Creature — Human Druid
((R/G) can be paid with either (Red) or (Green).)
Sacrifice Wild Cantor: Add one mana of any color to your mana pool.
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Wild Cantor Discussion
6 days ago
Not too long ago, I took to this forum with an idea. I had just had a friend of mien explain legacy Oops, All Spells to me. Fascinated, I wanted to see if there was a way to build it in modern. So I built VialDredge (Modern All Spells). The deck used fast-mana to drop Aether Vial which you needed in your opening hand. You then somehow needed to start dredging and draw into Endless Obedience to get Balustrade Spy, then cast another Endless Obedience to win. It was a cute idea. Won on maybe turn eight, nine or ten at best.
I was recently clearing out all my old decks when I came across this old deck, which I had;t given any thought to in over a year. And I realized, Holy Shit, I can do this without Aether Vial!
Here's how my new-and-improved modern all-spells works. Draw to eight, discard, begin dredging. Once you have enough creatures that come into play from the grave (Prized Amalgam, Narcomoeba), cast Endless Obedience to reanimate Angel of Glory's Rise. Angel of Glory's Rise must reanimate at least one of each of the following: at least one Undercity Informer, at least one Snapcaster Mage or [[eternal witness], and at least one Wild Cantor or Burning-Tree Emissary. First, use Snapcaster Mage/Eternal Witness to allow us to recast our now-resolved Endless Obedience. Then, use the mana from Wild Cantor/Burning-Tree Emissary with Undercity Informer to sacrifice Angel of Glory's Rise and deck yourself. When decking ourselves, we get the rest of our narocmoebas, and then use the mana remaining from our Wild Cantors/Burning-Tree Emissarys (that were reanimated with our first Angel of Glory's Rise) with Undercity Informer to sacrifice any number of creatures and get a zombie tokens with Bridge from Below. We then recast Endless Obedience from our graveyard or hand, reanimate Angel of Glory's Rise, and return Laboratory Maniac and Eternal Witness and all other humans to the battlefield. Eternal Witness gets us to hand Street Wraith, which we cycle to win.
Did you follow that? If you did, I applaud you. Here's my build:
Now that I have a more consistent combo, I'm looking for advice. Do any other Narcomoeba-type cards exist? What should my deckles look like? All feedback appreciated, but that is really what I am looking for.
1 week ago
Cool build, darenking0.
One thing I have to say... 14 land makes me NERVOUS. Even in a mono colored deck, that seems like way to few... I'd at least go to 18... and maybe add more ways to make the mana you can't get to if you need it (fill out the playset of Rootbound Crag).
Just some ideas... what do you think?
2 weeks ago
Ok, I've found what I would consider to be the 7 easiest cuts. I'll suggest more later that are possibles, but these shouldn't effect the deck much if removed, and while not bad, their replacements would definitely contribute more.
Faerie Impostor: Replace with Temur Sabertooth. It can't bounce itself. Cards like Shrieking Drake and his two counterparts can all be played and bounced for repeatedly to quickly amass counters on Animar. Then, if need be, they can be allowed to remain in the field to bounce something else. Faerie Impostor is one time use. 1 counter, bounce something else. Not horrible, but you have 3 other creatures that do this better, plus Ancestral Statue.
Alchemist's Apprentice: Replace with Paradoxical Outcome. Alchemist's Apprentice is a weak card. Enters giving 1 +1/+1 counter, assuming you wait until Animar, Sould of Elements is on the field before you cast him. Then, you must sacrifice him to draw a card. An ability not easily repeated in your deck. The creature is lost, so overall you bet minimal gain.
Wild Cantor: Replace with Hardened Scales or Evolutionary Escalation. It is only good in your opening hand. Yes, it can get Animar out a turn earlier, but it is a single use card whose 1 mana is virtually useless later in the game. Basically a dead draw unless it's your first draw. The suggested replacements don't get your commander out that extra turn sooner, but they drastically increase his growth rate, getting him bigger in fewer turns than he would be one turn early.
Sylvan Ranger. Weak card. Land to hand, not even ramp. 1 +1/+1 counter, possibly. Could easily be cut.
Raven Familiar: Weak draw card. You draw him, then play him to gain a +1/+1 counter and hope to draw something good. Why not just replace him with something good? (Deepglow Skate or Chord of Calling would work well here)
Fortune Thief: Replace with Walking Ballista. This is such a situational ability, and requires you to have this card, ideally face down waiting to flip, right before you lose. And still you're left with 1 life and a 0/1 creature being the only thing protecting you. At the point that he is useful, you are already fighting a losing game. And that is on the few games that he is useful, and the fewer times you have him ready to use. He will most likely be a dead card in hand. I suggest Walking Ballista as the substitute because it is solid removal, or an instant game win. Keeps the same "last ditch" spot, but for a last ditch win as opposed to a last ditch survival effort.
Ok, this one I'm iffy on.
- Kiki-Jiki, Mirror Breaker. The reason he is in my cut suggestions is A, your Eldrazi are cast abilities, not etb, and B, his copies put no counters on Animar, Soul of Elements. He doesn't combo with anything, doesn't help your commander, doesn't do much with your big things, he's just there for the small etb triggers. Something more Animar focused, such as Increasing Savagery or the Deepglow Skate might do the deck better. That, or, I missed something in here.
Anyhow, these are my thoughts for now. I'll see what else I can come up with.
2 weeks ago
I completely understand its uses. The twisted mess of math behind this deck, however, makes things a little more difficult. I am actually unsure of how to explain this to someone who hasn't done some 500+ test plays wile recording the data so please bear with me.
