Servant of the Conduit
Creature — Elf Druid
When Servant of the Conduit enters the battlefield, you get (two energy counters).
, Pay : Add one mana of any color to your mana pool.
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Servant of the Conduit Discussion
1 hour ago
Ok, Kaledesh and up.... In my opinion, there are a couple ways to focus on a deck like this with only 3 sets to choose from: either a machanic focus, or just the good stuff build. The machanic focus would be your energy build or the -1-1 counter builds. The good stuff just jams the best stuff.
Either way, I would get a 4th Channeler Initiate in there. He is your only ramp currently, and with 10 cards in your deck that cost 5 or more, you want to see them as consistantly as possible. Plus, after a few ramps, he's a pretty good beater. You might also want to consider Druid of the Cowl or Servant of the Conduit as additional ramp. I really feel like you want to see a ramp guy on turn 2. That allows you to play your big creatures faster.
And about those big creatures- with mana dorks on 2, you'll want a few 4 drops in there because they're really good a turn early. Crocodile of the Crossing is a really good fit. Any of your mana dorks can hold the -1 counter he gives, and that allows you to start the pressure swinging for 5 on turn 3. Plus, if you used the Initiate, giving him the counter gets you an extra use of his mana ability. Other 4 drops worth of consideration are Bristling Hydra, Champion of Rhonas, Armorcraft Judge, Outland Boar (for budget), Skyship Stalker, and Vizier of the Menagerie. Obviously depending on your build type, some are better than others.
Going up the curve one more, you've got the Arborback Stomper, the Ridgescale Tusker the Riparian Tiger, and way at the top, don't forget the Verdurous Gearhulk. And you might want to consider Samut, Voice of Dissent. Giving all your creatures haste is a good thing, but if you have a channeler out (or if you went the energy build route you could have the servant or an Aether Hub available) you can use him to untap an exerted Glorybringer after combat or as an end of turn effect so he's ready to go next turn.
The last thing I would suggest is a little bit of card draw. Adding in Cathartic Reunion, Tormenting Voice, or even Mouth gives you a little bit of refueling power. It also gives you an outlet to pitch the Honored Hydra. Embalming him is way better than casting him. And pitching Mouth to the reunion or the voice gives you that as another option.
I know this isn't giving you a "this card is better than this card", but I hope it gives you a general direction for your build.
2 hours ago
Thanks for the feedback. I hear what you are saying about Rishkar and Constrictor but I was purposely trying to not go the +1/+1 counter route with this deck. Constrictor would be good synergy with energy counters but I'm going to stick with Servant of the Conduit. I'm looking to ramp so I can get Verdurous Gearhulk out as quickly as possible, distribute his +1/+1 counters to whoever else is on the board, then sacrifice it to emerge Elder Deep-Fiend for . And if things are really working in my favor, then cast Bone Picker for .
2 days ago
Randsome, Walking Ballista is very good with Winding Constrictor and seems like an auto include in a deck using the snake, but if you don't want to get Ballista's then you could use it's slots for anything really, Negate is even an option. Never / Return or Ruinous Path are fine in it's place, but I don't think you really need any more removal main deck, 4x Fatal Push and 3x Grasp of Darkness is enough. Aethersphere Harvester is good at pressuring Planeswalkers. Saying this I would definitely sideboard 1-2x Never or Path as some Planeswalker removal. I would also sideboard 4x Transgress the Mind which can hit any Planeswalker.
Some possible cards you could use in Ballista's place who go with the theme and with the snake are:
- Longtusk Cub
- Glint-Sleeve Siphoner
- Rogue Refiner
- Bristling Hydra
- Tireless Tracker
- Rhonas the Indomitable
As far as strengths and weaknesses of Sultai and Temur I think it really comes down to which kind of deck you want to play. Even though Sutali has energy I consider it more of a counters deck because the power of Winding Constrictor is in counters not energy. Temur is more of an energy deck that's also using counters, but energy is the main theme. If you like energy play Temur and if you like counters than play Sultai.
Sultai Strengths and Weaknesses:
- Better manabase having access to 7-8x fast lands that can make green mana.
- More powerful curve of Winding Constrictor, Rishkar, Peema Renegade and Verdurous Gearhulk. By itself a curve of Constrictor into Rishkar can be game winning.
- Better sideboard options for Marvel matchups and control matchups. Transgress the Mind and Negate can both stop Marvel. Transgress can hit Torrential Gearhulk.
- Less reliant on energy if keeping Elves.
- Constrictor is a huge target for removal and unfortunately the deck very much relies on him to be alive without him the power level drops a lot.
