If you're going to add the LD lands, then I think you could replace Acid Moss with Crucible of Worlds and also add fetch lands when you get the chance. Crucible of Worlds could also be useful if you have to discard lands to Greater Good.
I think Deus of Calamity is a great card to deal with other problem lands, but a pretty terrible way to get rid of Maze of Ith/Mystifying Maze considering you'll never actually be able to do 6 damage to that player with Deus if he keeps removing it from combat
True. I forgot about that little interaction. I guess if he had more fatties he could run Warstorm Surge which would allow Deus to get around that.
Mkay, after doing quite a bit of testing there are a few cards that have really proven themselves to be useful, and will be making their way to a permenant spot in the decklist.
I really have been enjoying the deck for the past few days on cockatrice. Xenagos is certainly a scary card. Putrefax + Seize the Day + Xenagos has earned me a few wins so far. Has also allowed me to turn certain cards like Solemn Simulacrum into a 4/4 face pounder to encourage opponents to use removal on it or try to to trade with it.
I have found that players don't immediately go after me if I cast Xenagos from the command zone and don't have any threatening creatures out that have 3 or more power.
Private Mod Note
():
Rollback Post to RevisionRollBack
EDH Deck: Lovisa Coldeyes
Legacy Deck: Burn
Hero Path: The Warrior, the Warmonger, Forged in War
Yeah, I've noticed the same thing. Which I really think is odd because whatever you play has haste and is going to hurt someone a lot. Since playing both him and Purphoros, I have to say that even though Purph is mono-red, he easily draws more hate just because he is hitting everyone at once.
Cream of the Crop - Draw filtering, also good with getting better use from Sylvan Library since the remaining cards go to the bottom. Strionic Resonator - Xenagod's ability is a triggered ability and therefore may be copied onto a 2nd target or the same target.
Strionic Resonator - Xenagod's ability is a triggered ability and therefore may be copied onto a 2nd target or the same target.
That's some hot sauce right there... Easily doubling up on some of your ETB effects as well. Huge potential IMO.
Okay, onto the decklist...
What I notice/have questions about (keep in mind these aren't criticisms, but general observations in the effort towards possible refinements and towards your title of 'competitive'):
Is Lurking Predators working for you? By my quick count you have 27 creatures. This is respectable, but not amazing. Of those creatures, I'd consider only a few 'Lurking Predators' worthy, as in I'd be excited to see them off the top. It's card advantage yes, but only as far as the next board wipe. I know you have Mirri, Top, and Sylvan to work with, but Mirri could end up being a second cut easily as well.
I don't see the point of Elvish Visionary. Any engines it creates I'd consider slow for a 'competitive' deck of this nature. Can easily be something else.
Why Wurmcoil Engine? Good card obviously, but not doing anything amazing for this list.
Chaos Warp - Fine card when needed, but G has access to enough diverse removal that Warp's downside may not be worth it.
Living Hive - This card is cute only IMO. 8 for a 6/6 is rough given your other options. While the chump blockers can be nice, I don't think they are nice enough. If you must have a card of this nature, I think Dragon Broodmother is possibly better. At least run Skullclamp if you are going to keep it.
Soul of the Harvest - Low opportunity cost relatively speaking, but personally I am only warm to it. Being such a sizeable body itself, if it's on the board I'm personally reluctant to play into it for fear of over committing the field. That's what my instincts say, but happy to admit I'm wrong.
Gamble Nah. No seriously, nah. You can structure your list in such a way that creature tutors will get you any effect you really want. Gamble is not a competitive card unless you are desperate or lack other options.
Mana rocks, why? Fear of Armageddon? Okay then sorta, but I still think you are running too much in lieu of more traditional ramp. Austere Command is generally far more common than MLD.
You are stone cold to graveyard abuse. Can't call a list competitive with such a glaring weakness. If your goal is to make this into a primer, people need to be able to pick up the general list and run it in diverse metas.
Your deck list was a bit out of order I felt, so I OCD'ed it in the way that allows me to see it better.
Cavern of Souls - Low opportunity cost and a uncounterable Xenagos/Fatty is infinitely worth it.
