I've never really played vintagae, mostly done legacy, but this is what I've pulled together. Going to give it a go tomorrow and I have literally no idea what I'm in for:
I like the concept since I love elves but combo elves has issues with Oath of Druids and Workshop decks. You don't really want to give your opponent a Griselbrand and Turn 1 Chalice on 1, Sphere, Thorn, Lodestone Golem, Trinisphere are all bad news.
If you do try this you probably want to main deck 3-4 Abrupt Decay to destroy Oath of Druids or run extra Reclamation Sages. Cavern of Souls and Gaia's Herald solves the Chalice issue somewhat but Sphere effects are still annoying. I think you might actually want more basics forests too. Timetwister is awful giving your opponent cards unless you intend to win that turn which is less likely with elves without rituals and free mana. 6 Dredge hate cards sideboard also is the norm between main and sideboard so maybe Jailers in addition to Leylines and a second Bayou to actually cast Abrupt Decay if the first one gets wastelanded.
Has anyone played this at all lately? I would like to try out Vintage at Eternal Weekend and wondering if anyone has a reasonably competitive list (preferably without Power). I don't have access to Power, but I have the Legacy deck already and could probably get any non-Power stuff that might get added for the different format. I like some of the numbers you changed; the Symbiote-Visionary engine and Deathrite's abilities are best in grindy games, which I imagine come up a lot less. DRS is still great for his mana, but I don't know if fetches are as common as in Legacy.
I do play Ruric Thar in my Legacy list, and he always hurts the opponent a lot more than you unless you just draw a string of nothing but Green Sun's. I realize it's a totally different format, but from what I can see there are even fewer creature-based decks, which means opponents will trigger him even more and there will presumably be fewer answers going around. It's also just nice to have something you can grab with an early Natural Order that has more effect than just attacking for non-lethal.
I'm sure Skullclamp would be a great addition, but with a few of those I suspect you would need a different kill card than Craterhoof since you'll be killing off his fuel to draw cards. Progenitus is the first thing that comes to mind (because that's the other big one in Legacy), but taking two more turns to kill might be too slow.
I think you might not run 7 of Glimpse/Skullclamp, I might try cutting some number of one of those. I would probably cut Glimpse first, since Clamp stays around, but that's just a guess since I don't know the format. The second Clamp doesn't do much, but there's also artifact destruction all around so it's probably not bad to get extra. Clamp could also help a little bit against Oath, potentially keeping your board clear and sculpting your hand until you can try to go off in one turn.
Workshops must be a rough matchup, but since Trinisphere and Chalice are both restricted now that makes a big difference. Maybe Ancient Tomb in the board could improve it some more? Also, Bane of Progress could be better than Creeping Corrosion, especially if you bring an extra NO with it.
I'm pretty sure at least one Survival of the Fittest should go in here. Not the full set, since you run 4 of everything important and don't have any bullet-type cards, but maybe extras in the sideboard along with hate cards. Without power, would Loaming Shaman be quick enough to run as Dredge hate?
I also have the cards available to splash white or blue for sideboard hate cards. Rest in Peace most likely, maybe Gaddock Teeg if he's as good as he can be in Legacy, Kataki seems great. Blue would probably just be Flusterstorm, maybe Swan Song if there are enough enchantments that this deck is really worried about.
I like the concept since I love elves but combo elves has issues with Oath of Druids and Workshop decks. You don't really want to give your opponent a Griselbrand and Turn 1 Chalice on 1, Sphere, Thorn, Lodestone Golem, Trinisphere are all bad news.
I think people might have been too turned off for these reasons. Small creature decks are a way to go, but generally you'd be more likely to do Hate Bears or Tribal Humans.
Another good addition is Allosaurus Shepherd.
This creature seems perfect in this deck: CMC 1 so you are able to cast it immediately, it is a good protection towards counterspells even for our non-creature spells (and not-Elf creatures) and and is also a good finisher if you have 6 mana left.
Maybe it can replace Craterhoof Behemoth because Skullclamp kills your board.
For this reason, even a copy of Caller of the Claw may be useful to refuel our board especially towards Stax. Skullclamp is an easy 4x in my opinion because it is the main part of the draw engine.
In my opinion this deck can work as Unpo and Unpowered because you have Elvish Spirit Guide to accelerate and the U splash isn't that necessary.
