Update 1
mraltherith, 5 years ago
After having realised that modular only works on artifact creatures, all modular cards are out. Alongside these, the deck was refined, replacing cool, inefficient cards with powerful alternatives and a hell of a lot of tutors to fit with a more competitive environment.
Only minor changes
Rahvin2015, 5 years ago
+Arcane Signet -Sangromancer Sangromancer didn't do a whole lot; it was just some lifegain, and I often didn't need that. Signet is too good to pass up.
Throne of Eldraine update
Citridon, 5 years ago
-1 Mountain, +1 Castle Embereth
-1 Scab-Clan Berserker, +1 Torbran, Thane of Red Fell - I want to adjust away from 3-drops a smidge, since Chandra is the only 3 drop I cast on curve. Berserker was a play on curve card
-1 Ghirapur Gearcrafter, +1 Bonecrusher Giant
-1 Lightning Mauler, +1 Robber of the Rich
-1 Aggravated Assault, +1 Syr Carah, the Bold - Assault became infinite with newest Neheb. This deck isn't about that. Carah blocks while pinging or draws cards!
-1 Akoum Hellkite, +1 Fiendish Duo

Throne of Eldraine update
Citridon, 5 years ago
-1 Kalonian Twingrove, +1 Earthshaker Giant
-1 Undergrowth Champion, +1 Yorvo, Lord of Garenbrig
-1 Groundskeeper, +1 Flaxen Intruder
-1 Wild Beastmaster, +1 Syr Faren, the Hengehammer
-1 Squirrel Wrangler, +1 Beanstalk Giant
-1 Drumhunter, +1 Thorn Mammoth

Game Knight 2 Sphinx
Citridon, 5 years ago
-1 Sphinx of Lost Truths, +1 Sphinx of Enlightenment
-1 Distant Memories, +1 Stolen by the Fae - Distant Memories looks like a cool choice, but this deck stocks a grip so hard noone is worries about three more random cards and picks that. This deck does not need extra draw 3s.

Throne of Eldraine update
Citridon, 5 years ago
-1 Aethersquall Ancient, +1 Highcliff Felidar - I love the flavor and art for Aethersquall Ancient, but with no other emergy around it, it's just been a vanilla
-1 Auramancer's Guise, +1 All That Glitters - half the cost and a bigger pump!
-1 Plains, +1Hallowed Fountain

The trade winds blow
DemonicConsolation, 5 years ago
In: Dispel
Out: Thirst for Knowledge
I traded for a Dispel, in it goes.


