Massive rework
NV_1980, 1 week ago
Basically revisited this entire deck after having it sit on the shelf for three years. It now features more lifegain, more ways to benefit off of lifegain, more combos and a bit less inhibition.
Ins & Outs
akuro987, 1 week ago
Out: -spawning Kraken -Wrexial, The Risen Deep -Monstrosity of the Lake -Scourge of Fleets -Icebreaker Kraken -Striped Riverwinder -Nemesis of Reason -Shrouded Serpent -Hullbreaker Horror -Damnation -Singularity Rupture -Displacement Wave -Day of Black Sun In: -Faerie Dreamthief -Disruptive Pitmage -Ghost-Lit Warder -Purple Pentapus -Ring of Evos Isle -Siren Stormtamer -Spiketail Hatchling -Stitcher's Supplier -Turn Aside -Desperate Bloodseeker -Mizzium Skin -Gnawing Vermin -Abjure
March Update Log
JBTomero, 1 week ago
Typed up a new primer explaining how I pilot this deck:
- Opening Turns
- Mid Game
- Late Game
- Key Cards And How To Play Them
I hope people find it handy or at least interesting!
- Added Divine Visitation, cutting Molten Echoes. Took me this long to realize that this card is functionally a "sac outlet" for Hazezon since the tokens generated are now angels instead of sand warriors, so they are completely safe if Hazezon sticks around and is removed later. I won't have the option to cast + sac + re-cast in the same turn, but if I'm set up to do that odds are I have another sac outlet already. Molten Echoes is an absolutely fantastic card... for Hazezon. But this deck is no longer as focused on him and he's more of the battering ram that delivers the overwhelming blow at the very end. Before that point the focus is Field of the Dead, and Molten Echoes does absolutely nothing with it. With this switch, Hazezon still benefits (+3/+3 is no exponential pump, but it's something) and FotD gets a whole lot nastier. Furthermore: After playtesting a bit, I realize with Divine Visitation that casting Hazezon turn after turn after turn ADDS to the tokens instead of replacing them. That's huge. No longer need to juggle summoning sickness to trade 7 tokens for 14 etc.
Lorwyn Eclipsed Store Championship
c0be, 1 week ago
2-1-0, Third Place
I Finally Own This Deck in Paper! (Again)
Herb48, 1 week ago
After a lot of research, playtesting, and WAYYYYYYYYYYYY too much money spent, I have upgraded this deck beyond my wildest imagination. It is on the border of cEDH but sits comfortably in bracket 4. I am happy to say my pet deck is now by far the most powerful deck I own :)
Initial Update
dansface, 1 week ago
===spoiler: Initial Update
Following the TCGPlayer Upgrade Guide, I've swapped out some of the higher mana and less synergistic cards for those specifically work with Terra, Herald of Hope
’s reanimation ability.
The update prioritizes creatures with power 3 or less to pack in more threats like Sephiroth, Fabled SOLDIER and Lightning, Army of One
Mana & Card Draw
- Talisman of Conviction -> The Wind Crystal
- Mana Efficiency: Replaces a simple rock with a cost-reducer for White spells that also doubles life gain and provides a Flying/Lifelink combat finisher.
- Talisman of Indulgence -> The Darkness Crystal
- Mana Efficiency + Recursion: Swaps a rock for a Black spell cost-reducer that also exiles opponents' creatures and lets you reanimate them for your own use.
- Strago and Relm -> Dark Confidant
- Consistent Draw: Strago is high-variance; Dark Confidant (2 power) provides a guaranteed extra card every upkeep for a small life cost.
- Ruin Grinder -> Joshua, Phoenix's Dominant // Phoenix, Warden of Fire
- Hand Refinement: Swaps a 7-mana wheel for a 3-power legend that loots on entry and transforms into a Saga to bring back 6 mana worth of creatures.
Recursion & Board Control
- Sepulchral Primordial -> Squall, SeeD Mercenary
- Reliable Recursion: Replaces a 7-mana one-shot effect with a 4-mana 3-power threat that reanimates small permanents every time he connects.
- Edgar, Master Machinist -> Gaius van Baelsar
- Board Control: Gaius (3 power) acts as flexible removal on a stick, forcing sacrifices of tokens or enchantments upon entering the battlefield.
- Kefka, Dancing Mad -> Sephiroth, Fabled SOLDIER // Sephiroth, One-Winged Angel
- Sacrifice Engine: Sephiroth (3 power) provides a controlled way to sacrifice creatures for cards and serves as a "drain" engine that can end games.
Combat & Scaling Threats
- Sabin, Master Monk -> Lightning, Army of One
- Aggressive Value: Lightning fits the "Power 3 or less" requirement for Terra while providing First Strike/Lifelink and doubling damage to an opponent.
- Umaro, Raging Yeti -> Cecil, Dark Knight // Cecil, Redeemed Paladin
- Utility Threat: Swaps a "dumb" beater for a 2-power utility piece that facilitates life-loss and can transform into an Indestructible-granting Paladin.
- Archfiend of Depravity -> Rosa, Resolute White Mage
- Survival + Buffs: Swaps a high-power control piece for a 3-power legend that distributes +1/+1 counters and Lifelink every combat step.
- Angel of the Ruins -> Aerith Gainsborough
- Legendary Support: Aerith (2 power) scales with your life gain and buffs all other legendary creatures with counters upon her death.
