round one vs uwr delver
not much to say this matchup is almost a bye they cant interact with us and need to put down a clock while shutting down our tempo to even have a chance
Sideboard +3 carpet of flowers +2 oblivion ring(for meddling mage removal) - 3 sterling grove -2 abundant growth
round 2 vs junk depths 2-1
Game 1 chalice for one hurt but didnt stop my one drops from being ancestral recall solitary confinement locked him out of the game made 12 angels with sigil gg
Game 2 depths combo turn 3 via a knight of the reliquiry ends the game with a quickness
Game 3 turn 2 elephant grass stays on the board for 5 turns while i build my board helm combo on turn 7
No sideboarded cards this match
round 3 vs pox 0-2
this matchup is almost unwinnable never had more than 2 land in play at any time in both games couldnt see any relevant cards really wish compost wasnt nixed by rest in peace
Sideboard + 4 leyline + 2 karmic justice -3 sterling grove -1 sigil of the empty throne -1 elephant grass
round 4 vs elves 2-0
love it when players have never seen or played against enchantress before lol makes for easy wins
Game 1 turn 3 solitary confinement lock
Game 2 at 1 life on turn 4 helm combo ftw
No sideboard for this match
round 5 vs mud 2-1
Game 1 on turn 2 he makes 16 mana forgemaster+ lighning grieves+ blightsteel colossus
Game 2 I get cofinement lock out early but he slows my development down to a crawl with not 1 or 2 but all 4 lodestone golems thank heavens for serra's sanctum and no wasteland from him. After 10 super slow turns i assemble the helm combo
Game 3 turn 2 aura of silence followed by another on turn 4 and o ringed metalworkers put the nail in his coffin. helm combo ftw
Sideboard +2 aura of silence +2 oblivion ring + 1 harmonic sliver -4 elephant grass - 1 sigil of the empty throne
ill finish my report tomorrow it is late and im falling asleep at the keyboard
Loam doesn't really interact with the deck at all. Trying to dredge it would also make the deck weak to graveyard hate when it shouldn't be. The reason for replenish is that it beats control especially and discard. When you can play cards that must be countered for example replenish is the ace that brings them all back after all the control spells have been expended.
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And I'd argue its scarier than notion thief. Its the same P/T but it costs 2 so if they're on the play and land it T2, so much of what we want to do is locked out.
The reason I disagree is because shardless BUG naturally gains so much card advantage that by playing a turn 3 or 4 notion thief, they simply sandbag their counterspells for the truly problematic enchantments (i.e. grove, o-ring and WoW). This is after they also bring in more discard in the form of additional hymns and/or thoughtseizes, so now we are extremely reliant on our leylines that don't do anything verses the thief. On top of that, they just let our grasses resolve and decay them. If you don't already have o-ring/WoW in your hand or sphere/moat out and they have let a couple enchantress effects resolve, it is pretty much game over. Not always, but most of the time.
At least the decks that will play the new spirit don't have decay, discard, edict effects, mass -1/-1 removal, or counterspells. Fighting a single one of those things is challenging, yes, but fighting all of them is a whole different ball game. That's why I'm not as afraid of this guy as some may be. We have dealt with hate like him in the form of Thalia and Canonist. When you look at it, he is essentially very similar to a canonist as far as how he goes about counteracting our gameplan.
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Avatar and Banner made by R&Doom of the Ye Olde Sig and Avatar Shoppe
He really is nothing like a cannonist as he shuts of the engine our deck is based around. Paying more for a spell doesn't stop us drawing cards, our deck generates a lot of mana. Playing one spell a turn doesn't stop us from drawing cards, we still get to play the most important spells we need to. This spirit stops us drawing cards, there isn't really a way to play around that.
