So this Deck wants to be very Aggressive but is more than capable of playing it defensively until ready to smash. Since our curvetopper is 3 we're sitting at 18 lands with 4 Attunes for fixing and such, Deeproot champion is our MVP but the other creatures all have prowess so they can help with our aggressive game, Our sideboard has a lot of options, but we do have to keep our land count in mind as we develop that. I've thought a few different cards that could be put in but i would like to hear others ideas as well
I think I'd drop Bloodwater Entity and Spellweaver Eternal for that one Drake that gets pumped from instants/Sorceries in the GY. Then I'd use those 4 leftover slots for 2 lands (you're gonna want 22 lands or you're not gonna consistently hit 3 lands on turn 3) and I'm not sure what else. Maybe 4 of removal instead of 2 Larger than Life and 2 Something Else. Maybe 4 Counterspells.
Alright well i suppose if we want to push more card draw (and since Renegade Tcatics disgusts me) we can put a couple Cartouche of knowledge which gives our deeproot champion some more evasion so that could be cool and it draws a card so cool
I know removing Bloodwater entity was recommended but i think that it's one of the most versatile cards in this deck, it's a flyer with prowess it returns one of our pumps or a card draw, or removal or even a land with attune with aether it can be really helpful so i've decided we're keeping at least two
now that thats a thing lets start working on that sideboard using some meta and some of your guys' advice
I still think Enigma Drake would be better than Bloodwater Entity. Another win-con would be better than another bite at a spell.
I don't think I like the Scorpion God plan in the sideboard. maybe some more counterspells? More removal?
Dude i have four harnessed lightning four lightning strike and four abrade thats like all the removal man and again entity is versatilei don't know how i feel about the scorpion god thing either but i don't have much more removal
I think the point is that after turn 6, you're likely 7 or 8 spells in the GY, which means your Bloodwater Entity will be a 2/2 prowess, but your Enigma Drake will be a 8/4.
And, I was just suggesting the general things that go in Sideboards. I wasn't saying that your deck needs more removal. If I was gonna add any other 'removal' it would be sweepers. If you drop the Scorpion God, you also add 2 more slots. I think whatever 2 cards would be fine.
Hey, I played Miracle grow in a local pptq today with a 3-2 finish coming in 9th and just missing the cut off for top 8.
Im running like 95% of saffron olives stream live that adds Riddleforms (which are nuts good) and Searches (also good.)
Didn't get the cards I needed for the burn matchup before the event and I payed for it. Would have liked to have had Deathgorge Scavengers, used Perilous Journey. They were bad.
Round One:
Temur Energy 2-1
Was able to use Bounce spells and burn spells to create a tempo advantage to balance out the game. Then flipped a Search for Azcanta to burn out my opponent after early Riddleform Damage.
Game 2 I was absolutely trashed. Not enough mana and no answers.
Game 3... I accidentally drew 8 cards. Opponent thought seized my hand but it was so nuts that I was able to roll over his mull to 5.
Round Two:
Ramunap Red 0-2
No threats, no answers, bad sideboard.
Round Three:
Dino Tribal 2-1
Enigma Drakes flew over my opponents Dino that he played on curve due to my early shocks and strikes of his ramp.
Round Four:
Burn 0-2
Nothing productive game one.
Game 2 I never drew blue and ran out of shocks and strikes.
Round Five:
4 Color Approach 2-0
Game one I was fast enough to kill him before he could cast a second Approach.
Game 2 sure storm chaser countered a Settle the Wreckage (he didn't know he interaction) which put me way too far ahead.
Sorry for the poor writing.
Edit:
Thoughts afterward;
Siren Stormtamer deserves a spot in the side. Turning on my Charts turn 2 is far too valuable.
There needs to be some incidental lifegain in the 75.
Our bounce spells are so good, an argument for another unsummon could be made if the format slows down.
I was quite pleased to see this thread pop up. I have been playing Miracle Grow in standard for the past few weeks. The deck isn't the strongest (it has a hard time against aggro), but it is a hell of a lot of fun to play. I play a version that has substituted Soul-scar Mage for Riddleform. Riddleform is evasive, goes over the head, and hits hard. I also find that on turn one I'd prefer to play an Opt, Attune with Aether (to prepare mana), or keep a mountain open to Shock my opponent's first creature drop.
I am however still considering Soul-scar Mage - I just don't know where it would fit. Would I remove 2 x Deeproot, a Shock and Unsummon? Remove the Cryptic Serpents? I'm simply not sure.
I'm still unsure about some of the card choices and also the land composition. I'm not sure that Azcanta is appropriate here, and as to whether it's a bit too slow; when it works, it is brilliant, however, and this is why I am having difficulties dispensing with it.
I am also considering including one more land, perhaps in the form of Sheltering Thicket - I do have the odd occasion where mana screw is a problem. I don't know what I would remove in order to make room for the extra land.
