Heaven / Earth
Heaven deals X damage to each creature with flying.
Aftermath (Cast this spell only from your graveyard. Then exile it.)
Earth deals X damage to each creature without flying.
Heaven / Earth Discussion
3 days ago
In terms of ramp, most of the ramp you have are cards that push you only 1 mana ahead, which I think is too small of an effect unless it comes with another valuable effect. Because of this, I would drop Mina and Denn, Wildborn, Sakura-Tribe Elder, Rampant Growth, Animist's Awakening, and Gruul Signet for Worn Powerstone, Astral Cornucopia, Gyre Sage, Khalni Heart Expedition, and Overgrowth. That kind of upgrade to your ramp will ensure that you get huge creatures out very easily. If you want to see other cards that could also fit this role, check out MagicalHacker - List of All Ramp Cards, but I would say that this deck definitely needs cards that advance your manabase by two or more, so ignore the cards that only ramp you by one.
Secondly, I only see three cards in here for draw, so there's no wonder that this deck doesn't hold it's own! We have all been there at some point, so let me emphasize this point: Draw is the most important thing for 99% of decks. Draw will let you have options, draw will let you build board states quickly, and draw will make it harder for you to get mana screwed or mana flooded. All of these are very important. You have Harmonize, Lifeblood Hydra, and Citanul Flute, but let's try to get 7 more cards for draw in here. If you need to take some out after testing, that's fine, but I don't see that being a problem. Too much draw isn't usually a problem with 10 cards that draw in the deck, so I think you should add any 7 of the following 9 options: Abzan Beastmaster, Elemental Bond, Triumph of Ferocity, Drumhunter, Outpost Siege, Lifecrafter's Bestiary, Skullclamp, Wheel of Fortune, and Life's Legacy to your deck to be able to refill your hand quickly and often. Check out MagicalHacker - List of All Draw Cards (Steady) and MagicalHacker - List of All Draw Cards (Burst) if you want to see options I didn't mention or options that aren't quite so expensive. I do think that those 9 cards are probably the best draw cards for your deck though, so picking 7 will bring your draw up to a reasonable amount. (I'll get into what 7 cards to drop soon.)
Next, let's tackle boardwipes. You've got Savage Twister and Chandra's Ignition, which I think are fantastic, but you do need more. There are only a few board wipes that can kill flying creatures and nonflying creatures in red and green at a reasonable mana investment, and those are Nevinyrral's Disk, Chain Reaction, Heaven / Earth, Blasphemous Act, Rolling Earthquake, and Starstorm. I think you can pick any 3 of those to add to the deck and you will be set on board wipes. (This brings us up to 12 cards that need to be dropped.) If you want even more options, again, feel free to check out MagicalHacker - List of All Board Wipe Cards to see more cards that could work, but I think adding any three of the above options would be fine.
Now, let's move on to item removal. You have Decimate, Hull Breach, Vandalblast, Beast Within, and Steel Hellkite. These are all fantastic, but I'd like to see Chaos Warp as well to be able to deal with any permanent.
Lastly, let's take a look at what cards you have to be able to deal with creatures at instant speed. Most people assume that dealing with creatures at sorcery speed is just as strong as dealing with creatures at instant speed, but here is why that is not correct: your opponents' creatures are good cards for you when they are attacking other opponents, and they only become problems when they attack you. For that reason, it's important to remember to have lots of instant speed removal to be able to kill creatures during combat when they would deal lots of damage to you or to kill creatures that are about to allow an opponent to go infinite. That said, your only options for that are Chaos Warp and Beast Within, making Chaos Warp that much more important for this deck.
Now that we have gotten the enablers down, let's talk about the bulk of the deck. To really abuse Rosheen Meanderer, we want the rest of the deck to be about using that X restriction. That said, we do want to use cards that will use that restriction to do things of value. If we are going to make big creatures (which we do want to do), we want to make sure that those creatures can attack to deal damage to players by giving them evasion.
Lifeblood Hydra and Primordial Hydra are the only ones that have an evasion ability naturally, so then we are forced to include things to give evasion. Flying is a good start, so I think that Akroma's Memorial and Homura, Human Ascendant are a place to start. You were right to add some ways to give everything trample, but I would add Khenra Charioteer, Gruul War Plow, and Primal Rage. Those five in addition to your Nylea, God of the Hunt and Archetype of Aggression should be enough ways to make your big dudes go through.
