Excellent write up, man! You should do the non-budget primer =p
Here are some thoughts/reactions:
Thank you!
Maybe if time opens up, I could do that, but I really need to invest time elsewhere right now. As-is, I've spent more time than I really should've here!
I'm also not sure if there's such a thing as a non-budget version of this right now. I'm not even sure what qualifies a deck as budget or non-budget. Overall cost? Individual card cost?
Enough of that...you brought up some great points, let's look at those!
Choke is really there to hose blue-based control and midrange just before they would take the game away from you. One of the worst cards you could see against you would be Cryptic Command, since it's practically a Time Walk against you. Slamming down a Choke after they tap your creatures down is extremely difficult for most opponents to recover from.
I really like Choke, and it'd be nice to be able to stuff decks that, like you said, overextend to hit us with cards like Cryptic Command. Maybe there's still room for it in the side, but I think we need to adjust our ability to unload damage and hit more of the field first.
I personally like the two Obstinate Baloths better in that slot since they are better against more decks that can wear you down or race, like BGx or Burn. If other fast aggro (besides possibly Merfolk and Affinity), burn, and decks with Liliana of the Veil are more prevalent, the Baloths are probably better there, though.
Agreed. It also does a large part of what Thragtusk does, meaning we can cut that and open up another slot for shenanigans.
With the recent popularity of Anger of the Gods, any three-drop that can't survive it the turn it drops is probably not your best choice, so even Dungrove Elder is probably best left out unless you know your meta is light on Angers. This also probably explains the three (instead of four) Strangleroot Geists in that list. If Dungrove survives to your next land drop, though, he's a house.
Against decks playing Anger of the Gods you can always wait a turn to drop him to dodge it, but yeah it is an issue. I can't help thinking Leatherback Baloth is better as a two-of, I just can't decide what the two fill-ins would be.
Due to the quality spot and mass removal employed by most decks in the format, going a "grow" route (besides the amazing Experiment One) potentially replaces early game consistency for late game raw power, and I don't think that's what this deck needs. As you mentioned, the built-in resiliency and controlling aspects are both strong and subtle (I love that trick with Vines of Vastwood against Twin).
The "grow" route is there if someone wants to try it out. I don't think it's optimal either but as you know, I'm not infrequently mistaken. Return to Ravnica provided an amazing pile of cards to this end, so it's worth pointing it out for those who may want to toy with it.
Viridian Zealot is just too slow. Love the damage until you need it option, though. If you really need to hose Bogles or other enchantments in your meta, the first two cards I'd look at would be Seal of Primordium and Back to Nature since our Rancors are easily recycled and usually worth the trade.
That said, Bogle only makes up...2% of the meta? It's better to focus on the heavy hitters (as recently discussed at great length in the Death & Taxes thread ). A heavy screw for Affinity would be nice.
You did a GREAT job of giving other possible configurations to build off of, man. Not all of them will be optimal, but many will still be very potent, and fun to mess around with.
Thanks again! Looking forward to seeing what people can brew from here!
There's nothing random about it. His +1 pumps Experiment One while giving you extra bodies and his -3 reloads your hand so you can keep a steady stream of beats coming in. His -6 is just bonus if you get there.
If you have an idea, and you don't have to invest too heavily to test it, what does it hurt to give it a try? You never know what's going to work surprisingly well or what card combinations will push a deck over the top unless you try it first. Someone had to look past 42 Lightning Bolts to realize Channel + Fireball was a thing. The obvious answer is usually the best, but not always. Also obvious isn't always obvious right away. If you don't try things out, how do you know what's going to work best?
As for Yeva, Nature's Herald, it was one I was going to originally include in the write up, but decided to leave out. The advantage is that she allows you to play creatures draw-go style, leaving your mana open for instants. The question to ask yourself is "Do I need that?" If you have her on-hand, why not give it a try?
Honestly? No, it isn't. The only card like that even worth considering is Dragon's Claw and that only as a sideboard card in Burn-heavy metas if you don't have access to Leyline of Sanctity.
If you really need the extra lifegain on top of Scavenging Ooze, try Courser of Kruphix. She hits (albeit weakly), gives card advantage, is too big for red sweepers and single burn spells, can EvolveExperiment One and can gain a lot of life if she survives long enough.
