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If you can get Elderscale Wurm down at any point before they kill you you're pretty good to go for awhile while you ramp some more and drop more creatures. Very defensive in the mid game but a lategame 14-for-x Primordial Hydra is pretty awesome, especially if you have Akroma's Memorial . Mwonvuli Beast Tracker as a tutor is pretty awesome too, gets the Elderscales in your hand pretty quick.
20 land has not been an issue. There's so much ramp that any more would be pointless. I've had 9 land on turn 5, 20 on 6. Boundless Realms is truly a fantastic card.
Needs some SB help.
I have found out the card:Akroma's Memorial is officially the best artifact ever created while playtesting on Cockatrice. Also having 14 lands, Garruk, Primal Hunter , Revive and a Primordial Hydra with 24 counters will get you anything you want in your deck, but you better win that or next turn, haha.
I've not been able to get the cards together to play at an FNM or anything, sadly(money and work keep getting in the way). However, I've played a few times on Cockatrice against a few nooby decks to see how it fairs on(admittedly) my level of gameplay/building and it's done pretty awesome. Against B/G Control-Ramp it basically wrecked face, It demolished turbofog since I can just attack for lethal until they run out of fogs, and against an RDW it won about 50%. The only thing that the deck has trouble with is anything that counters early creature ramp(Somberwald Sage , Elvish Archdruid ) and can keep me from getting Elderscale Wurm down to protect myself.
All in all, the deck performs great against anything but a really good mill deck or Kill-control. Also, sideboard wrecks all current token decks. Game 2 is EZ-mode.
It'll suck when your Elderscale Wurm gets Doom Blade d or Murder ed.. Or Zealous Conscripts ! I'm always afraid for green decks, because they don't have counterspells reallly and alot of the key Hexproof guys are going out.. Coming from someone who runs black, you've got to think of ways to prevent them from simply killing off all of your important big drops.For instance, you have 4 cards for your win con, I have 8+ cards that destroy. I honestly think you may have too much mana ramp, because, how much do you really need? Sure alot for Primordial Hydra is awesome, but the rest of your creatures are small, so I would consider trying to add early beatdown cards to at least speed the deck up! =] Good luck though bud I hope it works out!
The problem is, most of my wins come in the mid-late game, and I play defensively for the first half or so, until I get my Elderscale Wurm out or a quick Primordial Hydra . I'll test it out and see if I end up better of worse off. Thanks for the help everyone!
Btw that comment was purely my opinion haha, I really don't like Acidic Slime just because yeah you get to destroy something, but I just can't shake the feeling that I just payed 5 mana for a 2/2 deathtouch haha, also Strangleroot Geist will boost your early game just because on turn 2 he has free range to swing with reckless abandon just because it can take out an early chump blocker then come back stronger haha
My t2 is usually a Somberwald Sage and if I don't have one I just wait on more mana. I can always pick and choose my strategy during games on whether to play a sage or the Strangleroot Geist . My MG verse RG-WG is usually unbeatable since they don't have a lot they can do against me once I'm protected hard, but the geist will help against black or heavy red decks with its undying and early aggression.
Unfortunately I cannot agree with you on the slime, it costs alot, and takes up a turn if you tutor for it with the tracker. I am speaking with experience, I used to run the trackers, but I moved the slime to the sideboard for some removal, but it isn't very essential. Geists are great to have around.
The thing about Acidic Slime for me is that a lot of my local decks run Inkmoth Nexus or Kessig Wolf Run mainboard, most of the time they run both. The slime is usually just a good way to keep either off the board, or any win-con artifacts/enchantments. In my personal experience, the destroy effect has been quite helpful in other decks, whether sideboarded or mainboard. I mean, who doesn't like blowing up the 3rd land in a humans deck so they can't play the good stuff?
But I see your point, which is why I moved them to the side. I'll be playtesting with the Strangleroot Geist s up front, leaving the slimes in the utility slot.
I'll leave it in there still and continue playtesting, but is would seem the tracker is now only good for picking up my Elderscale Wurm s. I had originally put him in to tutor for either the wurm or the Acidic Slime , but it would seem that the natural synergy has been thrown through a bit of a loop now.