So i came up with a deck the other day, and wondered what people thought about it. Any improvements are welcome
Basically the deck revolves around Nahiri, the Harbinger and Emeria Shepherd. And also basic plains :). The idea is to control the board until you either ultimate Nahiri to get the shepherd, play a plains to get nahiri back (or any land to get any other permanent back) or until you actually cast a shepherd and hopefully win the game that way.
Magical christmas land? Weeeeell maybe not. Let me try to convince you
This wouldn´t be as good if it was THAT little synergistic. As a matter of fact, you usually rather NOT have your emeria shepherd in hand util you have mana to play it and therefor you might as well discard her util then. Lightning axe,nahiri, the harbinger and tormenting voice allow you to get the angels in the graveyard early on in exchange for other cards.
-2 Is broad spectrum removal. The "tapped creature" clause actually makes it harder for an opponent to attack nahiri. The deck plays like a control deck, we might not care if she gets attacked depending on what we have in hand, but also, your opponent might not attack if he/she doesn´t want to "give up" the creature either. Its just another tool to have at your disposal.
-8 is what it´s all about. It should be fairly easy to achieve this, lets not fool ourselves. The main goal is to get emeria shepherd and play a land of course, but other cards might be considered Ulamog, the ceaseless hunger,Kozilek, the great distortion,Linvala, the preserver,Archangel Avacyn, Goblin Dark-Dwellers and probably others i haven´t thought of. Remember you get the card back to your hand at end of turn, so it´s an effective tutor for a creature as well. By that time, considering everything went according to planned, you´d have another nahiri to activate and 7 lands in play (theoretically) to replay the angel if need be.
Ok so, i really like this card. The list i´ve thought of should play 4. Yes she costs 7 mana, doesn´t matter. You can discard early copies to tormenting voice, nahiri or lightning axe, as long as you can get 1 copy into play, it should be ok. The card lets you get back anything to play (that isn´t a land) when you play a plains. They aren´t legendary and multiples trigger multiple times of course. Drownyard temple helps assure you at least a landfall trigger if worst comes to worst. One angel can recur another and so on. Getting another shepherd or an ulamog or chandra into play is the dream. Other than that, a 4/4 flyer is ok, it´s not great and it´s very easily killed, but if you can get value...you got value.
Magmatic Insight is a turn 1 play almost 100% of the time you have it. Lets you throw drownyard temples and lands to dig in the deck.
Tormenting voice is sort of the other engine for the deck. Filters, enables madness, throws expensive stuff, all the deck wants.
Crater Elemental Seems like a unloved card. It´s something i´m trying out but that i also hope is good enough. It´s a brick wall that survives kozileks return, kills Archangel Avacyn for 1 mana, and even later on maybe gets to rumble in, who knows, chandra does put in 6 power. You might be laughing when it gets played t3, but maybe not later on
Wall of resurgence I was looking for another cheap permanent that kind of did what the deck wanted, this is not that bad. Animating a drownyard temple or needle spires is not the worst. It puts a reasonable blocker (i´m expecting a lot of company / agro) and a good attacker.
The sideboard is something i came up in a few minute just to fill it up a bit. hallowed moonlight for the company and token decks, just some more threats and removal. I might have to find something better for control decks since that´s most likely the weakest matchup. Somthing like sin podder,goldnight castigator,Pia and Kiran nalaar perhaps.
Also, maybe another actual "threat" in the deck wouldn´t be bad. Something that´s cheap and hits hard would do perfectly ala matter reshaper or oath of gideon. Maybe something else?
When I was playing Mardu Control, I played a one-of Emeria Shepherd and I really enjoyed it. I like the idea, but you don't need 4x Emeria Shepherd; 1-2 will do fine. She's a seven-drop and you mainly want to tutor her with Nahiri. I would prefer to have more versatility in what you can grab with Nahiri. Linvala was very impressive vs Bant and creature decks, and Goblin Dark-Dwellers can do a lot of good work for you. I agree with you that Pia and Kiran might be a good choice for you. Also, I really liked Avacyn's Judgement with Nahiri.
Oh, and you should definitely be playing Evolving Wilds. It gives you two landfall triggers and guarantees you have a Plains. It also helps fix your mana. I usually put Nahiri back in my hand and Chandra, Linvala, or Sorin into play.
I strongly believe a good Emeria deck can be created, and your list looks alright for a start. Linvala is definitely a card you'll want to have.
I also expect green wants to be in here as a ramp color. Not required, but maybe helpful. And Atarka is a good find besides. Oath of Nissa can help find your key cards. If not green, then Goggles is your other way to help get there.
