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peeple underestimate just plain Giant Growth in this deck. it's really fricking good.
Nice deck, thanks for being so conversational about it and comparisons to other decks!
Thoughts on Brave the Elements and Martial Coup ? I run 4x Brave the Elements as protection and finisher with good results. I'm Testing Martial Coup as a board wipe + finisher combination for when the board gets clogged or the game runs long. I've also seen the wrong side of Faith's Shield finish a game on the spot.
Elspeth, Sun's Champion v. Elspeth, Knight-Errant I don't understand the love for Knight Errant. She either gives you a token which you should already have or if you don't, won't last very long, or gives you a Giant Growth (because all your tokens already have flying). Is the lure of her ultimate? Seems unlikely that you'll get there. T4 I'd rather flashback Lingering Souls and play a second Intangible Virtue , or leave mana open to cast a combat trick.
I like your Stubborn Denial and the Ornithopter/Citadel/Ensoul + Illusion Angel's (cheap creatures greater than 4 Power) get more Stubborn's in here.
I also see troubles with your Thassa's Rebuff , ... not enough Blue Devotion (lots of Artifacts/Colourless stuff and Instants and not devotion giving Enchantments/Blue Creatures)
I really like the theme, but even as a casual deck there's a few things I'd recommend changing.
1) The mana curve is far too top-heavy for the type of deck that this is. In playtesting I struggled immensely in reliably getting creatures out, which seems to be what this deck is dependent on doing if it is to be at all successful. I would suggest you either look at adding mana ramp options (Nykthos, Shrine to Nyx is a great and affordable start) in order to get your monsters out quickly, or cut down on the amount of big gribblies altogether - you don't need 11 creatures over 5 CMC, as you're rarely going to able to play more than one at a time, and every time you draw one before turn 5 you're slowing the deck down...and that's bad in mono-green.
2) Lack of removal options severely hurts this deck. When this deck goes up against anything that either has bigger creatures or is capable of getting it's creatures out faster, it gets bullied very easily, which is a problem. Decent removal options are admittedly scarce in Green, but you would definitely benefit from dropping a couple of creatures and running a few of the cards with the "Fight" mechanic - they combo excellently with your Deathtouch-ey spiders, and can help thin the opponents field whilst buffing your own stuff. Examples of cards like this are Hunt the Weak , Pit Fight and Prey Upon , but that's by no means an exhaustive list. Most of them are commons too, making them pretty easy to get hold of (in the last five KTK boosters I've opened, I've pulled three Savage Punch es, for instance). Enlarge and Giant Growth are also mono-green staples that would compliment Phytoburst very well, as dropping one or more of those at the right time can be absolutely devastating.
3) As cool as it is having all these different spiders to use, the problem that using just one or two of each causes is that you end up with very loose card synergy, and makes it increasingly unlikely that you won't pull the exact one you need right when you need it. Condense your 12 different spiders into 5 or 6 4-card playsets of the same spider, and not only will you find your spiders becoming more effective at what you want them to do, it also adds redundancy, since you've then got backups for any that get killed/milled/countered/otherwise incapacitated - if your lone Arachnus Spinner gets Murder ed before you can make use of t's ability, what then?
Couple of quick ideas for this: since you're running mono-green anyway, Kessig Recluse is strictly better than Giant Spider , so spring for a playset of those and drop the Giants. Also, Plummet or Aerial Predation are instant-speed upgrades over Stingerfling Spider that can be used far more situationally than the spider can, and finally Silklash Spider doesn't do anything that Windstorm or Skyreaping can't do better, so there's another couple of suggestion to help refine your creature base whilst also dealing with the removal issue.
Oh, and just as a general rule of thumb, any basic Magic deck wants to run about 40% land. While it's by no means a requirement, this ballpark figure more often than not balances the spells you want to cast with the spells your manabase actually allows you to cast, and adhering to it will help in mitigating the frequency of games in which you are mana-screwed (another problem I consistently encountered in playtesting).
I understand that you may not want to make so many changes to a deck that is purely for casual use, but trust me when I say that most of these will make the deck a lot more deadly, efficient, and better equipped to win - and winning is fun in it's own right :)
for Vines of Vastwood
hexprof is great and can counter a kill spell or buff or both Ghostform
for Distortion Strike
it gives +1 unblockable has rebound it is just a win for Livewire Lash
for Wild Defiance
bc Livewire Lash
is better with rebound spells and costs a little less also it will deal damage to you your opponent even if they cast a spell during their turn unlike Wild Defiance
where the buff is wasted if the creature is not attacking/ about to attack
Mutagenic Growth is a great idea as well and might be better then Giant Growth
|0.02 TIX||0.02 TIX|
|Avg. draft pick||7.21|
|Avg. cube pick||12.54|
|Commander / EDH||Legal|
|Return to Ravnica||Common|
|2011 Core Set||Common|
|Duel Decks: Garruk vs. Liliana||Common|
|2010 Core Set||Common|
|Masters Edition II||Common|
|Duel Decks: Elves vs. Goblins||Common|
|Battle Royale Box Set||Common|
|Classic Sixth Edition||Common|
|Limited Edition Beta||Common|
|Limited Edition Alpha||Common|
|Promo set for Gatherer||Rare|