|Have (53)||Halfness , hash-brown , NZRS , vollrath , bcornett24 , DukeNicky , Milester856 , likeapolygraph , cwaugh , ADalton28 , L0rdFarquaad , xGamer97x , scare983 , Alizer313 , XxCataclysmiCxX , mtgbass , Dritz , M-Kaddy , PrimeSpeaky , Mythril_Sage , marz1342 , sleight_of_land , georgeegroeg2013 , RubyStrings , aebtoga18 , Legendaryone , Zamor92 , Gameover209X , Wizard of the Damned , Raistlin911822 , CharmedGeek , The Doctor , SilentArbiter , ricadam , magnetofqwert , attak , adventfaith , ducttapedeckbox , Daias , Eulemann , CaptianClueless , Nines19 , Fatred , pskinn01 , WhatTheBleep , astroglide1 , Remyth , idavis , hahmlet , Vox_ , NoPantsParade , SolarDrew , dberg101|
|Want (13)||WUBRG... , MisterRoach , Jelatinator , Shotgunbunny , WhatTheBleep , morimus , cerberus8317 , Remyth , Cobthecobbler , deanislig , MJT , Ruenzor , keenanboianghu|
What do you really gain from straining your manabase in the name of running Inquisition of Kozilek ? You're a combo deck, you should not be concerned with "proactive combo defense," you should be concerned with "proactive combo execution." Not to mention, Inquisition (in)conveniently whiffs on Splinter Twin , Birthing Pod , and Scapeshift , which are the 3 most common and powerful combo cards in modern. It's just not worth the strain on the manabase.
Speaking of which, if you insist on running 2 color, drop Cathedral of War . It's only good in mono green, and only if you have Noble Hierarch . You're only running 20 lands which is really low for this archetype as is, you don't have Noble Hierarch to fix your mana and make up for playing a tapland, and you're playing a deck with 4 Inkmoth Nexus . The 'cuteness' is not worth skewing your manabase. Also, Bloodstained Mire should be a green fetch, and Overgrown Tomb should be limited to 2-3 copies. The way your manabase is now, you are going to end up having to bolt yourself just to get a green source way too often, and in a format where UR Delver and Burn are the top decks, you might as well put a noose around your neck. You don't need a bunch of black sources, and right now you die to Blood Moon with your manabase like this - drop the Cathedrals and at least 1-2 tombs for Forest s.
TL;DR I think mono green is the better choice if you don't want to play blue. Oh yeah, and if you build a sideboard, you are going to auto-lose so many matches to Spellskite .
@Jonathannoob: I absolutely agree, and its usually a really good idea to include a few sentences about how the archtype works. But I have seen some descriptions that have something along the lines of:
"Forest - For green mana"
I just playtested the following list. It seemed to be more consistent and had the a more consistent form of flying. Bumping the Wingmate Roc might be a more reliable choice instead of depending on Herald of Torment . The ramp seems fine but you might want to consider adding some draw. I added in. Eidolon of blossoms to help make sure I'm not topdecking mid game. World eater was ok in the deck, But with wingmate roc and fleecemane in there, you didn't want to many other cards disrupting your curve. He other Ajani seemed a better fit too. Also mainboard Hero's Downfall and sideboard utter end, against Red decks with Stormbreath Dragon
Again this is just what I chose to playtested with and it faired pretty well against my deck. You can pick and choose anything you see beneficial for your deck though.
1x Anafenza, the Foremost
1x Athreos, God of Passage
4x Fleecemane Lion
4x Herald of Torment
4x Siege Rhino
4x Eidolon of Blossoms
4x Sylvan Caryatid
3x Wingmate Roc
2x Ajani, Mentor of Heroes
1x Garruk, Apex Predator
2x Whip of Erebos
3x Abzan Charm
2x Bile Blight
3x Hero's Downfall
3x Blossoming Sands
2x Jungle Hollow
4x Sandsteppe Citadel
2x Scoured Barrens
2x Utter End
2x Glare of Heresy
1x Erebos, God of the Dead
2x Kin-Tree Invocation
Singleton Cathedral of War is a good idea, and it helps.
-2 Blight Mamba -> + 2 Elvish Mystic to cast faster the Wild Defiance or to cast a pumping spell AND a protection spell on the same turn. You don't need 19 infect creatures once you include the 4x Inkmoth Nexus
I find that basing the mana around green allows for the ramp to happen most often. If you're still looking for some ideas I'd go with: 2x Temple of Abandon , 2x Temple of Mystery , 2x Wooded Foothills , 4x Frontier Bivouac , 8x Forest , 4x Island , and 4x Mountain . My reasoning is this: Looking at the mana symbol breakdown you have ~50% Green, 26% Blue, and 24% Red, which tells you you are going to need 2x the green than you need red or blue. With the land configuration I suggest you have 4 scry lands, 8 multi-color lands, and mana filtering...all while keeping the # of lands that come into play tapped at 8 instead of 11 (doesn't seem like much, but it'll totally make a difference).
I think she's playable. She can repeatably make Llanowar Elves , which is great in a token/ ramp deck. Plus in a Mono-G EDH deck I don't think it's unreasonable to T3 Freyalise and start getting more mana for more dudes.
Alright. I'd suggest replacing Gruul Turf with a green bounce-land (probably Golgari Rot Farm instead of a second Boros Garrison , because that lack of green can really kill you (or just buy one, they are like 50 cents i think) when considering certain hands for mulligans.
I did run two Ancient Stirrings for quite a while, and I don't think there's anything wrong with it. I made the swap when I made room for another land to help with mana-fixing for when I was testing out charms. You'd end up cutting a Gemstone Mine and changing Gruul Turf into Golgari Rot Farm to alleviate the color strain to a degree. I might actually go back to two Ancient Stirrings since I don't really need the color fixing now, and they help immensely when any artifact is pivotal in a match, like Spellskite can be. I'm not currently using the deck in anything competitive, so I'm leaving it in its "testing state" for now. I'd say the aforementioned swaps for the second ancient stirrings is probably slightly better for competitive play.
Manamorphose is mainly there as an answer to Blood Moon as it produces the double green from 2 red needed to cast basically anything in the deck, most notably Primeval Titan which can then fetch two actual Forest . It does help alleviate some color strain too, at no real cost to the deck.
When I was running 4 Lotus Cobra I tended to have too much mana and not enough to spend it on, but that could have just been me. Feel free to test a fourth copy if you'd like.
I strongly suggest picking up a Scavenging Ooze if you find your meta ever having any graveyard based decks. That single copy let's you run 5 copies thanks to Summoner's Pact in games 2 and 3, which is really devastating. It sounded like you are lucky enough not to have to deal with graveyard based decks though, so maybe you don't need it.
It is a very difficult deck to play, and an even tougher deck to master. You'll get better with it as time goes on. The amulet is definitely nice to have in an opening hand, but I wouldn't chase after it too much. You basically want to have a plan to have out 6 mana by turn 3, or a variety of useful mana dorks in the opener. An amulet is not at all necessary, it just speeds up our clock by a turn in most cases.
|0.02 TIX||0.04 TIX|
|Avg. cube pick||12.57|
|Commander / EDH||Legal|
|Quest Magic RPG||Legal|