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Current Awesome Deck: UWAll-In GiftsWU Consistent, Resiliant, and way overpowered, making multiple 4/4s per turn.
GB Electric Dreams BG Deal 20 in one shot, or discard their hand?
GWUFree Stuff MidrangeUWG Slowly bury the opponent with more threats and answers than they can handle.
Yep, so the numbers are super rough. Linvala is obviously super good since it´s an ETB creature that is relevant in a field full of reflector mages.
4 Emeria Angel, MIGHT be too many, yes. Maybe swap one for something with a little more impact early game. The current configuration relies so heavily on the angels and chandra basically. It´s kind of hard to close out the games that way. Avacyns judgment won´t be dealing 20 i think... So that might be a good place to start.
I had thought of adding green for other cards like ulvenwald hydra (which can fetch up stuff like Rogue's Passage,traverse the ulvenwald which is a great early and late game play, and some other things like maybe Mina and Denn, Wildborn, arlinn kord. The problem is i honestly thing a 3 colour mana base would be a mess. I wouldn´t know where to start.
There isn´t all that ramp in green nowadays anyway. If i would like to ramp from 2 to 4 mana there is hedron crawler (this formats sylvan caryatid). It isn´t pretty, but people at the higher tables HAVE had these in their decks before. But even then, i´m not so sure it would be necessary. It merits more testing of course.
I don´t like goggles in this deck, just because, it´s not a goggles deck. Just that. It´s ok with the draw spells, but it´s not THAT synergistic in my opinion.
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A huge thanks to Argetlam and the guys at Hakai studios for this awesome banner
I honestly think you want to get rid of Red and Pick up Green. Green gives you ramp and a much better dig through your deck, including much better creatures to reanimate. Plus you can get much more consistency with getting plains into play.
This is going to be your rockstar in the deck. It will let you keep early game survival creatures in your hand while simultaneously throwing your late game threats in the GY where you want them. There are a lot of great green creatures that you would also want as a finisher instead of just Ulamog. I personally like Plated Crusher as he's nearly impossible to deal with. Of course, he's just 1 of many. I just feel like green give you a much stronger game than red does.
As I said, it's just a quick pass. I started off with the thought of Lands + Landfall. From there Awaken and Sylvan Advocate emerged. That's also how I decided to add black, so I could have access to man-lands. It's also no secret that Vessel of Nascency is a great delirium enabler, so I looked at those cards too.
The "finishers" could be any creatures. I just chose 2 creatures with trample, 1 that could give me some life cushion and 1 that could get back my Shepherd if I needed. Traverse should make mana fixing easy early while finding specific creatures or lands in the late game.
I didn't put together a mana base for this build, but it would have be heavy on plains cards, so I can get cards directly into play. I'd also have some man-lands, Evolving Wilds (for mana fixing and double landfall triggers). The deck might also like Blighted Woodlands, but at 3 colors, I don't know I there are enough basic lands to support 12 land tutors, even though they can be triple landfall triggers.
On difference your deck has to this one I threw together is card draw. I'm sure if you feel like you're missing it, you could find room for Merciless Resolve and Drownyard Temple as way to get some good draws.
emeria gets us non land permanents so PW or enchantments are game as well
sin prodder is jsut value with emeria out.
i dont know if i should stick with WR or add a splash of black for necromatic summons for example
also looking for a good 2 drop
For a 2 drop, especially in this agro/aristocrats meta, I like Cleric of the Forward Order. Life gain is surpisingly effective right now.
That brings me to other parts of your deck. You should definitely be using ETB creatures. Ulamog's ability triggers on cast. If your plan is to cast him he's great. However, with no mana ramp, that's a long time to wait. It looks like you want to discard him and then use Emeria Shepherd to bring him in play.
I also don't think you have enough creatures in the deck for Gideon to really be effective. He's a great anthem, but anthems work best with more creatures.