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4 Gaea's Cradle
8 Fetches
1 Bayou
1 Tropical Island
2 Forest
1 Black Lotus
1 Mox Emerald
Spells - 15
4 Glimpse of Nature
4 Green Sun's Zenith
2 Natural Order
3 Skullclamp
1 Ancestral Recall
1 Timetwister
1 Dryad Arbor
4 Heritage Druid
4 Birchlore Rangers
4 Nettle Sentinel
3 Wirewood Symbiote
3 Elvish Visionary
2 Quirion Ranger
1 Fyndhorn Elves
1 Reclamation Sage
2 Craterhoof Behemoth
1 Ruric Thar
2 Deahtrite Shaman
3 Duress
4 Leyline of the Void
4 Swang Song
2 Abrupt Decay
1 Reclamation Sage
1 Creeping Corrosion
Any and all input would be appreciated
Legacy:
combo elves
Modern:
White Rock (41-24-4 in matches. Beginning 10/14/14. Last updated 1/2/15)
List:
4 Dark Confidant
3 Siege Rhino
1 Thrun, The Last Troll
Spells - 20
4 Inquisition of Kozilek
3 Thoughtseize
4 abrupt decay
2 maelstrom pulse
1 slaughter pact
1 path to exile
1 Disfigure
1 damnation
3 lingering souls
NCP - 4
3 Liliana of the Veil
1 Bow of Nylea
4 verdant Catacombs
2 marsh flats
2 windswept heath
2 Swamp
1 Forest
1 Plains
2 Urborg, Tomb of Yawgmoth
3 overgrown tomb
1 godless shrine
1 temple garden
1 Treetop Village
2 stirring wildwood
2 Tectonic Edge
4 Leyline of Sanctity
1 Thrun, the last troll
2 Duress
1 Creeping Corrosion
2 Stony Silence
2 Nihil Spellbomb
1 Back to nature
1 Utter End
1 Golgari Charm
If you do try this you probably want to main deck 3-4 Abrupt Decay to destroy Oath of Druids or run extra Reclamation Sages. Cavern of Souls and Gaia's Herald solves the Chalice issue somewhat but Sphere effects are still annoying. I think you might actually want more basics forests too. Timetwister is awful giving your opponent cards unless you intend to win that turn which is less likely with elves without rituals and free mana. 6 Dredge hate cards sideboard also is the norm between main and sideboard so maybe Jailers in addition to Leylines and a second Bayou to actually cast Abrupt Decay if the first one gets wastelanded.
I do play Ruric Thar in my Legacy list, and he always hurts the opponent a lot more than you unless you just draw a string of nothing but Green Sun's. I realize it's a totally different format, but from what I can see there are even fewer creature-based decks, which means opponents will trigger him even more and there will presumably be fewer answers going around. It's also just nice to have something you can grab with an early Natural Order that has more effect than just attacking for non-lethal.
I'm sure Skullclamp would be a great addition, but with a few of those I suspect you would need a different kill card than Craterhoof since you'll be killing off his fuel to draw cards. Progenitus is the first thing that comes to mind (because that's the other big one in Legacy), but taking two more turns to kill might be too slow.
I think you might not run 7 of Glimpse/Skullclamp, I might try cutting some number of one of those. I would probably cut Glimpse first, since Clamp stays around, but that's just a guess since I don't know the format. The second Clamp doesn't do much, but there's also artifact destruction all around so it's probably not bad to get extra. Clamp could also help a little bit against Oath, potentially keeping your board clear and sculpting your hand until you can try to go off in one turn.
Workshops must be a rough matchup, but since Trinisphere and Chalice are both restricted now that makes a big difference. Maybe Ancient Tomb in the board could improve it some more? Also, Bane of Progress could be better than Creeping Corrosion, especially if you bring an extra NO with it.
I'm pretty sure at least one Survival of the Fittest should go in here. Not the full set, since you run 4 of everything important and don't have any bullet-type cards, but maybe extras in the sideboard along with hate cards. Without power, would Loaming Shaman be quick enough to run as Dredge hate?
I also have the cards available to splash white or blue for sideboard hate cards. Rest in Peace most likely, maybe Gaddock Teeg if he's as good as he can be in Legacy, Kataki seems great. Blue would probably just be Flusterstorm, maybe Swan Song if there are enough enchantments that this deck is really worried about.
I think people might have been too turned off for these reasons. Small creature decks are a way to go, but generally you'd be more likely to do Hate Bears or Tribal Humans.
This creature seems perfect in this deck: CMC 1 so you are able to cast it immediately, it is a good protection towards counterspells even for our non-creature spells (and not-Elf creatures) and and is also a good finisher if you have 6 mana left.
Maybe it can replace Craterhoof Behemoth because Skullclamp kills your board.
For this reason, even a copy of Caller of the Claw may be useful to refuel our board especially towards Stax.
Skullclamp is an easy 4x in my opinion because it is the main part of the draw engine.
In my opinion this deck can work as Unpo and Unpowered because you have Elvish Spirit Guide to accelerate and the U splash isn't that necessary.