Land — Forest Plains
(: Add or to your mana pool.)
Scattered Groves enters the battlefield tapped.
Cycling (, Discard this card: Draw a card.)
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Scattered Groves Discussion
1 day ago
So, a few things here. I would adjust the mana base a little bit. There are some dual lands that come in untapped pretty easily in your colors. Botanical Sanctum is way better than Woodland Stream. In the upcoming set, Ixalan, there are reprints of Sunpetal Grove and Glacial Fortress which will be of a bit benefit here. You need more lands as well, because only having 18 while having a huge amount of high cmc creatures and a huge amount of creatures in general is bad. I did the same when I first started. You should shoot for around 24 lands. I would recommend having 4x Aether Hub, 4x Botanical Sanctum, and maybe even some Scattered Groves or Irrigated Farmland so that if you don't need the mana you can cycle the cards. Mana is a huge part of Magic that I overlooked when I first started playing.
Moving on to your creatures, you should definitely get rid of some of these as their ETB abilities are not as good as others you have. Kujar Seedsculptor, Maulfist Revolutionary, Weldfast Wingsmith, Sifter Wurm could probably be removed. I see the synergy there between a lot of them, but there are definitely some other cards you have mentioned that would be better as a 4 of.
Rogue Refiner and Servant of the Conduit could probably fit in well as 4 of's. Rogue will net you energy and card draws, and Servant will net you energy and ramp into any of your other creatures. Since you are generating so much energy, you're going to need something to drop it in to. You could use Bristling Hydra or even something different like Aetherwind Basker. If you don't want to go the creature route for channeling energy, you can use Gonti's Aether Heart and take an extra turn every so often. That could win you the game pretty easily. Regal Caracal would also be a great 5 drop spot, maybe even over Cloudblazer or a 2-2 split would be good too. Things like Sram's Expertise or Servo Exhibition are nice as well because you'll get double the amount of Servos. I see that you have Illusionist's Stratagem which is awesome, that would work well with Regal Caracal. Also, I would cut out Pyramid of the Pantheon and maybe even Gift of Paradise for some lands / creatures.
Very interesting deck, I love that you've chosen to make something so complex with your first deck. I started with Panharmonicon when I first started playing but I used Blue and Red as my primary colors and used things like Whirler Virtuoso and Maverick Thopterist to make a ton of thopters.
Hopefully I've been of help to you! Just remember to always make sure you have ~24 lands unless you have a really low CMC deck, or play things like Attune with Aether or other ramp spells. Make sure the majority of your creatures are 4 of's instead of 2 of's. You want to make the most of what you get, so ensuring you draw something great is better than drawing something okay in it's place. You want to play things like:
4x Rogue Refiner, 4x Regal Caracal, 4x Cloudblazer, 4x Sunscourge Champion, 4x Champion of Wits, 4x Servant of the Conduit, 4x Sram's Expertise, 4x Panharmonicon
and so on and so forth. I would go on to http://gatherer.wizards.com/Pages/Default.aspx or tcgplayer.com and search for cards in your color under "standard" and just browse and see what you can find for enter the battlefield effects.
1 week ago
Control decks usually run more than 20 lands. Since your deck has a low CMC i would cut the 2 Aven of Enduring Hope for 2 extra lands. Also, try swapping some of the single colored lands for duals like Irrigated Farmland, Lumbering Falls, Scattered Groves and Fortified Village or maybe some Evolving Wilds.
The current standard metagame is full of aggro decks, maybe running Primal Druid instead of Manalith and Traveler's Amulet is a good idea. Thraben Inspector is a great card, i would totally swap some of your less impactful creatures like Wall of Forgotten Pharaohs, God-Pharaoh's Faithful and Eternal of Harsh Truths for a set of Thraben Inspector. Also consider swapping Beneath the Sands for Shefet Monitor. Traverse the Ulvenwald is amazing but kinda pricey.
Life goes on is a card i would definetly try to cut for something better. Cards that just gain life are often not worth of a deck slot. Ambuscade is not suited for control decks. Both cards could be swapped for sweepers like Fumigate or Descend upon the Sinful or better spot removal like Cast Out.
Choosing which creatures to run on a control deck is very diferent from choosing creatures for aggro/midrange decks. On control you almost always divide your creatures between support creatures and finishers. The only finishers you have are 2 Striped Riverwinder so i recommend adding some combination of Ishkanah, Grafwidow, Linvala, the Preserver and Angel of Sanctions for a total of 6 or 7 finishers. Casting a Shefet Monitor can also help you close the game but it doesn't have any evasion so i would use them almost exclusively to ramp.
Unsummon bounce effect is best suited on decks built to exploit the tempo advantage it gives or aggressive decks where temporarily removing a blocker can make a big difference so i would swap it for Spring or Nissa's Renewal.
3 weeks ago
Enchantment (4) 4x Oath of Ajani
Sorcery (4) 4x Attune with Aether
3 weeks ago
This is very creative, +1
You have a unique thing going here with Omnath, Locus of Rage, Anointed Procession and Splendid Reclamation the synergy here is great. Unfortunately, your diluting this unique strategy with Delirium, Vehicles and Planeswalkers.
I recommend you cut black and focus on green, red and just splash white, a Naya manabase. Go with a ramp strategy because Omnath has a high very green and red costing cast and overall the strategy requires a lot of mana to set up.
Consider in simplest terms what the three colors could be for: green is for ramp, Tracker and Omnath. Red is for early game removal to keep you alive, Chandra, Torch of Defiance and Omnath. White is for Procession.