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------------------- Keep Abiding or Get Mangled ------------------
round one vs uwr delver
not much to say this matchup is almost a bye they cant interact with us and need to put down a clock while shutting down our tempo to even have a chance
Sideboard +3 carpet of flowers +2 oblivion ring(for meddling mage removal) - 3 sterling grove -2 abundant growth
round 2 vs junk depths 2-1
Game 1 chalice for one hurt but didnt stop my one drops from being ancestral recall solitary confinement locked him out of the game made 12 angels with sigil gg
Game 2 depths combo turn 3 via a knight of the reliquiry ends the game with a quickness
Game 3 turn 2 elephant grass stays on the board for 5 turns while i build my board helm combo on turn 7
No sideboarded cards this match
round 3 vs pox 0-2
this matchup is almost unwinnable never had more than 2 land in play at any time in both games couldnt see any relevant cards really wish compost wasnt nixed by rest in peace
Sideboard + 4 leyline + 2 karmic justice -3 sterling grove -1 sigil of the empty throne -1 elephant grass
round 4 vs elves 2-0
love it when players have never seen or played against enchantress before lol makes for easy wins
Game 1 turn 3 solitary confinement lock
Game 2 at 1 life on turn 4 helm combo ftw
No sideboard for this match
round 5 vs mud 2-1
Game 1 on turn 2 he makes 16 mana forgemaster+ lighning grieves+ blightsteel colossus
Game 2 I get cofinement lock out early but he slows my development down to a crawl with not 1 or 2 but all 4 lodestone golems thank heavens for serra's sanctum and no wasteland from him. After 10 super slow turns i assemble the helm combo
Game 3 turn 2 aura of silence followed by another on turn 4 and o ringed metalworkers put the nail in his coffin. helm combo ftw
Sideboard +2 aura of silence +2 oblivion ring + 1 harmonic sliver -4 elephant grass - 1 sigil of the empty throne
ill finish my report tomorrow it is late and im falling asleep at the keyboard
I only have a short time to comment, but sweet run!
The 20th land and Mirri's Guile turns pox from unwinnable to favorable.
Can't wait to read the rest of the report.
Also on New Spirit Hate Bear. Lets be honest with ourselves it will be an issue, I posted a fair amount of "answers" we have on another site, but in decks that run it expect Mom to protect it. I think the best answer we have to is is Dread of Night. ...and they can't flickerwisp or Mangara it away. That card if resolved basically kills 80+% of D&T, and now with that printing they just might warrant a sideboard slot of hate. Under Cannonist we could at least sustain Confinement with this guy we are kinda screwed ouside of deck manipulation and Guile. (credit BTM10 on MTGTheSource for the "find")
Edit: Just reading Maro's tumblr and he's said "Not every set is going to add something to every Legacy deck", so I've sent him a message that in no uncertain terms tells him that an enchantment themed block giving no cards to a deck composed almost entirely of enchantments is the single biggest let down I've had in MtG.
This is exactly my feeling. Do you have a link to this tumbler?
So in my local meta Death and Taxes is a pretty common deck, and I have a feeling Spirit of the Labyrinth is going to be a WIDELY played card. I'm thinking that I may look at getting some Dread of Night to make the matchup a lot more favorable, as I feel our draw engine really need to occur for the deck not to stall out terribly.
So long story short: what's the best way to sneak black into the deck? I was thinking of running a singleton Bayou, and then we can crack a Windswept Heath the turn that we actually need the black to cast DoN. Is there a better way to do this, like naming black with a Utopia Sprawl?
Current Commander's:
:symw::symb::symu: Zur, the Enchanter :symw::symb::symu:
:symw::symb: Teysa, Orzhov Scion :symw::symb:
:symr::symu::symg: Animar, Soul of Elements :symr::symu::symg:
Abundant growth, utopia sprawl, and a single bayou should be all that you need. I have played many different builds as well though, so with that in mind, I'm not opposed to just packing plows or engineered plague. Granted all these decisions come down to how prevelant the spirit becomes as well.
As it is I'm rebuilding 5 colour enchantress for fun, as I'm doing it it seems very unnecessary.
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Thanks WeaponX for the quick response! I don't currently run Abundant Growth in my enchantress build, but I may go back to having it in there again to be able to land this early on a consistent basis if need be. I may also just go with the StP route, but it's not an enchantment, so that loses flavor points in my books
Edit: Or I could just O'ring them now that I think about it.... ok, maybe it won't be as much of a problem as I thought initially
Current Commander's:
:symw::symb::symu: Zur, the Enchanter :symw::symb::symu:
:symw::symb: Teysa, Orzhov Scion :symw::symb:
:symr::symu::symg: Animar, Soul of Elements :symr::symu::symg:
Thanks WeaponX for the quick response! I don't currently run Abundant Growth in my enchantress build, but I may go back to having it in there again to be able to land this early on a consistent basis if need be. I may also just go with the StP route, but it's not an enchantment, so that loses flavor points in my books
Edit: Or I could just O'ring them now that I think about it.... ok, maybe it won't be as much of a problem as I thought initially
If you are going to try Swords to Plowshares you may want to test Gut Shot pending build. This way if there is an active mom, and you attempt to O ring problem bear you and in response you get a mom activation you can gut shot with no tempo loss.
