So I've been browsing the forums and have seen some pretty cool decks. People in my area (WNY) are starting to play this format in droves so I'd thought I'd join in. Basically, I never wanted to put $500+ into a deck that wasn't tournament legal, so this is what you consider a budget deck (update: there's been money put in since it's inception). But it's lots of fun and has been playing well. LMK what you think and if there are any obvious inclusions that I forgot.
So I noticed that a resolved Scapeshift is AWESOME! Deck thinning and mana fixing all in one package is very nice. Another awesome card is Grim Harvest which is VERY tough to stop once you get it going with Evoke creatures.
I am running an Elemental theme, hence the Nameless Inversion and Crib Swap which might not seem great, but replayable removal is great with the general. Saffi made it in for the Evoke shennanigans (I haven't done it yet, but I assume that if I get to hook it up with a Mournwhelk my opponent is going to be well behind). Rage Forger is absolutely hot in EDH because the creature with the +1/+1 counter on it that is attacking DOES the damage (i.e. an extra General PING if Horde is out!).
As far as the mana goes, I've had to mulligan every now and then, but all I need is a green source plus one of the many green spells that search for land and usually I'm fine. I've actually casted (or could cast) Horde on turn 5 quite frequently and once on turn 4! Here's the deck break down:
30 lands
8 spells that search for land/s
3 mana accelerators
2 card drawing (3 if you count Herald... I cut a lot of blue cards because it was my lowest color... should I put Deep Analysis back in?)
21 removal spells/creatures with a removal effect (not counting the ones that off non-creatures)
I wonder if it would be worth running Treefolk Harbinger? A lot of times I just need some more green mana. It could also grab two removal spells in the deck.
Cards on the sideboard (considered, but didn't make the cut): Mask of Memory-seems versatile with the amount of creatures around. Weatherseed Totem-green is my main color and this thing is an accelerant+beat stick. Festercreep-a tutorable way to deal with token decks. Soulbright Flamekin-doesn't really accelerate me into that much. Brighthearth Banneret-eh? eh? A friend of mine said I was nutz for not playing this... I kind of felt like it didn't do enough... what do you think? Springleaf Drum-I figured that I would want most of creatures attacking, not tapping for one mana. Shard Convergence-once I limited the number of basic lands in the deck, it was getting 2, maybe 3 lands. Just wasn't consistent enough. Civic Wayfinder-didn't put the land into play so I thought it was lacking. Running Farhaven Elf and Fertilid (the nutz fixer) over it. Red-Hot Hottie-awesome picture, and she's an elemental. Unfortunately just didn't do enough (screaming is overrated); totally fun though! Circle of Solace/Story Circle-I felt there wasn't enough white mana to run these. Razormane Masticore-I actually prefer the original one to this... when I was first building the deck I wanted the capability to discard cards (bring back with Horde and I was running Riftstone Portal), but it ended up not being as big of a part in the deck (since the elementals could evoke cheaply, it wasn't necessary). Necrogenesis-is it worth it? Wonder-again, fell to the side due to lack of discard and only one island in the deck. Phantom Nishoba-yea,this should probably be in, but it's a beast spirit (I want my big beaters to be elemental) AND the card is pretty bent up in the bottom right hand corner so I cut it for those reasons.
For very budget manafixing, I'd go with the Bounce lands from Ravnica instead or probably the storage lands.
For synergy, what about Buried Alive? Fetch your 3 best elementals and let the recursion begin (fetch mulldrifter, Shriekmaw, and other elemental of your choice).
If this wasnt budget I'd definetly suggest Survival of the Fittest, but nvm
Shapesharer is an elemental, and always useful in EDH, because there's always guys to copy. You run a few other CHangelings as well.
To ramp and fix your mana, the Signets are pretty good. The Obelisks arennt bad either.,
So if you're general "shoots" lets say something like Niv Mizzet, his ping doesn't count towards the 20 general damage? I didn't know that, I just thought it was cool to sneak an extra damage in. I gotta get me a Darksteel Ignot... it can allow an Ignot Chewer into play if they don't have artifacts and I have something I don't want to destroy... he he. I'm going to try and find those Rav bounce lands. As for Buried Alive, that's a good idea, it will definitely give me choices and another fetch (right now there's only Flamekin Harbinger). I think I have a Shapesharer... I should give that a try. If Shapesharer copies their general, they would die due to Legendary rule at SBE, correct? That would be a continual way to kill their general! That's just too mean though. hehe. I'll give it a try and see how quick people get annoyed with that. Thanks for all the help! Keep those suggestions coming!
Whups thought he already had that in his list. Coalition Relic and Spectral Searchlight are also strictly better then all of them. Coalition Relic is a rare though, but i dont see spectral searchlight so that is good aswell.
For Shapesharer, unfortunetly generals aren't affected by the legend rule. He can kill nongeneral legends though ^^ Their pretty common, and its a nice side use.
So it sounds like I should be running more blue (a lot of the suggestions are blue cards)... it was my lowest color, should it maybe take precedence over black?
So I was actually thinking of cutting the 5 panoramas and putting in one more of each basic land to replace them. If I did this, I think that late game cards like Legacy Weapon and my general's ability would have a better chance of using the effect twice. This would also allow me to put Shard Convergence back into the deck. What do you think?
Here's why I don't like deck-thinners like Scapeshift: Mana is almost never dead because you can recur your general. In most of my decks, I'd rather have some powerful draw rather than reduce lands in my deck. Especially since your general has a WUBERG activation ability.
My Horde of Notions deck uses CIP abilities and the Champion creatures to exacerbate them. Afterall, the general is all about recursion.
Glittering Wish is handy in these decks for keeping your General cheap and combating W removal.
Coalition Relic has a target on its head, but is very powerful in this deck.
For Shapesharer, unfortunetly generals aren't affected by the legend rule. He can kill nongeneral legends though ^^ Their pretty common, and its a nice side use.
Actually I believe it depends on League Play or Open Play rules. League Play would be where every player has a unique general, and no one can have another person's general in their deck. In League Play the Shapesharer and Clone effects would kill the opposing general.
In Open Play people can share generals and can have opponent's generals in their deck as regular Legends. Those regular legends don't kill the opponent's general, and two of the same generals can be in play at the same time. In this case Clone effects don't kill the opposing general.
Actually I believe it depends on League Play or Open Play rules. League Play would be where every player has a unique general, and no one can have another person's general in their deck. In League Play the Shapesharer and Clone effects would kill the opposing general.
In Open Play people can share generals and can have opponent's generals in their deck as regular Legends. Those regular legends don't kill the opponent's general, and two of the same generals can be in play at the same time. In this case Clone effects don't kill the opposing general.
I thought generals were immune to clone kills in both formats, but I could be wrong on that.
Needs way more land. I use 36-38 land in my mono-color decks, I don't see how you can get away with 30 in a five-color deck. I would definitely consider upping the land count to at least 37.
More lands for sure, and adding the basics is highly recommended (foiled ones).
I might have missed this but the best land fetch in the game is Demonic Tutor.
Buried Alive is a good call, I don't know the price but Intuition is even better.
Yes, that means I am advocating more blue too.
I really like the Crib Swap, good call. I think I might find a slot to try that in my Horde. Right now one of my removals is Path to exile and it is great in a five color deck.
Here's why I don't like deck-thinners like Scapeshift: Mana is almost never dead because you can recur your general. In most of my decks, I'd rather have some powerful draw rather than reduce lands in my deck. Especially since your general has a WUBERG activation ability.