Vesuva - Low opportunity cost, and you would be surprised by what cards it can copy.
Yavimaya Dryad - Must have ramp creature. Late game kindly donate a forest to your opponent, pump the Dryad with Kessig + Xenagos and then beat him down for ramping to much...
Strionic Resonator seems really strong. Not sure why I didn't consider it before.
Lurking Predators could probably be cut, so far it hasn't performed as well as it has in Kamahl and I'm realizing that it's good in Kamahl for different reasons than I thought.
Visionary is another card that could be replaced, likely with Momentous Fall.
Wurmcoil was in there because most of the games that I play in now have at least one attrition based deck which slowly kills everyone, be it Purphoros, Nekusar, Oloro, or a few others. Because of this I've noticed that being able to get some life gain is really beneficial. I really like the idea of Collar, but at the same time nothing that I have can tutor for it when I really need it.
Valakut is mostly in there for fringe cases it doesn't get turned on every game, but when it does I've gotten quite a bit of value out of it, and running the fetches that I do, getting the mountains isn't very troublesome.
Chaos Warp, I'm not playing blue, and there are some generals that just need to get tucked. There are very few other cards that can do that in the colors.
Living Hive warrants the addition of Skullclamp, because even without tokens it adds power for Xenagod. But it's one of the cards that I've played and been very satisfied with. Dragon Broodmother doesn't really do much with this deck where Hive will swing in with 12/12, and you usually end up getting 6-12 power out of it.
As far as Soul of the Harvest goes, I'm mostly of the same mind. But I think it's worth keeping in because of the body+trample, and I play a decent amount of ETB creatures that aren't vital to keeping around.
Since adding it, Gamble usually grabs Seize the Day, I don't care if I toss it, it has flashback, if I don't, I have up to 3 combats with 1 creature. No other cards in the deck can grab extra combat things, though I am considering Hellkite Charger as a creature generated source of Extra Combat. If I do remove it it'll be for Primal Command, though I'm thinking that it'll end up in the deck regardless.
Mana Rocks, there are a few reasons for. I'm playing all of the broken rocks. Sol Ring, Mana Crypt, Mana Vault. They ramp you in the first few turns harder than anything else in the game. I'm playing the other mana rocks in favor of traditional ramp because playing the broken mana lends itself to more colorless sources, with the few rocks that I'm running getting 2 rocks online on turn one, leading to untapping with 4 mana, and a land drop on turn 2 sets you so far ahead it's hard to decide to not play them. One thing I'll say though is that I could probably not play Thran and Gilded Lotus, and Coldsteel Heart is better for the reason above than either of the two.
When you say graveyard abuse in these colors, what comes to mind. The only things that really come to me are Eternal Witness, which I play, and Praetor's Counsel.
Thanks for the restructured list. I would've gotten around to it eventually, but you saved me some work.
Command, should really be in the deck
Collar I discussed above. It might be good in addition to Wurmcoil, but I'm not sure I like it as a replacement
Momentous Fall, it's good. I'll have to playtest it to see if it works out.
Grab the Reins, not sure if I like. It's a 7 mana removal spell that comes with some damage, or a 4 mana theif spell which could be anywhere from good to sitting in the hand until the game is over. Wouldn't likely ever use the second mode on it's own, since it's 4 mana + sac for some damage. Maybe though.
City of Solitude, didn't know this card existed. I'd be willing to try it out.
Dosan was in the original list, and I wasn't a fan. Homura is likely worth playing. Time of Need might be worth it, if for no other reason as a way to get Xenagos back from a tuck.
Cavern I should be playing
Vesuva might be worth playing, I've tried to use it in a lot of decks before, and any decks that aren't blue or black I've always been kind of iffy about.
Dryad, I thought I was playing. I see now I'm not and I should. Though I'm not sure what you were trying to get at with that last bit. Joke?
Many people use a prolific ramper as an excuse to attack a person... Dryad can ramp your opponent, thus giving you a reason to attack (that was the joke part). Of course, donating a forest to your opponent makes Dryad unlockable, and with Xenagos + Kessig...
