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Skyshroud Ranger
Creature — Elf
Tap: You may put a land card from your hand into play. Play this ability only any time you could play a sorcery.
![Shroofus Sproutsire feature for Turbo Mushrooms | Shroofus Sproutsire [PRIMER]](http://static.tappedout.net/mtg-cards-2/J25/shroofus-sproutsire/regular-1737619620.png)


![Titania, Nature's Force feature for The Island Awakened [[Primer]]](http://static.tappedout.net/mtg-cards-2/DSC/titania-natures-force/regular-1727080792.png)
Nicklaffy2302 on
Raze, Rebuild, Reclaim
5 months ago
leovolt884_ I'm little embarrassed to admit I missed the Swamp part in Snuff Out, I appreciate you pointing it out! I enjoy your suggestions of Bayou Groff in place of Werebear, Utopia Sprawl, and Skyshroud Ranger. I've never been good at land base building / having an appropriate ratio, so I'm hesitant to include a third land colour.
I also have mixed feelings about Rubblebelt Maverick, but I think I want to see how he does first before replacing him.
Thank you very much for your thoughts, and I look forward to seeing your version if you do build one! :)
leovolt884_ on
Raze, Rebuild, Reclaim
5 months ago
I may be stupid, but how are you casting snuff out?
In terms of suggestions you could probably go 20 or 21 lands in a deck where lands matter so much. I don't think Rubblebelt Maverick is actually helping that much to run 4 of it. I think what would be funnier is jam 4 Raze and run 2 or 3 Skyshroud Ranger or something of the same effect. Maybe make a small engine with Groundskeeper to return lands and then put them directly into play from your hand.
Another direction you can take it is just have one REALLY GOOD land and sacrifice the rest. Enchant a land with Wild Growth and Utopia Sprawl and just focus on keeping one or two enchanted lands around and keeping your opponent down to one or two mana while you have 3, 4, or even 5. Stone Rain is also an iconic card. This deck seems to really want to play black. Bone Shards can help you bin an early land to play a turn 2 wurm. Village Rites is excellent card draw and can keep your hand full of lands for afforementioned Skyshroud Ranger type effects. Black loves to sacrifice for cheap and while Improvised Club is a great use for Akki Blizzard-Herder more sacrifice outlets would be more consistent.
I don't really like Werebear in this deck because I think it will just take too long for it to become a 4/4 and it isn't an effective beater if you have to end up using it for mana to cast anything. Maybe consider Bayou Groff or Burning-Tree Emissary. This deck looks kinda funny and it makes me want to make my own version
king-saproling on
The Progenitus Project.
9 months ago
I really dig your intention to focus on Progenitus as the win-con. Personally I would swap out some of the "goodstuff" and tune the list more toward getting Prog out early. If you play a dork T1, a 3-cmc rock that can generate 2 mana on later turns e.g. Coalition Relic/Component Pouch/the "__ of Ramos" rocks on T2, and follow those up with a couple more ramp pieces that create 2+ mana, you can consistently get Prog out on turn 5. Then T6 could be dedicated to giving him double strike/double power and +1 to his power so you can start taking out opponents. You also wouldn't need removal with a strategy like this since you can just remove the player that controls the worst threats.
Personally I would make these swaps:
Pyrohemia -> Utopia Sprawl (you'd ideally run fetch lands so that this will always have a target, e.g. Marsh Flats into Temple Garden)
Squall line -> Deathrite Shaman (also wants fetches to be effective)
Greenseeker -> Avacyn's Pilgrim
Vraska, Relic Seeker -> Elves of Deep Shadow
Sylvan Ranger -> Sakura-Tribe Scout
Curse of the Swine -> Skyshroud Ranger
Hull Breach -> Hunting Wilds (can find nonbasic forests like Stomping Ground)
Magus of the Mirror -> Skyshroud Claim
Pongify -> Dawn's Reflection
Rapid Hybridization -> Berserkers' Onslaught
Chaos Warp -> Firemind Vessel
Generous Gift -> Relic of Sauron
Path to Exile -> Prismatic Geoscope
Blasphemous Edict -> Timeless Lotus
PrismMTG on
The Island Awakened [[Primer]]
2 years ago
@KongMing the reason I play Skyshroud Ranger over Walking Atlas is because of the mana cost. I know the difference between the tap abilities, Walking Atlas is can be activated in reaction to a removal spell, but a t1 Skyshroud Ranger before everyone else has even started the game is just much too good for me to seriously consider the swap.
KongMing on
The Island Awakened [[Primer]]
2 years ago
How about Walking Atlas over Skyshroud Ranger?
Helnas on
Omnath locus of mana (opinions needed)
2 years ago
i see no synergy in your deck. you got some ramp artifact, ramp sorceries, ramp creatures, ramp enchantments, but nothing really synergizes. if you put all ramp into 1 of those, your deck gets alot better.
id say go for creatures, so you can end with a nice overrun effect. So grab all the 1 mana elfs that produce mana, your missing Boreal Druid, Joraga Treespeaker. Then get Priest of Titania, taps for all elfs.