So i´ve been playing solitaire with the deck (since i haven´t gotten the cards yet), it´s really consistent, and it has a TONNE of different lines of play. Figuring out what board states will look like after ultimating a nahiri, if it´s worth keeping lands in hand for another draw with chandra or if you happen to draw magmatic insight, returning drownyard temples (or not) in case you draw avacyn´s judgment if you happen to have a tormenting voice in hand, playing a plains as the 7vth land from your hand, as opposed to not playing it in case you draw another land for the angel you have in your hand... just a lot of stuff
magmatic insight is lackluster. It´s not that good. Only really with drownyard temple. You need to hit land drops every turn with the deck, so throwing a land away in the hopes of drawing another 2 lands or a replacement land, is complicated. I might cut it down to 2 copies
crater elemental seems pretty good as a road block plus removal. I think it´s still very playable. wall of resurgence is nice as well with either drownyard temple or needle spires. It doesn´t matter if the drownyard temple dies and later on the spires can deal 10 damage on it´s own. It also creates a surprise attacker, since the land has haste. It´s a good card. Lands dying is an issue of course, maybe 2 is a good number on this one.
tormenting voice and lightning axe i´m keeping as a 4 of. Tormenting voice glues the deck together. It´s probably the most important spell as it is. My deck might have too many targeted removals, and therefore is a bit more susceptible to token stategies main deck. Testing will tell
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A huge thanks to Argetlam and the guys at Hakai studios for this awesome banner
I've been playing GW Emeria splashing red. I really like the deck.
I don't necessarily think Nahiri is essential, but her minus ability is insane. Since she spiked I sold her for Arlinn Kord and she does fine too. I think Gideon also works (and abusable with ES!)
Here's my list
It's an extremely grindy midrange deck.
Traverse the Ulvenwald is the land/creature tutor late game and very important. It plays well with ES (Emeria Shepherd) for plains, and if delerium is on you get to search for one of your toolbox fatties.
Duskwatch Recruiter is busted, as he is strongest early game and a decent top deck because of his CA ability.
Visionary is good, great with evolution, and fantastic against the X/1s in Human lists
Evolution shuts down removal, turns opponents removal into basically CA, dodges exile effects for graveyard shenanigans and turns your CA weenies into your endgame threats
Pilgrim's Eye is a secret all-star. I've been considering switching two for Nissa but here's the advantage:
1) Artifact creature - counts towards delerium for Traverse the Ulvenwald
2) Searches for any basic land, not just forest - good for ES or fetching mountains
3) Flying chump blocker.
The 4cmc slot is up for debate, but I think Arlinn is worth testing. Before it was Retreat to Emeria which I though a little slow. Arlinn seems OK against fast decks which I like, but Nahiri's also fantastic .
Linvala is good in a losing board state and survives Languish
Greenwarden gets you some of your best cards back and is strong with ES
Dromoka is strong for denying spells cast on your turn, uncounterability, lifelink and insane toughness.
ES is meant to grind out the opponent.
The deck's main weaknesses are 1)hyper aggro + bad hand or 2)playing Control with Languish.
I've played against GBx seasons control about 10 times and won maybe 8 or 9 matches, but it always went close to time. The matchup is extremely tedious because it goes in circles until the first player runs out of gas.
I added red to the deck for Radiant Flames, which is surprisingly easy. With Traverse, Evolving Wilds and Pilgrim's Eye it is really hard to get mana screwed. This card is a must against humans, Cryptolith Rite decks and Coco.
Because of the weakness to Languish, my SB has big midrange cheaters.
Sigarda is surprisingly strong, as a 4/5 that survives languish. The exile ability is quite good for chumping, randomly denying Thought-Knot and late game removal, and in one game I used it as a mana sink to flip Westvale Abbey. Flying means she's good at killing PW.
Hidden Dragonslayer is OK, I like to hardcast him against White weenie aggro, and try to abuse him against midrange by returning to hand with EA or Greenwarden, but sometimes he is very mana intensive.
Yeah I would switch out red for green and it would give you access to jaddi offshoot and ulvenwald hydra who can fetch up another Plains when it etb and allows you to find another creature to put in.if you can figure out a way to have a 3 color mana base then I would highly suggest keeping red and having goblin dark dwellers who can recast a natural connection which grab you a Plains then you can ulvenwald hydra from your graveyard to fetch up another land maybe a forest or another Plains to grab you a woodland bellower who can throw down a sylvan advocate who will be a east 4/5 so essentially if everything panned out perfect you would have 26 power and 26 toughness off of one Plains hitting the battlefield which gives me shivers I'm about to make this deck actually lol
I'm currently testing a list on XMage that revolves around Traverse the Ulvenwald, Eldritch Evolution, and Nahiri, the Harbinger that has some similarities to your list, Roboreaper. I like the toolbox structure a lot, and those cards, provided you can make them work, give you a ton of flexibility. It also lets you go down to 1 shepherd and bruna and play things like Goblin Dark-Dwellers
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Hello people!