Agreed, I like having more land in play than the next guy... maybe Scapeshift was a bad call, but everytime I play it just feels like cheating. I never had to worry about color problems again... also I have more land searching cards now so see the below list. It's an interesting thought though not to include Scapeshift.
Glittering Wish is handy in these decks for keeping your General cheap and combating W removal.
I guess we use different rules in our area... i.e. if the general is put anywhere besides your hand, you can put him in the rfg zone that you can play it from. Wouldn't cards like Condemn and Bant Charm totally wreck generals?
Interesting, I always though Snakeform wasn't enough (usually you want true removal, right?), but I can see the cantripping to be worthwhile... too bad it's not a Tribal-Shapeshifter (Changeling) spell!
More lands for sure, and adding the basics is highly recommended (foiled ones).
I really haven't run into many land problems (I know, it's surprising). I built the deck off of a basic model from another deck that ran 20 lands and 10+ land searching cards... it does run fine, but I am definitely looking for more artifacts like Coalition Relic, Darksteel Ignot, and such.
Buried Alive is a good call, I don't know the price but Intuition is even better.
Yes, that means I am advocating more blue too.
I'll definitely try to find a Buried Alive... as for Intuition, it's one of all time favorite cards (I used to love fetching up three Squee's in Forbid/Squee :D), but it's about $9 on MOTL so maybe if I can get a beat up for cheap, I'll throw it in.
I really like the Crib Swap, good call. I think I might find a slot to try that in my Horde. Right now one of my removals is Path to exile and it is great in a five color deck.
Personally I couldn't bring myself to put Path into my deck (not only because it's selling blazing hot right now, but also because I don't like giving them a land). There are so many other options to RFG stuff.
Here are the changes I made (*this card*>replaced>*this card*):
1 Shapesharer>1 Doomgape
1 Flickerwisp>1 Sulfur Elemental
1 Briarhorn>1 Forgotten Ancient
1 River Kelpie>1 Hoofprints of the Stag
1 Bringer of the Blue Dawn>1 Brass Herald
1 Mask of Memory>1 Rage Forger (didn't realize it was shamans, thought it was elementals that got the plus :-/)
1 Weatherseed Totem>1 Tower Above
1 Loxodon Warhammer>1 Moldervine Cloak
1 Search for Tomorrow>1 Grinning Ignus
1 Scepter of Dominance>1 Trip Noose
1 Shard Convergence>1 Knotvine Mystic
1 Obelisk of Alara>1 Nameless Inversion
1 Legacy Weapon>1 Celestial Purge
1 Esper Panorama>Swamp
1 Grixis Panorama>Mountain
1 Bant Panorama>Island
Deck Analysis:
30 lands
10 spells that search for land/s, Smokebraider, Weatherseed Totem
37 creatures
4 card drawing (still debating on Deep Analysis)
16 creature removal spells/creatures with a creature removal effect
2 Artifacts that tap permenants
4 Artifact removal
4 Enchantment
2 Land
1 Discard
I'd really like to get the G/W TSP counter land. I upped the white spells and need more white sources... plus I should probably add a green source. Based on the odds, I'll have a green source in my opening hand every game. I really dropped a lot of red cards... I was wondering, should I use Shizo to get my legends fear, or is that not worth it? I do have more black sources than I need.
Other cards I'm debating over: All Suns' Dawn-mass card recursion seems good Rude Awakening-I heard this a great alpha strike card, but I might not be running enough land to take full advantage of it Call the Skybreaker-seems like a great late game card, giving 5/5 elemental flyers for 7, but is worth the land discard (retrace) Supreme Exemplar-heard this guy is good, worried about not having enough creatures to champion... at least enough of the ones I want to champion. Nova Chaser-see above Journeyer's Kite-am I running enough basic lands to play this? Basically the green spells do it better than this, although I am considering taking out Rampant Growth for this. Ashling, the Extinguisher-cool elemental, needs something like: Whispersilk Cloak-cool with Extinguisher, however great with Horde and general damage... what should I take out for it? Wilderness Elemental-he he, everyone runs non-basics, right? The field seems to be flooded with them, especially in multiplayer games. Maybe I'm just being silly contemplating this, or am I? Pyroclast Consul-possible controllable pyroclasm seems good Meadowboon-okay pump, not really worth it though.
So again, thanks for all your help and suggestions!
Sigil of the New Dawn. Quite possibly the best card I have in my Horde deck. All evoke creatures are basically evoke cost + 1W for buyback. The fact that sigil doesn't really turn on any radars makes it extremely good.
All Sun's Dawn has been really good for the most part, especially in the late game. It's pretty dead in the early game, though.
I never liked rude awakening in mine
The two champion creatures: I tried Nova Chaser, but cut it because it wasn't performing very well.
Ashling, I have no comments on. Good beater, though.
Cloak: I don't know about it in this specific deck here. I probably wouldn't go for general damage with Horde myself.
Elemental: My place tends to have few nonbasics, so it's pretty dead most of the time.
Consul: IMO I don't like it due to its randomness, and that the 2 damage rarely mattered. 3 would have made it matter, I think.
Sigil of the New Dawn sounds awesome... I've got to have one of those... DANG! Not even one of those in my junk rare pile... however I did find THREE Head Games in that pile which is nice... not only are they being played in Type 2, but maybe playable in EDH? Probably not, but it was a good find because I told a friend of mine I didn't have them and now I can call him and report that I found some, so thanks!
I'll have to fit the All Suns' Dawn in there... thanks for all the comments!
Hey, thinking about the Sigil, does that work with the General? I mean, if Horde goes to the graveyard, can you use Sigil to bring him back to your hand instead of the removing it from the game clause? Actually, the RFG is a replacement effect, so you'd have to gamble against a Stifle Effect, but if you use Sigil's effect to return your destroyed general to your hand, would you get to play it for it's casting cost instead of adding the 2x? That seems so broken! Good find! Can anyone confirm that general trick with Sigil of the New Dawn? On that same note, I was wondering if your general was going to die, can you Unsummon it to your hand to get the same effect (not having to pay 2x to bring it back?
Most of my elementals cost less than one of each color... there's really only 11 spells in my deck that would cost less due to Fists (and some of those are artifacts so it'll be easier to find 6 than one of each). I have taken a lot of fatter stuff out, here's the current deck list:
So I'm actually considering once again reducing the non-basic lands in this deck for more basics...
1 Shizo, Death's Storehouse>Swamp
1 Mountain Valley>Forest
1 Naya Panorama>Plains
1 Jund Panorama>Mountain
1 Dreadship Reef>Island
1 Molten Slagheap>will ideally become the G/R one when I can find it.
So you're probably wondering why I'm wanting to do this... well in play testing, Fertilid is AMAZINGLY ridiculous. I almost always get it with Harbinger. Sure, it's mana intensive, but the fixing is so good... pulling out two of any basic land and then having the option to bring it back with Horde and do it again just got out of control. Elementals that can sacrifice themselves are nuts (that said too with Bloodpyre Elemental)! I'm also considering adding Seething Pathblazer as an additional way to sacrifice elementals. When the Horde gets going, it gets totally out of hand. And with all the "Blink" effects, the evoked elementals work overtime (especially with Grim Harvest which continually proves itself to be amazing). I'd also consider putting in Journeyer's Kite if I had that many basics. River Kelpie is just ridiculous card advantage in this deck: not only do you get to bring back an elemental from your yard, but you also get to yank a card. Legacy Weapon has been great... sure it has a huge target on it, but at least it gets shuffled back in. Where Ancients Tread is great with a general that triggers it, plus Door can help pump for the trigger to work and if those two are in play together... let's just see solutions need to come quickly for my opponent. Door of Destinies got completely out of hand when I played it turn 4, Horde turn 5, Mulldrifter turn 6, Evoke Mournwhelk and play Spawnwrithe turn 7! Wow, never seen a horde like that (Spawnwrithe continues to prove itself worth it... heck one game it even won when it came out turn 3 and my opponent didn't have removal and when he got a blocker, I already had 4 of them in play.).
