|Have (23)||APPLE01DOJ , zachi , Comicalflop , XxCataclysmiCxX , ewills5089 , cerberus8317 , sleepy104 , Raistlin911822 , bearskin , thatguyjames , lucyfarrell , attak , Odothegreat , Deetoz , bloodrayne03 , Under9000 , ZombieCat , MUTEDM1ND , Fatred , Timocalypse , Braxlyon , twospires , Panda213|
|Want (10)||vivforvivir , Darth_Pork , EthanGlover1 , Myogenesis , genuine139 , sjbarker , Sauron_ , ZombieCat , MASSACERINLLAMA , Fatred|
I was just saying that you do not have a clear strategy. If this an aggro deck, things like Thrun and wolfir avenger have no place, as they lack power compared to the mana cost. If you want to build a midrange deck that controls the opponents creatures with fight mechanics like Tracker, green is not color of choice, but a simple Doom Blade does the same job.
Focus your aggression! Have a lot of one drops and ways to buff and turn the sideways:
15 forest and 2 Nykthos, Shrine to Nyx - or simply 17 forests to save costs.
This is a pure deck and one of the cheapest super viable modern decks to build. You can win on turn 4 and severely cripple people by turn 3.
So much versatility in these colours; some more on-colour cards I found!
Creatures: Birds of Paradise , Llanowar Elves , Sakura-Tribe Elder (a strictly better rampant growth; chumps a creature before ramping/fixing mana), Satyr Wayfinder (ensures land drops, puts things in the graveyard for recursion, great with Murderous Cut too if that interests you), Wall of Blossoms (if you don't mind leaving modern), Utopia Tree , Tree of Redemption
In mono green Llanowar Elves is better than Arbor Elf just for the fact that it can't untap Treetop Village and it won't help you after an ajani ulti or something alike, but it's realy a minor detail.
First, link all cards in your question.
An activated ability is any ability written in the form "[cost]: [effect]," where the cost and the effect are separated by a colon.
Examples of activated abilities:
Llanowar Elves 's ability
Sol Ring 's ability
Knight of the Reliquary 's second ability
Marsh Flats 's ability
Drana, Kalastria Bloodchief 's second ability
Jace, the Mind Sculptor 's four abilities
Cards on the chopping block:
Praetor's Grasp - better to have good stuff in my own deck.
Read the Bones - stronger draw available
Stuff to hunt down/add:
Crop Rotation , Harrow , more fetchlands/cycling lands - I like Worm Harvest , but it and Life from the Loam lack support at the moment. I don't quite want a dredge focus for the deck, but I'd be fine with land sacrifice/retrace synergy
(other cards are on the shortlist, but they're mostly modular singletons)
No problem, I'm glad I could help. But since you can't get Birds, you can always play some Llanowar Elves , true you only get green, but it will defenitly help a lot. Also, despite the fact that Simian Spirit Guide would have to be drawn early, it stills help a lot, since you can be destroying some lands right on your second turn. That really complicates thing for the other player.
Another card that I remembered, is Boom/Bust and with Reclaim you can get your land back, or even with Llanowar, you wouldn't need that land back probably. Also, speaking of Reclaim, if yoy play Avalanche Riders you don't need to pay it's echo cost, making him goes to the cemetery. Use Reclaim on him, and you get another LD, but then again you can do that with the other sorceries.
As for Lotus Petal I think you should really give it a try. True you can only use once, but if your opponent has 2 lands on his oppening hand, and on second turn you destroy one of those, you really come to be on the upper hand. That card has save me a lot of times, and I'm not talking about only on LD decks, but also on many others.
Just remember another card that can give some help to your mana pool and for creatures on the cemetery, Evolution Charm .
I feel like you need more lands for your deck. With the curve you run and the amount of heavy and hard costed creatures you run you should have at least 35 (36 is a good number). Command Tower is a must for any multicoloured deck (with some exceptions) and Sol Ring is just a must. You should also consider some haste effects - Lightning Greaves / Swiftfoot Boots / Thousand-Year Elixir are awesome.
The other thing is, some of the creatures you have chosen don't really add much to the deck. I don't think the whole rebel thing adds much. At most you can fetch a few generic creatures who in turn let you fetch Skyshroud Poacher . The best thing you can then fetch with this (that Captain Sisay can't get) is Krosan Drover . That's 3 turns to give you any advantage, which in turn reduces the cost of 12 creatures in your deck. I mean, thats an ok cost reduction but for the same amount of effort you could have just ramped hard for 3 turns.
As for stuff to put into the deck:
More ramp - Alot of Sisay decks don't bother running enough low end ramp. The attitude is that once Sisay is down they can start fetching ramp, however the second sisay is tucked or countered it leaves the deck floundering. Things like Rampant Growth , Sakura-Tribe Elder , Harrow , Nature's Lore , Sol Ring , Chromatic Lantern , Coalition Relic , Selesnya Signet , Search for Tomorrow , even Llanowar Elves , Birds of Paradise are all really good cards and won't break the bank too much.
Tutors - The other thing a lot of sisay decks don't run much of is good generic tutors. Again, just because your general does it doesn't mean that it should be the only card in the deck to. This si hwere cost comes in a bit more, however it is well worth it. Eladamri's Call (about $8.50 SCG), Tooth and Nail ($7 SCG), Green Sun's Zenith ($6 SCG), Worldly Tutor ($6 SCG), even cards like Congregation at Dawn ($1 SCG) or Altar of Bone ($1 SCG) are all worthwhile.
(Note: SCG stands for Star City Games, but check out places like Channel Fireball, they might have better prices)
The other thing is cards like Swords to Plowshares are invaluable. This is one of the best removal cards white has to offer and is well worth the $4 SCG charges.
Sorry this is a lot of info, but I hope it helps.
Well if you want stupid powerful elves I've got a couple trick that might help. Id get rid of Titanic Growth and replace it with Coat of Arms you'll get much more powerful elves just from that switch. If you want to get a lot of elves from a 2 card combo i would get rid of 4 of either the Elvish Mystic or the Llanowar Elves and replace them with Midnight Guard and Presence of Gond . with that combo it would mean you will have to add some way to get white mana on your side of the field. But for the time being i like the way you have your deck built it seems it could get really nasty and quick.
|0.04 TIX||0.16 TIX|
|Power / Toughness||1/1|
|Avg. draft pick||5.29|
|Avg. cube pick||9.25|
|Commander / EDH||Legal|
|2012 Core Set||Common|
|2011 Core Set||Common|
|2010 Core Set||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|