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gregor2001, 5 years ago
Ok, version 3.0 posted now. Looking to push the pressure more reliably in early turns with haste and lowered curve. I am taking out Foulmire Knights and adding in Dreadhorde Butcher. Also adding Regisaur to the board to combat mono red aggro - something I see a lot on Arena and can get underneath with a good draw.

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nan0man, 5 years ago
+1 Falkenrath Aristocrat
+1 Herald of Secret Streams
+1 K'rrik, Son of Yawgmoth
+1 Ravenous Chupacabra
+1 Vilis, Broker of Blood
+1 Yawgmoth, Thran Physician
+1 Font of Agonies
+1 Arcane Signet
+1 Sword of Truth and Justice
+1 Talisman of Creativity
+1 Act of Aggression
+1 Dictate of Erebos
+1 Morphic Pool
+1 Luxury Suite
+1 Fiery Islet
+1 Forge of Heroes
+1 Castle Locthwain
+1 Burnished Hart
+1 Dack's Duplicate
+1 Hostage Taker
+1 Syr Konrad, the Grim
+1 Thoughtpicker Witch
+1 Desecrated Tomb
-1 Rakdos Signet
-1 Izzet Signet
-1 Grave Pact
-1 Attrition
-1 Cyclonic Rift
-1 Pact of Negation
-1 Slaughter Pact
-1 Choked Estuary
-1 Foreboding Ruins
-1 Reflecting Pool
-1 Nicol Bolas, Planeswalker
-1 Sidisi, Undead Vizier
-1 Nevermaker
-1 Thermopod
-1 Shriekmaw
-1 Sheoldred, Whispering One
-1 Erebos, God of the Dead
-1 Gonti, Lord of Luxury
-1 Fleshbag Marauder
-1 Cytoplast Manipulator
-2 Swamp
-1 Mountain

Exchange
StaggerLee84, 5 years ago
Out: 1x Watcher for Tomorrow In: 1x Trade Routes
Faerie/Control focus
jconeil1988, 5 years ago
While I am still keeping the Artifact theme, I'm thinking about adding a little more Faerie flavor with a touch of a little bit more control. This move is going to weaken the decks overall power, I feel, but the flavor win is more important to me, especially since I don't get to play much and when I do, it is mostly a very casual play. **NOTE** not shifting to straight Faerie Tribal. Will keep the artifact over all theme. Any suggestions with that can complement the Faerie Artifacts theme would be appreciated. Secret Lair Bitterblossom package will be gotten and added here. That art is saweet, it's blingy. Also, Cardkingdoms Faerie tokens are beautiful.
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BubbaDoongai, 5 years ago

Complete Rework
EntityLord, 5 years ago
I have reworked this from Sultai into a Dimir deck based on The Scarab God. I have added and removed many cards since my last update!
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IQuarent, 5 years ago
IN: Ulamog's Crusher, Avoid Fate, Aggressive Instinct
OUT: Wildheart Invoker, Tangle Golem, Moment's Peace *list*
Ulamog's Crusher is a better win condition than Wildheart invoker is, and there is a reason why so many pauper decks run the crusher.
As the deck becomes more and more reliant on Baloth Woodcrasher to win, it needs more protection. Therefore, a 5/4 won't do much to help even if it costs zero mana.
I love Moment's Peace, but it's one of those cards that's only good if our game plan goes awry, or if I'm feeling particularly cocky and decide to fight full powered EDH deck with this thing. Aggressive Instinct can kill almost anything when Baloth Woodcrasher gets big enough, and some redundacy wouldn't be amiss.



Planeswalker Surge
Sedohr, 5 years ago
Was still having problems with mana ramp towards late game (CMC 7-8) and consistent mid game presence. Thanks to recommendations I have put in some planeswalkers to help with mana ramp and more mid game options.
Removed...
2x Burn Bright
1x Mountain
Replaced with...
3x Domri, Anarch of Bolas The natural +1/+0 to creatures is like a mini version of Burn Bright I removed, except it stays on instead of ending with the turn. The +1 adds more assistance with mana ramp and makes sure the creature is not countered if I don't have Rhythm of the Wild out yet. The -2 can help take out key defenders causing headache, or clear some creatures before the attack phase to open up the opponent. Since it has a different name than the other Domri in the deck, they can both stack on the field for their mana abilities as well.
3x Domri, Chaos Bringer The +1 adds ways to bring in riot stacks while helping with mana ramp. The -3 helps get desirable cards and put weaker ones/excess mana on the bottom of the deck as the game progresses. Finally while the -8 won't gain riot bonuses from Rhythm of the Wild, it would gain bonuses from Grumgully, the Generous and is otherwise a strong ability. Since it has a different name than the other Domri in the deck, they can both stack on the field for their mana abilities as well.
2x Jaya's Greeting Having 4 of these to more reliably use the scry effect is more desirable than being able to target a planeswalker. Could always put Scorching Dragonfire into my side deck if I think exiling would help against a player that uses their graveyard.


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BuckWildGG, 5 years ago
![Neheb, the Worthy feature for Neheb the Worthy [Discard + Drainy] 2.0](http://static.tappedout.net/mtg-cards-2/Amonkhet/neheb-the-worthy/mtg-cards/_user-added/pieguy396-neheb-the-worthy-15073443130.jpg)

need more removal probaly
Barbatron, 5 years ago
coukd be good



New Set, New Options, with one MUST include
Ishio, 5 years ago
So with the newest set dropping a little over a month ago, I've been looking at the latest cards that dropped. The biggest must add to this deck was Castle Locthwain. This card has such a huge advantage to use, especially if we're low on cards and need to try and search for something. It's a good mana dump, which can be something that we find ourselves sitting too much of on.
I am excited to see what this card does for me in the meta.
Another card I've been eyeing, but haven't puled the trigger on is Rankle, Master of Pranks. We don't normally care to swing with our creatures, keeping them up as blockers mostly, but the modes available here are just so great! I just need to play-test it a bit before I say yes or no.
Another card, Wishclaw Talisman has made it's way into my eye as well. This card looks like it has some good advantages, especially for those who are on a budget and can't get some of the more expensive tutors, though there is a lot of artifact hate out there, and we do not have much to stop it. So being able to drop is quite a commitment. It's an instant speed our-turn tutor, which is great, but the passing it to an opponent is a huge drawback. We can get it back, but we want to really save Homeward Path for when our opponents steal our creatures/enchantments.
Epic Downfall seems like a nice removal card, but the Sorcery speed is kind of putting me off of it for a more focused build. If you find yourself lacking in removal, give it a try!
I'd love to hear in the comments some further thoughts on these.



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turbobrick, 5 years ago
remove: * soul of the harvest * nullmage shepherd add: * the great henge * once upon a time * veil of summer