For removal, run creatures aswell, id get Foundation Breaker, Druid of Purification, Bane of Progress, Haywire Mite, Reclamation Sage, Voracious Hydra, Acidic Slime, Duplicant, Kogla, the Titan Ape, Meteor Golem, Terastodon, Woodfall Primus, Ulvenwald Tracker
For draw, run creatures aswell (your starting to see a synergie?) Beast Whisperer, Voice of Many, Toski, Bearer of Secrets, Augur of Autumn
for ramp you have the mana dorks, Sakura-Tribe Elder, Fertilid, Wood Elves Elvish Pioneer, Primeval Herald, Skyshroud Ranger, Selvala, Heart of the Wilds
For bombs, id run creatures that already have trample, Defiler of Vigor, Neverwinter Hydra, Ochre Jelly, Kalonian Hydra, Aberrant, Craterhoof Behemoth and a tutor: Fierce Empath
some other cards i would consider Champion of Lambholt (makes your creatures unblockable, Saryth, the Viper's Fang hexproof untapped, deathtouch when attacking (insanely powerfull with big trample creature).
non creatures i would run: Lifecrafter's Bestiary, Skullclamp, Return of the Wildspeaker, Inspiring Call, Harmonize, Rishkar's Expertise maybe a few things like Fade from History, Beast Within, Nature's Claim, Collector Ouphe is also really strong since you will be running creatures
Sure, the mana doubling can be fun, but is it really needed? your commander is gonna be 1-2 punching people, doubling your mana is gonna waste a turn, and you cant do alot with the mana other then empty your hand, and then you get boardwiped and your sent back to your childhood. Id cut them, and just get more consistency out of your deck
PrismMTG on
The Island Awakened [[Primer]]
2 years ago
Alright @TheoryCrafter, I'm gonna do my best to break this down.
Artifact/Enchantment hate is definitely something I'm lacking, the main problem I have is that I don't know what to cut. Of the two, I think I'm more likely to play Broken Bond due to the land synergies and that I don't often need anything more than spot removal.
Walking Atlas was something I considered, but Skyshroud Ranger is just strictly better imo and as I kept refining the deck, I started cutting out some of those types of ramp effects for more draw effects.
I am not doubting that Angel of Jubilation is a very strong card, but I'm failing to see how it effects my main game plan. Yes, it messes with effects like Greater Good, but it doesn't do anything to stop the landfall/land recursion elements of my deck, which are the main strategy.
Of the 3 lands you suggested, I'm only truly considering Fertile Thicket. All 3 enter tapped, but only Fertile Thicket has an effect that benefits me enough to offset that cost. While yes, it does give me the etb trigger, it takes one less basic out of my pool and I already run less than 50% basics, removing many more would start to severely hamper my fetches. All 3 of them are also much harder to bring back from the GY than a basic forest, which either slows down the land recursion engine, or makes it more complicated to put into motion. Field of the Dead is a super powerful card, but I'm worried that in order to consistently activate it, it is doing too much damage to all the fetch lands I run.
Thanks for the suggestions, I hope the logic behind my replies makes sense
DreadKhan on
Erinis, Landfall Spawn
2 years ago
Any reason you're not running The Gitrog Monster in here, it seems staggeringly synergistic unless I'm missing something? Another one to consider is Baba Lysaga, Night Witch, it's a tap ability, and you've usually got spare creature tokens and lands, add in some treasures or clues and you are going to draw a ton of cards. There is also Braids, Arisen Nightmare, hitting each opponent for a land can hurt some decks, especially if Braids can do it a few times, when you eventually get 3 cards for a land, it'll feel pretty good I think, but netting 2 opponent's worst land and getting a card back is also worth a land.
Maybe Thunderfoot Baloth or Blossoming Bogbeast? Maybe not enough 'bang for buck', but Siege Behemoth can let your Commander get in as if it's not blocked, do you often end up over 20 power?
Stuff like Sakura-Tribe Scout or Skyshroud Ranger can be useful in a landfall deck, especially if you've got some card draw going on. There are also a few more, Scaled Herbalist and Llanowar Scout that are pretty budget. Since you might not mind pitching a land to dig one out, Silverglade Pathfinder can ramp you if you pitch a card, slow but grindy value. Oracle of Mul Daya is pretty cheap at the moment, a decent card if you run enough lands, Augur of Autumn and your Commander will only need 1 other power to let you play creatures off the top of your deck, that seems solid.
It's pretty high end, but I feel like you'd struggle to add more passive value generation to this deck than with Field of the Dead, that card is just so much synergy. Another to consider might be Ashaya, Soul of the Wild, then all your creatures are also landfall (other than tokens).
Great deck, I hope some of these ideas work!