Remember, it isn't enough just to get effects in a deck like this, you have to be threatening damage and keeping your opponent on the tightest clock possible. Any attacker we have could potentially wear a Giant Growth, Rancor, Aspect of Hydra, or Vines of Vastwood. We want to keep opponents on-tilt as much as possible.
A good place to see this principle in action is Death & Taxes. We're not as invested in utility creatures as they are, but we need to land beats even more than they do, so we always want to opt for the creatures that help us achieve this end over artifacts and enchantments that do not help us reach our end-goal.
That said, always props for looking for new things to try!
“Modern has provided us a non-rotating format that is far more accessible than Legacy or Vintage, but still retains many of the qualities that people enjoy in those formats—such as a more stable metagame, the ability to play and tweak the same deck week after week, and simply a much more powerful card pool than Standard.”
- Sam Stoddard, “Developing Modern” (June 21, 2013) (by means of Sheridan Lardner, "Fixing Modern: Defining Format Mission (March 16, 2016))
I know this is a budget thread, but what do you think about 4 Tarmogoyf in the deck? It has troubles with dryad militant, but Tarmo is the strongest creature in the game!
I wouldn't run Tarmogoyf alongside Dryad Militant. You're still even against opposing Tarmogoyfs, but your Goyfs will apply less pressure against other decks.
If you have an idea, and you don't have to invest too heavily to test it, what does it hurt to give it a try? You never know what's going to work surprisingly well or what card combinations will push a deck over the top unless you try it first. Someone had to look past 42 Lightning Bolts to realize Channel + Fireball was a thing. The obvious answer is usually the best, but not always. Also obvious isn't always obvious right away. If you don't try things out, how do you know what's going to work best?
As for Yeva, Nature's Herald, it was one I was going to originally include in the write up, but decided to leave out. The advantage is that she allows you to play creatures draw-go style, leaving your mana open for instants. The question to ask yourself is "Do I need that?" If you have her on-hand, why not give it a try?
That's fair. Need to not shoot myself down before testing things.
Was also thinking about taking this deck in a more non-budget direction. Which probably turns into something that doesn't belong in this thread. I might build a Mono-Green list online, since it'd cost me around 20 tickets to build, and maybe try something like the below build on paper, as I have most of these cards. I guess it would be something like . . . Wilt-Leaf Zoo?
I know this is a budget thread, but what do you think about 4 Tarmogoyf in the deck? It has troubles with dryad militant, but Tarmo is the strongest creature in the game!
Was also thinking about taking this deck in a more non-budget direction. Which probably turns into something that doesn't belong in this thread. I might build a Mono-Green list online, since it'd cost me around 20 tickets to build, and maybe try something like the below build on paper, as I have most of these cards. I guess it would be something like . . . Wilt-Leaf Zoo?
You're starting to wander into WGHatebears and Death & Taxes territory. If you're looking to go this direction, you're better off trying those decks out, though I think one or two Horizon Canopy in this deck isn't a terrible idea.
“Modern has provided us a non-rotating format that is far more accessible than Legacy or Vintage, but still retains many of the qualities that people enjoy in those formats—such as a more stable metagame, the ability to play and tweak the same deck week after week, and simply a much more powerful card pool than Standard.”
- Sam Stoddard, “Developing Modern” (June 21, 2013) (by means of Sheridan Lardner, "Fixing Modern: Defining Format Mission (March 16, 2016))
Yeah, I'm probably wading into a murky watered-down Hatebears. I already run a pretty stock GW Death & Taxes, which is probably the best (arguably) that GW can get.
I'll probably just test the Mono-Green list online. I'll try to report back after getting blown up in a few dailies.
First off I love this deck it just looks like something i'd play!
A couple of cards i'd like to mention
Ranger's Guile Smaller pump but hexproof is so good against all the spot removal. Pit Fight Instant speed prey upon but for one additional mana. I'm a sucker for instant speed removal. Dungrove Elder In most cases he will be a 3/3 on turn three that gets stronger as the game goes on. Very resilient and does fancy a Rancor attached to it
Eyes of the Wisent might be good sideboard. I'm not really feeling straight hate cards in this deck unless they're crazy powerful (like Choke, perhaps), but I like this one because it's hate that can also directly further our plan.
Eyes of the Wisent might be good sideboard. I'm not really feeling straight hate cards in this deck unless they're crazy powerful (like Choke, perhaps), but I like this one because it's hate that can also directly further our plan.
the only reason I like choke more is because of merfolk;eyes of the wisent hurts control, but choke hurts just as much and wins agg match ups versus the fishies that can be just as aggressive as us.
