I was originally going to call it Oakenshield, but that sounded like too much of a Hobbit rip off. So I was surprised to find that there was already an Oakenshield, so I settled for it
You can see the efforts taken to make aura's more appealing, all the way from Rancor to Umbras and so on. So I'm just curious to know how the following would be viewed in terms of power level...
Adun's ShieldG
Enchantment - Aura
Enchant creature
When Adun's Shield enters the battlefield, draw a card
Target creature get's +1/+1
Does playing Lys Alana Huntmaster activate itself? I've seen people play Soul Warden and gain the life upon playing so I thought the same rule would apply.
The combos involving Ivy Lane Denizen and persist... Does that actually work? From what I understand persist doesn't loop, just because it has a +1/+1 counter on it. The rule says "If it had no -1/-1 counter on it...". So wouldn't it have both, a +1/+1 counter AND a -1/-1 counter thus the "Persist" mechanic wouldn't trigger, correct?
Or the spell could be exiled as well. I was careful to make sure that the card said BASIC forest so that it couldn't be used with duals and shocks. I just didn't realize that this type of ramp was such a touchy situation
This isn't a card creation so much as it is a question of power level. Would you all consider this too powerful?
Elvish ExpeditionG
Sorcery (Common)
Search your library for a basic forest card and put that card onto the battlefield tapped. Then shuffle your library.
I ask because Nature's Lore and Three Visits has the same effect, minus the tapping but costs 1 more, so I thought that a G costing spell with the tapping would balance out.
What is the source of mana that you get from Wild Growth? Is it the land or the enchantment or the controller? I ask because I'm wondering if you can use that mana to play Imperiosaur.
I was looking up Asceticism and noticed that the wording on the actual card and the wording on the gatherer are slightly different. Does this make a difference? I ask because I wanted to make a deck with Muraganda Petroglyphs. The wording on the card it self says that your creatures can't be the target of spells or abilities your opponent controls. The wording on the gatherer says You creatures have hexproof. The first one if I understand wouldn't interfere with the Petroglyph since it's not giving an ability to the creatures and the second one would interfere because it's giving the creatures hexproof.
Am I incorrect? If so what is the consequence of this?
Introduction: Hexproof (sometimes called Auras or Bogles) is a non-interactive deck, that combines auras with hexproof creatures, for a "putting all your eggs in one basket" effect. Hexproof has been modern staple and with the majority of the cards being common it very easily made it's way into the Pauper scene and has been very competitive for a very long time. If you enjoy being the player who sets the pace of the game, and forcing your opponents into a situation where they have to pick up the pieces after you, Hexproof is the deck for you.
Strategy: Typically speaking, auras are seen as a mediocre benefit to any deck because of their two-for-one nature, but with hexproof creatures (Slippery Bogle, Gladecover Scout, or Silhana Ledgewalker), the benefits/value of auras are maximized. Simply stack a hexproof creature with a bunch of pump aura and swing away. The only things we need to worry about are combat against more powerful creatures, and non-targetted spells. More powerful creatures are rarely an issue since stacking auras on top of one another result in unstoppable behemoths. Non targetted spells are also rarely an issue with the exception of edict effects, such as Chainer's Edict or Diabolic Edict. We'll be going over the base build as well as ways to build around these weakness'
Slippery Bogle/Gladecover Scout These are the creatures that make this deck what it is. Anything less than four of each is madness. Silhana Ledgewalker An extra hexproof creature. Most decks include four of these, but depending on your build, this may also fit as a sideboard option. Aura Gnarlid An unblockable creature that gets bigger with each aura on the field. Great at getting your opponent on the clock. Most decks include four. Heliod's Pilgrim This is an interesting trade off. You're getting a potentially slower clock, in exchange for consistency.
There are other hexproof creatures out there and other tutors that can fetch auras. But in all honesty, it's just useless rhetoric to consider anything else.