So i came up with a deck the other day, and wondered what people thought about it. Any improvements are welcome
Basically the deck revolves around Nahiri, the Harbinger and Emeria Shepherd. And also basic plains :). The idea is to control the board until you either ultimate Nahiri to get the shepherd, play a plains to get nahiri back (or any land to get any other permanent back) or until you actually cast a shepherd and hopefully win the game that way.
Magical christmas land? Weeeeell maybe not. Let me try to convince you
This wouldn´t be as good if it was THAT little synergistic. As a matter of fact, you usually rather NOT have your emeria shepherd in hand util you have mana to play it and therefor you might as well discard her util then. Lightning axe,nahiri, the harbinger and tormenting voice allow you to get the angels in the graveyard early on in exchange for other cards.
Speaking of the cards:
nahiri, the harbinger
Core card. Comes in pretty quick and is tough as hell to deal with in a deck that can reliably protect it.
+2 makes her go up to 6 loyalty (which is really menacing), lets us discard cards like the shepherd and other permanent cards we don´t need or have plans of getting back later like Ulamog, the ceaseless hunger,Chandra, flamecaller, etc. Activates madness in fiery temper, Avacyn's Judgment and also works pretty nicely with drownyard temple.
-2 Is broad spectrum removal. The "tapped creature" clause actually makes it harder for an opponent to attack nahiri. The deck plays like a control deck, we might not care if she gets attacked depending on what we have in hand, but also, your opponent might not attack if he/she doesn´t want to "give up" the creature either. Its just another tool to have at your disposal.
-8 is what it´s all about. It should be fairly easy to achieve this, lets not fool ourselves. The main goal is to get emeria shepherd and play a land of course, but other cards might be considered Ulamog, the ceaseless hunger,Kozilek, the great distortion,Linvala, the preserver,Archangel Avacyn, Goblin Dark-Dwellers and probably others i haven´t thought of. Remember you get the card back to your hand at end of turn, so it´s an effective tutor for a creature as well. By that time, considering everything went according to planned, you´d have another nahiri to activate and 7 lands in play (theoretically) to replay the angel if need be.
Emeria Shepherd
Ohhh boy.
Ok so, i really like this card. The list i´ve thought of should play 4. Yes she costs 7 mana, doesn´t matter. You can discard early copies to tormenting voice, nahiri or lightning axe, as long as you can get 1 copy into play, it should be ok. The card lets you get back anything to play (that isn´t a land) when you play a plains. They aren´t legendary and multiples trigger multiple times of course. Drownyard temple helps assure you at least a landfall trigger if worst comes to worst. One angel can recur another and so on. Getting another shepherd or an ulamog or chandra into play is the dream. Other than that, a 4/4 flyer is ok, it´s not great and it´s very easily killed, but if you can get value...you got value.
Magmatic Insight is a turn 1 play almost 100% of the time you have it. Lets you throw drownyard temples and lands to dig in the deck.
Tormenting voice is sort of the other engine for the deck. Filters, enables madness, throws expensive stuff, all the deck wants.
Crater Elemental Seems like a unloved card. It´s something i´m trying out but that i also hope is good enough. It´s a brick wall that survives kozileks return, kills Archangel Avacyn for 1 mana, and even later on maybe gets to rumble in, who knows, chandra does put in 6 power. You might be laughing when it gets played t3, but maybe not later on
Wall of resurgence I was looking for another cheap permanent that kind of did what the deck wanted, this is not that bad. Animating a drownyard temple or needle spires is not the worst. It puts a reasonable blocker (i´m expecting a lot of company / agro) and a good attacker.
The sideboard is something i came up in a few minute just to fill it up a bit. hallowed moonlight for the company and token decks, just some more threats and removal. I might have to find something better for control decks since that´s most likely the weakest matchup. Somthing like sin podder,goldnight castigator,Pia and Kiran nalaar perhaps.
Also, maybe another actual "threat" in the deck wouldn´t be bad. Something that´s cheap and hits hard would do perfectly ala matter reshaper or oath of gideon. Maybe something else?
Let me know what you guys think!!!