So, in the above deck list, what should I cut for All Suns' Dawn? I wasn't sure if it would be worth it since most of my creatures and even one of spells can be played off of Horde from the yard, but it seems good enough even if I get back 2-4 cards.
I think the Kite might be a bit much, personally. I like it, but I've a feeling you're going to be drawing out your basics before you actually hit them. it does make a nice color mana fixer/fetcher, though.
Private Mod Note
():
Rollback Post to RevisionRollBack
Thanks, Heroes of The Planes! You guys are great!
Actual Truth:
"You heard it here folks:
Anyone who disagrees with "Jack from NC" is an idiot."-The Dead Weatherman
Question: Do you still have to pay the 2 RFG recursion tax on your general with the Fist in play? We've been playing it that you do.
Sidebar: Fist of Suns is ridiculous when Progenitus is your general. Five-finger discount you might say...
While a General is removed from the game, it may be played. As an additional cost to play your General this way, you must pay {2} for each previous time you have played it this way.
It's RFG, you're playing it (although with an alternate cost), so yeah you pay 2 extra each time you play it through Fist of the Suns.
Color/Cards/Land Sources:
Green/21/19
Red/17/15
White/14/14
Blue/10/13
Black/9/10
Artifact/tap for any color: 4
Artifact land searchers: 2
Green land searchers: 4
Other cards I'm debating on: Thran Dynamo-I rarely need colorless mana since I usually evoke/recur stuff... do you think it's worth it? Conflux-is it worth running? Does it cost too much? Is it a little overboard (bugging people while I search)? Maybe people will gang up on me if I play this? Phyrexian Altar-well, I've been looking for a sacrifice outlet that doesn't cost mana and this actually gives me any colored mana too! Only problem is what to remove for it... I don't want to take out mana smoothing cards because this doesn't do too much in the early game. But the idea is to evoke elementals, sacrifice them to Altar, bring them back with Horde, wash, rinse, repeat. Having a free way to sacrifice my elementals gives me great interaction when I want to use their citp abilities more than once a turn... however it feels like it would be a dead card early on. Kiki-Jiki Mirror Breaker-not an elemental, but works great with them. Is RRR too far of a stretch? Ice Floe-a nice way to keep general's away from you?
The idea of the deck is to get Magister Sphinx into your graveyard and bring it back asap with Sharuum (best start so far went Turn2 Merfolk Looter, T3 Coalition Relic & loot/discard Sphinx, T4 Sharuum, bring back Sphinx and make their life total 10, T5 alpha strike with 10 damage in the air).
Changes so far (old card>new card): Waterfront Bouncer>Trinket Mage-hey, he's a definite in! Shriekmaw>Leonin Abunas-2/5 for 3W is fine... protecting my artifacts, priceless! Aeon Chronicler>Ancestral Vision-I always found myself holding Chronicler for more and more, this way I can just suspend Vision right away and get the cards in a lump sum. Punish Ignorance>Heap Doll-graveyard hate that can be tutored with Trinket Mage... if I'm going to run a counterspell in this deck, it should probably be Forbid, right? AEther Spellbomb>Lightning Greaves-protecting my huge flyers, and making them hasty is very appealing. Oblivion Ring>Puppet Strings-another way to untap Merieke! Unmake>Spectral Searchlight-weird substitution, I know, but I'll find out if I can't deal with not having enough RFG spells. I actually thought I might have enough mana sources to go down to 39 land now. Deep Analysis>Fact or Fiction-gets one deeper and might allow for artifacts hitting the graveyard. Sphinx Sovereign>Diabolic Servitude-Sovereign never really did too much, Servitude works perfect with the reanimation theme.
1 Horde of Notions
Creatures (32):
1 Flamekin Harbinger
1 Mistmeadow Witch
1 Sunflare Shaman
1 Smokebraider
1 Ashling the Pilgrim
1 Bloomtender
1 Shapesharer
1 Fertilid
1 Spawnwrithe
1 Eternal Witness
1 Incandescent Soulstoke
1 Wispmare
1 Offalsnout
1 Yavimaya Elder
1 Squee, Goblin Nabob
1 Solemn Simulacrum
1 Timbermare
1 Nevermaker
1 Ingot Chewer
1 Bloodpyre Elemental
1 Mulldrifter
1 Shriekmaw
1 River Kelpie
1 Seedborn Muse
1 Bringer of the Blue Dawn
1 Spitebellows
1 Deepfire Elemental
1 Multani, Maro-Sorcerer
1 Cloudthresher
1 Krosan Tusker
1 Mournwhelk
1 Faultgrinder
1 Sol Ring
1 Enlightened Tutor
1 Armillary Sphere
1 Lightning Greaves
1 Sylvan Library
1 Survival of the Fittest
1 Momentary Blink
1 Coalition Relic
1 Darksteel Ingot
1 Phyrexian Altar
1 Kodama's Reach
1 Crib Swap
1 Aura Shards
1 Aura of Silence
1 Bant Charm
1 Congregation at Dawn
1 Door of Destinies
1 Explosive Vegetation
1 Fact or Fiction
1 Harmonize
1 Gilded Lotus
1 All Suns' Dawn
1 Torrent of Souls
1 Where Ancients Tread
1 Mana Reflection
1 Grab the Reins
1 Legacy Weapon
1 Debtor's Knell
1 Din of the Fireherd
1 Time Stretch
1 Primal Beyond
1 Rupture Spire
1 City of Brass
1 Mirrodin's Core
1 Vivid Grove
1 Grand Coliseum
1 Crystal Quarry
1 Savage Lands
1 Crumbling Necropolis
1 Seaside Citadel
1 Arcane Sanctum
1 Jungle Shrine
1 Stomping Ground
1 Azorious Chancery
1 Golgari Rot Farm
1 Boros Garrison
1 Izzet Boilerworks
1 Selesnya Sanctuary
1 Simic Growth Chamber
1 Rakados Carnarium
6 Forest
3 Plains
3 Mountain
3 Island
1 Swamp
1 Krosan Verge
1 Sharuum the Hegemon
Creatures (25):
1 Mistmeadow Witch
1 Scarecrone
1 Trinket Mage
1 Solemn Simulacrum
1 Arcum Dagsson
1 Fatestitcher
1 Master Transmuter
1 Auriok Salvagers
1 Leonin Abunas
1 Grand Arbiter Augustin IV
1 Ethersworn Adjudicator
1 Body Double
1 Mulldrifter
1 Karmic Guide
1 Sphinx Summoner
1 Duplicant
1 Draining Whelk
1 Adarkar Valkyrie
1 Arcanis the Omnipotent
1 Memnarch
1 Magister Sphinx
1 Enigma Sphinx
1 Angel of Despair
1 Sphinx of the Steel Wind
1 Myojin of Cleansing Fire
Spells (40):
1 Phyrexian Furnace
1 Sol Ring
1 Voyager Staff
1 Sensi's Divining Top
1 Expedition Map
1 Enlightened Tutor
1 Dispeller's Capsule
1 Executioner's Capsule
1 Cranial Plating
1 Azorius Signet
1 Orzhov Signet
1 Dimir Signet
1 Talisman of Dominance
1 Talisman of Progress
1 Lightning Greaves
1 Momentary Blink
1 Transmute Artifact
1 Coalition Relic
1 Darksteel Ingot
1 Crystal Shard
1 Fabricate
1 Forbid
1 Fieldmist Borderpost
1 Mistvein Borderpost
1 Aura of Silence
1 Thran Dynamo
1 Erratic Portal
1 Fact or Fiction
1 Rite of Replication
1 Unbender Tine
1 Gilded Lotus
1 Mind's Eye
1 Tidings
1 Scourglass
1 Tezzeret the Seeker
1 Mindslaver
1 Debtor's Knell
1 Darksteel Forge
1 Time Stretch
1 Soulscour
1 Rupture Spire
1 Arcane Sanctum
1 Sejiri Refuge
1 Coastal Tower
1 Azorius Chancery
1 Calciform Pools
1 Jwar Isle Refuge
1 Frost Marsh
1 Salt Marsh
1 Dimir Aqueduct
1 Dreadship Reef
1 Orzhov Basilica
1 Tolarian Academy
1 Seat of the Synod
3 Island
1 Ancient Den
4 Plains
1 Vault of Whispers
2 Swamp
1 Darksteel Citadel
1 Academy Ruins
1 Kor Haven
1 Prahv, Spires of Order
1 Stalking Stones
1 Temple of the False god
1 Terramorphic Expanse
1 Esper Panorama
1 Thawing Glaciers
It's primarily G/R/w/b/u because green is SO damn good!