Grab the reins is versatile IMO. Just flinging your own powered up attacker can take out a second person easily. Stealing a dude can remove a blocker for one round, provide you a attacker, and it deals with enemy gods...
I meant you have nothing to fight enemy graveyard abuse, not abuse it yourself.
Vesuva is worse case a second Taiga (which is a mountain), best case its a Kessig (two is harder to get rid of then one), or any other utility land you own. It's also an opponents Maze of Ith...
I like the idea of Grab the Reins/Fling-type cards after using Strionic Resonator to quadruple the power of one of my creatures. Swing for 20+ then throw my creature at your face. Grab the Reins has the added benefit of removing blockers.
With the new suggestions I've made some changes to the land base. I'm also testing a new batch of cards with the old ones. New testing list is as follows.
Not a huge fan of Cream of the Crop, I've played it in Mayael (true god of fatties) and was always meh about it. Straight draw would be better IMO (Harmonize), or even Abundance which would work with Sylvan Library.
Looking to make 9 cuts to my own list on the last page.
I went the trample enabler route, because I kept cramming in utility creatures. Not looking to be as explosive or quick as your list, more middle of the road.
Played a few games tonight. Scavenging Ooze is pretty awesome, I did need some gravehate. Yavimaya Dryad always feels good, Skullclamp also feels surprisingly good. Drew it in two games today, and it ate a few rampers, drew some cards, and then boosted a fattie a bit, was awesome. Talisman of Impulse is good, it's a 2cmc rock which allows for explosive turn 1's with Crypt/Ring. Reap and Sow was a boss. 6 mana, blow up a Gaea's Cradle, grabbing Kessig, had a Wurmcoil on board. Hear Trample + Deathtouch is awesome. Havn't seen the rest of the cards so I can't judge them one way or another.
One thing I continually see and am not liking is Azusa. If she is in my first hand, unless I can literally drop her on turn 1 or 2, she seems really bad and I mull her away. And she should be the best in an opening hand since that is when you theoretically have the most lands in hand. I'm debating a serious cut. Probably going to take her out and test Grab the Reins.
Yeah Kessig and other trample enablers was one of the original reasons I suggested Wurmcoil Engine. Trample + Deathtouch is really powerful. Probably greater in power than those creatures that say they deal damage as though not blocked. Those creatures don't kill their blockers, but deathtouch tramplers deal just 1 point to each and the remaining to the player. The reason being that only 1 point of deathtouch damage is considered lethal. Therefore, combined with trample you only deal 1 point to any blocker and the rest to the player/planeswalker.
And when the Wurmcoil Engine dies, combining Kessig/Rancor (another enabler I really like here) with the death touch token make it almost as formidable as its parent.
The only time I've been impressed with Azusa in EDH is when the deck is built around her. Cards like Storm Cauldron for instance.
Nature's Will seems like a pretty cool card. It doesn't combo with anything in particular in your list right now but it gets pretty crazy with Aggravated Assault and Hellkite Charger, who could both probably find a place in a Xenagos list I think
Nature's Will seems like a pretty cool card. It doesn't combo with anything in particular in your list right now but it gets pretty crazy with Aggravated Assault and Hellkite Charger, who could both probably find a place in a Xenagos list I think
I do like Nature's Will, but not in this deck. Sure if you connect with a big creature, it lets you untap and play another. But then you're playing into a wrath. I think my favorite home for it is in a stax token deck in combination with Winter Orb, Stasis, etc. Tapping all your opponent's lands and reducing/eliminating their ability to untap while you continue to untap regardless seems like a way better use of the card.
Wilderness Elemental is often super huge and only has a CMC of 3. I recommend it.
Additionally, Momentous Fall is a great mass draw card. You gain so much life that you can afford to not even think about defense for a turn or two. If you don't want to sac your guys, even Hunter's Insight has been a blowout in my list thus far.
Caustic Wasps are a must. I have been running them in my Xenagos deck and it can often times wreck every deck that uses artifact ramp. I have been loving it.
Caustic Wasps are a must. I have been running them in my Xenagos deck and it can often times wreck every deck that uses artifact ramp. I have been loving it.
