Its almost a blue artifact deck rather than a favorable wind's deck since I had originally wanted to put the antiquities war and Glint-nest crane in the deck. Being able to cheat out a 5/6 flier on turn 4 with no ramp is pretty sweet. If I have a favorable winds out its already a 6/7 turn 4. I also just really like the Tempest Djinn in the deck as well. always at least a 3/4 flier for 4 that only gets bigger. a 4/5 flier turn 3 is also good.
How do you win? In the main board I only see fog, ramp and draw. Is it to mill them out by looping Gae's blessing and Recollect? At best you block 13 rounds of combat. That isn't enough to mill out a deck. If you moved Millstone to the mainboard maybe or threw in a planeswalker or something to just win. If you don't mind slipping into blue for a bit Psychic corrosion is a legitimate win condition. Wildest dreams also get you back some fogs if you find you need that more.
Solemnity states that creatures, artifacts, players and lands can't get counters. It doesn't kill planeswalkers. However are creatures in exile still creatures for the sake of solemnity? If Darigaaz Reincarnated is exiled with counters does it then have no counters or does it not affect things on the battlefield? And if so what are the implications for permanents with suspend?
Sprecrown Thallid is the obvious 2 drop for the deck that runs pretty slow. It buffs your things and turns your mild annoyance of spores into a threat.
Yavimaya Sapherd and Deathbloom thallid are the prime token makers. Two bodies for one card is the essence of token decks. Both are buffed by Sporecrown. Deathbloom has the added effect of being okay to sacrifice if needed and still have value while Yavmaya comes in with value.
Slimefoot, the Stowaway is really the first win condition of the deck. He does work and I've pinged people to death if he is not taken care of quickly. The lifegain is also significant especially against the aggro decks. He is also a mana sink later in the game to keep giving you tokens. But his legendary status means he only gets to have 3.
Thallid Soothsayer and Thallid omnivore each take a 2 of in the 4 drop slot. Neither are really impressive and I've thought of cutting one to make a 4 of of the other. But both work well when you are ahead and are not very good if you are behind. Some of the weaker cards in the deck and if we had a better 4 drop I'd probably play it. They both do manage to be useful. Omnivore is a good beat stick and sac outlet. It gobbles up blockers or makes a great blocker itself. The synergistic lifegain means sometimes you gain a ton of life which is alright. Soothsayer however has a more expensive sac outlet and helps us dig through the deck for our win conditions. Both are buffed by Sporecrown to be respectably large creatures in their own right. Neither die outright to fatal push unless revolt is active.
Tendershoot Dryad does work. Not counting kick cost it tops our curve at 5. As a 2/2 that isn't buffed by sporecrown it doesn't do much except exist. Gives us a saproling every turn and with ascend on board makes our saprolings minimum 3/3. If not answered it can end the game by itself. Verdant Force is a bad card but if you are doing a penny deck it has a bigger body and make tokens. But really without the ascend effect I just wouldn't even bother.
Fungal Plots might be the most important card in the deck. I had started with it as a 2 of since there is no benefit to having more than 1 on board but I would rather a dead card in hand than not draw it. Seriously its that important to the deck. I've even put thought into making it a 4 of but the deck simply doesn't have the room for it. It makes tokens with creatures in the graveyard and with as many sac outlets we have it is usually plentiful. And speaking of sac outlets its the best in the deck. NO MANA instant speed activation that lets us draw cards? Yes please. I'll shut up now but basically it does everything our deck needs and more.
Saproling Migration is one of the best token making spells in standard right now. 2 bodies for 2 mana is already great but now late game it can come down for a huge 4 for 6. With any other synergies on board this is huge. I've seen players hold onto it and try to cast it for 6 mana but my advice is to only fall back on the kicked version late game. The only real weakness is sorcery speed. Easy 4 of.
Spore Swarm isn't as versatile as migration but its instant speed makes it awesome. 3 bodies for 4 mana instant speed lets us do some crazy things. Flash in some blockers and sac them with fungal plots and draw cards. If we have a slimefoot on board then ping the opponent and gain life as well.
Fungal Infection is an alright card. I had 4 of in the original deck but its just too weak. It can take out some threats but misses most. It can be a combat trick but even then its kind of bad. Making a token and giving a temporary de-buff means its only a 2 of and usually the first to side out.