4 Battlefield Forge
4 Drownyard Temple
5 Mountain
4 Needle Spires
8 Plains
Creatures
4 Emeria Shepherd
3 Crater Elemental
2 Wall of resurgence
1 Ulamog, the Ceaseless Hunger
2 Chandra, Flamecaller
4 Nahiri, the Harbinger
Sorceries
3 Magmatic Insight
3 Tormenting Voice
3 Avacyn's Judgment
Instants
3 Fiery Temper
3 Kozileks Return
4 Lightning Axe
3 Hallowed moonlight
2 Rending volley
1 Kozilek, the great distortion
1 planar outburst
2 Linvala, the preserver
2 fiery impulse
2 Gideon, Ally of zendikar
1 Silkwrap
A huge thanks to Argetlam and the guys at Hakai studios for this awesome banner
Oh, and you should definitely be playing Evolving Wilds. It gives you two landfall triggers and guarantees you have a Plains. It also helps fix your mana. I usually put Nahiri back in my hand and Chandra, Linvala, or Sorin into play.
I also expect green wants to be in here as a ramp color. Not required, but maybe helpful. And Atarka is a good find besides. Oath of Nissa can help find your key cards. If not green, then Goggles is your other way to help get there.
GB Electric Dreams BG Deal 20 in one shot, or discard their hand?
GWU Free Stuff Midrange UWG Slowly bury the opponent with more threats and answers than they can handle.
My greatest hits:
GURFate Reforged Temur Ascendancy COMBORUG
GUDragons of Tarkir Whisperwood Forever UG
4 Emeria Angel, MIGHT be too many, yes. Maybe swap one for something with a little more impact early game. The current configuration relies so heavily on the angels and chandra basically. It´s kind of hard to close out the games that way. Avacyns judgment won´t be dealing 20 i think... So that might be a good place to start.
I had thought of adding green for other cards like ulvenwald hydra (which can fetch up stuff like Rogue's Passage,traverse the ulvenwald which is a great early and late game play, and some other things like maybe Mina and Denn, Wildborn, arlinn kord. The problem is i honestly thing a 3 colour mana base would be a mess. I wouldn´t know where to start.
There isn´t all that ramp in green nowadays anyway. If i would like to ramp from 2 to 4 mana there is hedron crawler (this formats sylvan caryatid). It isn´t pretty, but people at the higher tables HAVE had these in their decks before. But even then, i´m not so sure it would be necessary. It merits more testing of course.
I don´t like goggles in this deck, just because, it´s not a goggles deck. Just that. It´s ok with the draw spells, but it´s not THAT synergistic in my opinion.
A huge thanks to Argetlam and the guys at Hakai studios for this awesome banner
This is going to be your rockstar in the deck. It will let you keep early game survival creatures in your hand while simultaneously throwing your late game threats in the GY where you want them. There are a lot of great green creatures that you would also want as a finisher instead of just Ulamog. I personally like Plated Crusher as he's nearly impossible to deal with. Of course, he's just 1 of many. I just feel like green give you a much stronger game than red does.
If i were playing green, i´d probably be playing black and ever after as well as the vessel. But as i said, that´s a different deck.
A huge thanks to Argetlam and the guys at Hakai studios for this awesome banner
2 Emeria Shepherd
4 Sylvan Advocate
1 Eldrazi Devastator
1 Greenwarden of Murasa
1 Linvala, the Preserver
1 Plated Crusher
4 Planar Outburst
4 Traverse the Ulvenwald
Instants 4
4 Natural Connection
Enchantments 12
4 Sinister Concoction
4 Stasis Snare
4 Vessel of Nascency
26 Lands
As I said, it's just a quick pass. I started off with the thought of Lands + Landfall. From there Awaken and Sylvan Advocate emerged. That's also how I decided to add black, so I could have access to man-lands. It's also no secret that Vessel of Nascency is a great delirium enabler, so I looked at those cards too.
I know that Sinister Concoction and Stasis Snare are an odd removal package, but Emeria Shepherd and Vessel both like permanents. If you're uncomfortable with those, then I don't see why Ruinous Path and/or Sheer Drop couldn't replace them. More awaken is more synergy with Sylvan Advocate.
The "finishers" could be any creatures. I just chose 2 creatures with trample, 1 that could give me some life cushion and 1 that could get back my Shepherd if I needed. Traverse should make mana fixing easy early while finding specific creatures or lands in the late game.
I didn't put together a mana base for this build, but it would have be heavy on plains cards, so I can get cards directly into play. I'd also have some man-lands, Evolving Wilds (for mana fixing and double landfall triggers). The deck might also like Blighted Woodlands, but at 3 colors, I don't know I there are enough basic lands to support 12 land tutors, even though they can be triple landfall triggers.
On difference your deck has to this one I threw together is card draw. I'm sure if you feel like you're missing it, you could find room for Merciless Resolve and Drownyard Temple as way to get some good draws.
GB Electric Dreams BG Deal 20 in one shot, or discard their hand?
