Creature (19)
- 4x Bassara Tower Archer
- 3x Eidolon of Blossoms
- 2x Eidolon of Countless Battles
- 4x Gladecover Scout
- 4x Sylvan Caryatid
- 2x Witchstalker
Planeswalker (2)
Land (22)
Enchantment (15)
Sorcery (2)
Sideboard
Artifact (2)
Instant (9)
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I don't really like the Eidolon of Blossoms for some reason. It dies from nearly all removal and usually will only draw you one or two cards. It won't deal much damage and every single deck has removal for it. Sylvan Caryatid seems better, since it has 3 toughness, hexproof, and allows the slash for Boros Charm .
May 9, 2014
6:22 a.m.
mikehasacat, yeah, that's what I've been thinking too.
May 9, 2014
6:35 p.m.
cogumerlim, Were you able to give this deck a play at FNM last Friday? I would love to hear more about how it did and what decks it did well against and what it struggles against. I Have play tested using Kruphix's Insight a lot, but I keep coming back to Eidolon of Blossoms . What I don't like about Kruphix's Insight is that you have to put anything that is not an Enchantment into your graveyard, which means that if you need creatures or land, Kruphix's Insight will actually make things worse, where Eidolon of Blossoms might draw less, but it will help get you to your 5th land you need to cast Ajani, Mentor of Heroes or that creature you really need. Just my experiences. Anyways, I would love to hear about how the deck is doing at FNM and its best and worst matchups.
May 12, 2014
9:46 a.m.
+1! And the Eidolon is great, as long as you have enough constellation triggers to play. In this deck, I think a Courser of Kruphix might have a place. It helps find your land, regulate your draws and is better at blocking. I agree with mikehasacat that the Eidolon is not best for this deck, however I think overall it's great. Lots of stuff dies to removal. 2 cards in a color that is not renowned for its card advantage? Sing me up! 2 toughness sucks though.
May 15, 2014
3:20 p.m.
Mana Confluence is only good because you're not running Courser of Kruphix . Personally Witchstalker is a bad card. My reasoning is he is good early game for the hexproof, but I don't see him getting many counters on him making him utterly useless late game. I'd suggest Fleecemane Lion or even Scavenging Ooze .
May 19, 2014
3:46 p.m.
GreAsyG, I still haven't had the opportunity to take this deck to an FNM (friday nights are tough moments to leave my wife alone and go to a store to play lol), but on cockatrice I think I've found this deck's best performance in this current shape.
The idea here is very different from Mn3m0n1c's, because the point is not being fast, but consistent. Nevertheless, I still can get consistent turn 5-6 wins. You're right aboul Eidolon of Blossoms . He really helps this deck, and though it dies easily to removal, you will already have drawn a card and possibly another one. Sometimes it lingers on, getting you more and more cards and giving you an even easier victory.
The main changes I've made was include the full set of Sylvan Caryatid s and use one less Kruphix's Insight and two less Witchstalker . Why? 1) You usually want to start beating UNTIL turn 3, so Witchstalker is not the most useful creature to start a game with; 2) Sylvan Caryatid solves important mana fixing problems this deck had, and makes it a lot easier to cast multiple enchantments per turn or to get to the 5 mana needed for Ajani, Mentor of Heroes ; 3) Kruphix's Insight is still very useful, but you have to keep in mind that it will work better when you HAVE a creature on the board - you only really need one, and the Insight gets you the enchantments to voltron it up. But three Insights are really too many, two are better suited for these specific situations when you have the creature, but not the enchantments.
Ajani, Mentor of Heroes is just great. He even manages to control the board against control decks lol. Some people may argue that Ajani, Caller of the Pride is better, but again the idea behind this deck is all about consistency and regarding the flying/double strike ability, the Mentor is not much behind because when he hits the board, my creature usually already has flying because of Gift of Orzhova and he pumps it with +3/+3, which has a really similar effect on closing out games, with the advantage of putting you back on track by refueling you when the game takes longer than expected, what the Caller can't do.
May 19, 2014
3:59 p.m.
CapnAhab, thanks for your comments! Unfortunately, Courser of Kruphix would only slow my deck down, because he's a 3cmc creature and shows my threats to the opponent. I really like this card, but not in this deck. Fleecemane Lion has the advantage of being an early 3/3 threat, but I can't rely on him until AT LEAST turn 5, when I can make him monstrous. So he also doesn't help much, as I prefer to set up my base with, say, Bassara Tower Archer and Sylvan Caryatid for lots of enchantments and damage/lifegain on the next turn. Scavenging Ooze could help, but his main strength is being pumped up while giving me life, and that's EXACTLY what my other creatures are already doing, so it is just redundant (not to mention it is not hexproof).
