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Legality
Format | Legality |
1v1 Commander | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Planar Constructed | Legal |
Tiny Leaders | Legal |
Vintage | Legal |
Branchloft Pathway
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kamarupa on
Population Bomb
2 months ago
Nice work! I guess you really deserve some props, as I've seen plenty of people on here that aren't new list decks as certain formats but still include cards that aren't legal in that format. So that's why I asked.
In terms of advice, I probably have more than you want. For starters, I'm not sure a Populate/Tokens deck is going to be what I would consider "fast-paced." It may or may not keep up with a Goblin deck - it would really depend on the caliber of each deck and to a lesser degree, the player piloting that deck. When it comes to speed, I think of low MV infinite combos, burn, Elves, +1/+1 counter Humans... So if you're really looking for speed, then there may be better place to look.
That said, if it's not so much speed, but a tokens, and tokens that can maybe compete with a fast paced Goblin deck, I think that is probably possible. As it stands, it looks like you've got a fairly budget brew going, though I notice a few pricier spells in the sideboard. So I'll be mentioning both cheap and pricier spells and let you decide where you want to draw the line.
For starters, land is one of the best investments you can make. All decks need it and the better lands you have to choose from, the more solid your decks' foundations will be. In my opinion, there is no point in spending big bucks on spells when your land base can't consistently cast them. www.managathering.com is an awesome resource to find lands. It didn't exist when I first started brewing, but I go there all the time now, namely because I just can't remember all the card names like I used to, lol. Ideally, you want lands that don't enter tapped, especially if you're going for speed. If you can afford them, Temple Garden & Windswept Heath are the perennial favorites. But Razorverge Thicket, Overgrown Farmland, and Branchloft Pathway
Flip are all decent. I recommend 22 lands for a "fast deck" - IE a deck with an Average MV of 2 or less (2.05 is close enough). Much greater than 2 average and I'd recommend 23-24 lands. Which stinks, I know, because the more land you include, the less spells you get and more likely you are to get mana screwed. But I've found that if you ever want to reliably cast spells that are 3 or more, you're going to need those extra few lands. Even with mana ramp, 16 is not enough land.
Typically, Artifact/Enchantment removal spells go in the sideboard. And typically, people run 4x creature removal in the mainboard: Any of the following would be good: Winds of Abandon, Sheltered by Ghosts, Path to Exile should be in the mainboard.
Druid's Deliverance is fun, but even in decks where I include Fog, I rarely include more than 1 copy. At double the MV, Druid's Deliverance is either going to tie up your mana (slowing you down), and/or delay instead of remove, and/or get cast just for the populate, which you already have spells for. So I'd suggest cutting it 1 copy.
Fight as One is... a decent spell. Heroic Intervention would be better. Since all but 1 of your creatures is white, Brave the Elements would be more versatile and cheaper and Tamiyo's Safekeeping is just cheaper. In my experience, 1 is the MV that is best for protection spells because it doesn't need as much mana to be available - that is - they're just more versatile. And I usually only include 1-2 of such spells.
I'd just cut Selesnya Charm. It just doesn't do anything that well and it's single use doesn't make it valuable enough to include.
Call of the Conclave is similar to Selesnya Charm - tokens aren't much about how big so much as how many. Repeatable token generators are going to be bigger threats than single-use spells.
The thing with Populate is that it doesn't really give you much oomph unless you've got bigger tokens. So you're not wrong looking for tokens that are on the bigger size. But since tokens are easy to get rid of and impossible to bring back, most people ignore the Populate mechanic altogether in favor of making lots of tokens as quickly as possible and at instant speed if they can.
Thraben Doomsayer is pretty good, though I do hate the 3MV casting cost. But you can make tokens at instant speed, which is great, and you can do it every turn.
Lingering Souls is one of the best token spells because you get so many for not that much mana, though you don't have the black mana here to make it worthwhile.
Tocasia's Welcome is great card draw for tokens, namely if you can create a token on your turn and your opponent's turn.
Creatures that care about ETB triggers are really good with tokens, too. You really can't go wrong with Soul Warden and/or Soul's Attendant - with 6+ Soul Sisters, I'd imagine a Goblin deck would find it very difficult to hit you for more life than they cause you to gain. And if you can gain enough life, Speaker of the Heavens gives you tokens that are worth Populating.