GWU Free Stuff Midrange UWG Slowly bury the opponent with more threats and answers than they can handle.
My greatest hits:
GURFate Reforged Temur Ascendancy COMBORUG
GUDragons of Tarkir Whisperwood Forever UG
That brings me to other parts of your deck. You should definitely be using ETB creatures. Ulamog's ability triggers on cast. If your plan is to cast him he's great. However, with no mana ramp, that's a long time to wait. It looks like you want to discard him and then use Emeria Shepherd to bring him in play.
I also don't think you have enough creatures in the deck for Gideon to really be effective. He's a great anthem, but anthems work best with more creatures.
So i´ve been playing solitaire with the deck (since i haven´t gotten the cards yet), it´s really consistent, and it has a TONNE of different lines of play. Figuring out what board states will look like after ultimating a nahiri, if it´s worth keeping lands in hand for another draw with chandra or if you happen to draw magmatic insight, returning drownyard temples (or not) in case you draw avacyn´s judgment if you happen to have a tormenting voice in hand, playing a plains as the 7vth land from your hand, as opposed to not playing it in case you draw another land for the angel you have in your hand... just a lot of stuff
magmatic insight is lackluster. It´s not that good. Only really with drownyard temple. You need to hit land drops every turn with the deck, so throwing a land away in the hopes of drawing another 2 lands or a replacement land, is complicated. I might cut it down to 2 copies
crater elemental seems pretty good as a road block plus removal. I think it´s still very playable. wall of resurgence is nice as well with either drownyard temple or needle spires. It doesn´t matter if the drownyard temple dies and later on the spires can deal 10 damage on it´s own. It also creates a surprise attacker, since the land has haste. It´s a good card. Lands dying is an issue of course, maybe 2 is a good number on this one.
tormenting voice and lightning axe i´m keeping as a 4 of. Tormenting voice glues the deck together. It´s probably the most important spell as it is. My deck might have too many targeted removals, and therefore is a bit more susceptible to token stategies main deck. Testing will tell
A huge thanks to Argetlam and the guys at Hakai studios for this awesome banner
I don't necessarily think Nahiri is essential, but her minus ability is insane. Since she spiked I sold her for Arlinn Kord and she does fine too. I think Gideon also works (and abusable with ES!)
Here's my list
It's an extremely grindy midrange deck.
Traverse the Ulvenwald is the land/creature tutor late game and very important. It plays well with ES (Emeria Shepherd) for plains, and if delerium is on you get to search for one of your toolbox fatties.
Duskwatch Recruiter is busted, as he is strongest early game and a decent top deck because of his CA ability.
Visionary is good, great with evolution, and fantastic against the X/1s in Human lists
Evolution shuts down removal, turns opponents removal into basically CA, dodges exile effects for graveyard shenanigans and turns your CA weenies into your endgame threats
Pilgrim's Eye is a secret all-star. I've been considering switching two for Nissa but here's the advantage:
1) Artifact creature - counts towards delerium for Traverse the Ulvenwald
2) Searches for any basic land, not just forest - good for ES or fetching mountains
3) Flying chump blocker.
The 4cmc slot is up for debate, but I think Arlinn is worth testing. Before it was Retreat to Emeria which I though a little slow. Arlinn seems OK against fast decks which I like, but Nahiri's also fantastic .
Linvala is good in a losing board state and survives Languish
Greenwarden gets you some of your best cards back and is strong with ES
Dromoka is strong for denying spells cast on your turn, uncounterability, lifelink and insane toughness.
ES is meant to grind out the opponent.
The deck's main weaknesses are 1)hyper aggro + bad hand or 2)playing Control with Languish.
I've played against GBx seasons control about 10 times and won maybe 8 or 9 matches, but it always went close to time. The matchup is extremely tedious because it goes in circles until the first player runs out of gas.
I added red to the deck for Radiant Flames, which is surprisingly easy. With Traverse, Evolving Wilds and Pilgrim's Eye it is really hard to get mana screwed. This card is a must against humans, Cryptolith Rite decks and Coco.
Because of the weakness to Languish, my SB has big midrange cheaters.
Sigarda is surprisingly strong, as a 4/5 that survives languish. The exile ability is quite good for chumping, randomly denying Thought-Knot and late game removal, and in one game I used it as a mana sink to flip Westvale Abbey. Flying means she's good at killing PW.
Hidden Dragonslayer is OK, I like to hardcast him against White weenie aggro, and try to abuse him against midrange by returning to hand with EA or Greenwarden, but sometimes he is very mana intensive.