- Problematic removal options, other than Fatal Push all other removal has double black casting cost. Push is ok, but not great right now in Standard.
- No cheap removal that exiles the creature it kills.
- Not as versatile or as many creature options in black.
- Access to no three mana sweeper that does 3 damage to all creatures. Yahenni's Expertise is as close as it gets.
Temur Strengths and Weaknesses:
- Can still function without losing a key card in other words there's no Constrictor. Less reliant on a nice curve.
- More cards make and use energy. The energy theme is front and center.
- Magma Spray is a very good removal spell right now in Standard.
- Harnessed Lightning is unconditional creature removal that with energy can kill easier than Fatal Push.
- Access to three mana 3 damage to all creatures sweepers.
- Glorybringer adds an additional power level to the top end.
- Worst manabase having to use reveal lands from Shadows Over Innistrad which can be problematic at times.
- Worst sideboard options for Marvel and control matchups. Other than Negate and other counterspells.
- Relies much more on energy to overall function.
In my opinion red is better as the third color for this deck than black right now because of Magma Spray, Harnessed Lightning, Glorybringer and Radiant Flames. These cards do more for the deck than Winding Constrictor, Fatal Push, Grasp of Darkness and Transgress the Mind can. I like the combination of Spray and Harnessed over Push and Grasp because Spray can exile Scrapheap Scrounger and/or Dread Wanderer, especially Scrapheap because he's such a menace in Mardu. Spray also hits a ton of creatures in both Zombies and Mardu making it not just for the recursive creatures.
Creatures that Spray can't kill Harnessed can due to the amount of energy the deck can make. Glorybringer is great at pressuring or killing Planewalkers and gives me another flying threat. Putting counters on Glorybringer is also nasty fun. Flames in combination with Spray is very potent vs Zombies. I've found that I really need a sweeper to consistently beat Zombies because the battlefield can be flooded with them very fast. Red has access to two three mana sweepers that can deal 3 damage to all creatures, Flames and Sweltering Suns. Doing 3 damage is important because of Lord of the Accursed. Black has Yahenni's Expertise which can kill 3 power creatures, but it costs four mana instead of three. Flames can also only do 2 damage to each creature if I only use two different colors of mana to cast it. It's flexible this can be relevant as a one sided board wipe.
Push is a great removal spell, but the strong presence in Standard of both Aetherworks Marvel and Zombies takes it down a notch. Zombies wants you to spend a card to kill a single Zombie this is giving them an advantage. Spray is some what taking away this advantage even though I'm still spending a card to kill a single creature the creature is exiled which is relevant. Marvel plays all three drops except Servant of the Conduit and higher and very few creatures. Push is still excellent in the Mardu Vehicles matchup because it can kill Heart of Kiran, but so can Harnessed.
Thanks for the tips on using the stack. You're right I can't tap Rishkar, Peema Renegade the turn it's played to crew Aethersphere Harvester and then put a counter on Harvester with Rishkar's trigger. I would have to use another creature to first crew Harvester and then play Rishkar. I've been doing this Rishkar and Havester play for a while now and no one has said it's wrong, haha... My mistake is I didn't know that if an ETB trigger has to have a target(s) the target(s) must be declared the moment the trigger goes on the stack. I was declaring targets when the trigger resolved from the stack which is wrong.
3 days ago
Yea so I took this deck to game day, went 1-3 with it, We had a 5th round but that was only if you made top 8. My first match up was a Thermo-Alchemist burn deck, and I went 1-2 against it, honestly it was a really fair match up and I had a lot of fun against it. My next match up was Aetherworks Marvel and I again, went 1-2, I had simply no way to deal with the cast trigger of Ulamog, the Ceaseless Hunger. I then got a Bye, so my only win unfortunately wasn't legit. My next match up was a energy deck utilized around Bristling Hydra. This just couldn't be targeted with my burn spells, and If I didn't counter it I lost. So I went 0-2 against that deck. So all in all, I think the only way to run this deck is if I make it temur. It was fun while it lasted, but I am probably taking out Soul-Scar Mage, adding Attune with Aether, and Servant of the Conduit. Also thanks DanaBarrosReincarnate for the comment, sorry that you had it accidently deleted. However I am still keeping Enigma Drake in. This card is still amazing to play, simply it HAS to be dealt with, no ifs or buts, making way for a Torrential Gearhulk to land.
3 days ago
Hey Randsome, thanks for your feedback.