1 Horde of Notions
Creatures:
1 Flamekin Harbinger
1 Sunflare Shaman
1 Smokebraider
1 Mire Boa
1 Saffi Eriksdotter
1 Farhaven Elf
1 Fertilid
1 Spawnwrithe
1 Knotvine Mystic
1 Grinning Ignus
1 Rage Forger
1 Incandescent Soulstoke
1 Sulfur Elemental
1 Wispmare
1 Intrepid Hero
1 Offalsnout
1 Masticore
1 Forgotten Ancient
1 Sturdy Hatchling
1 Wickerbough Elder
1 Rumbling Slum
1 Spiremare
1 Voracious Hatchling
1 Nevermaker
1 Ignot Chewer
1 Bloodpyre Elemental
1 Mulldrifter
1 Cairn Wanderer
1 Shriekmaw
1 Fusion Elemental
1 Spitebellows
1 Brass Herald
1 Silvos, Rogue Elemental
1 Cloudthresher
1 Thicket Elemental
1 Mournwhelk
1 Faultgrinder
1 Doomgape
1 Verdant Force
1 Rancor
1 Life/Death
1 Nameless Inversion
1 Grim Harvest
1 Celestial Purge
1 Trip Noose
1 Hoofprints of the Stag
1 Rampant Growth
1 Armillary Sphere
1 Evolution Charm
1 Crib Swap
1 Grixis Charm
1 Moldervine Cloak
1 Hobble
1 Prison Term
1 Oblivion Ring
1 Harrow
1 Kodama's Reach
1 Unmake
1 Putrefy
1 Bant Charm
1 Scapeshift
1 Harmonize
1 Resounding Silence
1 Grab the Reins
1 Icy Manipulator
1 Torrent of Souls
1 Tower Above
1 Rage Reflection
1 Din of the Fireherd
Land:
1 Primal Beyond
1 Rupture Spire
1 City of Brass
1 Mirrodin's Core
1 Terramorphic Expanse
1 Mountain Valley
1 Savage Lands
1 Crumbling Necropolis
1 Seaside Citadel
1 Arcane Sanctum
1 Jungle Shrine
1 Naya Panorama
1 Esper Panorama
1 Grixis Panorama
1 Jund Panorama
1 Bant Panorama
1 Molten Slagheap
1 Dreadship Reef
1 Shizo, Death's Storehouse
5 Forest
2 Plains
1 Mountain
1 Swamp
1 Island
So I noticed that a resolved Scapeshift is AWESOME! Deck thinning and mana fixing all in one package is very nice. Another awesome card is Grim Harvest which is VERY tough to stop once you get it going with Evoke creatures.
I am running an Elemental theme, hence the Nameless Inversion and Crib Swap which might not seem great, but replayable removal is great with the general. Saffi made it in for the Evoke shennanigans (I haven't done it yet, but I assume that if I get to hook it up with a Mournwhelk my opponent is going to be well behind). Rage Forger is absolutely hot in EDH because the creature with the +1/+1 counter on it that is attacking DOES the damage (i.e. an extra General PING if Horde is out!).
As far as the mana goes, I've had to mulligan every now and then, but all I need is a green source plus one of the many green spells that search for land and usually I'm fine. I've actually casted (or could cast) Horde on turn 5 quite frequently and once on turn 4! Here's the deck break down:
30 lands
8 spells that search for land/s
3 mana accelerators
2 card drawing (3 if you count Herald... I cut a lot of blue cards because it was my lowest color... should I put Deep Analysis back in?)
21 removal spells/creatures with a removal effect (not counting the ones that off non-creatures)
I wonder if it would be worth running Treefolk Harbinger? A lot of times I just need some more green mana. It could also grab two removal spells in the deck.
Cards on the sideboard (considered, but didn't make the cut):
Mask of Memory-seems versatile with the amount of creatures around.
Weatherseed Totem-green is my main color and this thing is an accelerant+beat stick.
Festercreep-a tutorable way to deal with token decks.
Soulbright Flamekin-doesn't really accelerate me into that much.
Brighthearth Banneret-eh? eh? A friend of mine said I was nutz for not playing this... I kind of felt like it didn't do enough... what do you think?
Springleaf Drum-I figured that I would want most of creatures attacking, not tapping for one mana.
Shard Convergence-once I limited the number of basic lands in the deck, it was getting 2, maybe 3 lands. Just wasn't consistent enough.
Civic Wayfinder-didn't put the land into play so I thought it was lacking. Running Farhaven Elf and Fertilid (the nutz fixer) over it.
Red-Hot Hottie-awesome picture, and she's an elemental. Unfortunately just didn't do enough (screaming is overrated); totally fun though!
Circle of Solace/Story Circle-I felt there wasn't enough white mana to run these.
Razormane Masticore-I actually prefer the original one to this... when I was first building the deck I wanted the capability to discard cards (bring back with Horde and I was running Riftstone Portal), but it ended up not being as big of a part in the deck (since the elementals could evoke cheaply, it wasn't necessary).
Necrogenesis-is it worth it?
Wonder-again, fell to the side due to lack of discard and only one island in the deck.
Phantom Nishoba-yea,this should probably be in, but it's a beast spirit (I want my big beaters to be elemental) AND the card is pretty bent up in the bottom right hand corner so I cut it for those reasons.
The only Rav block common lands I have are:
Orzhov Basilica
Izzet Boilerworks
I gotta try to find the green ones because I think I'd play all 4 of those and none of the other ones.
So LMK what your suggestions are; I really do appreciate it!
*Mayreturn*
I have some EDH cards and rare Magic basic lands (APAC, EURO, ARENA, etc) so message me if you're looking.
Number of members banned after I posted a BTR: 7
Looking for honest buyers, sellers, and traders.
For very budget manafixing, I'd go with the Bounce lands from Ravnica instead or probably the storage lands.