May 21, 2014
11:38 a.m.
great deck. +1 from me. I've been having success with mine Ajani's Hexproof Pride (4 - 0 @ FNM). i'd have to say though that keeping Eidolon of Blossoms in the sideboard until after you know your opp doesn't have spot removal main has worked wonders for me. also you might want to try out Ajani, Caller of the Pride
May 21, 2014
2:47 p.m.
sharkudi, I just saw your deck and commented on it. Then I came here and saw you commented on mine! hehehe :)
I'd REALLY like to take this deck to an FNM or even to Game Day this weekend, but man, being married is nice, of course, but it always fills your fridays hahaha... I have all the cards, have the deck physically, always play with it on cockatrice (with a very high success rate hehe), but NEVER got the chance to play with it for real. Sigh...
Good to know you're having success with yours! :D
May 21, 2014
3:18 p.m.
Very cool looking deck ;)
for my comments on your deck;
I think 2 Kruphix's Insight is the perfect amount, because 3 can become iffy. drawing an additional one in any match that isnt control is very dangerous as you will be hitting a bottleneck on mana anyway. If you need multiple in one game, chances are you arent doing well in the first place.
My thoughts on Heliod, God of the Sun are stated on my deck.
I honestly think Mana Confluence is not needed in the slightest bit in this deck.If you went naya, sure, no problem. a simple Boros Charm double strike or Ghor-Clan Rampager with lifelink will sustain your land base. However with selesnya, our mana base is very good.
May 6, 2014
10:34 a.m.
This looks great! I agree that 3x Kruphix's Insight
is probably a bit too much.
I have to disagree with Mn3m0n1c about Mana Confluence . This deck runs a lot of things that drop on turn three that uses either GG or WW in it's mana base. Mana Confluence helps out a lot when making sure you can play your turn 3 spells. The lifegain from Unflinching Courage and Gift of Orzhova makes Mana Confluence an automatic 4 of in this kind of deck.
May 6, 2014
11:54 a.m.
Thanks for the comments, guys. I really think Mana Confluence improved my deck. It allows for more consistency when playing cards like Gift of Orzhova , Eidolon of Countless Battles or even Bassara Tower Archer , helping these GG or WW cards come at the right time.
As for the Insights, I'm sorry, but I really think 2 is not enough. I want the enchantments to come. I NEED them to buff my creatures. So I need to make sure that I play at least one Insight per game. Because the more enchantments I have, the stronger my creature will be, and this is never too much. Plus, it helps me fetch the Eidolon and Heliod, which are great complements. Really, I don't see why 3x Kruphix's Insight is too much, as it helps me at any point of the game - at the bare minimum, it skims through my deck to get to the things I really need faster. The suggestion was yours, Mn3m0n1c, I'm just giving it yet more credit hehe :)
And, really, I can't stress enough how good Heliod, God of the Sun is in this deck. When he's not a creature, he gives our beefed up creature vigilance. When he is (and it's easy to trigger him), he is a powerful 5/6 indestructible, making things even faster. At the bare minimum, again, if you only have him on the board and nothing else to do, you can still put a 2/1 cleric enchantment on the board! He REALLY helps. And people get scared of him. It's the first time I see people get scared of Heliod in standard.
Eidolon of Blossoms has a very powerful card drawing engine, but it dies easily to removal (just think: they're regretting they have all those removal cards at their hands!!), it's not that powerful (only 2/2) and costs 4 cmc. It can really help, but I still think it is too conditional. Maybe I'm wrong, but that's my opinion right now.
I just hope people don't start playing Glaring Spotlight massively overnight! hehe
May 6, 2014
12:11 p.m.
Glaring Spotlight would suck, but then again, that's why we play 4x Banishing Light .
May 6, 2014
12:29 p.m.
Mn3m0n1c and GreAsyG, a question popped into my mind. The only things we REALLY want from red are Madcap Skills and Boros Charm , but mainly Boros Charm , because it has versatility, it gives double strike and it gives indestructible. It wins games.
So, I was thinking about some minor changes, I wish you could give me your inputs on that:
-2x Ajani's Presence mainboard; -2x Forest mainboard; -1x Voice of Resurgence sideboard; -1x Murder Investigation sideboard.
+2x Boros Charm mainboard; +2x Stomping Ground mainboard; + 2x Ajani's Presence sideboard.
We could manage to cast the charms with relative ease because of the four Mana Confluence , helped by the 2 Stomping Grounds.
What do you think?
May 6, 2014
4:55 p.m.
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Date added | 11 years |
Last updated | 11 years |
Legality | This deck is not Standard legal. |
Rarity (main - side) | 4 - 0 Mythic Rares 19 - 8 Rares 11 - 0 Uncommons 14 - 7 Commons |
Cards | 60 |
Avg. CMC | 2.55 |
Folders | White/Green, decks i like, Standard |
Votes | |
Ignored suggestions | |
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Views | 461 |
GreAsyG says... Edit Remove Edit Delete #1
cogumerlim, if I had the mana base to add red, I would. Madcap Skills adds the ability to attack big on turn 2 with 4 damage (Scout + Madcap) where the best G/W can attack on turn 2 is usually just 2 unless you get a god hand and can equip a turn 1 Gladecover Scout with 2 Ethereal Armor on turn 2.
So, if you can add red to you mana base, I would.
May 6, 2014 5:02 p.m.