Are you sure? If you cast Reward first and Sunrise last, Sunrise resolves first and returns the Crypt to your opponent's side.
Sunrise first, Reward second:
Sunrise (last to resolve)
Crypt
Reward (first to resolve)
Reward resolves - eggs return, Crypt does not
Crypt resolves - exiles Reward
*Crack everything again*
Sunrise resolves - eggs + Crypt return
Net result: 2 cycles
Reward first, Sunrise second:
Reward (last to resolve)
Crypt
Sunrise (first to resolve)
Sunrise resolves - eggs + Crypt return
1) Do nothing - Reward has no effect
2) Crack eggs - opponent Crypts on the stack:
Reward
Crypt
Cracked eggs
Crypt
Net result: 1 cycle OR you lose all your eggs.
It would have been better with lower P/T when transformed, but fewer counters required for transformation. For those who are saying this is good in a blue deck with counterspells, 1) are you really going to be able to have 5 counterspells/instants for each turn you want to level it up, and 2) Azure Mage is also a mana dump, yet doesn't see any play.
Overall, while it isn't a completely terrible topdeck due to its leveling ability, I'm not exactly thrilled to drop it on T2 either.
A 2/2 for 3 is a hate ogre. A 2/1 for 2 is a hate piker.
BTW, if you rely too much on 2CMC spells, you get owned by Spell Snare.
Flip cards: Leaves very little space for art. If both faces have a different color it might be troublesome.
Levelers: Affected by proliferate, Clockspinning. Solvable by allowing only 1 counter on the card at a time.
Sorcery w/ Token: Can be countered by Spell Pierce, reused by Call to Mind, Vapor Snag leaves you down 1 card, etc.
I don't like the solution that Wizards chose (having double-faced cards) for 2 reasons:
1) Having a different card back makes me feel as though I'm playing with gold-bordered cards.
2) Taking out the card from the sleeve is annoying in a "T1 Crack fetch, shuffle, Ponder, shuffle" way. All those little actions like shuffling or removing the card from the sleeve add up.
Using the checklist card is probably the only way I will play with double-faced cards. Psyching opponents by putting a Garruk Relentless in my deck box also works.
I would have preferred the sorcery+token method best. My idea would have been to print a textless full-art flip card and flood the market with the tokens. New players can replace the full-art card with the token. Experienced players will be content just playing the full-art card.
Secondly, this is an all-in deck. You either do 10 poison at once or lose. What good is doing 5 poison when you have to draw another Groundswell (fat chance) or Shoal (in that case, the first 5 poison is redundant) to win? If you want to play Groundswell and the like you have to cut the Shoal+Progenitus/King combo.
Unlike Melira, this is an all-in deck. If you don't win on the turn you try to go off, it's impossible to recover.
Suppose you have cast Blazing Shoal on something and in response your opponent Bolts it. You've just been 3-for-1ed, and unless you god draw, you won't be able to get another Shoal+Progenitus pair in time.
Cost doesn't always reflect power, yes, but there is a ridiculous price gap between the two cards. Bob is created after somebody and appeared only in Ravnica, while Arena is a sure-get if you buy the PvC duel deck. If you don't count all the collectibility issues I still think Bob would be more powerful, and worth more, than Arena.
Grand Abolisher can be tech on the turn you go off, as well as anti-blue.
If you're going purely the token-acceleration route (i.e. spam Awakening Zones, Elspeths, Stonybrook Schoolmasters) Eldrazi Monument may be worth a look, it saves you from board wipes. With enough ramp, hopefully you'll get it online before the wipe. Hero of Bladehold can repopulate your field. Fresh Meat blanks removal and chump blocks and has good synergy with Eldrazi Spawn.
+Costs less
+Beats for 2
+Less restrictive color cost
+Doesn't lose life if you draw a land
+Doesn't trigger Underworld Dreams (lol)
-Dies to removal
-Makes it unfeasible to play expensive spells
-Lets your opponent know what you're getting
When one is costs a double-digit sum and the other barely scrapes $5 (even before the announcement), it's pretty obvious which is better (and neither was banned, so no "Strip Mine vs. Wasteland" arguments).
Bob belongs in aggro since it has a low curve, uses his body to swing, and whatever you show your opponent is going to kill him anyway. Arena doesn't belong in control, MBC has been dead since Necro got banned. Control is blue splash some other color, not black, so it has Jace to work with. Plus, Jace is 1 turn faster than Arena.
Garruk Wildspeaker?
Primeval Titan?
The last two double as wincons.
Sakura-Tribe Elder fetches only basics but he can chump block.
The deck was pure blue with a red splash solely for Sudden Impact (and SB Electrolyze, Pyroclasm). It also used Kami of the Crescent Moon, which people here seem to have forgotten about. It's the only other 2-mana Howling Mine effect, other than Mine itself. Jace, Bell, Sculpting Steel and Font all cost more than 2.
The new toys that Modern offers are Scalding Tarn, Cryptic Command, Time Warp and Runeflare Trap. Tarn fetches Steam Vents. Cryptic serves as extra counterspell + bounce (Remand being counters 1-4), Time Warp is nuts with Mines. Runeflare Trap replaces Impact, though you will need multiple Mine effects to activate it at reduced cost, or Vision Skeins/Cerebral Vortex. Pyromancer Ascension may make the cut as bouncing 2 lands per turn is almost an insta-win, but if you have 4 Mines and 3 Kamis you're diluting your instant/sorcery count.
This deck has trumps over control decks but loses to aggro. It beats control by tapping them out and bouncing their lands so that they can't play their finishers. It has a rough time against aggro because it does nothing at all on the first turn while the aggro player can drop a 2-power beater, which will take away quite some life before the Owling player stabilizes (if he does).
