Maybe take out the Sky Skiffs for more Scrapheap Scrounger. You should probably move Natural State to the sideboard against more artifact or enchantment intensive decks, and replace it with Grasp of Darkness, which is really good removal, as long as you can pull off the double black mana, which should be reasonably done in a two color deck.
February 16, 2017 9:40 p.m.
This deck should also probably work well with more Blossoming Defenses, to protect your powerful creatures from removal.
February 16, 2017 9:43 p.m.
Coastninja1, Scrapheap Scrounger is a great card and is prominent in most of the B/G decks, but it's an awkward fit in this deck. The recursion is nice, and a 3/2 for 2 is nice, but I don't need to crew anything like Heart of Kiran, so I really don't need that aspect of it. I prefer to cram in more deathtouch as it is a solid mechanic. Nevertheless, I haven't kicked it out of the deck because it is such a good card. I'll keep tinkering with the number.
If you look at all of the vehicles, all have a crew cost of 1. Sky Skiff is a fine card-- flies, 2 damage, cannot be taken out by Shock, and loves to be crewed by Night Market Lookout. Solid 2 drop flying vehicle in the post Smuggler's Copter world.
Natural State in the sideboard is what most people would say, yet every game I have played for the last several weeks has had artifacts (and/or enchantments) mainboard, and artifact creatures are artifacts. Effectively, it is creature removal. Playing it mainboard causes jaws to drop because nobody expects it because it is viewed as a sideboard card. Why play it in the sideboard if virtually every deck in Standard is running at least a few artifacts/enchantments? Look at the last Grand Prix in Pittsburgh-- every top deck has at least a few artifacts or enchantments easily targeted by this. It hits one mana higher than Fatal Push (without revolt triggered) and I don't have to wait for something to be crewed to hit it.
Your suggestion for Blossoming Defense is well noted. I have tried playing around with the number and will continue to tinker. I agree that it is a good card that could have more copies in the deck.
Thank you for the suggestions! Even if I disagree with some initially, I am still tinkering and I will definitely try the suggestions to look for that nice recipe to make the deck function well.
February 16, 2017 9:58 p.m.
Why not add some Clear Shot for some instant speed removal
February 23, 2017 7:10 a.m.
bunnyplasm2, mainly because of mana cost = 3 (note the curve for this deck is heavily 1 drops, and that's quite intentional). I have instant speed removal (Fatal Push with 2x in the side, Natural State) and there are better removals for less if I want to add them at some point (e.g., Grasp of Darkness).
Thank you for the suggestion!
February 23, 2017 8:41 a.m.
bunnyplasm2, after thinking about this for a bit, that's a better suggestion than I initially thought. Because a significant number of my creatures have deathtouch, I can make a 1/1 deathtouch creature do damage to some huge creature and kill it without losing my creature. Very clever.
Thanks for the suggestion! I'll tinker with this a bit. This can be a very targeted way for me to clear creatures out of the way when I couple it with deathtouch (and lifelink, as in Gifted Aetherborn).
February 23, 2017 4:42 p.m.
bunnyplasm2, in fact, I just moved it to the mainboard as I think it's a very good idea. Now to tinker with it for a bit...
Thanks again for the suggestion!
February 23, 2017 4:48 p.m.
love this! gave it +1 upvote. Plz check out my EDH deck im tring to get upvotes for it
February 26, 2017 10:10 p.m.
It's very cool! It seems like it would be very deadly against most aggro decks. My only worry would be control. Do you have an answer to Fumigate?
Heroic Intervention would be good for sideboard to help you take on anything with heavy removal or mass removal.
I really like it though!! +1
March 9, 2017 12:32 p.m.
Spinifex, interesting idea! I didn't know about this card. I'll definitely tinker with it. Thanks for the suggestion!
March 10, 2017 12:05 p.m.
check out this link for poison arrow
March 10, 2017 3:19 p.m.
March 10, 2017 4:39 p.m.
The deck seems really fine but I think it could use some tinkering. First and foremost I don't think you need 23 lands, I'd drop them to 22. I don't really think the Untethered Express in the sideboard fits with the idea of the deck. Also why have both Vines of the Recluse and Natural State (I'm thinking they're against big bad flying vehicles) in the side, I think it's a bit of an overkill. I would instead put more things to protect myself from wipes and removal i.e.: more Blossoming Defense and Heroic Intervention. Again - why have both Transgress and Rot (I suppose they're both against control)? I'd personally stick with Transgress or add Pick the Brain since you already have delirium in the deck. I would suggest you go a little bit more into the delirium or revolt thing (just a suggestion, honestly don't know if it'll be any better). If you go the delirium route I think the oh so expensive Grim Flayer will be a good pick for this deck - since you have such good board control it wouldn't be hard for him to hit home and since you don't have much in the way for card draw the deck fixing could come in quite handy.