I realize now though that I've lost track of how many cards to add, so instead I am going to make a decklist to show what I would suggest this deck should become. No worries, I will link it at the end.
I would actually add all the creatures that cost X but enter with X counters (excluding the ones that cost double X, since those are not as powerful). And after that, just some ways to double +1/+1 counters or use Rosheen's ability will round out the deck.
Personally, I believe that 37 lands including Sol Ring would be enough since you now have enough ramp, so I brought down the number of lands too.
Hope I was able to help you!
Argy on Bant Crush
1 week ago
OK this deck needs a lot of tweaks to get it to work.
These are some of the issues:
It's difficult to play Gideon of the Trials because, unlike Gideon, Ally of Zendikar, he doesn't bring any Creature in to play to protect himself. You only have one Creature that can protect him (Channeler Initiate), unless you can get some 8/8 Octopus action happening.
It's REALLY tricky to cast Crush of Tentacles for its surge cost. There were that many times I was sitting on six mana, but all the other spells in my hand cost 2CMC or more. If you want to make this deck work then I think you need a lot of little 1CMC spells that you will be almost guaranteed to cast.
Confront the Unknown
Gift of Tusks
Heaven / Earth - you can pay 0 for X, just to trigger Surge
Select for Inspection
Natural State - probably best in the Sideboard
Stinging Shot - Sideboard
I could go on, but I think you get the gist.
A lot of this stuff is a throw back to decks that are trying to get a lot of to spin Aetherworks Marvel. You might be able to kill two birds with one stone if you try taking out Glimmer of Genius for Creatures that should give you draw.
Hermit of the Natterknolls Flip
This deck has possibilities, that's for sure. It just needs to be more consistent.
1 week ago
change Windstorm to Heaven / Earth and Stony Silence for Siege Rhino. swap out Lost Legacy for Extirpate and add some removal. Anguished Unmaking isn't enough. you're a combo deck, so you need to defend like crazy with Fatal Push, Path to Exile, Wrath of God (as a one-of), etc.
1 week ago
I just noticed - you should run 2 Heaven / Earths or Sweltering Suns or any effect like that. Though it's a burn deck, the key is to die after them, not before them to mass-tokens or something.
1 month ago
1 month ago
Open anything decent at any prereleases? I myself attended two going 1-2 the first time and 2-1 the second time.
My first kit only was a Honored Hydra and a promo Heaven / Earth. I got crushed game 1 by a bant deck splashing white for Oketra the True, game 2 I lost in our third round against another Bant deck featuring a Kefnet the Mindful, Nissa, Steward of Elements and an Angel of Sanctions. The other match I cant remember their deck much nothing stood out really that I can recall and I did win this one.
The second event later I opened a promo Kefnet the Mindful, a Hazoret the Fervent, a Drake Haven, an Irrigated Farmland, and a Anointed Procession.I played a U/W cycling deck and I had a fair bit of discard too, so I Was playing kefnet, with Drake Haven, Anointed Procession, and a Irrigated Farmland.
Game 1, I lost to a abzan deck featuring a foil Archfiend of Ifnir along with a Honored Hydra with plenty of cycling. Took forever for our matches to finish since my deck was so slow to win as well as to even beat, and our first match was about 35 minutes?
Game 2 I won against a Golgari deck playing lots of zombies and some cycling cards, it had Hapatra, Vizier of Poisons, Dread Wanderer, Ruthless Sniper, Festering Mummy, Stir the Sands, and Supernatural Stamina and combat tricks in green.
Game 3 was against a Selesnya tokens deck, featuring a Regal Caracal,Champion of Rhonas, and a Sandwurm Convergence. Game 1 I won through drake tokens eventually. While game two with my deck being so slow I couldn't do anything about Sandwurm Convergence which ended up beating me in about 4-5 turns not surprisingly.
My deck featured gate to the afterlife which I paired this thing with 1x drake haven and the synergy was awesome, beyond that I had Annointed Procession for even more tokens. I had 2 of those Sacred Cats to embalm too and 2 Anointer Priest for a ton of life gain and tokens.
That's how I literally won game 3, I attacked them with kefnet 5 times(the cats gave him some more life) and cast 2 Sacred Cats a turn apart, and embalmed them each while gaining life on the original ones dying from gate to the afterlife, and then life again when the token entered because of Anointer Priest. So I just stalled with that even though I was getting attacked over and over.
Only one invocation was opened surprisingly out of like 45-50 kits and 2 boxes worth of prize packs so far. It was an Aven Mindcensor the one.