|Commander / EDH||Legal|
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Enchantment — Aura
As Utopia Sprawl enters the battlefield, choose a color.
Whenever enchanted Forest is tapped for mana, its controller adds one mana of the chosen color to his or her mana pool.
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Utopia Sprawl Discussion
3 days ago
Yes you are exactly correct. I use the infinite mana from that combo you described on River Hoopoe to draw the entire deck (if Breeding Pool is enchanted with Utopia Sprawl for blue then both green and blue mana can become infinite) and play and pump Helix Pinnacle. Then cast Beacon of Tomorrows to take the extra turn, which gets shuffled back into the library so I do not lose from having no library.
1 week ago
I'm not a huge fan of cycling lands in aggro decks, since you want to be curving out, not spending time cashing in your lands for extra cards. Again, I could be wrong in this area.
You need to cut 2 cards, though having the random Artisan of Kozilek makes one cut easy.
If you need to get back your Enchantress, Eternal Witness is always a reasonable card.
1 week ago
This deck is really high curve. It seems like a fun casual deck, but in modern, you will likely die before you get to cast any payoff, seeing as you have very little ramp or early interaction. You can go one of two routes to make the deck stronger in modern. Firstly, would be to play more ramp.
Cards like Lightning Bolt, Fatal Push, or Inquisition of Kozilek can stop your opponent from being able to kill you early. Also I would second Sakura-Tribe Elder over Rampant Growth as it blanks an attack and can find you a land at the same time.
Realistically in it's current from, I would label this more of a casual deck. That being said, it could win games in modern, I just feel like it is a deck that looks generally weak to the top tier decks in modern, and even most of the mid tier decks. Modern is a turn 4 format, and considering this deck doesn't really start playing the game until about turn 3 or 4, you will be fighting from behind every game you're in.
Hope this helps and I hope it doesn't come off as rude, I'm just trying to lend a helping hand. :)
1 week ago
Hello! You commented on my deck RG Ponza, PPTQ WINNER!! the other day asking for advise, so here it goes!
Firstly, Ponza is a great deck, mostly because you can customize it to handle just about anything between good RG creatures and SB cards. Often you can use a variety of threats to win as long as your opponent can't develop their game plan in a timely manner due to your LD spells. That being said, I'm going to explain why certain builds and card choices have helped me be more competitive with the deck, and offer suggestions on how you can change your deck for a larger open meta.
The first thing I noticed in your list are the 2 MD Surgical Extractions. These slots are better as almost anything else. I know your idea is probably to use them as pseudo LD by exiling all of a certain type of fetchland from an opposing deck, but here it isn't worth the slots. Most people think that Ponza is a dedicated Land Destruction (LD) deck, but it really isn't. The LD is there simply to keep an opponent off-balance enough for you to land a large monster and beat down for the win. This is why all competitive lists run Blood Moon. Against an opponent that isn't mono-colored, Blood Moon will often slow them down enough that your huge threats can attack with impunity. So I'd look to replace the surgicals and a number of Molten Rains with a playset of Blood Moons as the first upgrade to the deck.
Once you do that, your mana needs to change. More basic forests and only 1 basic mountain along with your 8 fetches is the ideal for a Blood Moon deck. Almost every game you want a forest on turn 1 to play a mana dork or Utopia Sprawl. If you have blood moon, you want to always put your sprawl on a basic forest so it won't fall off if you play a moon and had a sprawl on a stomping ground for instance (since it wouldn't be a forest any longer). My list reflects a typical mana base for reference (although many people prefer to use 3 stomping grounds instead of 2 grounds and 1 Cinder Glade).
Now let's talk about your threats. You acknowledged that you see most lists run Stormbreath Dragon and Inferno Titan, and there is good reason for that. You want to make sure that your threats have an immediate impact on the board when you play them, or are otherwise incredibly hard to remove. Your choice of Predator Dragon isn't great since you really don't want to hamstring yourself by killing off your own mana dorks just for your opponent then Path your dragon and you've effectively 2-for-1'd or even 3-for-1'd yourself. Stormbreath Dragon's protection from white means that there are only a few commonly played removal spells in modern that are able to deal with it, and often they're not run as 4-ofs in the decks that use them (pretty much just Terminate and Dismember). A resolved Inferno Titan kills one or more of your opponent's creatures just for hitting the battlefield, or at the very least Lightning Bolts their face. I've won a few games just by getting my opponent low enough that the etb damage finished them off, or won under an Ensnaring Bridge thanks to that damage. Since you get that damage every time the titan attacks, he essentially swings in as a 9/6, with the ability to pump his attack so that often he gets in for 12 damage per attack if your opponent doesn't block. The titan is one of the fastest clocks to win the game, and affects the board in some way even if he gets removed. Other commonly good creatures in Ponza are Thragtusk and Obstinate Baloth since they gain life, have good bodies/abilities, and help shore up burn and other agro matchups.