- The Warring Triad -> Vincent Valentine
// Galian Beast
- Scaling Threat: Vincent (2 power) grows when enemies die and transforms into a massive beast that recurs itself when it falls.
===endspoiler
Tribal Fixes
Saltek, 1 week ago
-4 Mutant's Prey -2 Rancor -2 Nature's Lore -2 Nissa's Pilgrimage -2 Arbor Elf -2 Vayaging Satyr +2 Earthcraft +2 Wildgrowth +2 Warden of the Grove +1 Hooded Hydra +2 Hyxborn Hydra +1 Ozolith +1 Lifeblood Hydra +1 Whiptounge Hydra +2 Celestial Reunion +1 Skyshroud ClaimCh-ch-ch-ch-CHANGES...
DreadKhan, 1 week ago
I mean who DOESN'T want to face the strange, right? Anyways, I switched out Thieves' Auction (ignore me sobbing), There and Back Again (more sobbing), and Tainted Peak for Unholy Annex (this also makes a 6/6 flyer, but it can gain life and cards, so that's a better effect most of the time), Plargg and Nassari (this card is BONKERS, and it's super political), and Lazotep Quarry (in case I need a Mummy).
Edit: Would Diaochan, Artful Beauty
make sense in here? Apparently she could sing and dance exceptionally well, so that seems relevant, and she can also blow stuff up AND play politics, all of which also seems relevant.
Kraven a beating?
NonetheWeisser, 2 weeks ago
Kraven is a must include. Definitely a solid alternate win con and draw power engine in our current build. We kept flooding, but ended the night feeling pretty good about the consistency. We dropped 2 lands and added a couple MFDC's (Repast) that fit the build and theme.
Card Update
SeraphinEveles, 2 weeks ago
Swapped an Island for Turtle Lair
A minor Buff
Reuben_Medik, 2 weeks ago
After randomly looking at my collection I came a cross Garruk's Uprising, something I had completely forgot I had. One of the biggest drawbacks of this deck is that I might be able to swing with a 60/60, but all it takes is a 0/1 to completely nullify it, so I think GU would be very helpful. Unfortunately, I don't think I have many other cards like it
That said, GU will also let me draw every time a creature I control with 4 or more power enters. And so, I will be re adding Belligerent Brontodon, not only since it has 4 power, it also allows toughness damage so now I have another source of that for my other creatures
To make space for them, I've removed Buried in the Garden, which I have never cast even though it has been in my deck since I first made it, and also Warbriar Blessing. It was basically a cheap way to buff one creature, but it doesn't really do much. I've also removed those three clue lands and put in one basic of each type in their place
I'm gonna be looking into more similar buffs to GU, perhaps Unnatural Growth or Primal Rage, but I don't know if these are even the best options for me
None
SilvValens, 2 weeks ago
Swapped out 1x Feral Hydra and 2x Scourge of Skola Vale for 1x Gargos, Vicious Watcher, 1x Hydra Omnivore and 1x Kalonian Hydra.
Recent Playtest
TheMeadiator, 2 weeks ago
Brought this deck out for the first time in a while and totally wiped the floor with a few good friends (RIP). Strionic Resonator on turn 2, Cultivate turn 3, Cadira, Caller of the Small turn 4, Warren Warleader + offspring turn 5 giving me 6 bunnies at the end of turn. End of turn 6 I had 31 bunnies. Turn 7 they were all 3/3s and I killed two opponents, losing only 6 of my buns. The third opponent went down in turn 8 after I played a Banner of Kinship with 25 counters and an army of 25 rabbits that were all 26/26s, for a total kill force of 650 damage. By far the best showing so far!! And yet, I know the deck can make SO MANY MORE BUNNIES. How big can my army get? I must know.
Card Update
SeraphinEveles, 2 weeks ago
Swapped out Hazardroot Herbalist for The ooze
Card Changes
sloneketters, 2 weeks ago
Metallic Mimic for Goblin Offensive Draconautics Engineer for Goblin Rabblemaster Stone Rain for Brash Taunter Tarfire for Dolmen Gate Blood Moon for Throne of the God-Pharaoh Moria Marauder for Grenzo, Havoc Raiser
Approaching final form of this deck
MortisAngelus, 2 weeks ago
With a few exceptions in regards to some creatures, I believe we are approaching the final form of this deck.
IN (OUT):
Big upgrade
MortisAngelus, 2 weeks ago
Found some more ways to improve the main strategy of the deck, which is redundancy, but also added in some more ways to utilize the counters with cards like Hopeful Initiate. I also cracked a Gemstone Caverns from a EoE booster, which is going in here just for the sake of blinging out the deck.
IN (OUT):
- Hopeful Initiate (Lulu, Stern Guardian)
- District Mascot
(Wren's Run Hydra) - Aura Shards (Nyxborn Hydra)
- Wave Goodbye (Contagion Clasp)
- Damning Verdict (Black Sun's Zenith)
- Fathom Mage (Falco Spara, Pactweaver)
- Archangel of Thune (Spark Double)
- Animal Attendant (Chromatic Lantern)
- Ba Sing Se (Karn's Bastion)
- Abandoned Air Temple (Vault of the Archangel)
- Warden of the Grove (Simic Ascension )
- Defiler of Vigor (Verdurous Gearhulk)
- Gemstone Caverns (Forest)