For synergy, what about Buried Alive? Fetch your 3 best elementals and let the recursion begin (fetch mulldrifter, Shriekmaw, and other elemental of your choice).
If this wasnt budget I'd definetly suggest Survival of the Fittest, but nvm
Shapesharer is an elemental, and always useful in EDH, because there's always guys to copy. You run a few other CHangelings as well.
To ramp and fix your mana, the Signets are pretty good. The Obelisks arennt bad either.,
Thanks to Spiderboy4 of High~Light Studios!
Darksteel Ingot is strictly better than all of them.
*Mayreturn*
I have some EDH cards and rare Magic basic lands (APAC, EURO, ARENA, etc) so message me if you're looking.
Number of members banned after I posted a BTR: 7
Looking for honest buyers, sellers, and traders.
Whups thought he already had that in his list. Coalition Relic and Spectral Searchlight are also strictly better then all of them. Coalition Relic is a rare though, but i dont see spectral searchlight so that is good aswell.
For Shapesharer, unfortunetly generals aren't affected by the legend rule. He can kill nongeneral legends though ^^ Their pretty common, and its a nice side use.
Thanks to Spiderboy4 of High~Light Studios!
I got some new cards to put in my EDH deck:
Search for Tomorrow
Legacy Weapon
So I was actually thinking of cutting the 5 panoramas and putting in one more of each basic land to replace them. If I did this, I think that late game cards like Legacy Weapon and my general's ability would have a better chance of using the effect twice. This would also allow me to put Shard Convergence back into the deck. What do you think?
*Mayreturn*
I have some EDH cards and rare Magic basic lands (APAC, EURO, ARENA, etc) so message me if you're looking.
Number of members banned after I posted a BTR: 7
Looking for honest buyers, sellers, and traders.
Here's why I don't like deck-thinners like Scapeshift: Mana is almost never dead because you can recur your general. In most of my decks, I'd rather have some powerful draw rather than reduce lands in my deck. Especially since your general has a WUBERG activation ability.
My Horde of Notions deck uses CIP abilities and the Champion creatures to exacerbate them. Afterall, the general is all about recursion.
Glittering Wish is handy in these decks for keeping your General cheap and combating W removal.
Coalition Relic has a target on its head, but is very powerful in this deck.
I really like Snakeform and Spin into Myth in any deck that can run them.
Hope that helps.
Actually I believe it depends on League Play or Open Play rules. League Play would be where every player has a unique general, and no one can have another person's general in their deck. In League Play the Shapesharer and Clone effects would kill the opposing general.
In Open Play people can share generals and can have opponent's generals in their deck as regular Legends. Those regular legends don't kill the opponent's general, and two of the same generals can be in play at the same time. In this case Clone effects don't kill the opposing general.
twitter.com/bccarlso
I thought generals were immune to clone kills in both formats, but I could be wrong on that.
I might have missed this but the best land fetch in the game is Demonic Tutor.
Buried Alive is a good call, I don't know the price but Intuition is even better.
Yes, that means I am advocating more blue too.
I really like the Crib Swap, good call. I think I might find a slot to try that in my Horde. Right now one of my removals is Path to exile and it is great in a five color deck.
Legacy Weapon is so good, it smokes.
Got to go, later
Dr.KnowMaD
Go, go Horde of Notions
I actually have one of those in my "junk rare" box... he he, I'll give it a try!
Agreed, I like having more land in play than the next guy... maybe Scapeshift was a bad call, but everytime I play it just feels like cheating. I never had to worry about color problems again... also I have more land searching cards now so see the below list. It's an interesting thought though not to include Scapeshift.
I was thinking about using Momentary Blink... how does that feel in an Elemental deck?
I guess we use different rules in our area... i.e. if the general is put anywhere besides your hand, you can put him in the rfg zone that you can play it from. Wouldn't cards like Condemn and Bant Charm totally wreck generals?
Definitely trying to get one... missed out on buying for a buck.
Interesting, I always though Snakeform wasn't enough (usually you want true removal, right?), but I can see the cantripping to be worthwhile... too bad it's not a Tribal-Shapeshifter (Changeling) spell!
Definitely, when you get a chance, check out my new deck list below!
I really haven't run into many land problems (I know, it's surprising). I built the deck off of a basic model from another deck that ran 20 lands and 10+ land searching cards... it does run fine, but I am definitely looking for more artifacts like Coalition Relic, Darksteel Ignot, and such.
At one point I had 3 of them, but alas, they're all sold now. Maybe if I can get one in the future...
I'll definitely try to find a Buried Alive... as for Intuition, it's one of all time favorite cards (I used to love fetching up three Squee's in Forbid/Squee :D), but it's about $9 on MOTL so maybe if I can get a beat up for cheap, I'll throw it in.
Personally I couldn't bring myself to put Path into my deck (not only because it's selling blazing hot right now, but also because I don't like giving them a land). There are so many other options to RFG stuff.
Yea, Legacy Weapon is one of those Unfair cards, but really give an aggro/control deck like Horde a reason for playing all colors.
So I've done a lot of changes, and here is where the deck is now:
1 Horde of Notions
Creatures:
1 Flamekin Harbinger
1 Sunflare Shaman
1 Smokebraider
1 Mire Boa
1 Saffi Eriksdotter
1 Shapesharer
1 Farhaven Elf
1 Fertilid
1 Spawnwrithe
1 Incandescent Soulstoke
1 Wispmare
1 Intrepid Hero
1 Flickerwisp
1 Offalsnout
1 Masticore
1 Briarhorn
1 Sturdy Hatchling
1 Wickerbough Elder
1 Rumbling Slum
1 Spitemare
1 Voracious Hatchling
1 Nevermaker
1 Ignot Chewer
1 Bloodpyre Elemental
1 Mulldrifter
1 Cairn Wanderer
1 Shriekmaw
1 Fusion Elemental
1 River Kelpie
1 Bringer of the Blue Dawn
1 Spitebellows
1 Silvos, Rogue Elemental
1 Cloudthresher
1 Thicket Elemental
1 Mournwhelk
1 Faultgrinder
1 Verdant Force
1 Rancor
1 Life/Death
1 Armillary Sphere
1 Mask of Memory
1 Rampant Growth
1 Evolution Charm
1 Grim Harvest
1 Weatherseed Totem
1 Loxodon Warhammer
1 Harrow
1 Kodama's Reach
1 Search for Tomorrow
1 Crib Swap
1 Hobble
1 Prison Term
1 Oblivion Ring
1 Scepter of Dominance
1 Unmake
1 Putrefy
1 Bant Charm
1 Grixis Charm
1 Icy Manipulator
1 Shard Convergence
1 Scapeshift
1 Harmonize
1 Resounding Silence
1 Grab the Reins
1 Torrent of Souls
1 Obelisk of Alara
1 Rage Reflection
1 Legacy Weapon
1 Din of the Fireherd
1 Primal Beyond
1 Rupture Spire
1 City of Brass
1 Mirrodin's Core
1 Vivid Grove
1 Terramorphic Expanse
1 Mountain Valley
1 Savage Lands
1 Crumbling Necropolis
1 Seaside Citadel
1 Arcane Sanctum
1 Jungle Shrine
1 Naya Panorama
1 Jund Panorama
1 Molten Slagheap
1 Dreadship Reef
1 Shizo, Death's Storehouse
5 Forest
2 Plains
2 Mountain
2 Swamp
2 Island
Here are the changes I made (*this card*>replaced>*this card*):
1 Shapesharer>1 Doomgape
1 Flickerwisp>1 Sulfur Elemental
1 Briarhorn>1 Forgotten Ancient
1 River Kelpie>1 Hoofprints of the Stag
1 Bringer of the Blue Dawn>1 Brass Herald
1 Mask of Memory>1 Rage Forger (didn't realize it was shamans, thought it was elementals that got the plus :-/)
1 Weatherseed Totem>1 Tower Above
1 Loxodon Warhammer>1 Moldervine Cloak
1 Search for Tomorrow>1 Grinning Ignus
1 Scepter of Dominance>1 Trip Noose
1 Shard Convergence>1 Knotvine Mystic
1 Obelisk of Alara>1 Nameless Inversion
1 Legacy Weapon>1 Celestial Purge
1 Esper Panorama>Swamp
1 Grixis Panorama>Mountain
1 Bant Panorama>Island
Deck Analysis:
30 lands
10 spells that search for land/s, Smokebraider, Weatherseed Totem
37 creatures
4 card drawing (still debating on Deep Analysis)
16 creature removal spells/creatures with a creature removal effect
2 Artifacts that tap permenants
4 Artifact removal
4 Enchantment
2 Land
1 Discard
Color/Cards/Land Sources/Fetches:
Green/26/13/4
Red/16/11/4
White/14/10/2
Black/13/13/2
Blue/8/11/1
I'd really like to get the G/W TSP counter land. I upped the white spells and need more white sources... plus I should probably add a green source. Based on the odds, I'll have a green source in my opening hand every game. I really dropped a lot of red cards... I was wondering, should I use Shizo to get my legends fear, or is that not worth it? I do have more black sources than I need.
