Yay Trading!

EldraziMill, 7 years ago

+1 JtMS +1 Mana Vault -1 Forest -1 Bring to Light

Suns_Champion, 7 years ago

First off, I want to again thank everyone who has helped out so far. I've gotten a ton of great feedback and Hopefully this and coming updates will show that I've listened!

I can't call out everyone but I want to give a special thanks to ThallionDarkshine and multimedia, who showed me how I was over committing to the Stonybrook combos. A HUGE thank you to multimedia who probably spent 3+ hours look at the deck and writing down suggestions.

Because of all your suggestions, I've:

  • Tightened up the mana base
  • Added a counterspell package
  • Added more instant speed removal
  • Added more card draw
  • Improved the ramp package
  • Streamlined Combo #1
  • Nearly gutted Combo #2; It's now Combo #1.5
  • Cut Combo #3; Hell's Caretaker has been moved to the recursion package

I've also redone the description, started a rough Primer, got a background up, and featured this deck twice! Going all out with this one!

Again, thanks to all who upvote/comment! Keep the suggestions coming!

<link rel="stylesheet" type="text/css" href="https://dl.dropbox.com/s/fqxpobte7n2g7wh/TappedOutProfileCustom.css?dl=0"

2-1

profanedorifice, 7 years ago

Game 1: vs Mono black agg (0-2) Just to fast with all the 1-3 drops and life gain.

Game 2: Vs Izzit (U/R) "Draw?" (2-0) Their main win con was locust god and drawing a ton of cards. take a little more dmg to let them draw a few more cards to sweep the board. Got a 44 trigger Torment of Hailfire off match one. match 2 sided out a few amulets and torment since they didnt see cut/ribbons M1. SIded in negates, Bolas, and scarab god. Ended with a bolas kill here after a 9 doubled ribbons spell.

Game 3 vs Grixis control. (2-0) Its Control v control here. Since no one has threats till late game its land pass for both till about turn 8+. So this is the match to get amulet down early and use its -1 spell cost ability. Just make sure to do it with counter backup. M1 got a torment of hail fire kill with 18 triggers on stack. M2 sided out some combo for negates, bolas, and scarabs. Same thing as before just use your head and counter stuff thats a threat now. This is where patience is a virtue.

3-0

profanedorifice, 7 years ago

2-0 vs U/G Merfolk

2-0 vs R/W Dinos

2-0 vs U/W Approach

Had a round where the OP was super salty over the deck being "control" and they pay money for cards only for me to tell them no. Dinos and merfolk after side took out some of the combo and hunkered down with scarab god and bolas U/W sided in negates left in the combo for a doubled Torment of Hailfire or Cut / Ribbons Kill.

Sargeras, 7 years ago

For some reason, I am no longer able to update this list!

Since many people have been asking me about a printable version, I have created a new list that has the full printable with tokens and more!

As a result, I've decided to move all further efforts to a new decklist which you can find down below!


The Sargeras Planeschase Printable & More

Planechase Sargeras

SCORE: 10 | 5 COMMENTS | 3217 VIEWS | IN 3 FOLDERS


Additions & Removals

Xarien, 7 years ago

Added: Lifeblood Hydra, Pawn of Ulamog

Removed: Mindless Automaton, Emrakul's Evangel

Thinking Hydra for Automaton is a slight upgrade here. For the same 4 mana I still draw 1 card, but the Hydra scales better with the card : counter ratio. Plus I can always dump spare mana into it. Only downside is unlike the Automaton I need a sac outlet to draw a card. It's also 1 less life if it turns up from Dark Tutelage though.

Evangel is just too slow due to no haste. Pawn gives me replacements in case of a board wipe plus goes infinite with Mazirek and a persister. Might swap it for Golgari Germination for a similar effect that's harder to remove.

Static21, 7 years ago

Sleight Of Hand

jideongura, 7 years ago

Sleight of hand successfully purchased
Next on the list is Shattering spree
No tournaments at the moment but will definitely play test this out.

First *Official* Update!

Decisive, 7 years ago

Removed:

Kozilek, the Great Distortion: Cast trigger isn't always as good as you'd think, Ability is almost never useful. And unlike the other titans, it doesn't get shuffled back in if it's ever discarded.

1 Snow-Covered Mountain: Getting mana flooded every game is stupid.

Added:

Kozilek, Butcher of Truth: Cast trigger is better than the other Kozi (Most of the time), Annihilator 4 is better than Menace, and it gets shuffled back in. Fantastic improvement

Steel Hellkite: Needed more removal to get rid of those enchantments or other artifacts that can't be killed by Bosh ('Cause they ain't creatures, duh...)

TheDanimal, 7 years ago

Man I haven't updated this in a while. It's basically been overhauled to something different.

Kovukono, 7 years ago

Out:

  • Giant Adephage (A good card, but often felt like win-more. I'm worried about taking it out due to its ability to get out of hand, but there was very rarely a draw where I was happy to see him. He's been in the deck since the beginning, so it's hard to see him go.)

  • Tornado Elemental (No reach, and only an ETB. On top of that, his "deal damage as if not blocked" is pretty bad in a trample deck. He was kept in only for dealing with flyers, but thankfully I think I've found an upgrade.)

  • Acidic Slime (5 mana for a deathtouching creature isn't much of an advantage when I can get cheaper artifact/enchantment destruction elsewhere in green. He was mainly there as a creature, but now needs to go.)

  • Garruk's Horde (Often didn't like to attack with him, due to the potential of losing him. I viewed him more as utility. This is a failing on my part. That being said, he was kept in mostly due to his top-deck ability, and I can now get that cheaper and better).