Part 2 of your creature selection, is that you should include more big creatures to use. Right now your list only has 6 big threats to win with, and I think that number should be 10 or more. One of the ways this deck loses is by drawing too many LD spells and not finding a threat to close out the game with. Eventually your opponent will stick something and if you still haven't found a threat you'll have a tough time. I count Planeswalkers as threats, so if you look at my list I'm running 11 solid must-answer threats, with 2 Courser of Kruphix as support/card advantage slots. Some lists run Tireless Tracker in those slots, but I like how courser blocks better and gains life against agro and burn, and is naturally resistant to bolt. I also like how you don't need to sink additional mana into it to get the card advantage. To make space for the additional threats, I'd cut the remaining Molten Rains and the Boom/Busts. You don't need as high of a quantity of LD spells when you have Blood Moon, since moon often disables multiple lands at once. I recommend using a variety of threats from 3-6 converted mana cost so that you have options in games where you have trouble getting your 4th land or if your opponent kills your early mana creature. I'm testing out Carnage Tyrant myself, so that is a good one to keep in your 75 for now. If you do get the moons and make the changes to your LD spells that I suggested, then Goblin Dark-Dwellers becomes less good due to having fewer targets in most games and should be replaced with other threats.
Finally, on to your SB. You mentioned on my deck that you're still in the process of making it, which leads me to believe you may not be as familiar with what the good/bad matchups are. Affinity is a tough matchup, as is lantern control. For that reason, I would use Ancient Grudges over Destructive Revelrys. Since you're not a burn deck, the 2 damage from revelry doesn't matter as much, and being able to remove 2 artifacts with one card is great against the decks we want to beat. Mono-colored decks are also tough, with the worst being Merfolk since they present a fast clock and can disrupt our mana by putting Spreading Seas on whichever land we enchant with Utopia Sprawl. I run a single Choke in the SB just for them. Storm is also a tough matchup, so you'll need grave-hate on turns 1-2 to deal with them. Cage is good, but I like a split of both cage and Relic of Progenitus since relic is also good against Living End, which happens to be another bad matchup. Cage doesn't stop Living End decks, so I lean towards more relics for that reason. I also use a Scavenging Ooze in the SB for added utility/grave hate when I just want something for Snapcaster mage decks. Carnage Tyrant and more often Thrun, the Last Troll are used against control decks. Many people use Kitchen Finks against attrition decks like Jund or Death's Shadow, but I like Obstinate Baloth and Chameleon Colossus better since they are good main-deckable threats. I personally like Acidic Slime in the SB as a way to deal with enchantments, artifacts, and opposing large creatures (deathtouch). Any other SB slots are up to your discretion as to what you want to beat.
Well, I know I wrote a book here, but hopefully I explained some of the reasons why many lists look the way that they do. One way you could go with your list here is to make the Blood Moon change last, keeping the Molten Rains in place of them to allow you to use the dark-dwellers as threats until you make the change (since Moon just wins many games by itself). This is only if the list you currently have here is what you have irl. If you're buying cards for it, just start with the blood moon version since it's more viable in larger events. Good luck with Ponza!
1 week ago
I would go all in on the Tooth and Nail plan. It seems so much more powerful than just land ramping! I would say you should focus on the green bits and run cards like Utopia Sprawl and untappers like Arbor Elf and the likes to get out a turn 3 win with Karrthus, Tyrant of Jund, and Atarka, World Render!
Good luck my friend
1 week ago
Seems to me that Nykthos, Shrine to Nyx is missing from this deck. It is a bit on the pricey side, but if you could afford it, it would really speed up some of your late-game plays.
And on that note, if you were to replace some of your mana ramp creatures for something like Arbor Elf and then throw in some Utopia Sprawls, it could speed up your deck a bit more, giving you access to 4 mana by turn two. Just some food for thought.
1 week ago
Thanks for the comments guys!
@Jafjaf5: I had looked at something more in that realm before with this deck:Face is the Place. That's What Forcemage Knows.. At that point it does become a different deck as using Aspect of Hydra, which is one of the big finishers in this version, is greatly diminished, as well as the deck having a whole different set of strengths and weaknesses. Thanks for the idea!
@wonderboyrox: The birds are there over some other 1 mana 1/1 ramping creature mainly to give another type of evasion on the board to be able to pump. The ability to to target a birds with Aspect of Hydra and fly over most blockers seems to outweigh the 1 power that one of the other creatures would bring. Surely, in some cases the other would be better, but in most, I am more happy to have the birds. On a much smaller scale, they can make the few sideboard cards that cost phyrexian mana (Dismember and Act of Aggression a little less painful.
The Arbor Elf and Utopia Sprawl idea is intriguing but runs into the issue of fitting it in the deck. I don't want to drop any of my proactive creatures to weaken my threats or Collected Company chances. I also don't want to drop any boosts or protection as I need a certain amount to have good chances of getting what I need in a game. The only option would probably be Noble Hierarchs and I would really hate to drop those, as they are deceivingly powerful. I guess what it comes down to is that I am not trying to ramp really high (such as in to Primeval Titan or something like that) and I believe that the pieces that I currently have work better with the surrounding cards.
Thanks for the ideas!
1 week ago
Is there a particular reason you choose to run Birds of Paradise over something like Arbor Elf? If you were to replace Birds with Arbor Elf, and add in some Utopia Sprawls, you could move your turn 3 Collected Company into your Turn 2 Collected Company.
Just seems like it would speed the deck up a bit, you're not even splashing other colors, so mana-fixing isn't an issue, might as well just go straight ramp for the faster plays.