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Sylvan Caryatid Discussion
2 hours ago
Thanks for the input.
6 days ago
So after playtesting it for a while, I think you need to make your ramp more efficient. I have trouble getting cards out onto the battlefield that do anything for you. I think it could be tied to how much colorless land you have. I like the colorless land that you have, but I think it should be mostly kept to one of each. If you had to have multiples of one, I'd probably stick with Cavern of Souls. The other two should just get replaced with basics or other dual colors. Drawing Mirrodin's Core, Ancient Ziggurat, and Haven of the Spirit Dragon is just a dead draw when you're still trying to ramp. You can get any of the shocklands that deal 2 damage to you if you want them to come in untapped (they're about $15-$20 depending on what colors you get). Stomping Ground, Overgrown Tomb, orHallowed Fountain is what I would get. This would really really help, but only two or three of any one will do you enough good for the harm. You can also search for those cards with your fetchlands like Bloodstained Mire or Wooded Foothills since they all have the basic land type in their sub type. I realize that it's expensive to run those kinds of solutions, but it really helps in multi colored decks.
As for everything else, I think most of it is ok at this point and would probably just need refining after you play. I would suggest increasing your Thunderbreak Regent Count to four just in case you have a hard time getting ramp out, which, honestly, shouldn't be an issue if you change your mana a little bit.
Mana fixing is the MOST important part of running multicolored decks and if you can't mana fix properly, your stuff will come out really slowly and that'll hurt you in end, regardless of how disgusting your creatures are.
Other than mana, something like Sylvan Caryatid, Dragonlord's Servant, Animist's Awakening, Rampant Growth, or Harrow might help. But I'm not REALLY suggesting any changes be made to your card pool at this point. We'll have to wait until we play it for real.
1 week ago
I'm missing any consideration for your opponents in your deck. While playtesting a bit, I found that it has a really hard time against cards like Thoughtseize, Duress or Thought-Knot Seer. Go-wide decks also don't really bother with a couple of Wall of Omens, they either Push them or just slam into them to kill you before T6. Cards like Sylvan Caryatid and Worship could help you hold your ground for a bit longer, some decks can't even beat that combination. Arbor Elf and Utopia Sprawl could help you generate more mana to bring you closer to your win-cons while fixing mana. Path to Exile can buy you time or ramp yourself in an Emergency, if you'd run Basic Lands.
I think you are going too much all in on the Tamiyo + Doubling plan. If everything works perfectly fine, you draw all that you need, your opponent doesn't damage you too much and you stay undisrupted, then you can steamroll everyone of course. But it is too easy to beat you before that happens. The 6 Eldrazi Titans are also dead cards before Turn 6, making for a lot of bad topdecks. All of your lands doing damage to yourself is also not helping your cause here at all, you definitely want some Basic Lands between all of those Shocks. I also don't understand the role of New Perspectives here, it's almost always just dead in your hand and only useful when you are about to win. When I used Aggro decks against yours, I'd just slam threats without fear for retaliation, use the occasional discard spell and overwhelm your board before your deck could start anything meaningful.
Decks like this: https://www.mtggoldfish.com/articles/much-abrew-about-nothing-double-moon-walkers-modern are just much more consistent. They can also just fetch Forests without doing much damage to themselves and leave the mana fixing to their Mana dorks and Oath of Nissa. You definitely need more Mana dorks to accelerate.
The way it is now, it is a bit more like a narrow and inconsistent version of a Superfriends deck. I'd reconsider the game plan a bit and look for alternative ways to win, slow down the opponent and include more Planeswalkers. Oath of Nissa could even help you go a bit off-color and dig deeper in that endeavor.
I think that Tamiyo is a really cool and underused Planeswalker in Modern, so you can definitely get something going here. Just don't be overly focused on her Ultimate. Good luck with the deck!