Newer Version Available
tylorlilley, 5 years ago
This deck was turned into a BW Selenia, Dark Angel deck. You can find that deck here.
Older Version Available
tylorlilley, 5 years ago
This deck used to be a three color Oloro, Ageless Ascetic deck. You can find that version here.
None
Phithinker02, 5 years ago
Removed: Cryptic Caves, Forgotten Cave, Secluded Steppe, Pursuit of Knowledge, Fires of Invention Added: Kher Keep, Castle Embereth, Kjeldoran Outpost, Nahiri, the Harbinger, Skullclamp Fires of Invention wiffed more than I liked. When it was good, it was awesome, but there were many situations in which it wasn't. Interfering with my instants was a big downside. I replaced it with Nahiri as every ability is relevant in this deck: she rummages away my lands, removes problem permanents, and her ultimate can tutor for Sun Titan, Cavalier of Flames, or Knollspine Dragon for huge resource swings or game-ending plays. I took out Pursuit of Knowledge after taking out Cryptic Caves. Reducing the number of land with card draw attached proved to make Pursuit less effective, and the card asks for a lot as is. I replaced it with Skullclamp as the deck runs a lot of small creatures that are easy fodder for it (and it does run a few token makers to boot), and I swapped some of the cycling lands with more token support a la Kher Keep and Kjeldoran Outpost. I also added Castle Embereth as a way to make my smaller support creatures and various tokens more impactful in the late game. I've noticed a couple of times that I would end up with a flooded board of 1/1 Spirits and 2/1 Clerics, and adding a tutorable team buff that comes at little to no opportunity cost seemed like an excellent way to turn that aspect of the deck into something more threatening. Even without the tokens, if I'm beating down with enchantments I usually have several in play at that time, and Castle Embereth shines when I have multiple creatures out for attacking. On a side note about the previous additions, Aura Fracture is hilariously awesome because it turns out that it also functions as combo piece. Once I have Parallax Wave-Opalesence/ Starfield in play, pretty much any ETB creature in the deck becomes an infinite payoff. The best of these is Sun Titan. With Aura Fracture also in play, with ideally a god or any indestructible enchantment although any enchantment will suffice, I can sac any land to target the indestructible enchantment after tapping it for mana, blink Sun Titan with the Parallax combo to get the land back, and rinse and repeat for infinite mana. If I also happen to have a Sunbaked Canyon in play (which is not hard to do given Weathered Wayfarer, Gamble, Expedition Map, and Recruiter for Wayfarer are in the deck), I can draw my deck. Granted, we're talking a 4-5 card combo which may be challenging to assemble, but it's still fun. For my next trick, I'd love to fit Cavalier of Dawn into the deck. I may also add back in Pursuit of Knowledge and accompanying lands. I'd really love to explore putting in Alhammarret's Archive as that would turbo charge all of the single card draw effects, although I am very leery of making the deck too full of cards that do nothing upon being cast or entering the battlefield.
More haggling, less looting
reaxis, 5 years ago
After the recent banning of Faithless Looting, I'm gonna try a build with Merchant of the Vale instead. It could still be nice to dig for Experimental Frenzy, costs only so not much of a problem when going off, and can even add an extra body to the field.
Also, Castle Embereth seems nice as an additional whack effect.

B&R Bans Once Upon a Time, Oko, and Veil of Summer
edhforthewin, 5 years ago
I was expecting something like this, so now Selesnya Adventures has died down to something like this. Without Once Upon a Time the deck takes a significant hit, not able to guarantee draws like it could before. Other options will have to be explored.
Bannings
PickleNutz, 5 years ago
Recent bannings caused a lot of changes.
Revision 1.4
HerrDexter, 5 years ago
- Replaced Gilded Lotus
with Dreamstone Hedron (potential target for Treasure Mage)
- Replaced Slinn Voda, the Rising Deep with Platinum Emperion (potential target for Treasure Mage)
- Replaced Masterful Replication with Mechanized Production
- Replaced Scour All Possibilities with Thoughtcast
- Replaced Shambling Suit with Tribute Mage
- Replaced Lotus Petal with Voltaic Key
- Upgraded Brainstorm to a foil version I just acquired :)