He really is nothing like a cannonist as he shuts of the engine our deck is based around. Paying more for a spell doesn't stop us drawing cards, our deck generates a lot of mana. Playing one spell a turn doesn't stop us from drawing cards, we still get to play the most important spells we need to. This spirit stops us drawing cards, there isn't really a way to play around that.
Canonist stops us from chaining spells, which in the early game is extremely problematic. When you are digging for more answers/engine pieces he pretty much stops us from drawing cards. Late game spirit is more disruptive, but early game they are both very troublesome and similar in function.
Choosing which you'd rather play against is like choosing between herpes and syphilis.
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Avatar and Banner made by R&Doom of the Ye Olde Sig and Avatar Shoppe
You are welcome. I do really like abundant growth in the deck because of the generally very heavy basic forest count, the fact that it cantrips, and obviously it's an enchantment.
But keep in mind even something like night of souls betrayal could be an option. Any answer will have to be weighed against its presence.
@cthulhudude: it's more like the flu vs aids. One is annoying, one is death. You don't need to chain spells, you do need to play the higher impact ones though. Plus the early game for us is developmental where 1 spell a turn isn't particularly devastating. Getting past those early turns is where the chaining matters as we are set up and looking for a way to win. An early spirit stops out engine, but while doing that it is creating a lot of pressure. Being clocked and unable to dig is a bad combination especially when you are saying playing one spell a turn is equal to that.
And just to reiterate, this is in part why I feel replenish is stronger then rip/helm in this deck. Even at 1 spell a turn replenish can win the game for you whereas rip/helm has to be telegraphed giving your opponent time to answer. I have walked over cannonists before and will continue to, this spirit however will require my attention.
We have tutors to access those 3 cards as well in the form of sterling grove. Dread of night is interesting, but I think you're better off with seal of cleansing/seal of primordial/on-color cards that answer spirit. It is an enchantment after all. We want to be as few colors as possible as our manabase is one of the reasons to run enchantress in general since wasteland can be effectively dead against us until it's too late to matter (play sanctum tap it for 7. Wasteland it? Don't care drew another one off of one of these enchantments we played with that 7 mana.)
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"Yawgmoth," Freyalise whispered as she set the bomb, "now you will pay for your treachery."
We have tutors to access those 3 cards as well in the form of sterling grove. Dread of night is interesting, but I think you're better off with seal of cleansing/seal of primordial/on-color cards that answer spirit.
Or just more O-rings. We get more use from those against other problem cards, plus Spirit Of The Labyrinth is probably not coming down so early that we need a two mana answer.
Turn 2 or 3 seems like when it is most likely to come in, which is early. It only seems worse if it gets vialed in response to a lot of draw triggers. I still feel we are better off waiting to see the actual results of the cards presence. I think that will help determine our best options.
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Ended up 2nd with 5 colour enchantress. I'll post that list here probably after I wake up
Most notably I wanted to post my last turn of game 2 for the final. Emrakul and sanctum in hand already, no enchantress effect in play, I'm at 6 and on board dead. I draw abundant growth, tap a wild growth land, abundant a forest, draw a growth. Growth forest, play sanctum for turn...OMG I should be able to emrakul now, and I already have a karakas in play... Count up total mana... 14. So close. That would have been quite the comeback especially since his 3 baleful strix were all tapped.
Karmic justice and guile were the only questionable cards in practice. I know I played guile over sylvan library as a nod to no draw phase, but I still found myself just playing it as a draw spell and then ignoring it. Karmic justice never felt needed especially with replenish. But it always seems a necessary evil.
regarding the new enchantment creature, Spirit of the Labyrinth, I don't really see the card as a threat really, but then again I play enchantress more heavily as a control deck. Supporting 4 Oblivion rings, on a GW non-helm combo.
If you guy need a quick answer to it, that can also answer other deck's non-shrouded threats, you all can maybe look into Lignify or maybe Journey to Nowhere, they may be a little narrow at times, but is really easy to cast. Though I just recommend packing a full set of Oblivion Rings. I don't know, I never really find the card to be dead, I like seeing the card.
I'm also always looking for friendly players in League of Legends IGN Dread Return, doesn't have to be competitive, just be nice and friendly.
