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ManiacalPotato, 5 years ago
Swapped out Biomancer's Familiar for Plaxcaster Frogling, since the former has very narrow use cases in this deck. Swapped out Explosive Vegetation and Rampant Growth for Plasm Capture and Incubation / Incongruity since this deck has too much ramp and not enough removal.
Potential Turn 1 kill discovered!
Zeddicuus, 5 years ago
Hey all. Below I'll list the steps to pull of what will be a turn 1 kill. Of course, this requires the perfect hand, perfect 1st turn draw in a multiplayer game and the wincon as one of the top two cards. Odds of this happening are...well... almost non-existent, but hey, that's why it's a potential turn 1 kill and not a guaranteed turn 1 kill! This relies on the following in your hand after the draw: -Isochron Scepter -Dramatic Reversal -Seething Song -Desperate RItual -Pyretic Ritual -Simian Spirit Guide -Ancient Tomb -talisman of creativity So it works as follows -Play Ancient Tomb. -Discard Simian Spirit Guide -Cast Seething Song. Now you have 5 red mana and 5 cards in hand. -Cast Desperate Ritual so you're at 6 red mana. -Cast Pyretic Ritual to get 7 red mana. 3 cards left. -Cast Saheeli. 4 red mana left. -Cast the Talisman/Signet. Use Saheeli's -1 ability to turn the myr token into a copy of that artifact. so you should have RR left. - Cast Isochron Sceptre and imprint Dramatic Reversal. That empties your hand and your mana pool. Use the talismans to activate Isochron. This casts a copy which nets you a myr token. Rinse and repeat until you have enough tokens to over run everyone. -Use the U to cast Thoughtcast and hopefully draw into a Burst of Speed, which costs R and gives all creatures Haste. Cast and win! If anyone else has ideas of how to turn Saheeli, Sublime Artificer into a Turn 1 killing machine or want to post your thoughts on the deck, all opinions are appreciated!Wednesday Brawl Results (20/11/2019)
jeffvanlee, 5 years ago
Record: 8-4
Won: MonoGreen Yorvo, Nicol Bolas Dragon-God, Kykar (x2), Nissa (x2), Kethis, Thorbran
Lost: Nicol Bolas Dragon-God, Chulane, Niv-Mizzet (5 Color), Yarok Elementals
Notes: Need to be wary of counterspells, planeswalkers, Chulane needs to be dealt with asap.
Steelbane Hydra added to maybe board.



