Quote from sunnyaegyo »ive been retuning the deck recently. when i have time im going to re-up the new neck list as it has gone through some big changes. the deck focuses more on sigarda now and has dropped off many of the other win conditions. for most boardwipes, its not really a problem as you can swing it back in your favor with something like a replenish, however mass exiles are the bane of all decks, and outside of an auratog, you are plain out of luck if someone evicts you (had that happen to me last night, was not a fun situation)
Quote from mageslay3r »faithless looting will always be good in addition to mirrislegend's mention of brainstorm ponder preordain some of the 3 mana cantrips ar not bad either
Thirst for Knowledge
Compulsive Research not instant but not bad either
Tragic Lesson borderline but instant speed
getaxian probe plays dual roles as a cantrip and a check for counter play when you want to go off
and your wheels like
wheel of fortune
its up to you if you wana run things like timetwister or Time Spiral as they mess with many graveyard plays there are other wheels of course but I will let you investigate a bit
as for which combo to keep i will leave that up to you however i will mention that the most cutthroat decks usually have commanders that are either the game plan,plan B, or protect your combo in some manner, remember that if your commander is part of your combo it is one less piece you have to lookfor.
counter spells are a good addition for any combo deck running blue
keep the manacost low 2 or less unless you have a realy good reason to run the higher costing ones
spell pierce if your going fast enough less effective as the game progresses
are some examples. i recommend looking at some of the really competitive decks that are listed all over the internet for a comprehensive list of things that are run.
its all about efficiency and your meta for cutthroat decks
Quote from mirrislegend »Thopter Spy Network and Thopter Assembly are resource-intensive and reward-light. Also, unless I'm missing something, many of your combos do not have a repeated cast, so Aetherflux Reservoir is significantly less good. Those 3 would be my cuts for cantrips (Brainstorm, Ponder, and Preordain most likely).
Quote from mageslay3r »there seems to be to many game plans going on here you can smooth it out by reducing the number on wincons to 1-2 and adding cantrips which is why breya decks usually focus on nimdeath mantle combo. sphinxs rev is very strong in a setting like standard its less good in a multiplayer environment, in edh however wheels typically are more efficient at 3 mana for 7ish new cards vs 10 mana for 7 life and 7 cards.
for instance if you wanted to capitalize on the metamorph/sculpting steel combos i would recommend just playing sharuum as its its faster than just slotting it in to your deck for breya
where your wincon is bitter ordeal/disiple of the vault
btw Felidar Guardian+ Saheeli Rai is an interesting combo i have not seen b4
Quote from Outcryqq »I love Thrun. A few cards I'd consider, and you probably have:
Thanks for the suggestions, I will replay under each suggestion.
Sword of Feast and Famine: While this would make your green auras drop off, this is probably the most powerful sword in EDH for both its protections and the trigger to untap lands. Worth considering. I do not have one currently, but could obtain one. I only run I think 5 green Auras that could fall off, so I may give it a try. I had wanted to go mostly Auras but could not find enough decent green ones, so I went swords and equips.Song of the Dryads: One of my favorite "removal" spells in green, and I see you already run Lignify, and I think this is stronger. I had not thought about that card, and had forgotten about it really. I will track one down and give it a go with Lignify. Sculpting Steel: Your artifacts are very strong, and this would be another copy of any of them. The Jitte is the only legendary artifact I saw, so this should put in some good work for you. Ah yes, I had replaced that with Mirage Mirror. DO you think both would be good to run? I thought the Mirror would be more useful as I could copy really anything but a land. Kamahl, Fist of Krosa: You have plenty of mana doubling effects, and should have plenty of late-game mana. This is an incredible mana sink, both to make your commander get in for lethal, but also to help make your mana dorks and other creatures useful in the late game as well. Serves double duty as insurance against mass land destruction, if your meta is into that sort of thing. We dont typically see much of that in the play group, but I see he is relatively cheap and can be cheated in with Defense of the Heart. Trample is always welcome, and all creatures are nice as I play many mana dorks. Since you run Crop Rotation, I assume it's to get Nykthos or passage. I'd add in 1-2 more utility land to give you options, maybe Strip Mine or Glacial Chasm, depending on what type of decks. you face. Most of the decks I face are control/combo or aggro. You are correct as why I have the Crop Rotation. Those two lands are my main lands that I like to have right off the bat. Typically decks in my play group are Scion Ur, Skittles, Animar, Sigarda (Had considered converting to her, but have not decided), Kess, Locus God, Mirri, Grim-Grin, the Rat lord... and the Scarecrow King. Though, it does change up a bit as we each have 3-4 decks we rotate.
Quote from Pook and Pie »Run more cheap counter spells than silver bullets, is my advice.
You win via 1 Arcum tap now, so you will find that you won't spend much of your time tapping Arcum to grab things that slow your opponents down or prevent them from winning when you could win yourself (which has the side benefit of preventing your opponents from winning lol). I find that Back to Basics, Static Orb/Tangle Wire, Thorn of Amethyst, Torpor Orb, Grafdigger's Cage/Tormod's Crypt, Pithing Needle, Phyrexian Revoker, and counterspells to be enough hate cards so that I can tutor them if I need them before Arcum. Going without Transmute Artifact hurts, as your hate cards can only hate when they're on board and, again, you probably won't find yourself wanting to tap Arcum to get them if you have a 0-2 cost card in hand you can cast to start your Engine and win the game. Make sure to run Reshape, Fabricate, and Whir of Invention.
I wouldn't think it terrible if you ran Artificer's Intuition or Mystical Tutor to find one of the artifact tutors, honestly, because if you're against something with Pattern of Rebirth/Natural Order/Flash into Protean Hulk, you will *need* some form of graveyard hate so your opponents can't loop it and win on the spot (Hulk basically forced me to change Cage to Crypt, as Karmic Guide + Caustic Caterpillar would interfere with my Cage off of one Hulk sacrifice unless it was like turn 2 or 3 and they spent all their mana just to get Hulk on board).
You can get away with Phyrexian Metamorph over Copy Artifact, though I still run Copy because it's extremely useful and efficient, since the deck runs so many rocks. Running Dispel, Spell Pierce, or Turn Aside may be beneficial for you if you can't do Copy Artifact, you could just run more counters or even Artificer's Intuition in its place. Artificer's Intuition is pretty decent since it lets you find mana rocks or mana dorks when you need them, with very little fuss.
I guess you could try Jeweled Amulet over Mox Opal, though there's really nothing that replaces Opal. I don't think the Primer list has enough colored spells to warrant Chrome Mox, so Amulet is probably the closest you're going to get there.