[S3 - Diamond, S4 - Diamond, S5 - Diamond, Current Season - Diamond] Primary role Support, Secondary MID Lane, Alternate Jungle.
Honestly I would always play solitary as a 4 of if I could. Playing it as a pseudo time walk is sometimes all it needs to do. 3 will probably always be the correct number though.
This also seems the time to put my feelings on zenith out there. I honestly hate it in the deck because of the lack of targets. It also looses value fast. The plus side here was playing chrome mox since the best card to imprint is GSZ. Mox diamond I feel is just better for what the deck wants.
Moat still feels unnecessary in any deck that wants it. Humility affects more cards in the format. Emrakul, griselbrand, etc don't care about moat but do care about humility. Unfortunate that it affects argothians too.
Main decking choke, leylines, etc should be a metagame plan otherwise they are best left in the board if at all.
Otherwise glad you are enjoying the deck. I love drawing cards myself, it's what drew me to the deck (pun intended). Hope that with that taste of the deck you will keep on going with it.
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The confinement count I would suggest comes down to you and your meta. Like I mentioned it can be played as a time walk in which case more is better. At the same time how often are you going to do that or face a deck where it's needed. 3 is a safe number either way especially when it is a card you want to see.
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I would say one of the big strengths of the deck is avoiding non basic hate. The few non basics played like sanctum and "some dual" are included to play key spells are help with the explosive start. I have also thought of dryad arbor but the only benefit to it that I see is stoping an edict effect. Otherwise it is worse then a basic forest.
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------------------- Keep Abiding or Get Mangled ------------------
1 dryad arbor
enchantments
4 utopia sprawl
4 wild growth
2 abundant growth
4 elephant grass
3 sterling grove
3 solitary confinement
4 enchantress's presence
2 sigil of the empty throne
3 rest in peace
2 oblivion ring
3 green sun zenith
2 helm of obediance
land
4 serra's sanctum
4 windswept heath
9 forest
1 plains
1 karakas
4 leyline of sanctity
3 carpet of flowers
2 aura of silence
2 oblivion ring
1 gaddock teeg
1 harmonic sliver
2 karmic justice
round one vs uwr delver
not much to say this matchup is almost a bye they cant interact with us and need to put down a clock while shutting down our tempo to even have a chance
Sideboard +3 carpet of flowers +2 oblivion ring(for meddling mage removal) - 3 sterling grove -2 abundant growth
round 2 vs junk depths 2-1
Game 1 chalice for one hurt but didnt stop my one drops from being ancestral recall solitary confinement locked him out of the game made 12 angels with sigil gg
Game 2 depths combo turn 3 via a knight of the reliquiry ends the game with a quickness
Game 3 turn 2 elephant grass stays on the board for 5 turns while i build my board helm combo on turn 7
No sideboarded cards this match
round 3 vs pox 0-2
this matchup is almost unwinnable never had more than 2 land in play at any time in both games couldnt see any relevant cards really wish compost wasnt nixed by rest in peace
Sideboard + 4 leyline + 2 karmic justice -3 sterling grove -1 sigil of the empty throne -1 elephant grass
round 4 vs elves 2-0
love it when players have never seen or played against enchantress before lol makes for easy wins
Game 1 turn 3 solitary confinement lock
Game 2 at 1 life on turn 4 helm combo ftw
No sideboard for this match
round 5 vs mud 2-1
Game 1 on turn 2 he makes 16 mana forgemaster+ lighning grieves+ blightsteel colossus
Game 2 I get cofinement lock out early but he slows my development down to a crawl with not 1 or 2 but all 4 lodestone golems thank heavens for serra's sanctum and no wasteland from him. After 10 super slow turns i assemble the helm combo
Game 3 turn 2 aura of silence followed by another on turn 4 and o ringed metalworkers put the nail in his coffin. helm combo ftw
Sideboard +2 aura of silence +2 oblivion ring + 1 harmonic sliver -4 elephant grass - 1 sigil of the empty throne
ill finish my report tomorrow it is late and im falling asleep at the keyboard
-----The Legacy Flowchart-----
Tiny Leaders Overlord
The reason I disagree is because shardless BUG naturally gains so much card advantage that by playing a turn 3 or 4 notion thief, they simply sandbag their counterspells for the truly problematic enchantments (i.e. grove, o-ring and WoW). This is after they also bring in more discard in the form of additional hymns and/or thoughtseizes, so now we are extremely reliant on our leylines that don't do anything verses the thief. On top of that, they just let our grasses resolve and decay them. If you don't already have o-ring/WoW in your hand or sphere/moat out and they have let a couple enchantress effects resolve, it is pretty much game over. Not always, but most of the time.
