Contested War Zone
Whenever you are dealt combat damage by a creature, that creature's controller gains control of Contested Warzone.T: Add 1 to your mana pool.1, T: Attacking creatures get +1/+0 until end of turn.
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Contested War Zone Discussion
4 weeks ago
most of your creatures dies when Heartless Summoning enters the battlefield, so I would get rid of it.
That leaves space to make the deck into a myr-tribal deck. I would consider cards like Myr Battlesphere (which, with 20 Myr in the deck, is a wincon in it self), and Myr Matrix which makes more Myr, and make them stronger.
1 month ago
Thanks for the suggestions, I can see a lot of these helping in the deck... If I can find the space, of course. Eladamri, Lord of Leaves I have already decided is going to go in. I'm going to take out 2 Heritage Druids and 1 Kamahl, Fist of Krosa for 3 of those. Nykthos, Shrine to Nyx is an easy in, mono green means lots of devotion, especially with all of my 1 drops. Thousand-Year Elixir is neat, but it doesn't replace the Umbral Mantle and I can't find a space for it. Contested War Zone is honestly not very good. I won't need to pump the elves until I'm going for the kill, and I can't kill until I get the combo off. After I've comboed I will have a Kamahl, Fist of Krosa almost every time with the amount of drawing and tutor spells. Gaea's Cradle is too expensive for me lol, and to be honest I don't really need a ton more mana, because I will usually have either a) more mana than spells to cast, even before comboing, or b) comboed off and have infinite mana, I don't need more. Homeward Path not really prevalent in my meta, but a definite sideboard card if I ever come across one! Oran-Rief, the Vastwood is really good in theory if I actually used Krosa for his first ability. If I am ready to pump elves, I'm going to be swinging for the game, so I don't need manlands at that point. Also a +1/+1 counter on a land that's going to be buffed with +infinity/+infinity is somewhat redundant. Not worth the slowness of a land that comes in tapped imo. Yavimaya Hollow sounds awesome to keep my combo pieces alive, definitely going to put 1 in. Embodiment of Insight/Nature's Will both not very good since I'm only running 16 lands and also I combo off before turn 7 almost 100% of the time, (usually turn 4-5) so that's not a lot of use. Same goes for Ambush Commander. Sylvan Advocate Hey this a druid deck this-is-sparta kicks the manlands away. Skyshroud Poacher EASIEST ADDITION EVER. Allows me to tutor for combo pieces, as well as keep the combo going if I get some unlucky draws - love it!
1 month ago
Oh I see now. So here's some options I've devised:Eladamri, Lord of Leaves-Gives Shroud and Forestwalk Nykthos, Shrine to Nyx-Mana ramp until you get infinite mana Thousand-Year Elixir-Untaps your elves, and they get ability haste Contested War Zone-To make lands even more op Gaea's Cradle-To ramp EVEN MORE Homeward Path-For stealing decks, so you can prevent their stealing combos Oran-Rief, the Vastwood-Combos with Kamahl, Fist of Krosa Yavimaya Hollow-To Regenerate your creatures except against certain ones. Cavern of Souls-For cannot be countered effects. Embodiment of Insight/Nature's Will-To have tons of blockers and mana after attacking Ambush Commander-For 1 less mana, you get Kamahl, Fist of Krosa but they are elves Sylvan Advocate-Do I really have to explain? Skyshroud Poacher-So many ELVESSSS
1 month ago
musicman3310, In Playtesting, I found that there are actually a few problems with the deck. For one, this is a $300 version of a $20 gimmick deck. Game Wise, you could wiff on the mulligans when trying to start the game with a Treasure Hunt, and I believe you'll only have a 88% chance of starting the game with one if I'm remembering correctly. What you mentioned is correct. Not having large Treasure Hunts hurt us significantly, but in actuality, this is less of an issue for us than the other versions of this deck.
Zombie Infestation needs about 20 lands in hand for you to spawn 10 zombies (you'll most likely still need this many zombies for dealing with blockers, but Contested War Zone gives us lethal damage with only needing 14 lands in hand).
Seismic Assault still has the same ratio of damage per discard (2 per land), and it doesn't need the Mouth of Ronom for Spellskite. The downside is that it is tripple red to cast. this means more lands on the battlefield and an extra turn of us trying to stay alive. It's easier for us to have the extra lands we would have needed to cast this just stay in our hands for lightning storm's redirect ability.
Conflagrate is another option, and gets around counter spell, but requires about double the lands as this due to it's damage per discard ratio being halved.
1 month ago
A deck in this style needs the lowest possible mana costs to be effective. as it sits, you have too many cards in the deck with mana costs 4 and higher. it's ok to have some lategame finishers just in case you dont get through, but right now your early game is weak, and that needs to be your strongest point. also, you need removal. sticking to the theme of being aggressive, Lightning Helix is pretty good, and Lightning Bolt is the most played card in modern for a reason.
now for creatures. you could and should cut the following from the deck. they dont advance your plan, and are too expensive, anyway.