Confiscation Coup is included because there is a lot of Scorpion God in my LGS's meta; I find that if I am able to curb a Scorpion God (in match-ups such as UB Control/ Pirate Midrange), the rest of the match is relatively smooth sailing.
4x Bloodwater Entity
4x Deeproot Champion
4x Soul-Scar Mage
4x Spellweaver Eternal
Spells:
4x Blossoming Defense
4x Dive Down
4x Invigorated Rampage
4x Chart A course
4x Lightning Strike
4x Attune with Aether
2x Larger than life
4x Aether Hub
4x Evolving Wilds
4x Mountain
4x Forest
4x Island
So this Deck wants to be very Aggressive but is more than capable of playing it defensively until ready to smash. Since our curvetopper is 3 we're sitting at 18 lands with 4 Attunes for fixing and such, Deeproot champion is our MVP but the other creatures all have prowess so they can help with our aggressive game, Our sideboard has a lot of options, but we do have to keep our land count in mind as we develop that. I've thought a few different cards that could be put in but i would like to hear others ideas as well
2x Bloodwater Entity
4x Deeproot Champion
4x Soul-Scar Mage
Spells:
4x Attune with Aether
4x Harnessed Lightning
4x Lightning Strike
4x Cartouche of Knowledge
4x Chart a Course
4x Blossoming Defense
4x Dive Down
4x Aether Hub
4x Evolving Wilds
5x Forest
5x Island
4x Mountain
I know removing Bloodwater entity was recommended but i think that it's one of the most versatile cards in this deck, it's a flyer with prowess it returns one of our pumps or a card draw, or removal or even a land with attune with aether it can be really helpful so i've decided we're keeping at least two
now that thats a thing lets start working on that sideboard using some meta and some of your guys' advice
4x Negate
3x Ceremonious Rejection
2x Blazing Volley
1x The Scorpion God
1x Swamp
4x Abrade
I don't think I like the Scorpion God plan in the sideboard. maybe some more counterspells? More removal?
Dude i have four harnessed lightning four lightning strike and four abrade thats like all the removal man and again entity is versatilei don't know how i feel about the scorpion god thing either but i don't have much more removal
And, I was just suggesting the general things that go in Sideboards. I wasn't saying that your deck needs more removal. If I was gonna add any other 'removal' it would be sweepers. If you drop the Scorpion God, you also add 2 more slots. I think whatever 2 cards would be fine.
Im running like 95% of saffron olives stream live that adds Riddleforms (which are nuts good) and Searches (also good.)
Didn't get the cards I needed for the burn matchup before the event and I payed for it. Would have liked to have had Deathgorge Scavengers, used Perilous Journey. They were bad.
Round One:
Temur Energy 2-1
Was able to use Bounce spells and burn spells to create a tempo advantage to balance out the game. Then flipped a Search for Azcanta to burn out my opponent after early Riddleform Damage.
Game 2 I was absolutely trashed. Not enough mana and no answers.
Game 3... I accidentally drew 8 cards. Opponent thought seized my hand but it was so nuts that I was able to roll over his mull to 5.
Round Two:
Ramunap Red 0-2
No threats, no answers, bad sideboard.
Round Three:
Dino Tribal 2-1
Enigma Drakes flew over my opponents Dino that he played on curve due to my early shocks and strikes of his ramp.
Round Four:
Burn 0-2
Nothing productive game one.
Game 2 I never drew blue and ran out of shocks and strikes.
Round Five:
4 Color Approach 2-0
Game one I was fast enough to kill him before he could cast a second Approach.
Game 2 sure storm chaser countered a Settle the Wreckage (he didn't know he interaction) which put me way too far ahead.
Sorry for the poor writing.
Edit:
Thoughts afterward;
Siren Stormtamer deserves a spot in the side. Turning on my Charts turn 2 is far too valuable.
There needs to be some incidental lifegain in the 75.
Our bounce spells are so good, an argument for another unsummon could be made if the format slows down.
http://www.mtgsalvation.com/forums/the-game/standard-type-2/deck-creation-standard/775943-primer-urx-enigma-drake
Since this deck is popularized by SaffronOlive i'd suggest using the name he did.
I am however still considering Soul-scar Mage - I just don't know where it would fit. Would I remove 2 x Deeproot, a Shock and Unsummon? Remove the Cryptic Serpents? I'm simply not sure.
Here's my current list.
I'm still unsure about some of the card choices and also the land composition. I'm not sure that Azcanta is appropriate here, and as to whether it's a bit too slow; when it works, it is brilliant, however, and this is why I am having difficulties dispensing with it.
I am also considering including one more land, perhaps in the form of Sheltering Thicket - I do have the odd occasion where mana screw is a problem. I don't know what I would remove in order to make room for the extra land.
Confiscation Coup is included because there is a lot of Scorpion God in my LGS's meta; I find that if I am able to curb a Scorpion God (in match-ups such as UB Control/ Pirate Midrange), the rest of the match is relatively smooth sailing.