Growing Ranks is pretty good, but at 4MV,it's on the slow side.
Overrun is a good spell here, and I think you've got the right number.
Wake the Reflections is ok, I guess, but again, only copying 1 token just isn't as good as it might seem. At least it only costs you 1 to cast. The question is whether its actually powerful enough to be worth including, verses using that space for more token spells.
Something like Ephemerate or Cloudshift would probably be good with Hare Apparent
I like Finneas, Ace Archer, but I don't like it enough to overlook its Legendary status to run 4 copies.
Broad-stroke advice: 4x creature removal, 2x protection spell, 1x fog spell, 22x lands, 2-3x card advantage spell, 12x token generators, 8x ETB trigger spells. That leaves you with about 10 spells to lean into a mechanic like populate or more removal, etc, etc.
Please don't think what I write is definitive or that I'm insisting. Ignore whatever you want. I'm just throwing out my thoughts, hoping something might be useful for you.
Balaam__ on
White Green Life Gain
3 months ago
Any other dual land that enters untapped would be better than Temple of Plenty. ETB:Tapped is going to set you back, particularly in Legacy which is a very fast format. The obvious choices are all extremely expensive, but there are some cheap candidates that are worth a look. Branchloft Pathway Flip and Brushland come to mind as well as Overgrown Farmland or Sunpetal Grove. All of the above have little quirks but they’re much easier to fulfill and therefore put a dual land in play for immediate use.
ThassaUpYo@ssa on
Kros
11 months ago
For your strategy, I'd focus on either infect or +1/+1 counters since the list seems to be a bit "busy" with too much going on. Once you choose which way you'd like to take the deck, we can further tweak - proliferation will still be central to your overall plan.
Here are some suggestions by color that you might want to consider adding to your mainboard:
:
Heroic Intervention, Nature's Lore, The Great Henge, Three Visits.
:
Akroma's Will, Flawless Manuever, Smothering Tithe, Teferi's Protection, Trouble in Pairs.
:
Cyclonic Rift, Fierce Guardianship, Mana Drain, Swan Song.
I think you can get away with swapping out removing some counter spells as it seems a bit overkill - Cancel, Dispel, Envelop, Negate, and Nullify could probably come out in favor of Fierce Guardianship, Mana Drain, and Swan Song (the others could just be cut).
For your land base, I'd work the following lands in to help with your color wheel:
Fetch Lands: Flooded Strand, Misty Rainforest, Windswept Heath
Filter Lands: Flooded Grove, Mystic Gate, Wooded Bastion
Pathways Lands: Barkchannel Pathway Flip, Branchloft Pathway Flip, Hengegate Pathway Flip
Shock Lands: Breeding Pool, Hallowed Fountain, Temple Garden
Tri-Cycle Land: Spara's Headquarters
True Duals: Savannah, Tropical Island, Tundra
For mana rocks, I prefer the talismans over the signets:
Talisman of Curiosity, Talisman of Progress, Talisman of Unity
I think your Kros, Defense Contractor list is in a good spot, it just needs to be a little more focused.
TMMadsen on
Wolves of Armageddon
1 year ago
What do you think about possiably adding Weaver of Blossoms Flip to the deck and cutting down or out lambholt elder?
I think Weaver of Blossoms Flip is a bit costly on the mana-side. With Birds of Paradise, Scorned Villager Flip and Krallenhorde Howler Flip I'm doing pretty good for mana, so adding another mana-producer might be over the top. Lambholt Elder Flip packs quite a punch, and lets me draw cards which is awesome. I think, I'll try experimenting with replacing Birds of Paradise instead. They're missing the werewolf subtype, but they contibute with a lot of speed. The Weaver of Blossoms Flip however can be used in combat. Thank you for pointing me to this card!
Branchloft Pathway Flip for mana versitility.
I recently ordered a playset of Sunpetal Grove to improve mana versitility. I looked at Branchloft Pathway Flip, but they're quite costly where I live, and decided to go with Sunpetal Grove instead.
Thank you for the feedback.
