3 months ago
Personally Rhonas the Indomitable or Steel Leaf Champion are my go-to 2 drops. Granted you need to hit a Llanowar Elves / Arbor Elf or a Utopia Sprawl but dropping a 5/4 on turn 2 is incredibly helpful, especially if 1. They cannot be blocked with creatures power 2 or less or 2. They aren't actually creatures when they first enter, which avoids summoning sickness and removal at the same time. These are threats the NEED to deal with and leaves the board open for bigger threats like Gigantosaurus , Primalcrux , or Ghalta, Primal Hunger . Im also kinda wary about your deck only having 18 lands. I know you mana curve is super fast, but without any kind of mana ramp, you are likely to run into some problems more often than not. You don't want to have to start each game Mulliganing down to 5. I would go up to 20 lands, and probably some mana ramp. Arbor Elf + Utopia Sprawl is probably the best ramp for this deck. Here is my brew if you want to compare them: Mono Green Stompy(+Sarkhan's Unsealing)
1 year ago
This is a super promising build!! I would like to make a few recommendations though. First and foremost, you have too many big drops. They are all really good, but there will be a time during the game when you will won't be able to get any value off of your creatures because they will all be moderately expensive. I would recommend making the average CMC a little lower. Cards like Coiling Oracle and Courser of Kruphix are lower costed, fit in with your top of the library theme, and also work better with a ramp/value based strategy than cards like Master Biomancer and Murkfield Leige. Also, I'd add in a few copies of Nykthos, Shrine to Nyx. Essentially, it can only help you. All of your creatures except Glen Elendra Archmage are green, and Nkythos can turbo out a number of your value generators turns before they would normally come out. Also note that Nykthos is incredible with Arbor Elf + Utopia Sprawl .
All in all: love this deck, easy +1 from me.
2 years ago
Thanks so much Blue_Flame for all of the sideboard suggestions! I will most likely add all of them to the board, except I will probably go for Trygon Predator over Reclamation Sage because of its repeated ability to get rid of a card, and also giving simic devotion. But to contradict my point it might be better to just use 1 spell to instantly remove a pesky artifact instead of having to wait a turn and have the predator possibly shot down by my opponent's removal. I will probably leave both in the sideboard for different matchups. I also love the synergy with Feed the Clan, this can be super annoying for the burn or aggro player, constantly getting 10 life back. Thanks again for the feedback and tips, it was really helpful!
Pulling a foil Growing Rites of Itlimocis actually ridiculous skoobysnackz, congrats on pulling a 40$ card. Growing Rites is an interesting suggestion and has the potential to be really good, but also to be a dead card. In the games where I am crushing early with only about 2 gods, the card will probably be redundant, but in a longer grindy game it can be really good. It also makes me think that dropping the Arbor Elf + Utopia Sprawl for Kiora's Follower might be a better idea, as it would leave up an extra 4 cards to use, and would also work in synergy with both Nykthos, Shrine to Nyx and Itlimoc, Cradle of the Sun. I would definately only run it as a 1-of like you suggested. I will definitely have to do some testing to see how good it is. Thanks for the suggestion!
2 years ago
Thanks for the upvote, PositiveMilkHotel!
While I agree that other enchantress effects would be nice, Mesa Enchantress and Verduran Enchantress have a major downside that Eidolon of Blossoms avoids - they don't replace themselves. Lightning Bolt, Path to Exile, and Fatal Push are all over Modern, and spending 3 mana on a card that immediately dies is not what I really want to have happen. (Eidolon of Blossoms also dodges Abrupt Decay). Legacy Enchantress has Argothian Enchantress, but a large part of what makes her so good is the fact that she's difficult to deal with.
In addition, both Mesa Enchantress and Verduran Enchantress are 3-drops, meaning that they compete with my strong 3-drops: Ghostly Prison, Story Circle, Oblivion Ring, and Courser of Kruphix. As Eidolon is my only 4-drop, it occupies a nice little sweet spot that enables it to be cast on turn 2 off of an Arbor Elf + Utopia Sprawl while not competing with anything else.
Finally, while it may seem like there are only 4 sources of card draw in the deck, there is some hidden card selectivity as well. Because Courser of Kruphix allows me to see the top card of my library, if there's a card on top I don't want, I can always use Windswept Heath or even Ghost Quarter if necessary to get a new card on top.
You do make a good point, though, and if you decide to play this deck in Modern and find that the 3-mana enchantresses work well, by all means tell me! I'd love to improve this deck in any way possible.