I am playing wheel of Sun and moon for graveyard hate, any other options against storm besides the blue trap that would be just for storm, which seems wasteful.again maybe something as simple as dragon's claw since it hurts storm and burn... thoughts?
Last question for now; does Eternal Witness have a spot in this deck main or side? On the up side, it gets back cards that may be needed. But on the downside it doesn't evolve e1 to three and is a 2/1 in a 3cmc spot.
Not sure Thorn would work that well against Storm; I've used Trinisphere against them before thinking it's a silver bullet but they can just win right through it once they reach critical mana mass. And against other decks, it'd hurt us about as much as them.
Decent but I don't think it's worth what we'd pay; Thrun and Leatherback offer similar value for less mana (even one less is a lot). Keep in mind Leatherback doesn't die to Lightning Bolt anyway.
Anger is a real problem for this deck; I've been thinking of how best to combat it. Can we just play around it and be okay, or do we need to change the 75 somehow? Lead the Stampede maybe? Too slow?
I've swapped 2x Scavenging Ooze for 1x Tusker 1x Companion in the primer and in my list. We'll see how it works out but I think it's for the best.
I've also tried Dungrove Elder (brief test), but it was not a massive upgrade against Leatherback Baloth , main difference (which might prove valuable is the protection against Path).
Usually anger only comes in game two, so I just don't over extend my self. Just play 1-2 creatures if they don't remove with lightning bolt I figure they have it in hand and play around it either by just attacking with the two creatures or saving mana for pumps...the regular deck seems to excel against burn.
Not sure Thorn would work that well against Storm; I've used Trinisphere against them before thinking it's a silver bullet but they can just win right through it once they reach critical mana mass. And against other decks, it'd hurt us about as much as them.
yeah trinisphere hurts our deck much worse than thorn, if u were to side thorn in I would remove giant growth to sway the sting....and I'm not sure how they combo'd out with trinispheres that's insane.
Also I would never remove ooze, he is a threat to most decks in the meta in one way or another. Either by removing cards for tarmo, getting utility of creatures they burn away, killing tarmo storm/flashback/snapcaster/knight of the relequery/e wit etc...actually thinking of upping them to 3 or 4 ofs
Also I would never remove ooze, he is a threat to most decks in the meta in one way or another. Either by removing cards for tarmo, getting utility of creatures they burn away, killing tarmo storm/flashback/snapcaster/knight of the relequery/e wit etc...actually thinking of upping them to 3 or 4 ofs
Agreed. I don't see the need to hunt out answers to Storm in a deck that runs both Dryad Militant and Scavenging Ooze maindeck. If you're not running them...why?
Private Mod Note
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“Modern has provided us a non-rotating format that is far more accessible than Legacy or Vintage, but still retains many of the qualities that people enjoy in those formats—such as a more stable metagame, the ability to play and tweak the same deck week after week, and simply a much more powerful card pool than Standard.”
- Sam Stoddard, “Developing Modern” (June 21, 2013) (by means of Sheridan Lardner, "Fixing Modern: Defining Format Mission (March 16, 2016))
Thank you!
Maybe if time opens up, I could do that, but I really need to invest time elsewhere right now. As-is, I've spent more time than I really should've here!
I'm also not sure if there's such a thing as a non-budget version of this right now. I'm not even sure what qualifies a deck as budget or non-budget. Overall cost? Individual card cost?
Enough of that...you brought up some great points, let's look at those!
I really like Choke, and it'd be nice to be able to stuff decks that, like you said, overextend to hit us with cards like Cryptic Command. Maybe there's still room for it in the side, but I think we need to adjust our ability to unload damage and hit more of the field first.
Agreed. It also does a large part of what Thragtusk does, meaning we can cut that and open up another slot for shenanigans.
Against decks playing Anger of the Gods you can always wait a turn to drop him to dodge it, but yeah it is an issue. I can't help thinking Leatherback Baloth is better as a two-of, I just can't decide what the two fill-ins would be.
The "grow" route is there if someone wants to try it out. I don't think it's optimal either but as you know, I'm not infrequently mistaken. Return to Ravnica provided an amazing pile of cards to this end, so it's worth pointing it out for those who may want to toy with it.
I think Viridian Zealot is better than Seal of Primordium, but worse than Oxidize and Back to Nature. If there is room in the board, 3 Oxidize and 2 Back to Nature is probably the best package, but I wouldn't rule out Viridian Zealot completely.