I disagree. It's a situational card at best. You may get a lot of mileage out of it in your area, but 3/4 of my decks run actually very few artifacts, and all of them are competitive. Steel Hellkite is just strictly better despite the difference in cmc.
I'm of the same mind, but for different reasons. The card is an absolute dead draw late game. The body isn't sizable enough to push through damage, even with Xenagos to make sure that we get to blow up a troublesome artifact. I can see if having the potential of being destructive early game, but not late. And this deck already has issues coming back in the late game if you haven't been able to kill at least one person, this doesn't help. Steel Hellkite is better in just about every way for this deck.
I took a balanced approach to the list with the aim to be able to fit into variable metas. Not focused on one shotting people (though I may include that once I get a better feel for things...).
Hopefully you folks can help me make a few refinements/suggestions.
The two cards I want to fit in are:
Bow of Nylea - I really want this in, I just don't know where. Outside of giving my non evasive beaters trample, I figure deathtouch is the next best thing.
Greater Gargadon - High powered creature that can come down as a surprise like Panglacial Wurm can. Sac outlet is useful as well to prevent exile etc.
I took a balanced approach to the list with the aim to be able to fit into variable metas. Not focused on one shotting people (though I may include that once I get a better feel for things...).
Hopefully you folks can help me make a few refinements/suggestions.
The two cards I want to fit in are:
Bow of Nylea - I really want this in, I just don't know where. Outside of giving my non evasive beaters trample, I figure deathtouch is the next best thing.
Greater Gargadon - High powered creature that can come down as a surprise like Panglacial Wurm can. Sac outlet is useful as well to prevent exile etc.
True. I forgot about that little interaction. I guess if he had more fatties he could run Warstorm Surge which would allow Deus to get around that.
C Kozilek C
GB Gitrog GB
G Titania G
WU Brago WU
GB MerenGB
Duel Commander Decks
UR Keranos UR
BRG Jund BRG
GR Tron GR GW Tron GW
C Eldrazi Tron (SB) C
BG Lantern Control BG
UW Control (SB) UW
1 Wurmcoil Engine
1 Kalonian Hydra
1 Savage Beating
1 Seize the Day
1 Deus of Calamity
1 Molimo, Maro-Sorcerer
1 Kookus
1 Moonveil Dragon
1 Akroma, Angel of Fury
1 Mind's Eye
I have found that players don't immediately go after me if I cast Xenagos from the command zone and don't have any threatening creatures out that have 3 or more power.
Legacy Deck: Burn
Hero Path: The Warrior, the Warmonger, Forged in War
Cream of the Crop - Draw filtering, also good with getting better use from Sylvan Library since the remaining cards go to the bottom.
Strionic Resonator - Xenagod's ability is a triggered ability and therefore may be copied onto a 2nd target or the same target.
C Kozilek C
GB Gitrog GB
G Titania G
WU Brago WU
GB MerenGB
Duel Commander Decks
UR Keranos UR
BRG Jund BRG
GR Tron GR GW Tron GW
C Eldrazi Tron (SB) C
BG Lantern Control BG
UW Control (SB) UW
That's some hot sauce right there... Easily doubling up on some of your ETB effects as well. Huge potential IMO.
Okay, onto the decklist...
What I notice/have questions about (keep in mind these aren't criticisms, but general observations in the effort towards possible refinements and towards your title of 'competitive'):
Is Lurking Predators working for you? By my quick count you have 27 creatures. This is respectable, but not amazing. Of those creatures, I'd consider only a few 'Lurking Predators' worthy, as in I'd be excited to see them off the top. It's card advantage yes, but only as far as the next board wipe. I know you have Mirri, Top, and Sylvan to work with, but Mirri could end up being a second cut easily as well.
I don't see the point of Elvish Visionary. Any engines it creates I'd consider slow for a 'competitive' deck of this nature. Can easily be something else.
Why Wurmcoil Engine? Good card obviously, but not doing anything amazing for this list.
Valakut, the Molten Pinnacle - 12 mountains make this feel like a throw in rather than a strategy.
Chaos Warp - Fine card when needed, but G has access to enough diverse removal that Warp's downside may not be worth it.
