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Target player sacrifices a creature, then gains life equal to that creature's toughness.
I would cut the enchantments if you wanted to add Selesnya Charm .
By adding Soldier of the Pantheon , you're making 7 of your 11 enchantments less effective, and creating a situation in which you may have dead cards in your hand in the early game. Not a good idea.
I think that you need to decide if you are GW Aggro, or if you are enchantments. If you are GW Aggro, move the Gift of Orzhova to the side, put in Soldier of the Pantheon , and put in Loxodon Smiter instead of Witchstalker .
If you are Enchantments, take out the Fleecemane Lion s and put in Hopeful Eidolon . Personally, I think that GW Aggro is just a bit better because it has bigger threats that are dropping constantly, and you don't get 10-for-1'd with Devour Flesh .
Either way, I think that Selesnya Charm is too good to not have in the main board, as the trample is always relevant, the surprise blocker can be life saving, and the path ability is great against pretty much every non-red deck.
After play testing this deck a little, i would suggest removing some combination of Pack Rat s and Thoughtseize for 2 Devour Flesh in the main to deal with Fiendslayer Paladin , preferably 1 of each. The reason, sometimes i would have preferred to not take the 2 damage from thoughtseize and 4 pack rats seems overkill, whereas 3 feels a little better, you still have good chances of drawing it, but not getting it as often.
Took some of your guys' suggestions and made some changes.
You were right on adding a little more removal, seems to help quite a bit with keeping the board clear until I get a pack rat going. What do you think of the balance on the creature removal?
Thanks guys for helping me out, appreciate it!
My reasoning used to be in the description. Having tested both [Gladecover Scout] and [Elvish Mystic] I much prefer the latter in this deck. Since I am going a creature-heavy route, with not as many auras, especially Ethereal Armor , as those going a full enchantment route, a creature that has to have auras on it before it can successfully attack or block, survive Anger of the Gods , Drown in Sorrow , is suuper vulnerable to Devour Flesh when you spend the next two or three turns enchanting her, is just not very good, even with the hexproof. Whereas Elvish Mystic on turn one ramps into awesome things like a turn two Witchstalker , Boon Satyr , or Brimaz, King of Oreskos , and turn three Advent of the Wurm , and helps with getting mana screwed, which can definitely happen with only 22 lands. And then a few turns later it's just a chump blocker or something I can gladly sacrifice to Desecration Demon . But that's just what I find, similar decks might definitely benefit from her, and it's also a thing of play style.
Hi! This is a bit long, but it's because I'd really like your input. I'm running a very similar deck and preparing to get competitive with it. I've got a slightly different take, but it's very similar.
I've decided to main deck Spell Rupture
. The way I see it, there's only one relevant spell which gets around this: Supreme Verdict and only about 15% of decks are playing it. Spell Rupture also handles basically any overwhelming threat (which happens quite a bit!) and it works wonders against Sphinx's Revelation
, the other critical fixture they need to beat this deck. So, it's basically putting the Ready//Willing in the side instead (although I've chosen Mending Touch
for my sideboard instead, since it's cheaper and I don't normally have more than one creature I care about. Mending also can be used very early game for Anger of the Gods). What I'm saying here is that control isn't more popular than mono black, which only has Devour Flesh
, thereby making the Ready//Willing much less useful. So, my plan is to main deck for a successful game against the rest of the meta, and then sideboard significantly against control.
Most local "pros" in my area are telling me to main deck Voice of Resurgence. While I really want to agree, I find that card getting targeted and removed very easily (and the token as well), thereby making their spot removal worth it again. But it really is an excellent card, in general (and even moreso against control).
Also, I've currently switched out the Caryatids for Elves (but keep toying with adding two Caryatids back, in addition to the elves). Basically, the thought is to ramp sooner into Witchstalker and/or multiple enchantments. And if they pop the elf later on, I really don't care. I got what I wanted. One other thing to note is that suiting up the elf is actually relevant with 3 ruptures and Trollhide
main decked (which I'll get to later).
I haven't been trying Bident, since it feels expensive, but I think I'll give it a go and see what happens. But I'm also (currently) running Commune with the Gods . The way I see it, everything is pretty much a creature or an enchantment. And it's paramount to get to the hexproof guy. So, this saves a lot of mulligans. I run two.
I'm also main decking Trollhide , which is yet another answer to control (i.e. making ready//willing more expendible). The last thing I've changed is to add two Gift of Orzhova , because lifelink is really what wins the games and it also is evasion. Consequently, I've reduced the number of Aqueous Forms to 1 (but feel like the Communes help out a lot on that front).
Another interesting card (for the sideboard) is Pit Fight . Since this thing makes gigantic creatures, then fighting is a really good idea (especially with the lifelink). Gets rid of those pesky Dragons and Demons, or even a Mutavault.
How often is Sphere of Safety relevant in this deck? I tried (hard) to make a Sphere deck with limited success. It's very expensive for what you get, it seems...
One more card to ponder is Hunter's Prowess . It's won me some games, and kinda replaces the card advantage which Bident is giving (while also giving trample and buffing up the big guy). And, of course, there are the charms. Which again, everyone is telling me to run Selesnya Charm , but I'm trying to resist in order to make the Commune more relevant.
Just looking for your thoughts and knowledge on playing this deck, since nothing can replace experience! I would post the deck, but I have it set up on another website already. I can try to link it here: http://www.cardagain.com/mtg/deck/view/2281
Or maybe just more Devour Flesh
Yea, Revoke Existence , like Unravel the Aether (even better because it's Instant speed!), is effective against gods, but the Charm has many uses aside from god-removal, like flashing in a 2/2 when you get hit with a Devour Flesh or need an immediate blocker, or the +2/+2 +Trample to punch in extra damage. Afterall, gods aren't really THAT much of a pain unless they become a creature, and Charm also helps with dudes like Desecration Demon , Polukranos, World Eater , Arbor Colossus , etc.
It all depends on your meta and what your opponents mostly run. To each his own!
The Master of Waves tokens are produced by a triggered ability. The ability has to use the stack, so you can respond to it. Even if you kill Master of Waves , though, the ability will resolve. The tokens will enter the battlefield, but will die for being 1/0s.
|Avg. draft pick||4.92|
|Avg. cube pick||2.54|
|Commander / EDH||Legal|