Return X target cards from your graveyard to your hand. Exile Wildest Dreams.
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Wildest Dreams Discussion
3 days ago
Hi, cool deck and very unique! mono-green artifact synergy in EDH is pretty unusal!
saw your deck on the commander thread. I have not built a mono green edh deck but here are some quick suggestions, hopefully some of them are in your budget and/or look fun enough to run.
two things that green does fantastically that could tune-up your list are ramp and recursion. some ramp cards like Cultivate, Kodama's Reach, Skyshroud Claim could fit in over Attune with Aether depending on how dedicated to the energy subtheme you are. also Sol Ring!!
for recursion, Regrowth and Recollect are sometimes better than Reclaim, Pulse of Murasa. also i really like Seasons Past over Wildest Dreams - six mana for a full hand over ~2 cards.
a couple options for your win cons, depending on if you want to lean more towards combo or more towards token/stompy wins.
combo: Staff of Domination, Paradox Engine, and mana dorks like Fyndhorn Elves, Llanowar Elves, Elvish Mystic, Selvala, Heart of the Wilds can get you into a big mana/card draw situation. Cloud Key is another foundry inspector.
token stompy: cards like Hornet Queen, Myr Battlesphere, Avenger of Zendikar, coupled with more overrun effects like Overwhelming Stampede, Triumph of the Hordes, or Kamahl, Fist of Krosa can give you a more aggro tilt. Genesis Wave may be a fun option for either direction.
finally if you want to run more removal/disruption, Beast Within, Reclamation Sage, Acidic Slime, Terastodon, all help the cause and provide bodies to swing or block.
hope this all helps and sorry if it is goodstuff suggestions! cheers and have fun.
1 week ago
I think the Dynavolt Towers and Wildest Dreams could replace the Hunter's Ambush and Vine Snares in the MD. Maybe 1-2 PW's could come in place of a few Authority of the Consuls too. You know I love me some turbo-fog! The only thing that would make this list better would be if Maze's End was legal in this format lol.
1 week ago
1 week ago
All right I have tuned it a bit more. You are right that the consul is the key to Mardu (I dont think the match up can be won unless that hits the board early), so I upped it to 4. Otherwise I just mulligan till I have one in hand. But this deck does not like mulligan'n. The added benefit of this is that it greatly helps vs copycat.
I upped the fumigates to 4 to handle the BG. And I added Metallurgic Summonings as a win con. However, I think that has been underwhelming and it just gives a target for Mardu's Unlicensed Disintegration which is just packing his hand by that time.
This meant I cut glimmer and anticipate and Dovin. I believe that I will move the summoning to the board, I think it will be key against more typical control. I like Consulate Surveillance for some of the same reasons I like Dovin Baan, it saves a fog early and right after a sweeper and forces them to commit more resources into a sweeper.
I have a single copy Wildest Dreams as a late game sealer. I tried Seasons Past but there was too much repetitive cmc in the deck. I also like 1 or even 2 Geier Reach Sanitarium as an end of opponents turn mana sink. If ever there was a deck that did not mind giving the opponent a card it is this one.
So in the end I am going to be testing this going forward, with a similiar deck list to you (more Fumigate's) less anticipate, adding Dovin and Glimmer x2 each.
I really can't play a deck thate veryone else is playing and anythin I have brewed to be good against Mardu and BG has gotten smoked by Copy cat. This is the first one that has game against both main deck and this even has answers to Aetherflux Reservoir .
I think the main issue is Temur Tower. I played Fog in the old days (though I only played for a few months before getting back into it now) and counters were the nemesis. Being situated in blue gives some answers but I would really like a card like Hanweir Garrison against control. Perhaps Mechanized Production to give an auto win clock when put on a tower or construct token.
2 weeks ago
Does Wotc have some sort of grudge against spell recursion? Or is there some hidden combo I am not aware of?
2 weeks ago
Thanks so much for your well formulated input! I thought I did enough assessing of how to play in the Gameplan section without sounding repetitive with "be grindy and throw fogs". Yeah, like I mentioned i've been considering the Authority of the Consuls in the MB, will try next friday. It just overall seems really solid!
As for the Wildest Dreams and Consulate Surveillance I actually had 2 Dreams in my first testing and they just never got used. By the time I could use them it was already over for one of us. And 4-of Surveillance I also ran, but could sit in hand when I actually needed other cards. The effect is good with two and easy enough to find. The 4 energy that it nets you are sub-par when you use your towers for consistent energy.
I'm going to cut some of the Anticipate, Glimmer of Genius and Attune with Aether like you suggested. Have been leaning towards it during the week in testing after looking at your list as well. The trick of your Thermo-Alchemist is also a very good one I have been trying out. It's like you said, very good.
About the Harnessed Lightning - I mainly started out with them after watching the guy from GP Utrecht and they work surpsisingly well if you can't get to your fogs and/or run out of them. I will try with your suggestions as well though!
2 weeks ago
Hello. First off, you need to assess how TurboFog is played. Nearly all games are a slow grind, where you Fevered Visions your opponent to death while playing fogs when applicable. However, in order to stay alive as long as possible, when you play fogs and life increases is vital to reliability.
For maintenance of a high life total, I suggest:
-3 or 4 Authority of the Consuls in the main deck
-4 of Fumigate
For access to fogs reliably, I suggest you add:
-3 or 4 Repel the Abominable
-The rest of the the set of Consulate Surveillance
For long game strength/the surprisingly good card in the deck: 1-2 Wildest Dreams
For removals, I suggest taking out:
-All Harnessed Lightning, since creatures are not a threat when you have ample fogs. The card would only be used for quick energy, but this deck is not quick. Let you fumigates gain you advantage off of the creature.
-Anticipate or Glimmer of Genius. These cards are excellent, but there is a risk at playing them. There are games when your opponent has removal for all of you win conditions, so you are on the mil plan. By counting library size, you can observe if your opponent will die to drawing out first (more often then not, the answer is yes). Here, draw cards are dead in hand.
-You may want to go down an Attune with Aether or two, since they're only used for fixing.
Here, I'll go into the logic of my creature base. When an opponent sees a deck running no creatures, they are frustrated that their removal spells do nothing. If they see a creature, they will see it as the primary win condition, kill it, and feel content that they have removal in their deck. You need this removal out if you want to play creatures and avoid timing out in rounds. I run no main boarded creatures because then, I get to play Thermo-Alchemist. This card deals lethal damage extremely reliably. It can burn through blockers, so it does not require an open field. I recommend it highly. Be careful though against this creature as an opponent though--there aren't many strong answers.
I also need to sell you on Fumigate, which is just an amazing card. Having a clear boardstate encourages people to play into your Authority of the Consuls, gains you life itself, and can deal with problem creatures like my Thermo-Alchemist. It is worth running the full playset.
Do keep in mind that all of these are suggestions, so tweak and test to find the style of TurboFog that best suits you. Let me know if you have any further questions.