Vicious Offering is the primary removal in the deck. Push is in the sideboard and the only reason this is the main removal is because it provides us with a sac outlet and hits glory-bringer and everything push does. Seems win-win to me.
And thats the deck. Sideboard should be self explanatory. Its not a competitive run but can and will run over competitive decks if it gains traction. I'm still unhappy with the 4 drop slot the the 2/2 split between the sub-par thallids. I'm also considering dropping Fungal infection from the deck completely and mainboarding the 2 push.
Dishonorable Mention Award goes to Metallic Mimic. I've seen a few lists try to push this. My personal advice is ...just don't. Its clunky at best and useless at its worst. Its a lord for the lordless and we have a perfectly good 2 mana lord that buffs both our fungus and saporling tokens. When you play mimic you must choose either saporling or fungus. Saproling is an easy first choice but now your synergies suffer because your actual creatures are more susceptible to removal and it makes sacrificing our tokens for profit less appealing. If you choose fungus then you miss the main point of this being a token deck. I can't think of anything I would take out of the deck to put mimic in. Infestation is the weakest card and push has first dibs on that mainboard slot miles ahead of mimic.
Yeah I agree. I just kinda slapped a bunch of stuff together off the top of my head. While at work I thought a little more. I think -4 Novice Knight, - Dryad Greenseeker and -2 Aegis of the heavens to add +4 Opt and +4 Adventurous Impulse would add some consistency to the deck. As far as the land base would be concerned I imagine it would be
Its a little budget but honestly I like the fact that nothing comes into play tapped except evolving wilds and I might change that if I can find another good land drop. But almost everything is colorless. I might drop the Aether hub for something else but I don't know what would fit better.
ETA: Mist-Cloacked (sic) Herald annoys me every time I see it. Is someone ever going to fix it?
I like it. Let me know how it runs. I"m gonna test out a few different things as well I've even thought about maybe trying to double up the lords by adding metallic mimic.
This is the trial deck. Just remove everything from hand/board. Most removal is exile or sacrifice. Put down the torment of scarabs and let it reap the benefits. Curve off with Torment of hailfire and have the backup of eldest reborn.
I don't know what the decks need. But right now I'm just unable to stand up against the better decks and I might put this on the back-burner for now. I've tried a few differnet lists and have preformed poorly the last three weeks. On one note I feel that turn three deeproot waters is too slow. I either keep it in hand and play the merfolk I have or I play it and fall behind. Until they ban walking ballista I don't think this will work. I have responses to the threat but nothing to take out the threat. Same with chainwhirler goblin. I think this deck will be good post rotation but right now its struggling.
I was just thinking about this deck today and was planning on putting something up. Powerstone Shard I think is too good not to use in this kind of deck. Guardians of kolios also provide an infinite combo. Pull from Tomorrow is also really great once you get an Infinite mana combo going. Then you just draw into whatever it is you plan on winning with. Though the deck I was considering was going to be an artifact deck. Something along the lines of
I agree. I think Broken Bond would be best. I should remove one of the 3 counterspells in the sideboard and add them. I'm thinking spellpierce. Negate is just a stronger version of it for 1 more mana. I need syncopate for some troublesome creatures. I don't like not having ANY answer for them. But this allows slight ramp and kills saga's as well. Yeah I'll do that.
I don't know how I missed that before...time for another change to my SB.
ETA: It's a minor thing, but given your distribution of green to blue, I'd probably go 6 Islands and 4 Forests. (Swift Warden needs 2 green, but how often is he actually going to get used?) And you have 16 cards in your SB.
Yeah. I was thinking The same thing. I think I might just remove him. I think negate is just a better card to bring in and blossoming defense already does what he does just without the body. I guess I should probably remove it. And yeah I made some kind of typo when switching around my sideboard. The new one will look like this.
I don't like the creatures. If you are going for pyromancers it seems better to go R/x control burn. Bontu's last reconing and anger of the gods seem to be your bets low curve sweeper options. But RB aggro has so many recurring creatures that it makes sweepers a bit less effective. I recommend 2-4 magma spray. I thought about doing a mono R or RU version running 3 of each Torch of defiance and Jaya. I don't like bold pyromancer. I liked the U splash for draw and counters. Baral really is the only creature you should play imho.
