Tap: Add (1) to your mana pool.
Tap, Sacrifice Quicksand: Target attacking creature without flying gets -1/-2 until end of turn.
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2 months ago
props for going literally all in on Horobi, Death's Wail.
A well timed Fated Return has won me more than a few games.
2 months ago
Inspector is probably best white card ever printed with cmc = 1. After Mother of runes ofc. :)
The same way I can ask you why you need to play more blue cards? Mulldrifter is enough (and maybe some hydroblast in side). In the other hand scroll looks pretty bad here, cause you will get only sometimes this cantrip, so most of the times this will be only card for gaining 5 life. Bad huh? Especially 4x. Maybe if you want to play this scroll - you can add Trinket Mage, so you can save lot of space - can add Sylvok Lifestaff, Relic of Progenitus, Dispeller's Capsule (side), Viridian Longbow (side). Or play more aggro-mage version with Court Homunculus.
And even if you stay mono W:
- I recommend Razor Golem, but you need to take out most of "nonplains"
- Guardian of the Guildpact
- Lone Missionary
- Kor Sanctifiers
- Cenn's Enlistment
- Flayer Husk nice chump blocker, that you can resurrect with birds + making 3/5 lifelinker is just nice. Maybe not 4x, but 1-2 is stil fine I think.
- out Kabira Crossroads, cause it cames tapped and add Radiant Fountain, Quicksand
4 months ago
A couple of things that might help you improve the deck:
Let me also introduce you to the beautiful wide world of counterspells. First, of course, is the eponymous Counterspell, which has already been suggested. Other great options include Daze, Dissipate, Forbid, Spell Pierce, Spell Snare, and Dismiss. To me the only potential keeper you're currently running is Mana Leak. I'd run no more than 18-20 counterspells total.
You also need some card draw to smooth everything out. You could go the cantrip route with things like Ponder, Preordain, and Impulse, or you could add hard draw like Fact or Fiction, Careful Consideration, Whispers of the Muse, Standstill, etc.
Hope this helps.
5 months ago
I want to build a trap-themed deck specifically in Selesnya colors, though I'd be open for expanding to a third color if there are interesting enough suggestions for it. Same goes for price unless I feel a card really hits home for flavor, so preferably nothing above $5 per card.
To get an idea for the sort of deck I want to build I want to use cards like; Pitfall Trap, Ambush Viper, Trip Noose, Quicksand. Maybe Pit Trap and Wall of Nets, but my play group uses specifically Modern cards, so I'd prefer to stay in that field if possible. (Do feel free to suggest non-modern cards for consideration.)
Also the cards I've been reviewing seem weak to fliers. So I was thinking maybe I might add in Deadly Recluse and Raking Canopy to counteract that. I just don't want to use straight forward spells like Pacifism or Lignify since that seems to go against the idea of setting up a trap.
Any trap-like card suggestions I should consider? Also what creatures do you feel like would best go for a trap deck like this? I kind of like the looks of Qasali Ambusher, and Advent of the Wurm, but I don't know what else would work well.
5 months ago
Prahv, Spires of Order, Oasis and Maze of Shadows are TERRIBLE cards, just play gain life lands, Glacial Chasm, Blinkmoth Well, Desert isn't great, other than manlands token lands like Kher Keep, Springjack Pasture, Vitu-Ghazi, the City-Tree and Khalni Garden are nice, Mirrorpool is seriously underrated, Quicksand can kill dark confidant, commanders or whatever, Rath's Edge is garbage, Skyline Cascade seems playable, Soaring Seacliff is a card, Valakut, the Molten Pinnacle is a great card for a slow burn deck, and an expensive ass card that's illegal in most formats The Tabernacle at Pendrell Vale. Really though the answer is manlands, hope this helped!
9 months ago
Hey wolfging. Thank you very much. Glad you like it. Yeah a bit different in terms of approach. It stemmed from thinking about underplayed cards in modern. Dryad Arbor is very interesting. I'm still trying to get the right land mix. Particularly because there's some cool interactions with Knight of the Reliquary.
We want fetches to fill the graveyard, and forests and plains to sac for tutoring off Knight of the Reliquary. At the minute I've got 2 x Flagstones of Trokair because of its sac effect if targeted by Boom or Ghost Quarter or you can sac it via the legend rule by tutoring for it. Sejiri Steppe can be tutored to protect against removal or as a combat trick. Kessig Wolf Run turns Birds of Paradise or noble hierarch into threats, and helps get damage through + pump. However Rogue's Passage may be better, not sure. Gemstone Mine might be interesting as something that automatically sacs itself. Quicksand could be quasi removal,
Hey NotaNetDeck. Yeah the retreats are interesting (and the sideboard needs refining). I keep adding and taking out Lotus Cobra. Part of me feels it may be better than Steppe Lynx in this build because mana and ramp are more use to us than an aggro 1 drop in terms of supporting the strategy.
Yellowcandy. Triangle man surely?!
9 months ago
Thoughts on those keevel?
10 months ago
Also I feel like you don't value basic lands enough. A land isn't strictly better than a basic just because it has text. It needs to contribute to your strategy so cards like Verdant Catacombs are good. However cards like Quicksand, Safe Haven, and Tomb of Urami only serve to hinder you in the long run.