Living Hive - This card is cute only IMO. 8 for a 6/6 is rough given your other options. While the chump blockers can be nice, I don't think they are nice enough. If you must have a card of this nature, I think Dragon Broodmother is possibly better. At least run Skullclamp if you are going to keep it.
Soul of the Harvest - Low opportunity cost relatively speaking, but personally I am only warm to it. Being such a sizeable body itself, if it's on the board I'm personally reluctant to play into it for fear of over committing the field. That's what my instincts say, but happy to admit I'm wrong.
Gamble Nah. No seriously, nah. You can structure your list in such a way that creature tutors will get you any effect you really want. Gamble is not a competitive card unless you are desperate or lack other options.
Mana rocks, why? Fear of Armageddon? Okay then sorta, but I still think you are running too much in lieu of more traditional ramp. Austere Command is generally far more common than MLD.
You are stone cold to graveyard abuse. Can't call a list competitive with such a glaring weakness. If your goal is to make this into a primer, people need to be able to pick up the general list and run it in diverse metas.
Your deck list was a bit out of order I felt, so I OCD'ed it in the way that allows me to see it better.
1 Taiga
1 Stomping Ground
1 Rootbound Crag
1 Wooded Foothills
1 Arid Mesa
1 Bloodstained Mire
1 Misty Rainforest
1 Verdant Catacombs
1 Windswept Heath
1 Scalding Tarn
1 Mosswort Bridge
1 Teetering Peaks
1 Valakut, the Molten Pinnacle
1 Kessig Wolf Run
12 Forest
10 Mountain
Removal (11)
1 Krosan Grip
1 Beast Within
1 Chaos Warp
1 Domri Rade
1 Acidic Slime
1 Vandalblast
1 Duplicant
1 Deus of Calamity
1 Hellkite Tyrant
1 Woodfall Primus
1 Ulamog, the Infinite Gyre
1 Putrefax
1 Kalonian Hydra
1 Kamahl, Fist of Krosa
1 Wurmcoil Engine
1 Panglacial Wurm
1 Living Hive
1 Worldspine Wurm
1 Blightsteel Colossus
Ramp (19)
1 Mana Crypt
1 Sol Ring
1 Mana Vault
1 Mind Stone
1 Gruul Signet
1 Coldsteel Heart
1 Star Compass
1 Sakura-Tribe Elder
1 Azusa, Lost but Seeking
1 Farhaven Elf
1 Wood Elves
1 Rites of Flourishing
1 Coalition Relic
1 Oracle of Mul Daya
1 Solemn Simulacrum
1 Thran Dynamo
1 Gilded Lotus
1 Mana Reflection
1 Vorinclex, Voice of Hunger
1 Seize the Day
1 Savage Beating
Tutors (8)
1 Worldly Tutor
1 Gamble
1 Fauna Shaman
1 Birthing Pod
1 Defense of the Heart
1 Tooth and Nail
1 Green Sun's Zenith
1 Chord of Calling
Card Advantage/Selection & Value (15)
1 Sensei's Divining Top
1 Mirri's Guile
1 Sylvan Library
1 Elvish Visionary
1 Eternal Witness
1 Mimic Vat
1 Yavimaya Elder
1 Greater Good
1 Genesis
1 Garruk, Primal Hunter
1 Garruk, Caller of Beasts
1 Soul of the Harvest
1 Lurking Predators
1 Kozilek, Butcher of Truth
1 Genesis Wave
Card Suggestions:
Primal Command - Creature tutor, graveyard hate and land destruction all in one card. No brainer IMO.
Basilisk Collar - Consider this over Wurmcoil. Yes you lose a fatty, but this does so much for all the creatures in your list.
Momentous Fall - At instant speed, I don't see a reason not to run this.
Grab the Reins - Removal, awesome with Xenagos.
City of Solitude - Stops Maze of Ith, protects from instant speed removal.
Time of Need - There is a sweet list of legendary cards in R/G that suit Xenagos. Azusa, Kamahl and the Eldrazi you already have, but Dosan the Falling Leaf and Homura, Human Ascendant are great as well.
Cavern of Souls - Low opportunity cost and a uncounterable Xenagos/Fatty is infinitely worth it.