At least the decks that will play the new spirit don't have decay, discard, edict effects, mass -1/-1 removal, or counterspells. Fighting a single one of those things is challenging, yes, but fighting all of them is a whole different ball game. That's why I'm not as afraid of this guy as some may be. We have dealt with hate like him in the form of Thalia and Canonist. When you look at it, he is essentially very similar to a canonist as far as how he goes about counteracting our gameplan.
Avatar and Banner made by R&Doom of the Ye Olde Sig and Avatar Shoppe
On the topic of Moat:
-----The Legacy Flowchart-----
Tiny Leaders Overlord
I only have a short time to comment, but sweet run!
The 20th land and Mirri's Guile turns pox from unwinnable to favorable.
Can't wait to read the rest of the report.
Also on New Spirit Hate Bear. Lets be honest with ourselves it will be an issue, I posted a fair amount of "answers" we have on another site, but in decks that run it expect Mom to protect it. I think the best answer we have to is is Dread of Night. ...and they can't flickerwisp or Mangara it away. That card if resolved basically kills 80+% of D&T, and now with that printing they just might warrant a sideboard slot of hate. Under Cannonist we could at least sustain Confinement with this guy we are kinda screwed ouside of deck manipulation and Guile. (credit BTM10 on MTGTheSource for the "find")
-----The Legacy Flowchart-----
Tiny Leaders Overlord
Yep. Wasn't known to me at the time so I wanted to give credit where credit is due. Didn't mean to offend anyone.
-----The Legacy Flowchart-----
Tiny Leaders Overlord
This is exactly my feeling. Do you have a link to this tumbler?
Edit - found it! How do I comment?
https://fieldmarshalshandbook.wordpress.com/
RUGLegacy Lands.dec
RUGBLegacy Lands.dec
RGLegacy Lands.dec
WUBRG EDH Lands.dec
UBR EDH Artificer Prodigy
B EDH Relentless Rats
So long story short: what's the best way to sneak black into the deck? I was thinking of running a singleton Bayou, and then we can crack a Windswept Heath the turn that we actually need the black to cast DoN. Is there a better way to do this, like naming black with a Utopia Sprawl?
Current Commander's:
:symw::symb::symu: Zur, the Enchanter :symw::symb::symu:
:symw::symb: Teysa, Orzhov Scion :symw::symb:
:symr::symu::symg: Animar, Soul of Elements :symr::symu::symg:
As it is I'm rebuilding 5 colour enchantress for fun, as I'm doing it it seems very unnecessary.
-----The Legacy Flowchart-----
Tiny Leaders Overlord
Edit: Or I could just O'ring them now that I think about it.... ok, maybe it won't be as much of a problem as I thought initially
Current Commander's:
:symw::symb::symu: Zur, the Enchanter :symw::symb::symu:
:symw::symb: Teysa, Orzhov Scion :symw::symb:
:symr::symu::symg: Animar, Soul of Elements :symr::symu::symg:
If you are going to try Swords to Plowshares you may want to test Gut Shot pending build. This way if there is an active mom, and you attempt to O ring problem bear you and in response you get a mom activation you can gut shot with no tempo loss.
Canonist stops us from chaining spells, which in the early game is extremely problematic. When you are digging for more answers/engine pieces he pretty much stops us from drawing cards. Late game spirit is more disruptive, but early game they are both very troublesome and similar in function.
Choosing which you'd rather play against is like choosing between herpes and syphilis.
Avatar and Banner made by R&Doom of the Ye Olde Sig and Avatar Shoppe
On the topic of Moat:
But keep in mind even something like night of souls betrayal could be an option. Any answer will have to be weighed against its presence.
@cthulhudude: it's more like the flu vs aids. One is annoying, one is death. You don't need to chain spells, you do need to play the higher impact ones though. Plus the early game for us is developmental where 1 spell a turn isn't particularly devastating. Getting past those early turns is where the chaining matters as we are set up and looking for a way to win. An early spirit stops out engine, but while doing that it is creating a lot of pressure. Being clocked and unable to dig is a bad combination especially when you are saying playing one spell a turn is equal to that.