1 week ago
Abzan is also my favourite colour combination and I'm in awe that you're not running Anafenza, the Foremost. She is everything your deck wants. Since I can't afford Tarmogoyfs and Dark Confidants. Warden didn't do much for me, I believe he is too slow and easily removed. Try and consider Sylvan Caryatid. Land base should always be 23+. You don't want to run less eventhough you have traverse. Running Emrakul is tricky if you don't have creature recursion. Grapple with the Past. I personally belive the tricky part is that you're trying to put too much mechanics into one deck. Delirium is basically just G/B whereas control midrange is Abzan. I'll put my deck up so you can see how I run semi budget midrange Abzan deck. P.S. Card advantage is very important in abzan. Run Phyrexian Arena or don't exclude Abzan Charm. Many of the spells should be in your sideboard a la Hero's Downfall. +1 Vault of the Archangel, just trust me on this one.
xyr0s on Green Sh*t
1 week ago
In a representative competitive setting, this deck is too fair. Somewhere with more experimental and budget decks, it might do ok. But maybe have look at the faster green stompy decks - good for budget, hits hard, and has potential for some customization.
And yes, if competitive decks kill you on turn 3, spending the first turn ramping (birds), the second playing your first threat, and the third attacking with that threat and playing threat number 2, is not really gonna be good enough.
You have 2 plans running in this deck - ramp and aggro. either is fine, but they don't get along too well. Ramp should have some kind of plan for surviving the early turns, and quickly close the game with huge threats (like your Khalni Hydra and Dungrove Elder can do). The whole point is accelerating mana. Aggro plays threats on curve, and hits hard right away, but shouldn't play too much ramp, as it dilutes the early game damage sources.
A couple of cards you could remove:
Asceticism: Seems like a sideboard card. At 5 mana it comes down after most of your creatures, and might be of limited use in a world of 1 cmc removal.
Spell Pierce: Also sideboard material, for two reasons. First it forces you to keep mana up, and therefore stunts your aggro plan. Second, not every match will even have real targets to use it on - and when there's something to use it for, it will mostly be removal, and then instant-speed combat tricks with hexproof are better to bring, as they are more versatile.
Dungrove Elder: this one could be good, if you ramped by playing extra lands (forests). but here, it plays as a 3/3 for 3 mana, and will statistically not grow to a 4/4 until turn 5 (and by then, it's not really as impressive).
1 week ago
Mutant's Prey: for one mana you can use a hydra of yours to kill an opponents creature
Genesis Hydra: let's you dig into your deck for creature cards that you need
I don't get why you have the life gain in this deck. It slows down your ramp. If its there to keep you alive to play your hydras, just about any Defender with mana generation would do that better. Sylvan Caryatid would be my suggestion.
You also have some mechanics in this deck that to me seem just flashy, or "win more". Corpsejack Menace for example costs 4 to get out. That same 4 mana could be used on a hydra or to get more ramp out. Corpsejack is a late game or commander card in my opinion and you dont want this deck to go too far into the late game.
1 week ago
Thank you for your suggestions.
Personally I believe Wall of Roots is by far better than Vine Trellis, because you can generate mana the turn it's played rather that having to wait to use it due to summoning sickness. However, Vine Trellis would be a good alternative if I were to go an ultra budget route.
I've always found Assault Formation to be a bit underwhelming. I want to like it, and I think it would be cool to combo with something like Behind the Scenes to make all of my walls unblockable. It's something I'll think about, but at the moment I don't see it having a place in this deck. I will probably put together a decklist consisting purely of defenders and utilize that combo.
Carven Caryatid is nice, but I don't know what I would take out for it and since I run 36 creatures in here I feel as if Lead the Stampede is a better draw engine since I often find myself putting three to four creatures into my hand consistently from it to assemble a win condition.
Sylvan Caryatid is definitely something I will consider when I eventually work on a sideboard.
1 week ago
I love wall ramps, my suggestions are as follows:
Add Assault Formation. This card is a cornerstone for Wall/Defender decks and is a must include IMO.