MF Colombus Changes
ecflippen, 5 years ago
Alright, here we are, MF Colombus closing in.. these are likely the final major play pattern big changes to the list until after Columbus (unless there is a clear change that makes the deck better.) MD +4 Serum Visions +2 Liliana of the Veil +2 thought scour +1 Maelstrom Pulse +1 Search For Azcanta +1 Thief of Sanity +1 Drown in the Loch -4 opt -1 vendilion clique -1 murderous rider -1 Oko -1 force of Negation -3 AV The Rationale: From the top! The biggest change in my opinion was Removing AV as well as adding LOTV, a card I personally don't like. Anyway, with the removal of AV a kind of fundamental change happened with the list... It no longer has raw card advantage. Only virtual card advantage through card selection... With the loss of raw advantage we needed to add better selection... Income replacing Opt with Serum Visions.. this deck needs a way to filter it's draws Serum Visions is just the best one Mana cantrip available for that. Adding the additional Search was a product of two things, wanting more filtering and realizing some of my best/favorite opening sequences almost always included turn 2 search or an early Tasigur... Speaking of early Tasigur I've decided to just go up to 6 one cmc cantrips because an early Tasigur feels great. Dodging push is huge in the GDS match. Generating card advantage and being a mana sink is a huge bonus when the board is gummed up. So adding the two Thought Scour was a no brainier as it can be a non-essential engine card in the list, meaning it's not necessary, but when we have it the deck seems to hum a little better. However it's not my favorite cantrip as it doesn't provide selection and with no Snaps milling over valuable spells could be more harmful than helpful. The addition of Scour also came after a bit of testing with Drown in the Loch. Card is great I personally love it as a single copy, two felt a little awkward... As Decay and drown occupy much of the same space. I much rather draw drown as a counter than a removal spells in this list personally as we have decay to handle much of what drown handles early. Another favorite play pattern I enjoyed was Turn 2 Grim Flayer. Turn 3 attack. However the deck not being a dedicated Delirium deck, can't really turn him on on curve without the help of some discard from our opponent. So I wondered what 3 cmc things can I be doing to make Flayer better... Income LoTV and Maelstrom Pulse. LoTV is probably just the theoretical best follow up either removing a lone blocker and subsequently setting up the game for Flayer to take over or getting us one more card towards delirium. Also being able to turn two her in this list. It's golden. I personally never really liked the play pattern of Lily because my deck, while it has it's proactive elements is still pretty reactive and I want to be holding as many cards as possible. Lily does not lend herself to those style of games. Hoping that SfA and Grim Flayer smoothing the draws makes Lily feel better than I feel she is. Pulse takes the place of Murderous Rider as I noticed the deck struggled against Urza and it's ability to flood the board with thopters. So being a removal spell for Urza and other problem permanents and a boardwipe for thopters sold me on it. Thief of sanity makes a return... I had one slot open in the list, wanted it to be a creature. Didn't want it to be V-Clique... Remembered that in the games where I connected with Thief I've rarely lost. Decided to shoehorn it in and try.. being solid against control and Midrange makes it serviceable as a single copy it shouldn't come up much except in the long games. Where it shines. Drown in the Loch... I was originally a hard no on this card, and LoTV, due to the requirement you HAVE to run Thought scours next to it to make it feel truly worth... With the addition of tasi and scours, I added drown as a 2.. in the games I did play with it, it felt more like extra copies of decay that couldn't hit random permanents as opposed to a 2cmc counter. And I wanted this card more for the latter as opposed to the former. So I trimmed it to one... In the early game it's fine as a 5th decay vs creature-centric decks while also being fine against more 1/2/3cmc spells matter decks... In the late game it's just a hard 2 Mana counter which I like. It also has the benefit of sometimes just turning on because of your opponent and it's a solid turn 2 counter. The removal of Clique was simple. Recognizing we don't have bolt to quickly close out games made me realize the power in clique comes from games where tempo matters and needing that extra turn can be the deciding between winning and losing. The only time that matters for this deck is against Tron.. it's also serviceable vs control as a peek to clear the way to resolve a planeswalker. So we move Clique to the side and call it what it is... The removal of the third Oko came at the understanding that him and Lili will fill a similar space in this list. Basically removing the biggest threat from the table. She doubles as combo and control speed bumps. Murderous Rider removal from the deck came from another conclusion... Hero's Downfall is overcosted. How often do I NEED the 2/3 lifelink? Almost never? Only against burn? Cool! Easy cut. Replace it with a more versatile removal spell. The third Force was removed because the lack of card draw/advantage makes it worse. AV was removed because the overall power-level of the deck felt too fair to truly feel the power of a straight draw 3, and the inability to free cast it means basically it's good against control and control only. But with Teferi and Narset running around it's not even strong there. On to Sideboard -1 EE -2 Bitterblossom -1 disdainful stroke -1 Plague Engineer -1 Nissa Vital Force -1 dispel +1 Nissa, Steward of Elements +1 pithing needle +2 Stubborn Denial +2 dead of winter +1 Tomebound Lich
November Updates
BoneclockHarmony, 5 years ago
With a resurgence of Amulet Titan, Tron (green and eldrazi versions) online, I'm now running 3x Magus of the Moon in the sideboard. The Urza decks are generally less focused on Thopter Foundry, so I am currently on a 2/2 split of smash/cratermaker, as cratermaker also helps out tron matchups, while also pulling his weight in vs the non-thopter foundry pieces of the urza decks.
The current premier graveyard deck appears to be Crabvine. Grafdigger's cage may be more useful than Tormod's Crypt here, but I need to think about it some more.
Currently using a single reality hemorrhage in the sideboard for the burn (and human) matchup, but kind of want to find room for: * Two Pithing Needle OR two Phyrexian Revoker OR Pyrite Spellbomb
Pro-red creatures are good against us, but we have 4 maindeck stomps (anti-protection) and 3 maindeck ferocidon (anti-lifegain). That+4 leylines might be enough for the matchup... It has felt close in the games I've played.
Something else to consider is Smuggler's Copter. I used to run a single copy and it was always good, however I ditched it when the deck took a more haste:y bent with Earthshaker Khenra over Harsh Mentor. I am currently back on Harsh Mentor however, and even the previous all-star Ash Zealot is a little lackluster these days (2/2 can't attack into elks, no faithless looting, nobody casting spells from graveyards very much).
Firebrand is still in the deck over Zurgo bust mostly because I forgot to test Zurgo. I do kind of like firebrand being able to sac himself as a blocker vs wurmcoil engine, however.
So to summarize, the current changes are to the sideboard:
-2 Pillage
-2 Chainwhirler
-2 Kari Zev's Expertise (felt great when people were on Jund, not seen Jund in a hot minute now tho)
+2 Cratermaker
+3 Magus of the Moon
+1 Reality Hemorrhage
Changes being considered:
-
Smuggler's copter main
-
Incinerate main
-
Cutting some number of Burst Lightning.
-
Cutting some number of ash zealot possibly.
Overall, deck definitely still feels worse off now than before the Looting ban, Magus of the Moon feels a lot better than previous sideboard cards aimed at Tron/Titan. Oko seriously hurt some of our good matchups, but can be beat.