Rishkar, Peema Renegade and Aethersphere Harvester work together because both their abilities use the stack. Rishkar's ETB trigger and Harvester's crew activated ability both go on the stack. Crew is an activated ability. Once both abilities are on the stack I can choose what order they resolve. When a creature enters the battlefield it can be tapped to use another activated ability that requires a creature to be tapped such as crew. When Rishkar ETB before I resolve his trigger I can tap him to crew Harvester, the crew ability then also goes on the stack. Once both Rishkar's trigger and the crew of Harvester are on the stack I can order them to happen in any way I choose. Choosing to resolve the crew of Harvester on the stack first makes Harvester a creature. I can then resolve Rishkar's trigger second which lets me put a counter on Harvester since Harvester is now a creature.
The same thing happens with the stack when another Rishkar ETB when one is already on the battlefield. Both the legendary rule and Rishkar's ETB trigger go on the stack. I can choose which order I want them to happen. Choosing Rishkar's trigger first lets me put counters on other creatures even one of the Rishkars. Second I resolve the legendary rule which then kills one of my choice of Rishkar.
An updated Sultai Energy Elves list:
- 4x Servant of the Conduit
- 4x Sylvan Advocate
- 4x Skyrider Elf
- 4x Winding Constrictor
- 4x Rishkar, Peema Renegade
- 4x Verdurous Gearhulk
- 2x Walking Ballista
- 4x Attune with Aether
- 4x Fatal Push
- 3x Grasp of Darkness
- 2x Aethersphere Harvester
- 4x Aether Hub
- 4x Blooming Marsh
- 3x Botanical Sanctum
- 4x Forest
- 3x Swamp
- 1x Island
- 1x Hissing Quagmire
- 1x Lumbering Falls
4 days ago
Nice deck :) id like to hear how it does vs aggro decks. You planning on playing this for game day?
My suggestions are around your ramp tho. I see you are running spring / mind, probably to help find your colors and ramp. I have had great success with a similar deck running a playset of Servant of the Conduit instead. Alternatively, Channeler Initiate has great potential here too! Changing the tempo to a 2cc creature that ramps vs a 3cc sorcery will greatly change how your deck plays (a turn 3, 4cc walker vs a turn 4, 5cc walker) The difference is you get your walkers out quicker to start generating value faster.
Rashmi, Eternities Crafter seems meh. Maybe bring in another Fumigate mainboard instead? She just seems like a "wishful thinking" card since I don't see anyway to set her up. It's different than, say, Deploy the Gatewatch where the math can be worked out during deck building to make it incredibly likely to hit free walkers.
If your interested in looking, check out my deck here for some other suggestions: Five Color Superfriends
5 days ago
I like what you are doing here. It really has been difficult deciding on a deck to play, but you are on the same line as me. Only one suggestion as a possibility. Have you thought about Reality Smasher? Seems kind of odd I know, but stick with me for a moment. I have been playing a R/B Eldrazi'ish deck for a week now (only because I threw a deck together with what cards were on hand). Turn 5, drop Glorybringer swing and exert. Turn 6, drop the Reality Smasher and trample your way in. Turn 7, untap them both, swing and exert the Glorybringer. It has worked for me, however, that may be due to the meta at my LGS. Also, waste mana will not be hard with the Aether Hub and Servant of the Conduit.
5 days ago
First let me thank you for taking the time to review the deck.
Gnarlwood Dryad I agree I put it in there because it had deathtouch and I thought it might make people think twice about attacking early, and my deck has very few 1 drops. With that said it's not a great card by any stretch. As far as more mana dorks, what do you think about Servant of the Conduit coupled with your later suggestion of Glimmer of Genius and adding two Aether Hub. Conversely I do have two Weaver of Currents as for the 1 waste I figured I could search for it with Traverse the Ulvenwald
Thought-Knot Seer the whole gimick is you cast Baral's Expertise you bounce 3 of the worst cards back to hand, then for free you throw down the Thought-Knot Seer and they must then reveal said hand, and you choose the worst of those 3 and make them exile it. With that said i'm now wondering if playing a Hieroglyphic Illumination for free after bouncing back to hand would be good, or if I should remove the Baral's Expertise entirely in favor of a more useful 4 drop, or to make room for something else.
I figure Cartouche of Knowledge would be my defense against flying or a way to get something over a board state I can't cast Crush in. I admit it's not a well liked card, nor that powerful. With that said should I not have some answer to flyers ? I could put 2-3 Kefnet the Mindful in, but I find it hard to turn on without withholding cards to play to get to 7. I mean we'll probably see a lot of Glorybringers at minimu, other than that i was thinking Gust Walker in W/R decks.