March 12, 2017 6:16 p.m.
Mokan, 23 land is just about right. I tried 22 and had some issues, and even at 23 I still get a mana issues. I need to have mana both to play creatures and to do combat tricks/effects. Once I get to about 5 mana (6 is ideal), everything clicks very well. Even at 22 mana that was a struggle. Just seems like 23 mana has helped that a lot.
I do have a delirium creature or two in the deck, just like I have a couple of revolt creatures/instants. I have chosen to try to exploit neither. Occasionally I get delirium, occasionally I can trigger revolt. For a delirium deck to truly work, the whole deck has to be built around the mechanic (and I think revolt is the same way). In this case, I get a 1/1 or 1/2 creature with deathtouch for either a single or a single , and that's my main focus. To try to do more would fundamentally change the deck.
Mind Rot and Transgress the Mind are for control decks, particularly decks that have oodles of removal. I actually had 3x Transgress the Mind (instead of the 2x listed above) and the 2x Mind Rot in my side and used them against a copy cat deck and a B/R Eldrazi deck to great effect. At this point, I would be very unlikely to move those out as they both do a great job. Play the Mind Rot, then the Transgress the Mind to see what they kept that they wanted so badly.
Thank you for the suggestions! Also, thank you for the +1/+1!
March 12, 2017 8 p.m.
Prey Upon is a must-have. It allows a simple Gnarlwood Dryad to trade with their biggest beater and it also offers protection against 4 color copycat combo which is about half the meta right now. If possible could you take a look at my energy deck.
SCORE: 1 | 11 VIEWS
March 12, 2017 8:26 p.m.
March 12, 2017 8:28 p.m.
This is my take on your deck. I added the fist strike+deathtouch combo for some added combat prowess.
SCORE: 1 | 1 VIEW
March 12, 2017 9:13 p.m.
Hey check out my deck Deathtouch Arrows
check out this deck of mine
March 12, 2017 10:09 p.m.
jparker-sartori21, why use Prey Upon when Clear Shot (instant speed and buffs the target creature by +1/+1 until end of turn) and Nature's Way (sorcery speed but until end of turn gives my creatures trample and vigilance) do exactly the same thing only without losing my creature in the process? To me, that's worth the extra mana cost.
Aether Poisoner isn't at all bad in this particular deck. Nearly every opponent chose not to block when it attacked and I generated a 1/1 servo token-- 2 creatures for 1 (after a couple of hits with it, then it is usually blocked so I get the servo pretty much every time I play it). It has deathtouch-- which is precisely the theme of this deck-- and it was absolutely great in this deck. It was a fantastic target for Clear Shot and Nature's Way, and it was good for Pathway Arrows this afternoon when I was tinkering with that. Solid card for the particular strategy employed in this deck (see Deck Strategy, above).
As I had mentioned to the person commenting before you, delirium (like revolt) is something that either needs entire commitment or it should be ignored and just be happy if it accidentally happens. I have chosen the latter strategy. I get a 1/1 with deathtouch for a single . That's just perfect for this deck. Grim Flayer is an awesome card, but not a great fit for this deck because I very intentionally want deathtouch creatures. I do have Drana, Liberator of Malakir and Kalitas, Traitor of Ghet in the deck as non-deathtouch creatures, but (in my opinion) both are better for this deck than Grim Flayer. I love Kalitas, Traitor of Ghet for so many reasons, and the lifelink is one of them. Drana, Liberator of Malakir flies and can get counters on creatures, and that's amazing. She's also the first one out when I hit removal heavy decks because she's a lightning rod for removal, but otherwise she's great.
Thanks for the suggestions!
March 12, 2017 10:28 p.m.
Chris3778 I did watch the video and I think it's interesting. I thought that I responded to this earlier, but I guess it didn't take... I like the deck, but I'm not a fan of The Gitrog Monster. I get why people use it in decks like this (deathtouch), but I hate losing the land. The card draw would be interesting, but I just cannot stomach losing the land.
I have played around with the Pathway Arrows trick. It's clunky, but it works well. I'll probably try to get a couple of copies mainboard after some more tinkering.
Thanks for the link and for the suggestion!