Low-Mid cost overhaul
Sedohr, 5 years ago
Completely overhauled cards from CMC 1-3. Had too many at CMC 3 and was bricking early game often. Also replaced non legal Standard cards.
Removed...
4x Ragefire
2x Gruul Turf
1x Timber Gorge
1x Forest
Replaced with...
3x Arboreal Grazer To provide early game drops, and help land acceleration. Since I added more dual lands, if I can play those the tapped portion is mitigated since they would be tapped normally. Also it does not have "Defender", so I can buff it for offense with spells like Barge In and later on utilize riot stacks from Rhythm of the Wild.
1x End-Raze Forerunners Total of two in deck now. Ideally late game for the deck there is a decent amount of land but no ways to draw extra cards, so bigger drops seemed more ideal for this purpose.
3x Barge In Provides more buffing power while attacking, and trample to help against sacrificial defenders.
2x Jaya's Greeting Strictly better than Ragefire since it is an instant. Being able to scry can help move cards around on top of deck based on current situation.
2x Scorching Dragonfire Also strictly better than Ragefire outside of maybe an opponent with exile play. Can target planeswalkers, but would prefer scry of Jaya's Greeting. Just don't have more of them at this time but plan to replace later.
4x Rugged Highlands Replaced three previous dual lands that were not standard legal. Also replaced a forest in favor of this since the deck has slightly more red mana cards.



Small Tweak
Citridon, 5 years ago
-1 Doom Whisperer, +1 Cavalier of Night - I couldn't find Cavalier when I was buidling, but now I have.
Major overhaul
ohmless, 5 years ago
I haven't played in about 6 months. As I am returning to the game, an overhaul was due for my pet deck.
There are several card swaps and the description is updated. Since I was prone to getting things removed and as an aggro deck I am usually in the lead on board, I swapped out the board wipes for graveyard recursion. Also added were more card draw effects.
I still need to get a Mace of the Valiant so I have Ring of Thune in the deck until it is obtained.

dropped demon of wailing -> added Vilis
Vidjalante, 5 years ago
just a better card tbh
None
mitcharnew, 5 years ago
Removed doomsday package and bolas's citadel and added more card advantage, improved mana base and added mana rocks.