That said, Bogle only makes up...2% of the meta? It's better to focus on the heavy hitters (as recently discussed at great length in the Death & Taxes thread ). A heavy screw for Affinity would be nice.
Thanks again! Looking forward to seeing what people can brew from here!
Don't know unless you try, right?
3 Dryad Militant
4 Experiment One
3 Kalonian Tusker
3 Scavenging Ooze
3 Strangleroot Geist
1 Viridian Zealot
2 Kitchen Finks
4 Leatherback Baloth
2 Thrun, the Last Troll
Instants
4 Vines of Vastwood
2 Giant Growth
2 Beast Within
1 Dismember
3 Rancor
1 Sword of Fire and Ice
Random Garruk because Ljungquist ran it
1 Garruk, Primal Hunter
Mana
18 Forest
1 Horizon Canopy
1 Okina, Temple to the Grandfathers
1 Pendelhaven
2 Pithing Needle
1 Relic of Progenitus
2 Deglamer
3 Skylasher
1 Torpor Orb
1 Wheel of Sun and Moon
2 Choke
1 Crushing Vines
2 Obstinate Baloth
There's nothing random about it. His +1 pumps Experiment One while giving you extra bodies and his -3 reloads your hand so you can keep a steady stream of beats coming in. His -6 is just bonus if you get there.
If you have an idea, and you don't have to invest too heavily to test it, what does it hurt to give it a try? You never know what's going to work surprisingly well or what card combinations will push a deck over the top unless you try it first. Someone had to look past 42 Lightning Bolts to realize Channel + Fireball was a thing. The obvious answer is usually the best, but not always. Also obvious isn't always obvious right away. If you don't try things out, how do you know what's going to work best?
As for Yeva, Nature's Herald, it was one I was going to originally include in the write up, but decided to leave out. The advantage is that she allows you to play creatures draw-go style, leaving your mana open for instants. The question to ask yourself is "Do I need that?" If you have her on-hand, why not give it a try?
Honestly? No, it isn't. The only card like that even worth considering is Dragon's Claw and that only as a sideboard card in Burn-heavy metas if you don't have access to Leyline of Sanctity.
If you really need the extra lifegain on top of Scavenging Ooze, try Courser of Kruphix. She hits (albeit weakly), gives card advantage, is too big for red sweepers and single burn spells, can Evolve Experiment One and can gain a lot of life if she survives long enough.
Remember, it isn't enough just to get effects in a deck like this, you have to be threatening damage and keeping your opponent on the tightest clock possible. Any attacker we have could potentially wear a Giant Growth, Rancor, Aspect of Hydra, or Vines of Vastwood. We want to keep opponents on-tilt as much as possible.
A good place to see this principle in action is Death & Taxes. We're not as invested in utility creatures as they are, but we need to land beats even more than they do, so we always want to opt for the creatures that help us achieve this end over artifacts and enchantments that do not help us reach our end-goal.
That said, always props for looking for new things to try!
- Sam Stoddard, “Developing Modern” (June 21, 2013) (by means of Sheridan Lardner, "Fixing Modern: Defining Format Mission (March 16, 2016))
How to Use Spoiler Tags
Starting Over: The Origins of the Mulligan Rule
Practical Approach to Slow Play
THE Guide to Aggro, Part 2: SWARM and TOOLBOX
THE Guide to Aggro, Part 3
THE Guide to Aggro, Part 4
These videos are by MTG Salvation Moderator Lantern!
Introduction to Tempo
Controlling Tempo
Elements of Tempo
Roadblocks to Tempo
How Not To Build A Deck - Tempo
Learn How To Sideboard, Dammit!
Mulligan's Island
The Art of the Mulligan
The Art of the Mulligan: Eight Case Studies
Fundamentals: The Mulligan
Some Mulligan Exercises
A Mulligan Is Worth Three Cards
The Mulligan Debate
Common Sense: The Art of the Mulligan
Who's The Beatdown?
