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id say go for the Evolving Wilds sac tap lands over the guildgates, the guildgates are definitely better than absolutely nothing other than running 24 basics, so if youve got nothing else and you find yourself often short a second green or second white or something, grab em, but the evolving wilds ability to reduce the chance of late game dead draws by thinning the lands out of your deck makes them a bit better. its probably up to taste based on how many double WW and GG costs you have that you want out on turn 2 or 3, but in my own experience, the ability to sac and search for whichever you are short on gets the mana fixing job done just as well as the guildgate with more versatility (3+ color decks, any pair of colors, etc). the guildgates have legit flavor though. for even more flavor fun, theres an older cycle of guildgate style taplands that arent too much more $$, i think the selesnya one is called Arctic Flats .
Troll Ascetic is sweet! i hadnt seen that one before. i cracked a Thrun, the Last Troll this spring which is quite similar but way more expensive to buy. didnt realize there was a cheaper one! i always find Sacred Wolf an overachiever, and Troll Ascetic is a slightly harder to cast upgrade, sweet!
also, dont forget about thrun's enchantment Asceticism !
oh and i left out a selesnya land earlier in Razorverge Thicket i think the english term for that cycle is checkland and they work quite well in modern as a 2x or so.
fun idea, i wish mesa enchantress was 1W instead of 1WW so you could get her off the kitchen table, ive got a playset and i always try to use her, but modern is just too intense and fast for her to get very far in serious play. Kor Spiritdancer Unflinching Courage and Rancor are your best cards here, making room and upping them to 4x will help you figure out how to streamline and tighten it up. theres a bunch of ways to tighten it up, obviously that avg. CMC needs to come down, but which direction to go? food for thought: hexproof bodies work well with aura strategies because one of the main weaknesses of aura strategies is the propensity to get 2-for-1'ed with removal taking out your creature and the aura attached to it. Sacred Wolf Gladecover Scout Bassara Tower Archer Fleecemane Lion etc. Naya Hushblade is a bit eccentric but she can def get some good work done, but she requires serious planning on how to lay out the next 2-3 turns
Strangleroot Geist wears rancors like a champ. Gift of Orzhova demands removal and Sacred Wolf wears it like a champ. Auramancer helps with the card advantage problems of losing all your auras when your creature dies. Knight of the Holy Nimbus is a pain in the ass to kill so will likely protect your auras from getting dumped a bit. Hero of Iroas helps speed you up. Hopeful Eidolon impacts the board alot more than Nyxborn Shieldmate . Selesnya Charm is so good that you should always at least consider running it when you are running selesnya. it starts getting super good if you are thinking about Fabled Hero .
and of course, working on your manabase will improve performance without making any other changes. Sunpetal Grove Temple Garden Temple of Plenty Windswept Heath Brushland Stirring Wildwood . even a playset of the scry land will help you out here for sure. in terms of balance, 10-12 or so of the nonbasics will help consistency without causing too many problems. even a playset of the Terramorphic Expanse or Evolving Wilds would help you move forward probably if you dont have access to the more expensive specific selesnya lands. stay away from the guildgates and the vivids though if you have access to the others.
yea, ive always had mixed feelings about caller of the pride, but as this is standard, its no longer an issue since its on to Ajani Steadfast with tomorrow's core set prerelease event! i was really hoping they would bring back Sacred Wolf , but its hard to complain with Bassara Tower Archer around until next fall. steadfast is even slower than caller, but perhaps better geared towards naya hexproof with his +1. the fact that he only needs one white might help counteract the increased cost in terms of getting him down consistently on t3 or 4.
Maybe try to squeeze in about 4 more Forests? Also, try to put in some Elvish Mystic , as they really help with getting out your big creatures. I'd take out the Runeclaw Bear for those. If you want to go into a more 'devotion' theme, maybe some Bassara Tower Archer instead of Sacred Wolf so you can block flying creatures, and some Aspect of Hydra ?
If you want this to be legal in standard, I'd recommend replacing Enormous Baloth with something like Nylea's Disciple , as it can be a huge bomb. Also try cards like Reverent Hunter as a win condition. With 20 lands and a pretty high curve-ender, you may want to use some mana ramp, so include Elvish Mystic to help cast the big guys.
Something that is definitely needed is the replacement of Staff of the Wild Magus since it is 3 mana and it doesn't contribute to the board at all. Try Boon Satyr or Wolfir Avenger to have a threat that you can cast on the opponent's turn.
While I personally don't like green, I appreciate ingenuity, so +1!
+1 for wolves!
So, I'm trying to make this work, just because I really want a wolf deck, but I don't want it to suck either.
I'll take the deck off private for you guys to check it out. Here what I had in mind.
Buff creatures using Glorious Anthem
or Gaea's Anthem
, followed by Collective Blessing
and Wolfir Silverheart
's soulbound, and then late game have Feed the Pack
convert them into smaller, but incredibly buff wolves. As far as another idea goes, have Sacred Wolf
+ Spirit Mantle
take the lead as it would be untouchable by anything except AOE.
|Power / Toughness||3/1|
|Avg. draft pick||6.48|
|Avg. cube pick||6.75|
|Commander / EDH||Legal|
|2012 Core Set||Common|
|2011 Core Set||Common|