  • Two things. I'm honestly not sure what. Looked the list over multiple times, but I managed to let one slip through.

In:

  • Somberwald Sage (More ramp is great, but this one is a bit on the chopping block. A lot of the ramp that's been added recently seems lackluster outside of Selvala, Heart of the Wilds, but I'm hoping this guy will pull his weight.)

  • Sandwurm Convergence (Anti-flying tech is good, and while this won't destroy flyers, it does get rid of the annoying issue of not being able to block them.)

  • Nature's Claim (Cheap, efficient artifact removal at instant speed. Should have gone in quite some time ago, but hadn't.)

  • Growing Rites of Itlimoc  Flip (Yes. Hell yes. Getting four creatures on the board happens so often it's not funny. There's a ton of green decks this goes in, and this is one of them.)

  • Vizier of the Menagerie (It doesn't mana fix in this deck, but it costs 4 mana where Garruk's Horde cost 7 and I don't have to reveal the top card.)

  • Lifecrafter's Bestiary (Good card, and definitely has value at any point in the game. Worst-case scenario, it can jump-start my draw.)

Overall, this is one of the bigger updates. A couple of the cards had been swapped out recently, but most of them are new. So far, the deck's in an okay place. It could definitely be faster with a full-on elfball package, but I'm kind of resisting that. Also toying with making it more responsive, which could be a relatively large overhaul. I've considered multiple times making this a Selvala, Heart of the Wilds deck, but it just ends up being suboptimal for the commander, and would end up a fundamentally different deck.

Kovukono, 7 years ago

Out:

  • Elemental Bond (Trying this as Rishkar's Expertise. The higher CMC might be too much, and this may come back in.)

  • Predator Ooze (Needed a card to cut, and this one mostly is there for devotion only.)

  • Kalonian Twingrove (A solid big beater, but really nothing more than that. You can find better utility.)

  • Managorger Hydra (Another big beater, but does very little late-game and early game is a ripe target for removal, or just doesn't get big enough.)

In:

  • Rishkar's Expertise (Draw probably six cards, put something small into play. It's a great option.)

  • Beast Within (Instant-speed removal is good, but the only shame is that it's not reusable.)

  • Ulvenwald Hydra (Fetches me Reliquary Tower or Nykthos, Shrine to Nyx, and on top of that is a huge creature with reach.)

  • Noxious Revival (The deck needed more recursion.)

Kovukono, 7 years ago

Trying to get more stable early-game ramp to consistently get off the ground faster.

Out:

  • Exploration (Often a dead card. This isn't a land-dedicated deck, and even with the card draw there just aren't enough lands to make Exploration worthwhile)
  • Paleoloth (Interesting, but overall underperforming)
  • Skyshroud Claim (May be put back in. Temporarily testing out Garruk Wildspeaker as a replacement for this)
  • Temur Sabertooth (This card worked great situationally, but worked with too few cards consistently)
  • Triumph of Ferocity (One card draw a turn didn't match up to the consistent draw I get from my other sources)
  • Woodland Bellower (Tutored only for Fauna Shaman or Ulvenwald Tracker.)

In:

Land adjustment

molotovcrow, 7 years ago

Changed around the land mixture a little bit

Kovukono, 7 years ago

Out:

  • Lifeblood Hydra (Too much of a mana dump for life and cards, and more often than not it's hard to kill if it's big enough for the payout)

In:

Kovukono, 7 years ago

Out:

  • Treetop Village (Never, ever use it for a man-land. It essentially acts as a tapped Forest.)
  • Hunter's Prowess (This card works great for card draw, but it either comes out as too much and I'm discarding because I spent 5 mana and have too little left to play out what I drew, or the extra damage doesn't do enough and I end up drawing only a couple. Hunter's Insight has been considered for a replacement, or Soul's Majesty.)
  • Cloudthresher (Reach is nice, and that he can kill flying token swarms at instant speed is also nice. However, I needed to cut a card somewhere, and I'd rather cut an almost entirely defensive measure.)
  • Kalonian Twingrove (This is two big beaters with nothing else to them.)
  • Courser of Kruphix (Worked well with Garruk's Packleader to get rid of blockers when playing lands, but ultimately wound up being worse than alternatives.)
  • Caller of the Pack

In:

Kovukono, 7 years ago

Out:

  • Vorinclex, Voice of Hunger (Still in casual group, and he tended to drag on games and make players feel bad more than helping. Will likely be added in again later with Hall of Gemstone)
  • Primordial Hydra (I wanted to like this card. The issue was that I needed to either go big or go home with him. Most of my deck does this, but he was literally a dead drop unless I played him late game. Early game painted a huge target on my face, despite him not being a super-nasty creature. Late game, I'd much rather pump the mana into Polukranos, World Eater or Hydra Broodmaster. He also died to Genesis Wave, another downside)

In:

  • Caller of the Pack (Might be taken out later. Myriad is underperforming)
  • Ezuri's Predation (This card is just stupid good. Combined with Garruk's Packleader, it can be a draw spell. Combined with Thunderfoot Baloth, it's almost certainly a boardwipe. Add in Paleoloth to the Baloth and it's a mass Regrowth. Even on its own, late game it's an instant army. I've rarely been unhappy to draw this.)

Looking to put in:

Card Swap 1

GoSuckOnACactus, 7 years ago

-1 Vampiric Tutor, Mystical Tutor

+1 Refuse / Cooperate, Nimble Obstructionist

Tutors tend to make playing a deck multiple times boring (for me), and Refuse / Coop let me get a little extra redundancy and an effect that could be useful in a few circumstances.

Same with this tutor as with the last. The bird is just another useful effect that could come in clutch.