|Have (20)||Comicalflop , xGamer97x , georgeegroeg2013 , Mutt5258 , deatn1342 , Didgeridooda , wsurugby10 , aebtoga18 , DaxDeagle , TheGreatSeamus , Jelatinator , capriom85 , lucyfarrell , wallsh , attak , ZombieCat , Wolfninja , paxvobiscum , Sauron_ , soulwarden11|
|Want (11)||blackar , Chickentheo , Fairseas , jmacaulay , KULiiA , savarkumar , zachi , fuckin_martians , ZombieCat , Shotgunbunny , TheFlish|
You need some more ramp than Elvish Mystic , maybe some more green dorks, like Llanowar Elves or Fyndhorn Elves . For some more red maybe add Radha, Heir to Keld , or Birds of Paradise . If you don't want creatures, maybe some Farseek s or Cultivate s to allow for a faster aggro.
Pretty good for mono and 2-color decks imo.
This is a good skeleton for a Trostani deck. First advice I can give is to decide and specify a deck archetype that you like. your deck looks like it has a mix of enchantress/tokens/lifegain. Pick one and of the three as a primary and then a second as a secondary. Mine for example is a token beatdown with lifegain that adds padding to my defense, but you'll see the only lifegain aspect of the deck is trostani herself.. Another way add consistency to the deck is to have tutors for your win conditions. Another easy edit is your ramp. Consider cards like Cultivate , Kodama's Reach , Skyshroud Claim , Explosive Vegetation , Krosan Verge , Solemn Simulacrum , and Yavimaya Elder as these cards net you the most cards. Remove low impact cards and research high impact cards. Play all the bombs you can but still maintaining a core strategy.
@williamgp99 Thanks for all the suggestions, they are quite helpful. I'll try to talk about each card.
Yixlid Jailer is awesome, I didn't even know about it's existence. I will pick one up ASAP
Brittle Effigy is kind of expensive for what it does, so I probably won't include it.
Sadistic Sacrament is one I've been meaning to pick up and never got around to it, I will have to put it in.
Scavenging Ooze wasn't as nice as I wanted it to be, took up too much green to be useful.
Sultai Charm is one I've been meaning to add as well, thanks for the reminder.
Krosan Grip is good, but I haven't really needed the hate enough to justify running it. More so meta dependent than anything else
Avatar of Woe was in a previous iteration of this deck, but I cut it since it it never actually managed to be useful.
Survival of the Fittest is a card I've been trying to trade for, but haven't been able to find a copy. So sad...
Chancellor of the Spires /Duskmantle, House of Shadow /Nephalia Drownyard are too expensive for what they do. I'd probably run Diluvian Primordial and just skip the mill lands if I wanted those abilities.
As for the stuff you suggested to cut.
Doubling Season was just a spur of the moment decision for testing. It will likely be cut for something else.
Kiora, the Crashing Wave has actually been quite good to me. If I get her early game, I can often reap the rewards of her -1 without issue, and most people won't focus on her since there are other threats on board. I will likely keep her.
Cultivate is a dead draw late game, but it also really helps with fixing early game. Landing a Cultivate on T3 means I am guaranteed to get out my general and follow my curve up. Once I am at 5 mana, I can cast 90% of my deck.
Thanks for your suggestions! Hopefully this improves my game a little and I can finally beat those nasty blue mages who just durdle around for 10 turns then drop Eldrazi out of the skies.
So I finally got around to doing this...
First, dealing with Eldrazi. Yixlid Jailer will stop their graveyard-shuffle ability when they're milled, and Brittle Effigy can take care of them on the battlefield. Sadistic Sacrament , while mana-intensive, can stop Eldrazi before they show up. Scavenging Ooze can at least make sure they don't come back, even if their graveyard gets shuffled.
Third, some general suggestions: Avatar of Woe is a beater than can be Plasm'd and acts as removal, Survival of the Fittest is a great tutor (but it's EXPENSIVE), Chancellor of the Spires can be useful at the beginning of the game but gets better late game, and Duskmantle, House of Shadow and Nephalia Drownyard are good mill lands.
Now, stuff to take out... This is the part that I always have trouble with on my own decks, but here goes. Doubling Season is only really useful with 4-5 cards and the Plasm, as well as making Persist creatures worse. How useful has Kiora, the Crashing Wave been? She seems like she would get killed off quick, as she only shuts down one creature and you have 2-4 opponents. Late game, Cultivate is a dead draw (I've seen a lot of people run it though, so I'm probably wrong).
The ramp is slightly over aggressive so that I can get the creatures out as soon as possible, and in the case of the Primordial Hydra that it comes out outsized to start with. However I actually find that without all the enchantments and Elvish Mystic I struggle early game.Both enchantments are 1 mana so right from turn 1 I'm able to really get going with ramp. I like the suggestion of Birds of Paradise which I might use to replace the mystics.that would help a great deal in both playing the Hellkite Charger and in paying its ability costs so I can keep the attacks going.
I'd never considered Slumbering Dragon beforeeither but for this deck he is perfect. The entire concept is around boosting already dangerous threats to massive levels with repeated, unrelenting attacks.provided someone attacks me to begin with to give him that first counter he can be at his +5/+5 threshold very quickly.and from there it only gets better. I'm considering making him the mascot for this deck as he epitomizes what the concept is all about so well.
What I might do is remove harmonize as it doesn't really add anything, by the time I can cast it I almost always have a good selection of creatures and a large amount of mana. Instead I'm thinking maybe Cultivate but more likely an instant or sorcery that adds 1/1 counters to a creature, or gives trample and or shroud/hexproof Though I can't think of a good example of cards that do that.. Its a shame, in the early stages I really need to draw more cards. Harmonize is still good but just not always as useful as I'd hoped.
Kalonian Behemoth on his own he's kinda meh even with that size body he really needed trample, obviously in here a can't be countered, shroud, trample 9/9 ain't too shabby. Also personally i wouldn't run more than two tutors because if you're anything like me you'll cast it and not have a clue what's in your deck and in the case of green sun overpay for what you actually end up tutoring for lol
on the swords you have limited application in here given their pro green and in the case of body and mind pro blue as well. Personally i don't see the value of playing the bow, i also think you'd be better off playing cards that filter land from your deck over exploration, burgeoning and azusa who otherwise sit there idol. Oracle as well gives your opponent's draw information, i'd recommend Cultivate , Kodama's Reach and Tempt with Discovery and perhaps Reap and Sow as each can provide effective fixing with the tempt able to search up any land or multiple if an opponent searches. But overall i'd stick with seven ramp spells including the sol ring.
Other recommendations i would make would be to include Avenger of Zendikar , Rampaging Baloths Duplicant , Body Double , Hellkite Charger , Genesis Wave , Molten Primordial , Crystal Shard , Cyclonic Rift , Curse of the Swine , Polymorphist's Jest to name a few decent EDH spells. And you have a glaring lack of artifact & enchantment removal.
The issue with Kodama's Reach and Cultivate is that they search for basic lands. This deck has none. I'm not sure Doubling Cube would be all that effective given it's activation cost. I'm considering a few more mana rocks or Urza's Filter but that one helps my opponents too.
|0.05 TIX||0.09 TIX|
|Avg. draft pick||3.92|
|Avg. cube pick||8.14|
|Commander / EDH||Legal|
|Planechase 2012 Edition||Common|
|2011 Core Set||Common|
|Promo set for Gatherer||Common|