A nice interaction with Splendid are Deserts and cycling lands: Desert of the Fervent, Desert of the Indomitable, Sheltered Thicket and Scattered Groves. These cycling lands put lands into the graveyard and are draw. Hour of Promise can fetch two lands including Deserts. Resolving a Promise after Omnath is in play gives you 10 power or more of creatures for five mana. Promise can also help to land ramp to play Omnath faster. There's another Desert interaction that seems good with your strategy, Hostile Desert. if you're putting lands into the graveyard you can exile them to activate Hostile who's an Elemental. This does take away from the power of Splendid returning lands to play, but it's also a nice backup plan.
Good luck with your deck.
3 weeks ago
So first of all, TheTinyViking, you can just comment on this thread that you've updated the deck and I'll should see the comment :P
On to commentary...
I think that the deck is looking much better, with actual payoffs for going cat tribal. However, you can still make some upgrades I think. If you don't mind being in topdeck mode for a large portion of the game, that's fine, but it's generally not a good place to be. I would try to find space for cards like Mouth / Feed, Harmonize, or Rishkar's Expertise, with harmonize probably being the most powerful as it's good even if you're behind while the other two aren't.
Finally, your land base could use some upgrades. Scattered Groves, Blossoming Sands, Canopy Vista, Fortified Village, Graypelt Refuge, Stirring Wildwood, Temple of Plenty and Sunpetal Grove are all just actually better than the current tap lands you have in your deck, and Gavony Township, Grove of the Guardian, Desert of the True, and Desert of the Indomitable also all provide additional utility.
I would probably recommend Scattered Groves, Stirring Wildwood, and one of the following: Fortified Village, Temple of Plenty, or Sunpetal Grove as twelve of your lands, with each as four ofs, but aren't needed for budget reasons. For utility lands, you don't NEED any of them for budget reasons, but some mixture of them would provide your deck with more to do in the late game. That being said, no matter what, I would increase the number of white sources in the deck, in order to enable a WW spell on turn two.
4 weeks ago
Interesting direction cutting instant removal. I think it's dangerous, but if it's working for you then great.
Ruthless Sniper falls into the same trap card scenarios that Soul-Scar Mage does. Mage needs burn spells or it's useless and Sniper needs you to discard or cycle or it's useless. Currently you have only two cycling cards and 4x Key to get any value out of Sniper. You need more main deck discard or cycle outlets to make Sniper worth the spots. You could add cycling lands, Canyon Slough, Scattered Groves.
You're not playing dedicated energy or Vehicle strategies; Gonti seems like a better choice of the two.
1 month ago
1 month ago
Great, nice pick ups :)
So, first of all. There will be a lot of rotation when Ixalan comes out. That will be at the end of September. I will however, suggest some picks from the sets that will rotate out, to try and add some alternate wins in the deck. Keep that in mind with any suggestions NOT from Kaladesh/Aether Revolt/Amonkhet or Hour of Devastation.
Starting with one of those: Felidar Sovereign is really cheap and will fix stalled boards for you if you run into those matchups. As long as you can keep it alive for a turn, you'll most likely win with all the life you gain. I would add 1 or 2 copies. You could possibly replace it with Aetherflux Reservoir but I like it less.
Vizier of the Menagerie is quite a good card. It's a bit more expensive, but will fuel the deck somewhat. If I would play it, I'd play 2 copies as well. Metallic Mimic is a great card, and you should try getting more. Try to pick up 4 copies of Blossoming Defense. It will save you from spot removal, and can be played offensively or as a combat trick. Works great in this deck.
On a similar note Heroic Intervention is great as well, and works against board wipes as well. It's slightly more expensive in both money and mana, but I'd consider running a few.
Cast Out is a great removal spell and hits everything at instant speed. Even in matchups where it doesn't always have a target, you can cycle it to draw another card. Try to get 4 as well. (although you might want to sideboard 2 and maindeck 2 or something like that)
Declaration in Stone is a great card, but will rotate, so don't spend money on it probably.Lifecrafter's Bestiary might be worth picking up, you will be able to filter cards you wont need due to scry and get to draw cards a bit. Not sure how I feel about this card in this deck though.
Attune with Aether works as mana fixing and counts as a one drop :p. The energy synergizes with both the aether hub land and with your Longtusk Cub which can deal damage as a 3/3 thanks to it. Worth trying out 4 copies.
Scattered Groves is the only dual land when the set rotates, so definitely try picking 4 of them.
Canopy Vista and Fortified Village are quite cheap, so these might be worth it for the 2 months they're legal, although I would pick up 4x aether hub before that.
Aether Hub is a quite expensive land, but works well in your deck, especially considering most dual lands rotate in September. Personally, I'd add these to optimize your manabase, which you want to do if you find you run into mana problems. However, you have very few dual casting costs, so you should be fine.
Always Watching is a cool card but will rotate soon, so it might not be worth picking up.Oath of Ajani is a similar card, and might be worth picking up, as it helps your cats grow, but is only fully used in a deck with some planeswalkers. It will however, still buff all your cats, tokens included, and might be worth it anyways. I'd add 2 or 3, but not a whole playset.
I would probably add another copy of Oketra's Monument since it's great. Watchers of the Dead is a fine card, however, you probably only want it against decks that use their graveyard, and as such I'd put them in the sideboard. The same is true for Forsake the Worldly.
I'm on the fence about Prepare / Fight It could be playable, and gives you some buff and removal, but I might cut it since there are better options, such as Ambuscade for the removal part and Appeal / Authority works better as a finisher for just 1 mana more.
Shefet Dunes is also a card you could consider using since it uses a land slot and can finish games at times.