And just to reiterate, this is in part why I feel replenish is stronger then rip/helm in this deck. Even at 1 spell a turn replenish can win the game for you whereas rip/helm has to be telegraphed giving your opponent time to answer. I have walked over cannonists before and will continue to, this spirit however will require my attention.
-----The Legacy Flowchart-----
Tiny Leaders Overlord
https://fieldmarshalshandbook.wordpress.com/
RUGLegacy Lands.dec
RUGBLegacy Lands.dec
RGLegacy Lands.dec
WUBRG EDH Lands.dec
UBR EDH Artificer Prodigy
B EDH Relentless Rats
Currently Playing:
Retired
Or just more O-rings. We get more use from those against other problem cards, plus Spirit Of The Labyrinth is probably not coming down so early that we need a two mana answer.
https://fieldmarshalshandbook.wordpress.com/
RUGLegacy Lands.dec
RUGBLegacy Lands.dec
RGLegacy Lands.dec
WUBRG EDH Lands.dec
UBR EDH Artificer Prodigy
B EDH Relentless Rats
-----The Legacy Flowchart-----
Tiny Leaders Overlord
Most notably I wanted to post my last turn of game 2 for the final. Emrakul and sanctum in hand already, no enchantress effect in play, I'm at 6 and on board dead. I draw abundant growth, tap a wild growth land, abundant a forest, draw a growth. Growth forest, play sanctum for turn...OMG I should be able to emrakul now, and I already have a karakas in play... Count up total mana... 14. So close. That would have been quite the comeback especially since his 3 baleful strix were all tapped.
Oh well, deck to follow.
1 karakas
3 serra's sanctum
2 savannah
4 windswept Heath
1 Misty rainforest
1 verdant catacomb
5 forest
1 taiga
1 bayou
1 tropical island
4 argothian enchantress
4 enchantress's presence
1 emrakul, the aeons torn
4 wild growth
4 utopia sprawl
2 abundant growth
3 sterling grove
1 sigil of the empty throne
1 words of war
1 seal of primordium
3 solitary confinement
1 replenish
1 city of solitude
1 ground seal
1 oblivion ring
1 mirri's guile
1 green sun's zenith
3 elephant grass
1 sphere of safety
1 exploration
1 gaddock teeg
1 the abyss
1 replenish
1 suppression field
1 compost
2 leyline of sanctity
1 nether void
1 rest in peace
1 helm of obedience
1 karmic justice
1 stony silence
1 aura of silence
1 in the eye of chaos
1 mox diamond
Karmic justice and guile were the only questionable cards in practice. I know I played guile over sylvan library as a nod to no draw phase, but I still found myself just playing it as a draw spell and then ignoring it. Karmic justice never felt needed especially with replenish. But it always seems a necessary evil.
-----The Legacy Flowchart-----
Tiny Leaders Overlord
If you guy need a quick answer to it, that can also answer other deck's non-shrouded threats, you all can maybe look into Lignify or maybe Journey to Nowhere, they may be a little narrow at times, but is really easy to cast. Though I just recommend packing a full set of Oblivion Rings. I don't know, I never really find the card to be dead, I like seeing the card.
I'm also always looking for friendly players in League of Legends IGN Dread Return, doesn't have to be competitive, just be nice and friendly.
[S3 - Diamond, S4 - Diamond, S5 - Diamond, Current Season - Diamond] Primary role Support, Secondary MID Lane, Alternate Jungle.
-----The Legacy Flowchart-----
Tiny Leaders Overlord
This also seems the time to put my feelings on zenith out there. I honestly hate it in the deck because of the lack of targets. It also looses value fast. The plus side here was playing chrome mox since the best card to imprint is GSZ. Mox diamond I feel is just better for what the deck wants.
Moat still feels unnecessary in any deck that wants it. Humility affects more cards in the format. Emrakul, griselbrand, etc don't care about moat but do care about humility. Unfortunate that it affects argothians too.
Main decking choke, leylines, etc should be a metagame plan otherwise they are best left in the board if at all.
Otherwise glad you are enjoying the deck. I love drawing cards myself, it's what drew me to the deck (pun intended). Hope that with that taste of the deck you will keep on going with it.
-----The Legacy Flowchart-----
Tiny Leaders Overlord
-----The Legacy Flowchart-----
Tiny Leaders Overlord
-----The Legacy Flowchart-----
Tiny Leaders Overlord