I wonder if it would be worth running Treefolk Harbinger? A lot of times I just need some more green mana. It could also grab Crib Swap or Shapesharer.
Other cards I have that I haven't fit in yet:
Hateflayer
Vivid land cycle (just using the green one right now)
Other cards I want:
Ravnica block bounce lands (I think I'd just run the green/x ones)
Coalition Relic
Darksteel Ignot
Reviellark
Mirror Entity?
Anything else I'm missing (remember, budget). Thanks a bunch for all your help!
-----------------------------------------------------------------
I just updated it again (*this card*>replaced>*this card*):
Momentary Blink>Mask of Memory (wasn't doing enough)
Coalition Relic>Weatherseed Totem (fixing+acceleration>another green source)
Door of Destinies>Scapeshift (after ludd_gang's advice, I saw the light: Scapeshift is not ideal)
Where Ancients Tread>Search for Tomorrow (I rarely can suspend this thing and for 2g, I want two basic lands)
Solemn Simulacrum>Thicket Elemental (Thicket was a risk when I run all these cards that can off my own permenants like Ignot Chewer and such)
Duplicant>Verdant Force (solid removal over annoying token generation)
Hateflyer>Masticore (Elemental removal over colorless, more mana intensive removal and I wanted to try it out)
Other cards I'm debating over:
All Suns' Dawn-mass card recursion seems good
Rude Awakening-I heard this a great alpha strike card, but I might not be running enough land to take full advantage of it
Call the Skybreaker-seems like a great late game card, giving 5/5 elemental flyers for 7, but is worth the land discard (retrace)
Supreme Exemplar-heard this guy is good, worried about not having enough creatures to champion... at least enough of the ones I want to champion.
Nova Chaser-see above
Journeyer's Kite-am I running enough basic lands to play this? Basically the green spells do it better than this, although I am considering taking out Rampant Growth for this.
Ashling, the Extinguisher-cool elemental, needs something like:
Whispersilk Cloak-cool with Extinguisher, however great with Horde and general damage... what should I take out for it?
Wilderness Elemental-he he, everyone runs non-basics, right? The field seems to be flooded with them, especially in multiplayer games. Maybe I'm just being silly contemplating this, or am I?
Pyroclast Consul-possible controllable pyroclasm seems good
Meadowboon-okay pump, not really worth it though.
So again, thanks for all your help and suggestions!
*Mayreturn*
I have some EDH cards and rare Magic basic lands (APAC, EURO, ARENA, etc) so message me if you're looking.
Number of members banned after I posted a BTR: 7
Looking for honest buyers, sellers, and traders.
All Sun's Dawn has been really good for the most part, especially in the late game. It's pretty dead in the early game, though.
I never liked rude awakening in mine
The two champion creatures: I tried Nova Chaser, but cut it because it wasn't performing very well.
Ashling, I have no comments on. Good beater, though.
Cloak: I don't know about it in this specific deck here. I probably wouldn't go for general damage with Horde myself.
Elemental: My place tends to have few nonbasics, so it's pretty dead most of the time.
Consul: IMO I don't like it due to its randomness, and that the 2 damage rarely mattered. 3 would have made it matter, I think.
Meadowboon: Your own analysis was spot on.
燃える時計秘密めく花の香り
www.pokemoncrossroads.com
I'll have to fit the All Suns' Dawn in there... thanks for all the comments!
Hey, thinking about the Sigil, does that work with the General? I mean, if Horde goes to the graveyard, can you use Sigil to bring him back to your hand instead of the removing it from the game clause? Actually, the RFG is a replacement effect, so you'd have to gamble against a Stifle Effect, but if you use Sigil's effect to return your destroyed general to your hand, would you get to play it for it's casting cost instead of adding the 2x? That seems so broken! Good find! Can anyone confirm that general trick with Sigil of the New Dawn? On that same note, I was wondering if your general was going to die, can you Unsummon it to your hand to get the same effect (not having to pay 2x to bring it back?
*Mayreturn*
I have some EDH cards and rare Magic basic lands (APAC, EURO, ARENA, etc) so message me if you're looking.
Number of members banned after I posted a BTR: 7
Looking for honest buyers, sellers, and traders.
1 Horde of Notions
Creatures:
1 Flamekin Harbinger
1 Sunflare Shaman
1 Smokebraider
1 Mire Boa
1 Saffi Eriksdotter
1 Shapesharer
1 Farhaven Elf
1 Fertilid
1 Spawnwrithe
1 Incandescent Soulstoke
1 Wispmare
1 Intrepid Hero
1 Flickerwisp
1 Offalsnout
1 Solemn Simulacrum
1 Briarhorn
1 Sturdy Hatchling
1 Wickerbough Elder
1 Rumbling Slum
1 Spitemare
1 Voracious Hatchling
1 Nevermaker
1 Ignot Chewer
1 Bloodpyre Elemental
1 Mulldrifter
1 Cairn Wanderer
1 Shriekmaw
1 Fusion Elemental
1 River Kelpie
1 Bringer of the Blue Dawn
1 Duplicant
1 Spitebellows
1 Silvos, Rogue Elemental
1 Cloudthresher
1 Mournwhelk
1 Faultgrinder
1 Hateflyer
1 Rancor
1 Life/Death
1 Armillary Sphere
1 Momentary Blink
1 Rampant Growth
1 Evolution Charm
1 Grim Harvest
1 Coalition Relic
1 Loxodon Warhammer
1 Harrow
1 Kodama's Reach
1 Crib Swap
1 Hobble
1 Prison Term
1 Oblivion Ring
1 Scepter of Dominance
1 Unmake
1 Putrefy
1 Bant Charm
1 Grixis Charm
1 Icy Manipulator
1 Shard Convergence
1 Door of Destinies
1 Harmonize
1 Resounding Silence
1 Where Ancients Tread
1 Grab the Reins
1 Torrent of Souls
1 Obelisk of Alara
1 Rage Reflection
1 Legacy Weapon
1 Din of the Fireherd
1 Primal Beyond
1 Rupture Spire
1 City of Brass
1 Mirrodin's Core
1 Vivid Grove
1 Terramorphic Expanse
1 Mountain Valley
1 Savage Lands
1 Crumbling Necropolis
1 Seaside Citadel
1 Arcane Sanctum
1 Jungle Shrine
1 Naya Panorama
1 Jund Panorama
1 Molten Slagheap
1 Dreadship Reef
1 Shizo, Death's Storehouse
5 Forest
2 Plains
2 Mountain
2 Swamp
2 Island
So I'm actually considering once again reducing the non-basic lands in this deck for more basics...