3 Caves of Koilos
3 Eldrazi Temple
2 Fetid Heath
3 Godless Shrine
4 Ghost Quarter
3 Plains
3 Shambling Vent
2 Tectonic Edge
Artifacts (4):
4 Æther Vial
4 Path to Exile
Creatures (29):
3 Aven Mindcensor
3 Eldrazi Displacer
3 Fiend Hunter
4 Flickerwisp
4 Serra Avenger
3 Thalia, Guardian of Thraben
3 Thought-Knot Seer
3 Tidehollow Sculler
3 Wasteland Strangler
3 Chalice of the Void
2 Dismember
2 Oblivion Ring
2 Rest in Peace
3 Stony Silence
3 Surgical Extraction
3 Flooded Strand
6 Island
3 Polluted Delta
3 Steam Vents
3 Sulfur Falls
Creatures (16):
4 Delver of Secrets
4 Monastery Swiftspear
4 Snapcaster Mage
4 Stormchaser Mage
2 Gut Shot
4 Lightning Bolt
3 Mutagenic Growth
3 Spell Pierce
3 Twisted Image
3 Vapor Snag
Sorceries (8):
4 Gitaxian Probe
4 Serum Visions
2 Ancient Grudge
2 Blood Moon
2 Dispel
1 Forked Bolt
1 Hurkyl's Recall
1 Repeal
2 Roast
1 Spell Snare
2 Spellskite
1 Vapor Snag
4 Bloodstained Mire
1 Clifftop Retreat
1 Copperline Gorge
5 Mountain
3 Sacred Foundry
2 Stomping Ground
4 Wooded Foothills
Creatures (14):
4 Eidolon of the Great Revel
4 Goblin Guide
2 Grim Lavamancer
4 Monastery Swiftspear
4 Atarka's Command
4 Boros Charm
4 Lightning Bolt
3 Lightning Helix
3 Searing Blaze
Sorceries (8):
4 Lava Spike
4 Rift Bolt
2 Deflecting Palm
4 Destructive Revelry
2 Kor Firewalker
2 Path to Exile
2 Rending Volley
3 Skullcrack
19 Forest
3 Treetop Village
Creatures (24):
4 Avatar of the Resolute
4 Dryad Militant
2 Dungrove Elder
4 Experiment One
4 Leatherback Baloth
2 Scavenging Ooze
4 Strangleroot Geist
4 Rancor
Instants (10):
3 Aspect of Hydra
4 Vines of Vastwood
3 Dismember
2 Choke
2 Gut Shot
2 Deglamer
2 Feed the Clan
2 Oxidize
2 Relic of Progenitus
2 Skylasher
1 Unravel the Æther
I wouldn't run Tarmogoyf alongside Dryad Militant. You're still even against opposing Tarmogoyfs, but your Goyfs will apply less pressure against other decks.
That's fair. Need to not shoot myself down before testing things.
Was also thinking about taking this deck in a more non-budget direction. Which probably turns into something that doesn't belong in this thread. I might build a Mono-Green list online, since it'd cost me around 20 tickets to build, and maybe try something like the below build on paper, as I have most of these cards. I guess it would be something like . . . Wilt-Leaf Zoo?
3 Dryad Militant
4 Experiment One
3 Fleecemane Lion
3 Qasali Pridemage
3 Scavenging Ooze
2 Voice of Resurgence
2 Kitchen Finks
4 Loxodon Smiter
1 Thrun, the Last Troll
2 Wilt-Leaf Liege
1 Baneslayer Angel
Instants/Godsend
4 Path to Exile
2 Beast Within
1 Dismember
1 Sword of Fire and Ice
1 Elspeth, Knight-Errant
1 Eiganjo Castle
4 Forest
2 Gavony Township
3 Horizon Canopy
1 Okina, Temple to the Grandfathers
4 Plains
4 Razorverge Thicket
4 Temple Garden
1 Burrenton Forge-Tender
1 Grafdigger's Cage
1 Relic of Progenitus
1 Spellskite
1 Deglamer
1 Gaddock Teeg
1 Mark of Asylum
1 Stony Silence
2 Thalia, Guardian of Thraben
1 Eidolon of Rhetoric
1 Torpor Orb
2 Choke
1 Linvala, Keeper of Silence
Tarmogoyf or Scavenging Ooze, not both...and never with Dryad Militant.
Tarmogoyf is a powerhouse, but you have to play to its strengths, not against them.
You're starting to wander into WGHatebears and Death & Taxes territory. If you're looking to go this direction, you're better off trying those decks out, though I think one or two Horizon Canopy in this deck isn't a terrible idea.