Bruse Tarl, Boorish Herder - he doesn't do anything good for your deck, only slows down your hand.
Gisela, Blade of Goldnight - she advances your gameplan, but realistically you wont be able to cast her until turn 10 or later, and you should be winning your games before then.
Heartless Hidetsugu - he's too slow. cutting an opponent's life total in half sounds cool, but by turn 5, that's probably only 4 or 5 damage at the most.
Tajic, Blade of the Legion - this one is finicky. he's actually not bad, i just think we could do better.
I really like Boros Elite, Legion Loyalist, and Boros Charm in this strategy. they are super fast, and just make your deck a nightmare to deal with. Boros Reckoner is pretty solid too, and Firemane Avenger can clean up games very fast.
here's my recommendations:
Goblin Bushwhacker and Reckless Bushwhacker are insane in a deck like yours. with the ability to double your damage out of left field, I HIGHLY recommend these two cards as 4 of each. um, if you have the money, Goblin Guide. if not, i totally understand.
a personal favorite of mine is Keldon Marauders. they provide a lot of pressure, with the potential for 5 damage for 2 mana.
last, lose the Wind-Scarred Crags. this deck cannot afford to have lands entering tapped. you're better off running Plains and Mountains. although, Contested War Zone and Slayers' Stronghold could be fun to run one or two of. if you want multicolored lands, Inspiring Vantage is still pretty cheap, and im sure you know about Sacred Foundry.
Let me know i you have any questions =) I played this archetype for the better part of two years, so im happy to help you out
1 month ago
2 months ago
Can I suggest taking out Contested War Zone and just adding a simple Command Tower? I know It doesn't allow you to give the +1/+1, but your opponent doesn't gain control of it if they deal damage to you.
2 months ago
I've been testing the deck for the past couple hours and found a few things to address. First of, I think Priest of Urabrask is the weakest link of the deck. While it does have the same ability as Burning-Tree Emissary, costing 3 mana makes it significantly worse. In the end, it's just a "free" 2/1 that might occassionaly let you chain into a Goblin Bushwhacker when your mana wouldn't normally allow it. To gain this small upside, you are forced to build around it with Desperate Ritual, which doesn't provide much advantage here on its own and instead would just waste you a card. I'm not in favor of a Kuldotha Rebirth plan for reasons you've stated, nonetheless Memnite would be a more efficient and consistent replacement for Priest of Urabrask since it doesn't require a build-around, can be played anytime and can also turn on Reckless Bushwhacker for free, while providing only 1 less power. I could see the point of keeping 1 copy of Desperate Ritual, just for additional redundancy to let you chain Burning-Tree Emissary into Goblin Bushwhacker.You could also dramatically increase consistency and damage output by running Goblin Guide. Your CMC 1 slot is just barely occupied by the 3 Signal Pest (Which I do consider to be a great card here). Getting 2 damage in on T1 and having an additional body on T2 can very often mean the difference between a T2 and T3 kill, since you primarily cast the "Pact" cards when you are going all-in.
Lastly, I'd like to address the manabase. Obviously I haven't tested this deck as much as you, but from my limited experience I would prefer going up to 16 Lands (+4 Simian Spirit Guide) for the sake of consistency, since I often got stuck with 1-land hands and no Simian Spirit Guide. Additionally (again for the sake of consistency), I would reccommend running 10 fetchlands instead of 8. It lets you turn on Hidden Herbalists more easily and shouldn't interfere with your curve otherwise. Also, in a deck that ideally wants to win on T2 or T3 (And can still stabily win T4), you don't particularly need 3 basic lands. If the opponent Ghost Quarters you that early, they timewalk themselves. The primary card you will be fetching basics from is Path to Exile, for which 2 basics should be the right amount. There are a couple nonbasic lands that might be worth running as a 1-2-of, such as Dryad Arbor. Its a fetchable creature that gives you a few more options for T1 if you don't intend to combo off already. Having another body for the bushwhackers and Signal Pest can again be very relevant. If you don't like the idea of playing Goblin Guide, you could play Khalni Garden or Llanowar Reborn as a 1-2-of, just to get some extra damage out of a T1 on which you usually won't be casting cards. My last suggestion is a little bit of an odd one and would definetly require testing, but Contested War Zone could be a very relevant card. Due to the speed of this deck, no matchups other than Affinity and potentially Zoo should be attacking you that early instead of defending. Producing colorless does affect Burning-Tree Emissary and Goblin Bushwhacker, so it might not be the ideal consistent land you need, I could see it being a very relevant sideboard card.
Your build really inspired me, so I rambled on for a while ;) With some tweaks I could imagine this being a consistent and very competitive modern deck. Hopefully you got some Ideas from my suggestions :)