Arrzarrina on
Roon Shenanigans
2 years ago
Planned Land Changes
- Treetop Village -> Branchloft Pathway Flip
- Vesuva -> Spara's Headquarters
- Dryad Arbor -> Seaside Citadel
Planned Flicker Changes
- Green Sun's Zenith -> Wall of Omens
- Threats Undetected -> Wall of Blossoms
- Gilded Lotus -> Farhaven Elf
- Yavimaya Elder -> Wood Elves
- Explore -> Mystical Tutor
- Turnabout -> Preston, the Vanisher
- Stroke of Genius -> Solemn Simulacrum
- Angel of Serenity -> Sun Titan
- Turnabout -> Emiel the Blessed
- Acidic Slime -> Reclamation Sage
-
These changes are intended to streamline the deck by reducing the overall average cmc of the deck or reducing coloured pips in low cost spells. There's also a shift towards more ETB creatures rather than instants or sorceries for bread and butter effects.
Arrzarrina on
Roon Shenanigans
2 years ago
Planned Land Changes
- Treetop Village -> Branchloft Pathway Flip
- Vesuva -> Spara's Headquarters
- Dryad Arbor -> Seaside Citadel
Planned Flicker Changes
- Green Sun's Zenith -> Wall of Omens
- Threats Undetected -> Wall of Blossoms
- Gilded Lotus -> Farhaven Elf
- Yavimaya Elder -> Wood Elves
- Explore -> Mystical Tutor
- Turnabout -> Preston, the Vanisher
- Stroke of Genius -> Sun Titan
- Angel of Serenity -> Sun Titan
- Blue Sun's Zenith -> Solemn Simulacrum
- Turnabout -> Emiel the Blessed
- Acidic Slime -> Reclamation Sage
-
These changes are intended to streamline the deck by reducing the
thefiresoflurve on
Naya Populate True
2 years ago
Welcome to big board state club! (I used to run G/W populate back in the day).
Disclaimer: not sure what your budget is for recommendations, so I'm going to go by what I see here (Dockside, Smothering Tithe, Parallel Lives level of cost for individual recommendations).
I think Ghired, Conclave Exile would make a better commander here than Palladia-Mors, unless you're tied to the latter for sentimentality/flavor/etc.
Next, land base. The single best thing I did for my Esper deck was upgrading my land base. You don't have to go super hard here to see results, but I would put together a list like: 1x Cabaretti Courtyard 1x Command Tower 1x Jungle Shrine 1x Sungrass Prairie 1x Rockfall Vale 1x Branchloft Pathway Flip 1x Needleverge Pathway Flip 1x Rogue's Passage 1x Kessig Wolf Run 1x Gavony Township. If you like this route, there are even more cheaper dual lands you can add in like the Temple of Triumph and friends.
There are a few cuts or substitutions that I think the main deck could make really easily:
Ultramarines Honour Guard -> Caller of the Pack. If Ghired attacks with a creature that has Myriad, he can populate the token that Myriad creates, but the Populated token forgets about the exile clause. Thus, you can end up with a theoretically infinite horde of creatures. It's fantastic. :D
Going off that last bit... Wayfaring Temple -> Treasure. Basically a great card in commander anyway, here it's a free win if you manage to clone it.
Growing Ranks is an easy cut. It's way too slow for EDH (compare it to Parallel Lives...) Could replace it with a Talisman of Conviction or friends to help you ramp faster.
I would replace Momentous Fall with Teferi's Protection or Akroma's Will or Grand Crescendo - some extra source of board wipe dodging. I don't think your creatures are really big enough to warrant a momentous fall.
I would also replace Druid's Deliverance with one of the aforementioned board wipe dodges. There are also some cheaper options like Your Temple is Under Attack, Unbreakable Formation, Make a Stand. Reasoning being: you should have enough board state to block things that want to hurt you, as long as you keep your board alive.
As far as making tokens sooner: well, if you want to do that, you're going to have to run some cheaper creatures.... or ramp faster. I'd probably opt for ramping faster, TBH, since your creatures are really cool. If you add the entire Gruul Signet and friends, along with the Talismans I mentioned earlier, that should get you to the minimum ramp package in tricolor EDH to make sure you can play quickly.
Naya Charm -> Artifact Mutation can help make some earlier tokens.
Brindle Shoat and Call of the Conclave are some decent options for turn 3 tokens you might consider, as well. But adding those would also require cutting other stuff.... horrible choice I don't envy you : P
Sorry for the wall of text...Hope that helps, and happy building!
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