The idea with a deck like this would be to get it to go off as fast as possible. As in turn 1. Each subsequent turn drastically lowers your chances of this. The faster you can get it going the lower your chances of being disrupted are. This is made ever more imperative with the choice to use Summoner's Pact as by the following turn if you haven't won you have now lost. Thus I chose to leave Summoner's Pact out of my decks Demoralizer and Bookwurm. This, however, is personal preference based off my uncanny ability to have the worst of luck.
So lets look at what you need in your hand.
Best case scenario you end up with Lotus Petal Dark Ritual and another one mana single card. You could, however, have Chrome Mox and also need a card to exile for the imprint. What if you don't have Lotus Petal or Chrome Mox + throw away black card? How about no Dark Ritual? Wild Cantor adds another card to the lineup. While Manamorphose will also do this for you and allow you to draw another card it has its own problems which I will likely cover (if I don't forget).
So we are now up to 4 needed cards in a best case scenario. As stated above and also corroborated in the "Statistics" section of Demoralizer, there is only about a 40% chance of a turn 1 win. Thus you would need to mulligan in order to get the cards you need while sacrificing hand size. This is where I put more of my stock in the gamble. However you lose hand size in the process.
Now add in the chances that you have more than 1 card that can't be in your hand (Angel of Glory's Rise Laboratory Maniac Azami, Lady of Scrolls and also Narcomoeba though it does you no good to discard Narcomoeba). Thus the likelihood of needing to use more than one Cabal Therapy on yourself just decreased drastically.
Yes I understand that you still have the option to use it on your opponent. However the only card that allows you to look at your opponent's hand is Gitaxian Probe, which there are only 4 of in the deck. Without it you are playing yet another game of chance. I also understand that you may know the type of deck your opponent is playing as people tend to stick very much to the meta in Legacy but you are still taking a gamble. What if you choose the wrong one? The likelihood of even getting to a point where you would take that gamble prior to casting by paying the flashback cost is next to none and by the time you would have cast with flashback they likely would have disrupted you already anyway.
Basically, this deck has no solutions for pushing into mid or late game. Remember, on the whole, Legacy is a turn 3 win format. If you can't get it to go off immediately you will lose. Spending 1 needed mana on a gamble that will likely push you into turn 4+ situation is not conducive to the play style of this deck. Personally it is a gamble I wouldn't take.
While Cabal Therapy IS a very important, nay necessary part of this deck, I just can't get behind having more than 2 in the deck. It is better to rely on mulligans to get the hand that you need. Then again you know my feelings on Summoner's Pact.
On a side note. Using Manamorphose can also be a bit of a gamble as you have no way of storing that 2 mana if you don't get the card you need. This can also push you into a turn 4+ situation.
1 month ago
I can see where this is going, and I like it, but there are two major hurdles to cross. One is that your curve drops a lot of creatures on to the battlefield a little late, and they don't have the immediate board presence to offset this loss- this isn't Gatekeeper of Malakir stuff- eternal witness is a great card but its just a bear the turn you play it, and that is unlikely to be enough to survive in this fast-paced metagame.
The second issue is unreliable mana- your lands are entering untapped which is essential for creature based aggro, but are not providing multiple colours, effectively leaving multiple cards in your hand blank.
I'd reccomend adding the following, and cutting the number of cards that don't have an immediate impact on the game.
Don't talk about the price - Noble Hierarch Knight of the Reliquary+fetches Horizon Canopy Blood Moon etc. Just look at tournament lists at this point. All lists including this type of card have been largely explored and optimised, so its not much worth mucking around with.
I'd reccomend cryptolith over prismatic, because you need the added acceleration if you're sacrificing a turn to play it in a deck that wants to be attacking and casting bigger stuff. That said, you could just play token spells in those slots or some more lands. It doesn't look as flashy, but it keeps the deck running smoothly without 'loosing' a turn.
You can make the deck a lot, lot more stable by leaving a colour to later in the game, only including a single basic and alternative ways of producing the mana, allowing you to reliably cast creatures turns 1-2-3. You aren't pumping out hoardes of goblin or elemental tokens or abusing flicker for impact tremors to be super effective, so leaving the only red spells as Kessig Malcontents as a finishing blow in an otherwise green/white list will be a lot more reliable. Swap kytheon and twin bolt main to sideboard- you might want to keep the impact tremors there if you face a lot of Fog effects.
Borderland ranger is too expensive mana wise for what it does- Harrow is an instant and leaves two lands untapped and better creatures are out there to fix mana. There are better cards for that slot.
All told, playtest, look at what other people are doing and most of all, have fun!
1 month ago
I'm going to be honest, eggs has a much better chance of winning in modern. just saying. Don't get me wrong, I LOVE Eggs, but I think this list is just in the wrong environment. if you want a really cool win, win with Coalition Victory and Slitherhead, Wild Cantor, Nip Gwyllion, and Judge's Familiar.
1 month ago
For a faster ramp add in:
4x Boreal Druid
Maybe as a replacement for:
4x Myr Servitor
4x Wild Cantor
2 months ago
Seems to be in a good spot. I'll playtest it when I get home. Insolent Neonate is decent. I'm concerned about the investment you have to make for his ability, but again I'll play him a few games.
I think you should swap 4 Wild Cantor in for Mogg Fanatic. Maybe you occasionally use mogg for removal. But I'm picturing having 2 moggs in your hand vs 2 cantors, and Wild Cantor just seems more flexible, and a lot more useful in that situation.
I never tested the deck with fewer than 8 big guys, also. So that's one more thing I'll be mindful of when I'm testing =)
Overall, I really like where this is at tho