Minor Alteration - New world of possibilities
Zeddicuus, 5 years ago
Alrighty, so the alteration doesn't look like much, but it makes a big difference. How so? Turn 2 end game. I'll list it below We'll say your starting hand is thus: 1x Any land that doesn't ETB tapped 1x Ancient Tomb 1x Simian Spirit Guide 2x 2cmc mana rock 1x Isochron Scepter 1x Dramatic Reversal Turn 1: 1-Play Ancient Tomb. 2-Cast a mana rock. 3-Discard Simian Spirit Guide to get the R 4-cast 2CMC Mana Rock. Turn 2: 1-Draw into another Talisman of creativity/Izzet signet. 2-Play other land. 3-Tap Ancient Tomb to cast Isochron Sceptre & imprint Dramatic Reversal. 4-Tap Mountain & 1 mana rock to cast the third talisman/signet. 5-Use the last 2 mana rocks to use Isochron Scepter to cast a copy of Dramatic Reversal, untapping all 4 artifacts in play. 6-Tap all 3 to repeatedly use Isochron Scepter, which leaves +1 mana of whichever colour you really want until you have about 7 mana sitting in reserve. 7-Cast Saheeli and use the remaining mana to continue using IS, which casts a spell (it's a copy, but still casted), which will make Saheeli create a 1/1 servo token. 8- Use your Signature Spell, Thoughtcast, to draw cards until you hit one of the win conditions in the deck description above. 9-Cast win condition and....well...win the game. Previously this deck could do this as early as turn 3, with a typical wincon occurring turn 4 if the opponents didn't answer anything on my board. While the odds are not super high you can do this turn 2, when is any combo deck known to pull their win condition as soon as possible every single time? The fact it has a chance to pull it off is what made working on this deck very interesting. **EDIT** See "Potential First Turn Kill discovered" update for further updates. Not sure why this site put the latest update in 2nd slot
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Haralddd, 5 years ago
I realy dont want to buy Stripmine because its just to powerful for my Playgroup and neither do i want to buy wasteland its just to expensive. I think Ghost Quartier is good especially against Golgari Seeker. Tectonic Edge seems playable but i dont know if it is to slow for Pox. Any Suggestions welcome :)
End of Year Improvements
cailtis, 5 years ago
-1 Bogardan Hellkite - I generally love what this guy is doing, but for 8 mana I need to be getting way more than a 5/5 flier and 5 damage. The flash is pretty much negligible for our strategies.
-1 Omnath, Locus of Rage - This just isn't the deck for Omnath. He was initially included because I foresaw the critical engines of the deck centering more on going wide and landfalling, but like the deck bio echoes, it takes a bit too much effort to make him good in this shell since he's not in the command zone, and he's very costly for a creature that doesn't do anything the turn he comes down.
-1 Purphoros, God of the Forge - Basically same reasons as Omnath. They just weren't quite meant for this deck after it had evolved beyond its most early versions.
-1 Inferno Titan - Was more or less a placeholder for better beaters that award us value at these same stages (immediately, and upon attacking). Sadly he lacks a bit of punch being only 6 power with no evasion, and 3 damage is just a bit too low.
-1 Grand Abolisher - This effect is very strong for what our deck strategy is but I would strongly prefer to have this effect stapled onto Dromoka, as she is a big body, doesn't ask for two white (which is more prohibitive), and even comes with her own evasion to make the size of her body more meaningful.
-1 Beastmaster Ascension - I recently had a game where this started in my opening hand, and I was all set to condemn it, but then it ended up somehow becoming a critical card in that game. Nonetheless, this card is just way too slow at what it's trying to do for us, and critically misses the mark at being consistently effective in the deck (since we aren't as go-wide as peer decks might be) and at offering a meaningful enough benefit when it does turn on (5 power is strong enough when we have 3+ creatures usually but the lack of an evasion keyword is more important).
-1 Vivien's Arkbow - Essentially this has always been in Survival of the Fittest's spot, but both in general and especially for this deck strategy the card has proved so much worse that for the indeterminate amount of future ahead where the deck doesn't have the card we'd just prefer something else, and make a spot for it later if at all.
-1 Asceticism - A similarly impotent utility card we've so far discovered. The bottom line for this card seems to be the fact that it is particularly too slow for the gameplan this deck tries to accomplish. It's a much more desirable card after we're able to either cheat or accelerate so much mana to amass several bombs at once to force damage through, but those are for either creature decks with smaller curves, or for decks that accelerate or cheat out mana better than we do.
-1 Genesis - I initially loved the idea of having a card like this in the deck for some powerful utility, but for how one-dimensional the game plan of this deck became in my imagination I just absolutely hated drawing it every time in my first nights of playing it with the group. Firstly it struggles being a justified inclusion during any phase of the game besides very late when some of our threats have already been answered AND it's evaluated low enough in threat potential that it survives to our upkeep. Secondly, it does nothing the moment it comes down, and isn't an impressive enough body to be a true beater in this deck in his own right. Best case scenario, we are spending 8 mana for a vanilla 4/4 on one turn and then a regrowth on the next which just isn't aggressive enough for this deck, and every time I draw it I sit there wishing it was just any other decent-to-great beater we could just jam immediately instead of telegraphing a really clunky way to generate recursive value for our deck strategy in the late game. This all being said, I'm still absolutely shopping for a card that would accomplish what Genesis wanted to in this deck, and predict I'll either opt towards hyper-efficiency like just throwing in Regrowth or go for a more expensive but stronger and more value-rewarding spell since we have the mana acceleration to support it.
-1 Ugin, the Ineffable - This is another utility card that I have ultimately felt feels a bit too weak to justify its inclusion. I like that it poops out an army of creatures (and card advantage) when left unchecked, and that it can also just simply be a removal spell for a blocker or other high priority target in a pinch when we are trying to make big gains on the board (and he already proved himself useful in these instances). I think ultimately I'd devote his slot to Ugin, the Spirit Dragon if I ever get one, and/or some Eldrazi Titans that would give the deck some Tron-like inevitability in the late game and threat diversity since we otherwise rely so much on creatures.
-1 Avacyn, Angel of Hope - Although serving a significantly different utility, I felt like Avacyn needed to be taken out with the same amount of skepticism as the likes of Ugin and Genesis. She's a fantastic beater in her own right and is the ideal curve-topper, but at 8 mana and requiring {W}{W}{W} she's a very dead card besides in the very late game and I think more often we'd just prefer beaters to draw that are online earlier in the game (we seem to plateau out on cost-efficient beaters in the range of 5 and 7 on the curve) more consistently and just represent perhaps a slightly smaller amount of impact on the board. Indestructibility is nothing to sneeze at at all, but I think we're more likely on average to just want to have another board-defining beater between 5-7 mana that is a surefire cast on the top of our deck rather than a harder to cast beater that calculates part of its value (and thus also cost) based upon a safety that just won't be useful 100% of the time we cast her. I could see her reintroduced if the deck becomes much more streamlined in threats and filled with more tutors to toolbox out specific effects like Avacyn's, but as of the current deck iteration I'm taking her out over something like Atarka, World Render who we add in this update.