1 Shizo, Death's Storehouse>Swamp
1 Mountain Valley>Forest
1 Naya Panorama>Plains
1 Jund Panorama>Mountain
1 Dreadship Reef>Island
1 Molten Slagheap>will ideally become the G/R one when I can find it.
So you're probably wondering why I'm wanting to do this... well in play testing, Fertilid is AMAZINGLY ridiculous. I almost always get it with Harbinger. Sure, it's mana intensive, but the fixing is so good... pulling out two of any basic land and then having the option to bring it back with Horde and do it again just got out of control. Elementals that can sacrifice themselves are nuts (that said too with Bloodpyre Elemental)! I'm also considering adding Seething Pathblazer as an additional way to sacrifice elementals. When the Horde gets going, it gets totally out of hand. And with all the "Blink" effects, the evoked elementals work overtime (especially with Grim Harvest which continually proves itself to be amazing). I'd also consider putting in Journeyer's Kite if I had that many basics. River Kelpie is just ridiculous card advantage in this deck: not only do you get to bring back an elemental from your yard, but you also get to yank a card. Legacy Weapon has been great... sure it has a huge target on it, but at least it gets shuffled back in. Where Ancients Tread is great with a general that triggers it, plus Door can help pump for the trigger to work and if those two are in play together... let's just see solutions need to come quickly for my opponent. Door of Destinies got completely out of hand when I played it turn 4, Horde turn 5, Mulldrifter turn 6, Evoke Mournwhelk and play Spawnwrithe turn 7! Wow, never seen a horde like that (Spawnwrithe continues to prove itself worth it... heck one game it even won when it came out turn 3 and my opponent didn't have removal and when he got a blocker, I already had 4 of them in play.).
So, in the above deck list, what should I cut for All Suns' Dawn? I wasn't sure if it would be worth it since most of my creatures and even one of spells can be played off of Horde from the yard, but it seems good enough even if I get back 2-4 cards.
*Mayreturn*
I have some EDH cards and rare Magic basic lands (APAC, EURO, ARENA, etc) so message me if you're looking.
Number of members banned after I posted a BTR: 7
Looking for honest buyers, sellers, and traders.
Thanks, Heroes of The Planes! You guys are great!
Actual Truth:
Question: Do you still have to pay the 2 RFG recursion tax on your general with the Fist in play? We've been playing it that you do.
Sidebar: Fist of Suns is ridiculous when Progenitus is your general. Five-finger discount you might say...
It's RFG, you're playing it (although with an alternate cost), so yeah you pay 2 extra each time you play it through Fist of the Suns.
twitter.com/bccarlso
1 Horde of Notions
Creatures:
1 Flamekin Harbinger
1 Sunflare Shaman
1 Smokebraider
1 Mire Boa
1 Saffi Eriksdotter
1 Shapesharer
1 Farhaven Elf
1 Fertilid
1 Spawnwrithe
1 Incandescent Soulstoke
1 Wispmare
1 Intrepid Hero
1 Flickerwisp
1 Offalsnout
1 Solemn Simulacrum
1 Briarhorn
1 Sturdy Hatchling
1 Rumbling Slum
1 Spitemare
1 Voracious Hatchling
1 Nevermaker
1 Ignot Chewer
1 Bloodpyre Elemental
1 Mulldrifter
1 Cairn Wanderer
1 Shriekmaw
1 Fusion Elemental
1 River Kelpie
1 Bringer of the Blue Dawn
1 Duplicant
1 Spitebellows
1 AEthersnipe
1 Silvos, Rogue Elemental
1 Cloudthresher
1 Mournwhelk
1 Faultgrinder
1 Hateflyer
1 Rancor
1 Life/Death
1 Armillary Sphere
1 Momentary Blink
1 Rampant Growth
1 Evolution Charm
1 Grim Harvest
1 Coalition Relic
1 Loxodon Warhammer
1 Harrow
1 Kodama's Reach
1 Crib Swap
1 Hobble
1 Prison Term
1 Oblivion Ring
1 Scepter of Dominance
1 Unmake
1 Putrefy
1 Bant Charm
1 Grixis Charm
1 Icy Manipulator
1 Shard Convergence
1 Door of Destinies
1 Harmonize
1 All Suns' Dawn
1 Where Ancients Tread
1 Grab the Reins
1 Torrent of Souls
1 Obelisk of Alara
1 Rage Reflection
1 Legacy Weapon
1 Din of the Fireherd
1 Primal Beyond
1 Rupture Spire
1 City of Brass
1 Mirrodin's Core
1 Vivid Grove
1 Terramorphic Expanse
1 Savage Lands
1 Crumbling Necropolis
1 Seaside Citadel
1 Arcane Sanctum
1 Jungle Shrine
1 Molten Slagheap
7 Forest
3 Plains
3 Mountain
3 Island
2 Swamp
Card was>Changed to
1 Shizo, Death's Storehouse>Forest
1 Mountain Valley>Forest
1 Naya Panorama>Plains
1 Jund Panorama>Mountain
1 Dreadship Reef>Island
1 Rampant Growth>1 Journeyer's Kite
Wickerbough Elder>AEthersnipe
Resounding Silence>All Suns' Dawn
What do you think of:
Mark of Eviction and/or Rush of Knowledge?
*Mayreturn*
I have some EDH cards and rare Magic basic lands (APAC, EURO, ARENA, etc) so message me if you're looking.
Number of members banned after I posted a BTR: 7
Looking for honest buyers, sellers, and traders.