- Sam Stoddard, “Developing Modern” (June 21, 2013) (by means of Sheridan Lardner, "Fixing Modern: Defining Format Mission (March 16, 2016))
How to Use Spoiler Tags
Starting Over: The Origins of the Mulligan Rule
Practical Approach to Slow Play
THE Guide to Aggro, Part 2: SWARM and TOOLBOX
THE Guide to Aggro, Part 3
THE Guide to Aggro, Part 4
These videos are by MTG Salvation Moderator Lantern!
Introduction to Tempo
Controlling Tempo
Elements of Tempo
Roadblocks to Tempo
How Not To Build A Deck - Tempo
Learn How To Sideboard, Dammit!
Mulligan's Island
The Art of the Mulligan
The Art of the Mulligan: Eight Case Studies
Fundamentals: The Mulligan
Some Mulligan Exercises
A Mulligan Is Worth Three Cards
The Mulligan Debate
Common Sense: The Art of the Mulligan
Who's The Beatdown?
3 Caves of Koilos
3 Eldrazi Temple
2 Fetid Heath
3 Godless Shrine
4 Ghost Quarter
3 Plains
3 Shambling Vent
2 Tectonic Edge
Artifacts (4):
4 Æther Vial
4 Path to Exile
Creatures (29):
3 Aven Mindcensor
3 Eldrazi Displacer
3 Fiend Hunter
4 Flickerwisp
4 Serra Avenger
3 Thalia, Guardian of Thraben
3 Thought-Knot Seer
3 Tidehollow Sculler
3 Wasteland Strangler
3 Chalice of the Void
2 Dismember
2 Oblivion Ring
2 Rest in Peace
3 Stony Silence
3 Surgical Extraction
3 Flooded Strand
6 Island
3 Polluted Delta
3 Steam Vents
3 Sulfur Falls
Creatures (16):
4 Delver of Secrets
4 Monastery Swiftspear
4 Snapcaster Mage
4 Stormchaser Mage
2 Gut Shot
4 Lightning Bolt
3 Mutagenic Growth
3 Spell Pierce
3 Twisted Image
3 Vapor Snag
Sorceries (8):
4 Gitaxian Probe
4 Serum Visions
2 Ancient Grudge
2 Blood Moon
2 Dispel
1 Forked Bolt
1 Hurkyl's Recall
1 Repeal
2 Roast
1 Spell Snare
2 Spellskite
1 Vapor Snag
4 Bloodstained Mire
1 Clifftop Retreat
1 Copperline Gorge
5 Mountain
3 Sacred Foundry
2 Stomping Ground
4 Wooded Foothills
Creatures (14):
4 Eidolon of the Great Revel
4 Goblin Guide
2 Grim Lavamancer
4 Monastery Swiftspear
4 Atarka's Command
4 Boros Charm
4 Lightning Bolt
3 Lightning Helix
3 Searing Blaze
Sorceries (8):
4 Lava Spike
4 Rift Bolt
2 Deflecting Palm
4 Destructive Revelry
2 Kor Firewalker
2 Path to Exile
2 Rending Volley
3 Skullcrack
19 Forest
3 Treetop Village
Creatures (24):
4 Avatar of the Resolute
4 Dryad Militant
2 Dungrove Elder
4 Experiment One
4 Leatherback Baloth
2 Scavenging Ooze
4 Strangleroot Geist
4 Rancor
Instants (10):
3 Aspect of Hydra
4 Vines of Vastwood
3 Dismember
2 Choke
2 Gut Shot
2 Deglamer
2 Feed the Clan
2 Oxidize
2 Relic of Progenitus
2 Skylasher
1 Unravel the Æther
I'll probably just test the Mono-Green list online. I'll try to report back after getting blown up in a few dailies.
A couple of cards i'd like to mention
Ranger's Guile Smaller pump but hexproof is so good against all the spot removal.
Pit Fight Instant speed prey upon but for one additional mana. I'm a sucker for instant speed removal.
Dungrove Elder In most cases he will be a 3/3 on turn three that gets stronger as the game goes on. Very resilient and does fancy a Rancor attached to it
WDeath and TaxesW
RWGBurnGWR
WDeath and TaxesW
RWGBurnGWR
WDeath and TaxesW
RWGBurnGWR
Relic of Progenitus?
Thorn of Amethyst ?
WDeath and TaxesW
RWGBurnGWR
Anger is a real problem for this deck; I've been thinking of how best to combat it. Can we just play around it and be okay, or do we need to change the 75 somehow? Lead the Stampede maybe? Too slow?