-1 Ulvenwald Hydra - Not much to say about this one besides that I love this card a lot and it was for sure a pet card inclusion. Its lack of natural evasion (where is trample on this hydra??) is really what seals the deal, since it'll swing for around 6 or more every time it attacks anyway but it doesn't matter how big our landbase gets if its just getting chumped turn after turn. Again, compare this to Atarka, World Render.
-1 Farseek
-1 Homeward Path - Great utility land for a deck strategy like this one, but in this update I lastly wanted to improve the consistency of my opening hands, meaning I need more colored lands that come into play untapped to play in those critical first 3 turns to set up mana dorks/ramp, to cast Samut and then chain bombs together quickly as consistently as possible.
-1 Myriad Landscape - Another land that initially looked great for this deck but this one has proved even worse than Homeward Path since it enters tapped. I personally have a soft spot for this land in EDH in general but after seeing it in my opening hand a few too many times I realized it's just too punishing to show up early in those critical few turns for it to net us positive value at the end of the day, and we'd just prefer a normal-ass land.
+1 Savage Ventmaw - I'm very interested to test this guy's power. His ability is exactly the kind of unique and powerful effect I want stapled onto my beaters, provided that he gets in at least once. When he doesn't he's abysmal, of course, since 4 evasive power for 6 isn't enough, but he's a strong enabler for other cards that can close the tempo gap on multiple opponents quickly like extra-combat effects and developing boardstates for the following combat. (I plan on adding Aggravated Assault and Combat Celebrant to this eventually)
+1 Dragonlord Dromoka - 5 power isn't necessarily acceptable for 7 mana, but Dromoka represents an effect I always want to have available to me in my 99 that I'd be missing if I didn't replace Grand Abolisher with her. Considering her in this perspective she's a fantastic addition to the deck, with built-in evasion. It's a travesty her white keyword isn't something more relevant for our gameplan though, namely vigilance, since lifelink at 5 a swing won't necessarily be turning the tides of any race quickly.
+1 Drakuseth, Maw of Flames - Drakuseth is an absolute house and exactly what this deck is looking for in a big evasive beater. At 7 mana for a 7-power flier he already has the chops to be a performer in the deck, but his attacking ability sets him way above and beyond. Not only is the fact that it's an on-attack ability very relevant, he can clear the way for ground forces with bolts, or sometimes just point all his incidental damage at opposing faces. I can already imagine the stupidity when we're able to haste him in. Probably the best 7-drop in the deck now in a vacuum, since he doesn't rely on our other synergies at all and only benefits from them if they're present.
+1 Atarka, World Render - I see this Atarka as the natural bookend to what this update of cards accomplishes. With a suite of new and powerful dragons joining our lineup of beaters, I think experimenting with FRF Atarka makes a lot of sense because the potential for her to make other dragons and herself add up to lethal in a single combat becomes a very real possibility. At worst, she is a 7-mana 6-power evasive double-striker, even with bonus trample evasion, that makes her an absolute house on her own.
+1 Elemental Bond - This is a great and relatively-cost-efficient resource for card draw over the course of a game. Unless it gets swept up in some kind of Terastodon or Bane of Progress turn, it will assuredly pay dividends and be a thorn in opponents' sides as it's just such a poor target for opposing removal. Like Garruk's Packleader it gives us a card back the moment we play a beater, but at a cheaper cost and in the form of a more problematic permanent for opponents.
+1 Guardian Project - Just picked up a few copies of this relatively-new creature-EDH staple too. Pretty much the same thoughts about Elemental Bond apply here. This ones feels closer to Beast Whisperer, but with a more resilient card type. Redundancy is redundancy.
+1 Soul of the Harvest - PENDING More redundancy, and just checks all the boxes. Nothing to sneeze at beats-wise, especially with inherent trample, either.
+1 Shaman of Forgotten Ways - I've wanted to play this card in a deck in some way too, and this might be the one. Shaman would come to inhabit similar function in the deck to powerful accelerating creatures like Somberwald Sage and Elvish Piper who, in exchange for smaller initial mana investments than our fatties, offer insane tempo advantages when we are hasting each of our creatures (usually through Samut) as they can offset the costs paid for them the turn they are played by immediately tapping for either mana or powerful cheat abilities. Shaman is worse than Sage in most cases, I'm predicting, but maybe its second ability, which I have a notorious hatred for in my playgroup, could be a useful tool to getting people into lethal range during my turn. Truthfully, tapping for two rainbow is fine for an accelerating three-drop in this build, but to earn its spot in the deck I'm driven to test how frequently we'll be able to either 1) leverage the ability to kill opponents outright, the turn I activate the Biorhythm effect and then go to combat or 2) at least force serious issue for opponents by maintaining an average boardstate that is significantly wider than my typical opponents in the late stages of the game to ensure we aren't actually at higher risk of dying in following turns because we lowered our own health total with the ability, too.
+1 Eladamri's Call - A great tutor for these colors that was recently reprinted and as such is very affordable! I of course would like to add more tutors to this deck in the future for consistency's sake but the remaining reasonable ones are green creature tutors I don't have extra copies of right now.
+1 Mirari's Wake - A card I haven't ever owned before, but I think it will work great here. We love explosive mana, which for five total mana MW does pretty cost-efficiently. The anthem effect is bonus for us, if not justification for this card costing five rather than four, I guess, but either way it's a formidable card that diversifies the kinds of threats we force our opponents to react to quickly.
+1 Avacyn's Pilgrim - I think I'm going to add a couple more of the true dorks this deck is missing. With more cards that care about creature counts, casting creatures, and having creatures that are net-neutral in cost (Pilgrim comes into play with haste and costs us one mana, then we tap it for one mana), dorks are an essential part of this deck's gameplan. I think I now prefer to cut some of our lower-impact ramp spells like Farseek and Nature's Lore in order to add more like Gilded Goose and Fyndhorn Elves.
+1 Fyndhorn Elves PENDING
+1 Joraga Treespeaker - A perhaps unlikely permanent dork for the deck, this one will frequently enough become its own generator of {G}{G} in the first two turns and still is a creature to cantrip in the late game (and can technically buff our other dorks and Beast Whisperer too). Might be cut for one of the aforementioned missing dorks eventually if we don't want a higher number of dorks.
gilded goose