1 Horde of Notions
Creatures (39):
1 Flamekin Harbinger
1 Mistmeadow Witch
1 Sunflare Shaman
1 Smokebraider
1 Bloomtender
1 Saffi Eriksdotter
1 Shapesharer
1 Fertilid
1 Spawnwrithe
1 Eternal Witness
1 Incandescent Soulstoke
1 Taurean Mauler
1 Wispmare
1 Mirror Entity
1 Intrepid Hero
1 Flickerwisp
1 Offalsnout
1 Yavimaya Elder
1 Solemn Simulacrum
1 Briarhorn
1 Timbermare
1 Rumbling Slum
1 Nevermaker
1 Ignot Chewer
1 Bloodpyre Elemental
1 Mulldrifter
1 Shriekmaw
1 Thornling
1 Fusion Elemental
1 River Kelpie
1 Bringer of the Blue Dawn
1 Duplicant
1 Spitebellows
1 AEthersnipe
1 Silvos, Rogue Elemental
1 Cloudthresher
1 Mournwhelk
1 Faultgrinder
1 Hateflyer
1 Rancor
1 Skullclamp
1 Armillary Sphere
1 Momentary Blink
1 Coalition Relic
1 Darksteel Ingot
1 Spectral Searchlight
1 Loxodon Warhammer
1 Kodama's Reach
1 Crib Swap
1 Bant Charm
1 Congregation at Dawn
1 Icy Manipulator
1 Faith's Fetters
1 Explosive Vegetation
1 Door of Destinies
1 Harmonize
1 Greater Good
1 Gilded Lotus
1 Torrent of Souls
1 Where Ancients Tread
1 Obelisk of Alara
1 Rage Reflection
1 Desert Twister
1 Grab the Reins
1 Legacy Weapon
1 Din of the Fireherd
Land (33):
1 Primal Beyond
1 Rupture Spire
1 City of Brass
1 Mirrodin's Core
1 Vivid Grove
1 Grand Coliseum
1 Savage Lands
1 Crumbling Necropolis
1 Seaside Citadel
1 Arcane Sanctum
1 Jungle Shrine
1 Fungal Reaches
1 Stomping Ground
1 Azorious Chancery
1 Golgari Rot Farm
1 Boros Garrison
1 Izzet Boilerworks
1 Selesnya Sanctuary
1 Simic Growth Chamber
1 Rakados Carnarium
1 Kor Haven
5 Forest
3 Plains
1 Mountain
2 Island
1 Swamp
Current Deck Analysis:
33 lands
6 spells/creatures that search for land/s,
6 creatures/artifacts that add mana
39 creatures, and Din of the Fireherd
8 card drawing, looting with Obelisk of Alara which I found out is great since it gives me an opportunity to "flash" out any elemental in my hand if I have :1mana::symw::symu::symu::symb::symr::symg: and Horde in play.
15+ creature removal spells/creatures with a creature removal effect
1 Icy Manipulator
2 Permenant removal (Desert Twister & Legacy Weapon)
3 Artifact removal
1 Enchantment removal (Wispmare)
1 Land removal Faultgrinder
1 Discard Mournwhelk
1 RFG Offalsnout
2 Bounce (Nevermaker & AEthersnipe)
Color/Cards/Land Sources:
Green/21/19
Red/17/15
White/14/14
Blue/10/13
Black/9/10
Artifact/tap for any color: 4
Artifact land searchers: 2
Green land searchers: 4
Other cards I'm debating on:
Thran Dynamo-I rarely need colorless mana since I usually evoke/recur stuff... do you think it's worth it?
Conflux-is it worth running? Does it cost too much? Is it a little overboard (bugging people while I search)? Maybe people will gang up on me if I play this?
Phyrexian Altar-well, I've been looking for a sacrifice outlet that doesn't cost mana and this actually gives me any colored mana too! Only problem is what to remove for it... I don't want to take out mana smoothing cards because this doesn't do too much in the early game. But the idea is to evoke elementals, sacrifice them to Altar, bring them back with Horde, wash, rinse, repeat. Having a free way to sacrifice my elementals gives me great interaction when I want to use their citp abilities more than once a turn... however it feels like it would be a dead card early on.
Kiki-Jiki Mirror Breaker-not an elemental, but works great with them. Is RRR too far of a stretch?
Ice Floe-a nice way to keep general's away from you?
1 Sharuum the Hegemon
Creatures (33):
1 Heap Doll
1 Mistmeadow Witch
1 Thought Courier
1 Merfolk Looter
1 Dreamscape Artist
1 Tidehollow Strix
1 Bottle Gnomes
1 Scarecrone
1 Trinket Mage
1 Court Hussar
1 Merieke Ri Berit
1 Intrepid Hero
1 Fatestitcher
1 Master Transmuter
1 Sanctum Gargoyle
1 Solemn Simulacrum
1 Leonin Abunas
1 Ethersworn Adjudicator
1 Body Double
1 Mulldrifter
1 River Kelpie
1 Corpse Connoisseur
1 Karmic Guide
1 Sphinx Summoner
1 Duplicant
1 Triskelion
1 Sharding Sphinx
1 Memnarch
1 Grim Poppet
1 Triskelavus
1 Magister Sphinx
1 Angel of Despair
1 Inkwell Leviathan
1 Voltaic Key
1 Dispeller's Capsule
1 Executioner's Capsule
1 Skullclamp
1 Cranial Plating
1 Armillary Sphere
1 Lightning Greaves
1 Courier's Capsule
1 Momentary Blink
1 Obelisk of Esper
1 Coalition Relic
1 Darksteel Ignot
1 Spectral Searchlight
1 Loxodon Warhammer
1 Puppet Strings
1 Fabricate
1 Scepter of Dominance
1 Icy Manipulator
1 Thran Dynamo
1 Faith's Fetters
1 Fact or Fiction
1 Concentrate
1 Gilded Lotus
1 Tidings
1 Opportunity
1 Soulscour
Land (40):
1 Rupture Spire
1 Mirrodin's Core
1 Arcane Sanctum
1 Seat of the Synod
1 Ancient Den
1 Vault of Whispers
1 Darksteel Citadel
1 Azorius Chancery
1 Dimir Acqueduct
1 Orzhov Basilica
1 Lonely Sandbar
1 Dreadship Reef
1 Caliform Pools
1 Terramorphic Expanse
1 Flood Plain
1 Bad River
1 Esper Panorama
1 Academy Ruins
1 Kor Haven
1 Prahv, Spires of Order
1 Stalking Stones
9 Island
6 Plains
4 Swamps
The idea of the deck is to get Magister Sphinx into your graveyard and bring it back asap with Sharuum (best start so far went Turn2 Merfolk Looter, T3 Coalition Relic & loot/discard Sphinx, T4 Sharuum, bring back Sphinx and make their life total 10, T5 alpha strike with 10 damage in the air).
Cards I want to play, but don't have yet:
Sol Ring
Buried Alive
Thirst for Knowledge
Changes so far (old card>new card):
Waterfront Bouncer>Trinket Mage-hey, he's a definite in!
Shriekmaw>Leonin Abunas-2/5 for 3W is fine... protecting my artifacts, priceless!
Aeon Chronicler>Ancestral Vision-I always found myself holding Chronicler for more and more, this way I can just suspend Vision right away and get the cards in a lump sum.
Punish Ignorance>Heap Doll-graveyard hate that can be tutored with Trinket Mage... if I'm going to run a counterspell in this deck, it should probably be Forbid, right?
AEther Spellbomb>Lightning Greaves-protecting my huge flyers, and making them hasty is very appealing.
Oblivion Ring>Puppet Strings-another way to untap Merieke!
Unmake>Spectral Searchlight-weird substitution, I know, but I'll find out if I can't deal with not having enough RFG spells. I actually thought I might have enough mana sources to go down to 39 land now.
Deep Analysis>Fact or Fiction-gets one deeper and might allow for artifacts hitting the graveyard.
Sphinx Sovereign>Diabolic Servitude-Sovereign never really did too much, Servitude works perfect with the reanimation theme.
Other cards I have that I cut (but some should probably be in there): Crystal Shard, Wayfarer's Bauble, Repel Intruders, Oona, Queen of the Fae, AEthersnipe, Twisted Abomination, Wonder, Compulsive Research, Tidespout Tyrant, Ith, High Arcanist, Sapphire Medallion, Repulse, Man-o'-War, Capsize, Toldaria West, Dromar's Charm, Spite/Malice... what MUST go in and what should I cut for them?
*Mayreturn*
I have some EDH cards and rare Magic basic lands (APAC, EURO, ARENA, etc) so message me if you're looking.
Number of members banned after I posted a BTR: 7
Looking for honest buyers, sellers, and traders.