Put X +1/+1 counters on target artifact you control. If it isn't a creature or Vehicle, it becomes a 0/0 Construct artifact creature.
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Lifecraft Awakening Discussion
1 week ago
Empyreal Voyager .... I feel there would be better options. Without burning a Slip Through Space, odds are he won't be producing much energy. If you want to keep it, consider Key to the City if you feel the discard price is manageable. I'd also consider adding Electrostatic Pummeler. It brings 3 energy on entry, and if you want to toss something like Larger Than Life on it and make it unblockable, you can land 20 damage if you have the 6 energy to double it twice.
Dramatic reversal and Heroic Intervention might make it into sideboard, but I don't know if I would mainboard them. They have niche uses, but are highly situational. I feel that more often than not, they'd just be dead cards, or not worth the mana. Personally I'd prefer Disallow or Negate or even Sphinx of the Final Word since there seems to be a lot of control out there, with sideboard alternatives for non-control opponents.
Aetherwind Basker is a cool card though, I saw it at the prerelease and thought that there has to be some potential there (if you can get past the 7 cmc), with all the energy sources available now. But I want at least some control, so it'd have to be a G/U energy/control build. Verdurous Gearhulk, Lifecraft Awakening, and Walking Ballista might also be worth considering.
2 weeks ago
I was thinking Lifecraft Awakening though it can only target my 12 artifacts, or OutOf's 9, but when the target is a Hangarback or a Ballista that can be epic.
2 weeks ago
thelaymensgamer I would run playsets of: Aetherborn Marauder , Necroplasm , Lifecraft Awakening , Thriving Rhino , Vulturous Zombie , Ornithopter . What I would do from here is base the deck around Aetherborn Marauder . With these cards the deck would become a counter deck. Basically, create a bunch of +1/+1 counters, then play aetherborn, move all to the counters to him. Now, you have a big creature with flying and lifelink. You attack for alot of damage, and get it all back. The easiest way to make the counters is either with Necroplasm or with Ornithopter and Lifecraft Awakening . You play Ornithopter for 0 mana, then play Lifecraft Awakening , then pay a shit ton of mana and create that many +1/+1 counters on Ornithopter , then next turn (or the turn of) play Aetherborn Marauder and move all of the counters onto aetherborn. You now have a really big creature with flying, lifelink. The other cards that I suggested running playsets of just create +1/+1 counters which is more buff for aetherborn. Hope this helps.
4 weeks ago
4 weeks ago
trixster87, or maybe rename it "Here's a Clue: F*CK YOU!" haha! ;)
1 month ago
I'm not sure if your reading the card wrong or not, but remember that Lifecraft Awakening is target artifact, not creature. I would also recommend maybe Blossoming Defense since it's a good instant that works in combat and also protecting your creautures. Other than that, this looks like a solid mono green counters budget list!
1 month ago
If you can play it, sylvan is super good for that reliablility. Mwonvuli Acid-Moss and some Cinder Glade would seriously help with the mana fixing and with the extra forests Arbor Elf/Utopia Sprawl is a flat fantastic combo- core to a lot of ramp decks. I'd consider running Primal Command in place of a pair of the deus, as it can search them and tuck away a land at the same time, providing some additional versatility fetching ruinblaster or perhaps Acidic Slime.
Swiftspear will be great if you can play it turn 1 as it will look like burn/delver turn 1, which needs to be played against completely differently (with the banning of probe this becomes a lot simpler to bluff, and might buy you time to ramp), but there are a few other options. Narnam Renegade,Sakura-Tribe Elder or similar to discourage/chump large creature attacks for example.
Gruul Signet is interesting- if you were running symetrical land destruction I'd reccomend three in this list alongside Lifecraft Awakening, but I think that some manadorks and draw spells to soak up the removal that would otherwise be hitting deus is actually fairly important so long as you can survive those first few turns.
I think the big thing I'd do here though is brining some SB cards mainboard to free up slots- its sixty card decks but you can bring 75 to the table, and starting pre-sideboarded with a second option in the side is a powerful tool.I'd think about running Fog/Anger of the Gods maindeck, possibly as a six of with Moonmist instead of swiftspear/titan's, Ancient Grudge in the sideboard instead of Destructive Revelry/Vandalblast, and Roast sideboard in place of Mizzium Mortars. This'd let you stall into a boardclear then start killing their lands before they rebuild board presence. Does depend on the meta though.
Consider Ratchet Bomb for token denial and impromptu enchantment removal if appropriate. Beast Within is worth a look to remove lands when you can deal with creatures, or for removing big stuff, but I don't know how well it'll function in an aggro meta where a 3/3 can be buffed to finish you.
For budget decks its best to view the sideboard as mainboard options to improve matchups rather than 'golden bullets' to defeat decks like core meta decks- think of it like 'I can have this deck pre SB and this one after if I need it'- makes 15 budget cards a lot harder hitting.
All told, nothing teaches like playing the deck and seeing where it falls over- so test, and play, and have fun!