Additions - Removals
JustKrancy, 5 years ago
Added:
- Sorin, Vengeful Bloodlord
- Restoration Specialist
- Utter End
- Tainted Field
- Necropotence
- Hall of Heliod's Generosity
- Emergence Zone
Removed:
- Mortify
- 2x Plains
- Pristine Talisman
- Evolving Wilds
- Vona's Hunger
- Doom Foretold

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gregor2001, 5 years ago
Tried Rotting Regisaur for bigger early threat but has seemed just ok. Winning 67% over last 15 matches, but does not seem a real factor consistently across those wins. Going to take them out even though it is awesome vs mono red which I see a lot. Rankle continues to be my favorite card in the deck and with all the cheap creatures I can muster, I can often use all three abilities. In support of that, I am using 2 Foulmire Knights for the last two spots. We'll see how that goes and maybe try Gutterbones instead of the knights.
Minor tweaks
Massacar, 5 years ago
I dropped City of Brass in favor of Sulfurous Springs, and I swapped Reliquary Tower for Sunscorched Desert.
This brings the real world cost down a few dollars as well as adds another ping damage source.

3-0 at local Pioneer Event
Nunners, 5 years ago
Last night I went to a small local event, and went 3-0 (6-2) overall. RD1: Izzet Phoenix W(2-1) - I didn’t see many Phoenix, but I was able to answer TiTi and slam big threats before they could get their game plan going. RD2: Jund Dinos W(2-0) - my opponent was on a spicy brew, but I had Thoughtseize in both opening hands and was able to stop my opponent before he could slam his big threats. RD3: RG Zoo W(2-1) - The closest games I had. SB Legion’s End was an absolute house. Their little creatures were stalled by my larger threats, and Smuggler’s Copter was able to fly over for lethal. Hopefully I can continue to jam small events in preparation for official sanctioned events at my LGS. I’ll update again with a proper write-up after the next event.
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LooperX1277, 5 years ago

Update 1.2
Leper1, 5 years ago
Cut: Kikki Jikki Added: Preferred Selction Reason: Purely experimentation, PS is like a weaker version of sylvan library I can afford while Kikki isnt doing a ton in the deck right now, Will likely add him in the future as there are some interactions (Such as Lightning Crafter) That I do want to add. a temporary switch up just to see how PS plays

Game 11 vs Marisi, Gargos, and Greven
SipAndPlayGames, 5 years ago
Marisi, Breaker of the Coil


![Necropotence feature for Consultation Zur [PRIMER]](http://static.tappedout.net/mtg-cards-2/ice-age/necropotence/2014-necropotence-cropped.jpg)
Updates
Venara828, 5 years ago
Out Enigma Drake Devious Cover-Up Goblin Electromancer And Jace's Sanctum
In Muddle the Mixture Mystical Tutor Merchant Scroll And Trinket Mage

Game 10 vs Oona and Marisi
SipAndPlayGames, 5 years ago
In this three-way match-up versus Oona, Queen of the Fae and Marisi, Breaker of the Coil

Game 10 vs Grenzo, Jalira, and Marisi
SipAndPlayGames, 5 years ago
Went up against Grenzo, Havoc Raiser, Jaliria, Master Polymorphist, and Marisi, Breaker of the Coil