If you want to detract from the 2006 version, you can try a Pyromancer Ascension build with Vision Skeins and Cerebral Vortex, or a Windfall-effect deck with Jace's Archivist and Wheel of Fate.
BTW, as you can tell from my username, I'm a fan of this deck.
But then Gavin Verhey posted a list this morning that was mimicking a list I had been trying to come up with.
Naturally, I realize there is an Elves thread here, but the thread is for discussing pure beatdown elves - and frankly, it seems rather dead. This thread is for discussing combo elves, and what we can do to make it a viable archetype.
The basic idea of the main combo, is that cloudstone curio vaguely replaces Glimpse of Nature. The deck, in a land with no mental misstep and no completely dominant control decks off the surface, manages to play the beatdown role relatively well. However, it can combo off with Cloudstone Curio in play, which, with Heritage Druid and Nettle Sentinel and any one mana elf (you have plenty) in play, you can produce a huge amount of mana and completely draw your deck by consistenly replaying and bouncing Elvish Visionary.
Now, what can we do with a ton of mana?
How about hardcasting Emrakul, the Aeons Torn? It runs similarly to the legacy version of the deck, without some of the more broken cards (Cradle, Glimpse, etc)
Here's a sample list from Verhey
4 Cloudstone Curio
Creatures
4 Llanowar Elves
4 Arbor Elf
4 Heritage Druid
4 Elvish Visionary
4 Nettle Sentinel
4 Elvish Archdruid
3 Essence Warden
2 Regal Force
1 Emrakul, the Aeons Torn
1 Ezuri, Renegade Leader
Instants
2 Summoner's Pact
Sorceries
4 Green Sun's Zenith
Land
16 Forest
2 Pendelhaven
1 Dryad Arbor
The basic idea, obviously, is either playing beatdown against a control deck or combo deck that can't outcombo you, or just comboing off on your 4th or 5th turn to draw your deck and cast emrakul. Or discard emrakul, and draw your deck again after a boardwipe.
Some basic ideas, Verhey was throwing idea the idea of splashing white with some fetch/shocklands to play Ranger of Eos
Another gimmicky idea that might be worth trying is a red splash for a single Goblin Bushwacker? Play your deck, kick a bushwacker, swing for a billion.
EDIT: This is izzetmage speaking. I have been made the new OP of this thread. Everything above was posted by someone else. I have not edited anything yet, but when I have a few good, tested decklists from MTGO and GP Portland, I will analyze them and update this post with a primer.
You can view my current Elves primer here, or click the link in my sig.
Master of Etherium is good because it's a lord that has huge P/T, so it avoids getting Shocked to death, and it makes attacking unfeasible for your opponent.
Do note that Wrath is a T4 play and the deck is capable of dropping a lot of creatures and dealing a lot of damage before that. Firespout, on the other hand, is T3 but I haven't seen any deck using it. Kill my own Wild Nacatl? I think not. If the meta shifts towards control then this deck can just pack more Spell Pierces or Contested War Zone (le gasp!).
Mox Opal's strength lies in making T2 plays into T1 plays and T3s into T2s. If you have Citadel + Skirge + Opal on T1 you can Thoughcast, yes, but how about Citadel + Memnite + Opal + Steel Overseer instead? Or getting out a T2 Master of Etherium? Dropping lords quickly is advantageous to such an aggressive deck.
1) Basic lands don't count towards Thoughtcast & Mox Opal
2) Cranial Plating and Master of Etherium pump for less
3) You can't sac basic lands to Shrapnel Blast, Arcbound Ravager, etc to finish the game.
Unfortunately, Mox Opal and Vedalken Certarch make it a necessity to vomit your hand on the table quickly.
If you're looking for a less aggressive version, Vedalken Engineer and Etherium Sculptor will hit the spot. The aggressive version has no space for these because Engineer doesn't count towards metalcraft and Sculptor doesn't affect Memnites and Ornithopters.
Phyrexian Revoker seems strictly a SB option, and I don't think a Pithing Needle which costs more and dies to Doom Blade is worth using over, you know, Pithing Needle.
p.s. Anyone interested in making Lux Cannon.dec? Modern has Voltaic Key, Surge Node, Energy Chamber, Coretapper, Power Conduit.
TS may be able to work in all-in strategies (i.e. dump your whole hand & beat). You might know that in Standard, a T2 Porcelain Legionnaire into T3 Tempered Steel puts your opponent on a 4-turn clock.
I agree with AEther Vial, but only if you play Arcbound Ravager or some other sacrifice outlet with it to make sure it doesn't go dead. Ravager is also awesome for eating multiple Mox Opals, and lands when you're pushing for damage.
Having more 0-cost artifacts increases the chance of powering out Mox Opal earlier. You can do things like T1 Darksteel Citadel, Memnite/Ornithopter, Mox Opal, 2-drop. Or T1 Land, Memnite/Ornithopter, Springleaf Drum, 1-drop T2 Land, Mox Opal, Master of Etherium.
Agreed, Master is the best lord because he actually can attack and block for quite a bit while pumping your dudes, unlike Overseer or Tempered Steel.
One minor advantage is that Steel Overseer's boosts stay when it dies, so you don't have to worry about the loss of your lord suddenly making blocks unfeasible.
I get around Steel Overseer's "dies to removal" with AEther Vial and Spellskite. Vial is damn good because it blanks counterspells and sorcery-speed removal. Plus, Vial effectively pays the mana for the creature. To anyone playing Affinity: VIAL IS AWESOME