Vesuva - Low opportunity cost, and you would be surprised by what cards it can copy.
Yavimaya Dryad - Must have ramp creature. Late game kindly donate a forest to your opponent, pump the Dryad with Kessig + Xenagos and then beat him down for ramping to much...
RW Kalemne, Disciple of Iroas
Thanks for the restructured list. I would've gotten around to it eventually, but you saved me some work.
Grab the reins is versatile IMO. Just flinging your own powered up attacker can take out a second person easily. Stealing a dude can remove a blocker for one round, provide you a attacker, and it deals with enemy gods...
I meant you have nothing to fight enemy graveyard abuse, not abuse it yourself.
Vesuva is worse case a second Taiga (which is a mountain), best case its a Kessig (two is harder to get rid of then one), or any other utility land you own. It's also an opponents Maze of Ith...
RW Kalemne, Disciple of Iroas
C Kozilek C
GB Gitrog GB
G Titania G
WU Brago WU
GB MerenGB
Duel Commander Decks
UR Keranos UR
BRG Jund BRG
GR Tron GR GW Tron GW
C Eldrazi Tron (SB) C
BG Lantern Control BG
UW Control (SB) UW
1 Elvish Visionary
1 Fauna Shaman
1 Kamahl, Fist of Krosa
1 Soul of the Harvest
1 Coalition Relic
1 Birthing Pod
1 Thran Dynamo
1 Gilded Lotus
1 Mirri's Guile
1 Defense of the Heart
1 Lurking Predators
1 Rites of Flourishing
1 Genesis Wave
1 Scavenging Ooze
1 Yavimaya Dryad
1 Gruul Ragebeast
1 Hellkite Charger
1 Rapacious One
1 Relic of Progenitus
1 Skullclamp
1 Talisman of Impulse
1 Strionic Resonator
1 Cream of the Crop
1 Momentous Fall
1 Reap and Sow
1 Primal Command
Not a huge fan of Cream of the Crop, I've played it in Mayael (true god of fatties) and was always meh about it. Straight draw would be better IMO (Harmonize), or even Abundance which would work with Sylvan Library.
Looking to make 9 cuts to my own list on the last page.
I went the trample enabler route, because I kept cramming in utility creatures. Not looking to be as explosive or quick as your list, more middle of the road.
RW Kalemne, Disciple of Iroas
One thing I continually see and am not liking is Azusa. If she is in my first hand, unless I can literally drop her on turn 1 or 2, she seems really bad and I mull her away. And she should be the best in an opening hand since that is when you theoretically have the most lands in hand. I'm debating a serious cut. Probably going to take her out and test Grab the Reins.
And when the Wurmcoil Engine dies, combining Kessig/Rancor (another enabler I really like here) with the death touch token make it almost as formidable as its parent.
The only time I've been impressed with Azusa in EDH is when the deck is built around her. Cards like Storm Cauldron for instance.
C Kozilek C
GB Gitrog GB
G Titania G
WU Brago WU
GB MerenGB
Duel Commander Decks
UR Keranos UR
BRG Jund BRG
GR Tron GR GW Tron GW
C Eldrazi Tron (SB) C
BG Lantern Control BG
UW Control (SB) UW
RW Kalemne, Disciple of Iroas
I do like Nature's Will, but not in this deck. Sure if you connect with a big creature, it lets you untap and play another. But then you're playing into a wrath. I think my favorite home for it is in a stax token deck in combination with Winter Orb, Stasis, etc. Tapping all your opponent's lands and reducing/eliminating their ability to untap while you continue to untap regardless seems like a way better use of the card.
C Kozilek C
GB Gitrog GB
G Titania G
WU Brago WU
GB MerenGB
Duel Commander Decks
UR Keranos UR
BRG Jund BRG
GR Tron GR GW Tron GW
C Eldrazi Tron (SB) C
BG Lantern Control BG
UW Control (SB) UW
Additionally, Momentous Fall is a great mass draw card. You gain so much life that you can afford to not even think about defense for a turn or two. If you don't want to sac your guys, even Hunter's Insight has been a blowout in my list thus far.
MTGS egos at their finest.
