade
4 Wren’s Run Vanquisher
4 Steel Leaf Champion
3 Skyrider Elf
Enchantments (17)
4 Abundant Growth
4 Oath of Nissa
4 Utopia Sprawl
4 Lignify
1 Spreading Seas
1 Helm of the Gods
1 Dismember
4 Misty Rainforest
4 Windswept Heath
2 Breeding Pool
1 Overgrown Tomb
6 Forest
1 Island
3 Treetop Village
1 Field of Ruin
4 Strangleroot Geist
4 Tarmogoyf
4 Kitchen Finks
Enchantments
4 Shapers' Sanctuary
4 Utopia Sprawl
1 Oath of Nissa
1 Genju of the Cedars
1 Rancor
4 Bitterblossom
1 Trial of Ambition
4 Helm of the Gods
Instants/Sorceries
3 Abrupt Decay
3 Fatal Push
1 Maelstrom Pulse
Lands
1 Dryad Arbor
1 Marsh Flats
2 Overgrown Tomb
2 Swamp
4 Verdant Catacombs
3 Windswept Heath
3 Field of Ruin
5 Forest
The main gameplan for this deck is to play resilient threats (Strangleroot Geist / Kitchen Finks / Bitterblossom), boost them with Helm of the Gods / Rancor and start beating face. Tarmogoyf is there as an alternate win condition, but it's totally optional. It can be a Scavenging Ooze instead, or even a Putrid Leech.
The reason why I choose Helm of the Gods to complement our resilient threats is because it's one of the most efficient equipment out there. Every other equipment are either too expensive to cast+equip or doesn't provide enough boost to be worth it. With 13+ enchantments in the deck, it's pretty easy to get 2 or more enchantments in play for a big Helm of the Gods.
Shapers' Sanctuary will make sure we never ran out of threats while at the same time contribute to our enchantment count. With this card in play, even Path to Exile doesn't seem that great against our Strangleroot Geist or Kitchen Finks anymore.
Utopia Sprawl is practically a land disguising as an enchantment. This is one of the reason why we can afford to play only 20~22 lands in the deck, with the other reason being our extremely low mana curve. If played on the 1st turn, it allows us to play 2 spells on the 2nd turn or a turn 2 Kitchen Finks. If you have at least 2 lands in play, it can increase your enchantment count without sacrificing tempo. Use 1 land to cast Utopia Sprawl targeting an untapped Forest, then tap that Forest to gain back that mana.
Oath of Nissa let us keep a hand that is light on lands or creatures, since it can dig 3 cards deep for the much needed land or creature. This card also contributes to our enchantment count. Too bad it's a legendary enchantment, otherwise I would love to play 2 or more copies of it.
Genju of the Cedars while seems odd at first, is another 1 mana enchantment for our enchantment count. It's a manland in the form of an enchantment. It's great against sorcery speed removal, boardwipe and Liliana/Jace. Even if the animated land end up being killed by a Fatal Push, we can just return the aura to our hand and attach it to another Forest. If you have 4 mana and topdecked this card, it can provide you with a surprise 4/4 hasty beater.
If we are out of threat or blocker, we can fetch Dryad Arbor from a fetchland, then equip it with Helm of the Gods. Alternatively, fetch it during LotV -2 activation to protect our more valuable creature.
As for the lands, I'm trying to make it as resilient to Blood Moon as possible. Playing too many Murmuring Bosk might also lead to awkward hands where you don't have treefolk or changeling.
4 Orator of Ojutai
4 Wall of Omens
4 Treefolk Harbinger
4 Dungrove Elder
3 Tarmogoyf
2 Chameleon Colossus
Spells:
4 Assault Formation
1 Nameless Inversion
1 Crib Swap
3 Path to Exile
3 Abrupt Decay
1 Maelstrom Pulse
2 Thoughtseize
1 Murmuring Bosk
2 Cavern of Souls
1 Overgrown Tomb
1 Godless Shrine
1 Temple Garden
5 Forest
4 Verdant Catacombs
4 Windswept Heath
3 Marsh Flats
1 Swamp
1 Plains
I need a better name for this deck.
Wall of Omens and Orator of Ojutai + Assault Formation - "4/4" that draws you a card.
Dungrove Elder - Alternate wincon. We have plenty of forests in the deck.
Tarmogoyf - Alternate wincon.
Chameleon Colossus - Alternate wincon. Resilient against black and most red removal. Required for Orator of Ojutai.
Crib Swap and Nameless Inversion - Removal that is fetchable by Treefolk Harbinger. Required for Orator of Ojutai.
Treefolk Harbinger - Fetch Dungrove Elder or changelings. Basically means we have 4 additional copies of wincons and removals. Fetching forest can be handy at times, doesn't have to be basic forest. Also synergize with Assault Formation.
Other removals - Good to have.
Cavern of Souls - Naming "treefolk" would make Dungrove Elder and Chameleon Colossus uncounterable.
Murmuring Bosk - Fetchable by Verdant Catacombs and Windswept Heath. Can enter untapped revealing treefolks or changelings.
Souleater is a 2 drop.
Batterskull counts as creature too. It could work wonder against pro-red as well.
I did forgot about Clasp. But Shrine has its own merit as well. Given enough time, it could deal with Gideon, kill Titan, or deal the finishing blows.
4 Kuldotha Phoenix
1 Wurmcoil Engine
4 Batterskull
4 Tumble Magnet
4 Everflowing Chalice
2 Sphere of the Suns
2 Shrine of Burning Rage
4 Volt Charge
4 Lightning Bolt
3 Tectonic Edge
20 Mountain
1 Karn Liberated
2 Inferno Titan
2 Perilous Myr
2 Shrine of Burning Rage
2 Dismember
2 Galvanic Blast
2 Pyroclasm
2 Shatter
Shrine against protection from red (firewalker, crusader, new sword), and to contribute to Metalcraft count. Batterskull pretty much let us take advantage of the excessive mana.
4 Immolating Souleater
2 Hex Parasite
2 Moltensteel Dragon
4 Fling
4 Lightning Bolt
4 Dismember
4 Duress
2 Goblin War Paint
2 Assault Strobe
I don't think you can pull Galvanizer combo with only 2 Palladium. I'd go with at least 4, and more is better. And I prefer Silver/Iron Myr over Palladium Myr. Turn 2 Silver Myr, Turn 3 Myr Galvanizer, Turn 4 Splinter Twin.
4 Inferno Titan
2 Wurmcoil Engine
2 Kuldotha Phoenix
4 Everflowing Chalice
2 Sphere of the Suns
4 Tezzeret's Gambit
4 Volt Charge
4 Lightning Bolt
2 Galvanic Blast
22 Mountain
Turn 1 - Mountain
Turn 2 - Mountain, Everflowing Chalice/Sphere of the Suns.
Turn 3 - Mountain, Koth, untap Mountain, attack or Lightning Bolt/Galvanic Blast.
Turn 4 - Tezzeret's Gambit/Volt Charge, ultimate. Watch opponent struggle.
Depends on the matchup. If it's Caw-Blade, I prefer to duress their sword, which I will hardly see on turn 1.
I prefer Dragonskull. We don't really need turn 1 Duress or Lightning Bolt. And I don't want my 4th or 6th land (for Jace and Titan) to enter the battlefield tapped.