2 years ago
first, you have no good reason to be running 65 cards. you're just hurting yourself; cut that back to 60.
after over a dozen tests, I can say with confidence that the standard version of this combo deck was both more consistent and more resilient than your build. However, you have some good ideas.
the problem seems to be because there is a lot of fluff. for instance, running 4 counterspells is going to do you very little. you will never draw them consistently (so you cant reliably play control), and none of them are Remand, so they dont even get you closer to your combo pieces. another anomaly is Prime Speaker Zegana. she doesnt stall for you, doesn't advance your combo, and doesn't act as a reliable win condition on her own.
if you arent familiar with it, the standard deck was a ramp deck that established a high devotion board state and then exploded in mana with Nykthos, Shrine to Nyx, and Karametra's Acolyte. add a Kiora's Follower to the mix, and you have the mana to go off. it was resilient because that mana allowed you to cast Genesis Hydras for excessive numbers (and they also helped find your combo pieces along with Chord of Calling), acting as a second win condition if your opponent didnt keep up removal.
the combo was + +
in modern you have some interesting options to make you more consistent. you could throw this style combo into and elves shell for the ramp, or use the wonderful + combo for 4 mana turn 2. you could could even use the urzatron lands and make an infinite turns tron deck. alternatively you could try to use Increasing Savagery and Blessings of Nature to advance an aggro strategy with a non-infinite version of the combo (maybe add things like Rancor to really stack up the pressure) I also like the possibilities with Kalonian Hydra.
anyway, i cant really break this apart with you until i know what direction you want to go with it. but right now this deck is trying to be 4 different things at once, and that will just never work the way you want it to.
3 years ago
It wouldn't be the first time a deck's awesomeness passes by me completely, but this would be one of those cases... It destroys lands alright, but in the likely event that your starting hand doesn't contain 2 Simian Spirit guides, a Molten Rain and a Land (plus something to follow it up), I don't see how you keep your opponent from doing anything. I mean, you will surely be able to keep them from getting to 5+ lands, but Modern is still a Turn 4 format in my opinion, so I think that rate is too slow.
Comparing this to Eric Froehlich's attempt, I think your version lacks ramp most of all. Eric has + , which is a lot more consistent (while a little slower) than Simian Spirit Guide, or Birds of Paradise.
The biggest problem I'm seeing is Affinity, though. If I gauge your deck right, a turn-1 Darksteel Citadel will make you concede, and even without it, Affinity will win the race with Memnites and one-time-use lands (as you only have 6 instant-speed spells) alone, that is if you do target the lands. Of course if you don't manage to destroy their very first land, the second turn (with a second land) will be well enough for your opponent to cast whatever they need to to cut you down in time. Affinity may not be as dominant as it used to be, but if you only consider it to be the Top 8's bouncer, you need to prepare for it more than you are doing. In my opinion, assessing this deck's power vs. Affinity can be outlined by considering each 4+ CMC card in the deck to be about the value of a Phyrexian Tribute).
More or less the same applies to other fast decks, or decks that can ramp into enough mana in a single turn to produce a threat early enough.
On the flip side, I see you tearing decks like Tron, Ad Nauseam, or the late Splinter Twin to pieces. The winning chances for those decks are about non-existant, and probably limited to the amount of times you will get flooded or screwed with your opening hand.
Either way, I didn't come here to insult, but to point out what I think the weaknesses are. As I said, maybe I'm just missing something, so I'd be happy to read and learn from your answer :)
3 years ago
Wall of Blossoms is not modern legal.
that aside, some things to think about: most of your deck seems geared towards winning in the late game, yet you have no removal spells to get you there. most decks in this style play like control with heavy amounts of removal. I can respect keeping a deck your own, and how much you want to run is what will personalize it to your tastes, but having removal in a deck is not optional. even mono-green decks run Beast Within just for the consistency of it. your colors offer you some of the best removal in modern. to start with, id run 3 Abrupt Decay and 2 Maelstrom Pulse and tweek it from there.
that said, your own creatures have no evasion to speak of. most of your deck dies to Lightning Bolt, and an Anger of the Gods could cripple you on turn 3. there are 2 good options to fix this problem, and to some extent, you need to think about what you'll see more at your own playgroup or LGS. anyway, you can put in more resilient creatures, like Thragtusk, Kitchen Finks, Strangleroot Geist, or you can put in spells that give them resilience. this is where meta becomes important... if you are dealing with a lot of boardwipes, Golgari Charm can save you a lot of aggravation. if you are dealing with loads of spot removal, Vines of Vastwood can be a lifesaver, and you could even consider having a Spellskite or two in the sideboard.
lastly, 24 lands in a deck with 12 mana dorks is absolutely absurd! cut the mana dorks back to 8, and the lands back to 20. even then, that's a lot of 1-mana generators. if you want a simple mana gen combo; + nets you 4 mana to play with on turn 2. as another idea, if you want to have so many mana dorks, you need an anthem or some other way to turn them into threats. I think Rancor could get you there, or else go with a classic Overrun or similar effect.
I hope this helps you some! =D
if you want card ideas of any sort, feel free to ask me. I've got 11 years of card knowledge for you to play with =P