I just don't see it being able to beat aggro. The soul-scared allows your burn to kill Hazoret and magma spray deals with scrapheap. Anger takes out most of the smaller threats and honestly I would try hard to counter phoenix. I might even advise to remove baral and add 4 ghitu lavarunner. But at that point its more wizard burn than pyromancer. Fight with fire is also a good win condition.
22 Island
Creatures
2 Hope of Ghirapur
4 Ornithopter
4 Artificer's Assistant
4 Siren Stormtamer
4 Warkite Marauder
4 Tempest Djinn
2 Zahid, Djinn of the Lamp
3 Heart of Kiran
Enchantments
4 Favorable Winds
Instant/Sorceries
4 Unsummon
3 Lookout's dispersal
Its almost a blue artifact deck rather than a favorable wind's deck since I had originally wanted to put the antiquities war and Glint-nest crane in the deck. Being able to cheat out a 5/6 flier on turn 4 with no ramp is pretty sweet. If I have a favorable winds out its already a 6/7 turn 4. I also just really like the Tempest Djinn in the deck as well. always at least a 3/4 flier for 4 that only gets bigger. a 4/5 flier turn 3 is also good.
Deck seems a load of fun and on good draws give some competitive decks a run for their money.
4 Sporecrown Thallid
4 Yavimaya Sapherd
4 Deathbloom Thallid
3 Slimefoot, the stowaway
2 Thallid Soothsayer
2 Thallid Omnivore
2 Tendershoot Dryad
Enchantment 3
3 Fungal Plots
4 Saproling Migration
4 Spore Swarm
2 Fungal Infection
4 Vicious Offering
Land 22
4 Blooming Marsh
4 Woodland Cemetery
6 Swamp
8 Forest
4 Naturalize
2 Golden Demise
3 Fatal Push
3 Pierce the sky
2 Shapers' sanctuary
1 Lost legacy
The Creatures.
Sprecrown Thallid is the obvious 2 drop for the deck that runs pretty slow. It buffs your things and turns your mild annoyance of spores into a threat.
Yavimaya Sapherd and Deathbloom thallid are the prime token makers. Two bodies for one card is the essence of token decks. Both are buffed by Sporecrown. Deathbloom has the added effect of being okay to sacrifice if needed and still have value while Yavmaya comes in with value.
Slimefoot, the Stowaway is really the first win condition of the deck. He does work and I've pinged people to death if he is not taken care of quickly. The lifegain is also significant especially against the aggro decks. He is also a mana sink later in the game to keep giving you tokens. But his legendary status means he only gets to have 3.
Thallid Soothsayer and Thallid omnivore each take a 2 of in the 4 drop slot. Neither are really impressive and I've thought of cutting one to make a 4 of of the other. But both work well when you are ahead and are not very good if you are behind. Some of the weaker cards in the deck and if we had a better 4 drop I'd probably play it. They both do manage to be useful. Omnivore is a good beat stick and sac outlet. It gobbles up blockers or makes a great blocker itself. The synergistic lifegain means sometimes you gain a ton of life which is alright. Soothsayer however has a more expensive sac outlet and helps us dig through the deck for our win conditions. Both are buffed by Sporecrown to be respectably large creatures in their own right. Neither die outright to fatal push unless revolt is active.
Tendershoot Dryad does work. Not counting kick cost it tops our curve at 5. As a 2/2 that isn't buffed by sporecrown it doesn't do much except exist. Gives us a saproling every turn and with ascend on board makes our saprolings minimum 3/3. If not answered it can end the game by itself. Verdant Force is a bad card but if you are doing a penny deck it has a bigger body and make tokens. But really without the ascend effect I just wouldn't even bother.
Fungal Plots might be the most important card in the deck. I had started with it as a 2 of since there is no benefit to having more than 1 on board but I would rather a dead card in hand than not draw it. Seriously its that important to the deck. I've even put thought into making it a 4 of but the deck simply doesn't have the room for it. It makes tokens with creatures in the graveyard and with as many sac outlets we have it is usually plentiful. And speaking of sac outlets its the best in the deck. NO MANA instant speed activation that lets us draw cards? Yes please. I'll shut up now but basically it does everything our deck needs and more.
Saproling Migration is one of the best token making spells in standard right now. 2 bodies for 2 mana is already great but now late game it can come down for a huge 4 for 6. With any other synergies on board this is huge. I've seen players hold onto it and try to cast it for 6 mana but my advice is to only fall back on the kicked version late game. The only real weakness is sorcery speed. Easy 4 of.