Thoughts on proxies:
I disagree. It's a situational card at best. You may get a lot of mileage out of it in your area, but 3/4 of my decks run actually very few artifacts, and all of them are competitive. Steel Hellkite is just strictly better despite the difference in cmc.
C Kozilek C
GB Gitrog GB
G Titania G
WU Brago WU
GB MerenGB
Duel Commander Decks
UR Keranos UR
BRG Jund BRG
GR Tron GR GW Tron GW
C Eldrazi Tron (SB) C
BG Lantern Control BG
UW Control (SB) UW
Legacy Deck: Burn
Hero Path: The Warrior, the Warmonger, Forged in War
1 Xenagos, God of Revels
Synergy:
1 Strionic Resonator
1 Seize the Day
1 Savage Beating
Finisher:
1 Panglacial Wurm
Creature removal:
1 Berserk
1 Ulvenwald Tracker
1 Flametongue Kavu
1 Grab the Reins
1 Cyclops Gladiator
1 Duplicant
1 Inferno Titan
1 Gruul Ragebeast
1 Tornado Elemental
1 Balefire Dragon
A & E destruction:
1 Unravel the AEther
1 Krosan Grip
1 Wickerbough Elder
1 Acidic Slime
1 Indrik Stomphowler
1 Bane of Progress
1 Hellkite Tyrant
1 Terastodon
1 Woodfall Primus
Graveyard hate:
1 Loaming Shaman
Permanent removal:
1 Beast Within
1 Chaos Warp
Buffs:
1 Swiftfoot Boots
1 Anger
1 Brawn
1 Nylea, God of the Hunt
1 Asceticism
1 Archetype of Endurance
1 Shunt
1 Ricochet Trap
1 Wild Ricochet
Recursion & Draw:
1 Faithless Looting
1 Regrowth
1 Eternal Witness
1 Harmonize
1 Mad Prophet
1 Momentous Fall
1 Genesis
1 Greater Good
Tutors:
1 Expedition Map
1 Sylvan Scrying
1 Survival of the Fittest
1 Fauna Shaman
1 Summoner's Pact
1 Primal Command
1 Green Sun's Zenith
Ramp:
1 Sol Ring
1 Rampant Growth
1 Sakura-Tribe Elder
1 Nature's Lore
1 Kodama's Reach
1 Cultivate
1 Yavimaya Dryad
1 Solemn Simulacrum
1 Ondu Giant
1 Reap and Sow
1 Oracle of Mul Daya
Lands:
1 Command Tower
1 Taiga
1 Stomping Ground
1 Wooded Foothills
1 Misty Rainforest
1 Scalding Tarn
1 Arid Mesa
1 Rootbound Crag
1 Gruul Turf
1 Temple of Abandon
1 Raging Ravine
1 Fire-Lit Thicket
1 Mossfire Valley
1 Kessig Wolf Run
1 Skarrg, the Rage Pits
1 Yavimaya Hollow
1 Cavern of Souls
1 High Market
1 Homeward Path
1 Strip Mine
1 Temple of the False God
1 Thespian's Stage
1 Vesuva
1 Treetop Village
1 Ghitu Encampment
1 Dryad Arbor
6 Forest
6 Mountain
I took a balanced approach to the list with the aim to be able to fit into variable metas. Not focused on one shotting people (though I may include that once I get a better feel for things...).
Hopefully you folks can help me make a few refinements/suggestions.
The two cards I want to fit in are:
Bow of Nylea - I really want this in, I just don't know where. Outside of giving my non evasive beaters trample, I figure deathtouch is the next best thing.
Greater Gargadon - High powered creature that can come down as a surprise like Panglacial Wurm can. Sac outlet is useful as well to prevent exile etc.
RW Kalemne, Disciple of Iroas
What are the Shunt, Wild Ricochet, and Ricochet Trap doing for you?
C Kozilek C
GB Gitrog GB
G Titania G
WU Brago WU
GB MerenGB
Duel Commander Decks
UR Keranos UR
BRG Jund BRG
GR Tron GR GW Tron GW
C Eldrazi Tron (SB) C
BG Lantern Control BG
UW Control (SB) UW