I've swapped 2x Scavenging Ooze for 1x Tusker 1x Companion in the primer and in my list. We'll see how it works out but I think it's for the best.
(hence my suggestion for Thorn of Amethyst)
I've also tried Dungrove Elder (brief test), but it was not a massive upgrade against Leatherback Baloth , main difference (which might prove valuable is the protection against Path).
Another serious hindrance are chump blockers.
WDeath and TaxesW
RWGBurnGWR
WDeath and TaxesW
RWGBurnGWR
WDeath and TaxesW
RWGBurnGWR
Agreed. I don't see the need to hunt out answers to Storm in a deck that runs both Dryad Militant and Scavenging Ooze maindeck. If you're not running them...why?
- Sam Stoddard, “Developing Modern” (June 21, 2013) (by means of Sheridan Lardner, "Fixing Modern: Defining Format Mission (March 16, 2016))
How to Use Spoiler Tags
Starting Over: The Origins of the Mulligan Rule
Practical Approach to Slow Play
THE Guide to Aggro, Part 2: SWARM and TOOLBOX
THE Guide to Aggro, Part 3
THE Guide to Aggro, Part 4
These videos are by MTG Salvation Moderator Lantern!
Introduction to Tempo
Controlling Tempo
Elements of Tempo
Roadblocks to Tempo
How Not To Build A Deck - Tempo
Learn How To Sideboard, Dammit!
Mulligan's Island
The Art of the Mulligan
The Art of the Mulligan: Eight Case Studies
Fundamentals: The Mulligan
Some Mulligan Exercises
A Mulligan Is Worth Three Cards
The Mulligan Debate
Common Sense: The Art of the Mulligan
Who's The Beatdown?
3 Caves of Koilos
3 Eldrazi Temple
2 Fetid Heath
3 Godless Shrine
4 Ghost Quarter
3 Plains
3 Shambling Vent
2 Tectonic Edge
Artifacts (4):
4 Æther Vial
4 Path to Exile
Creatures (29):
3 Aven Mindcensor
3 Eldrazi Displacer
3 Fiend Hunter
4 Flickerwisp
4 Serra Avenger
3 Thalia, Guardian of Thraben
3 Thought-Knot Seer
3 Tidehollow Sculler
3 Wasteland Strangler
3 Chalice of the Void
2 Dismember
2 Oblivion Ring
2 Rest in Peace
3 Stony Silence
3 Surgical Extraction
3 Flooded Strand
6 Island
3 Polluted Delta
3 Steam Vents
3 Sulfur Falls
Creatures (16):
4 Delver of Secrets
4 Monastery Swiftspear
4 Snapcaster Mage
4 Stormchaser Mage
2 Gut Shot
4 Lightning Bolt
3 Mutagenic Growth
3 Spell Pierce
3 Twisted Image
3 Vapor Snag
Sorceries (8):
4 Gitaxian Probe
4 Serum Visions
2 Ancient Grudge
2 Blood Moon
2 Dispel
1 Forked Bolt
1 Hurkyl's Recall
1 Repeal
2 Roast
1 Spell Snare
2 Spellskite
1 Vapor Snag
4 Bloodstained Mire
1 Clifftop Retreat
1 Copperline Gorge
5 Mountain
3 Sacred Foundry
2 Stomping Ground
4 Wooded Foothills
Creatures (14):
4 Eidolon of the Great Revel
4 Goblin Guide
2 Grim Lavamancer
4 Monastery Swiftspear
4 Atarka's Command
4 Boros Charm
4 Lightning Bolt
3 Lightning Helix
3 Searing Blaze
Sorceries (8):
4 Lava Spike
4 Rift Bolt
2 Deflecting Palm
4 Destructive Revelry
2 Kor Firewalker
2 Path to Exile
2 Rending Volley
3 Skullcrack
19 Forest
3 Treetop Village
Creatures (24):
4 Avatar of the Resolute
4 Dryad Militant
2 Dungrove Elder
4 Experiment One
4 Leatherback Baloth
2 Scavenging Ooze
4 Strangleroot Geist
4 Rancor
Instants (10):
3 Aspect of Hydra
4 Vines of Vastwood
3 Dismember
2 Choke
2 Gut Shot
2 Deglamer
2 Feed the Clan
2 Oxidize
2 Relic of Progenitus
2 Skylasher
1 Unravel the Æther