Spore Swarm isn't as versatile as migration but its instant speed makes it awesome. 3 bodies for 4 mana instant speed lets us do some crazy things. Flash in some blockers and sac them with fungal plots and draw cards. If we have a slimefoot on board then ping the opponent and gain life as well.
Fungal Infection is an alright card. I had 4 of in the original deck but its just too weak. It can take out some threats but misses most. It can be a combat trick but even then its kind of bad. Making a token and giving a temporary de-buff means its only a 2 of and usually the first to side out.
Vicious Offering is the primary removal in the deck. Push is in the sideboard and the only reason this is the main removal is because it provides us with a sac outlet and hits glory-bringer and everything push does. Seems win-win to me.
And thats the deck. Sideboard should be self explanatory. Its not a competitive run but can and will run over competitive decks if it gains traction. I'm still unhappy with the 4 drop slot the the 2/2 split between the sub-par thallids. I'm also considering dropping Fungal infection from the deck completely and mainboarding the 2 push.
Dishonorable Mention Award goes to Metallic Mimic. I've seen a few lists try to push this. My personal advice is ...just don't. Its clunky at best and useless at its worst. Its a lord for the lordless and we have a perfectly good 2 mana lord that buffs both our fungus and saporling tokens. When you play mimic you must choose either saporling or fungus. Saproling is an easy first choice but now your synergies suffer because your actual creatures are more susceptible to removal and it makes sacrificing our tokens for profit less appealing. If you choose fungus then you miss the main point of this being a token deck. I can't think of anything I would take out of the deck to put mimic in. Infestation is the weakest card and push has first dibs on that mainboard slot miles ahead of mimic.
2 Aether Hub
4 Spire of Industry
4 Botanical Sanctum
3 Evolving wilds
2 Forest
2 Island
1 Plains
Its a little budget but honestly I like the fact that nothing comes into play tapped except evolving wilds and I might change that if I can find another good land drop. But almost everything is colorless. I might drop the Aether hub for something else but I don't know what would fit better.
4 Suspicious bookcase
4 Wall of vines
4 Novice Knight
4 Consulate Skygate
4 Gleaming barrier
4 Wall of forgotten Pharaohs
2 Dryad Greenseeker
4 Dive down
22 Appropriate landbase
I like it. Let me know how it runs. I"m gonna test out a few different things as well I've even thought about maybe trying to double up the lords by adding metallic mimic.
4 Divest
4 Harsh Scrutiny
2 Duress
4 Lay bare the heart
4 Doomfall
4 Fatal Push
2 Bontu's last reckoning
2 Vraska's contempt
2 Torment of Hailfire
4 Torment of Scarabs
2 Eldest Reborn
4 Trail of Ambition
Land
22 Swamp
2 Duress
2 Vraska's contempt
4 Never//Again
3 Rags//riches
4 Cast Down
This is the trial deck. Just remove everything from hand/board. Most removal is exile or sacrifice. Put down the torment of scarabs and let it reap the benefits. Curve off with Torment of hailfire and have the backup of eldest reborn.
4 Guardian of Kolios
4 Llanowar Elves
4 Gilded Lotus
4 Paradox Engine
4 Impliment of insepction
4 Prophetic prism
2 Win-con of choice.
Yeah. I was thinking The same thing. I think I might just remove him. I think negate is just a better card to bring in and blossoming defense already does what he does just without the body. I guess I should probably remove it. And yeah I made some kind of typo when switching around my sideboard. The new one will look like this.
3 Syncopate
3 Negate
3 Silent Gravestone
4 Broken Bond
Here is a makeshift list off the top of my head
3 Chandra, torch of defiance
3 Jaya Ballard
Creatures
3 Baral, Chief of compliance
4 Soul-Scar mage
Instant Sorcery
4 Opt
4 Wizard's lightning
2 Magma Spray
3 Sweltering suns
4 Syncopate
2 Abrade
3 Jaya's Immolating inferno
3 Essence Scatter
4 Sulfur Falls
2 Island
12 Mountain
I just don't see it being able to beat aggro. The soul-scared allows your burn to kill Hazoret and magma spray deals with scrapheap. Anger takes out most of the smaller threats and honestly I would try hard to counter phoenix. I might even advise to remove baral and add 4 ghitu lavarunner. But at that point its more wizard burn than pyromancer. Fight with fire is also a good win condition.