Ethereal Armor Run four. Just do it. Ancestral Mask This is a card that Modern wishes it had. Lucky for all you Pauper players. Run four. Armadillo Cloak Very efficient aura. Pump to beat the board, life gain to win a race, and trample to negate chumps and to keep them on the clock. Run four. Rancor Great aura. You can run these fearlessly. Run 2-4. Abundant growth Great mana fixer. However, if I run these, it's more for the card draw than the actual mana fixing. Also feeds, armor, mask and Gnarlid. Utopia Sprawl Mana fixing, minus the card draw, but plus the ramp. Frog Tongue In most metas, you're going to be dealing with air creatures (mostly blue decks). Anti-air is very important. At the very least, these should be sideboarded Spider Umbra If you want another option instead of the tongue, Umbras are very popular. Gives an extra layer of protection. And it pumps. Hyena Umbra Same as above. Many build run four. Snake Umbra Interesting choice. Not optimal, but it helps a LOT in long, drawn out games.
The pool of cards you have to choose from is vast, but these are the most common choices.
A lot of these cards aren't very common, but depending on your play style, and meta, theses can be very effective Commune with the Gods Hate this card. You risk much and potentially gain very little. This deck doesn't interact with the graveyard very much, if at all. Rofellos's Gift This seems like a natural choice. But consider that you have a very low mana curve. Your hand will be empty very soon in most cases. You could try and make something happend with Commune with the Gods, but you're slowing down your clock, which is imperative. Kruphix's Insight This is the Roulette of hexproof. You potentially could lose 6 for the chance at three. The sheer number of aura in the deck minimize the downside, so I could see this becoming a popular choice. Oblivion Ring/Journey to Nowhere Not a fan, but it's a popular choice. The only creatures I'd use these on are creatures bigger than what I control, which is almost never, or when there's a creature with Deathtouch. Young wolf Great sideboard option. If you're up against any black deck with edict effects, this is the best answer. Fists of Ironwood Another great answer to edict effects, but this also feeds armor, mask, and gnarlid Giant Growth Maybe, because Electrickery is a thing, But most of the time you're creatures will out of range, once you play a pump aura. Standard Bearer This is the Spellskite for this deck. Use it in a mirror match.
Traditionally speaking, "Elfball" used an x damage spell (like fireball) along with Ashnod's Altar to blast kill your opponent for lethal in a few turns. The concept you're referring to is closer to an Elf Combo with the Distant Melody, Nettle Sentinel, and Birchlore Rangers
Has anyone tried to add Muscle Sliver and Predatory Sliver? Seems like it'd be a huge play to play a Sliver on turn two and follow that up with another one so that you have a 3/3 ready to attack on turn three.
From here should the idea be to continue to apply pressure by having a consistent flow of Slivers to hit the board by way of card draw, cantrips, and/or mil effects like Commune with Nature, or should it be to interact with the opponent between the turns where you're not drawing Slivers by of cards like Oblivion Ring or Counterspell?
Adun's Shield G
Enchantment - Aura
Enchant creature
When Adun's Shield enters the battlefield, draw a card
Target creature get's +1/+1
Elvish Expedition G
Sorcery (Common)
Search your library for a basic forest card and put that card onto the battlefield tapped. Then shuffle your library.
I ask because Nature's Lore and Three Visits has the same effect, minus the tapping but costs 1 more, so I thought that a G costing spell with the tapping would balance out.
Am I incorrect? If so what is the consequence of this?
Introduction: Hexproof (sometimes called Auras or Bogles) is a non-interactive deck, that combines auras with hexproof creatures, for a "putting all your eggs in one basket" effect. Hexproof has been modern staple and with the majority of the cards being common it very easily made it's way into the Pauper scene and has been very competitive for a very long time. If you enjoy being the player who sets the pace of the game, and forcing your opponents into a situation where they have to pick up the pieces after you, Hexproof is the deck for you.
Strategy: Typically speaking, auras are seen as a mediocre benefit to any deck because of their two-for-one nature, but with hexproof creatures (Slippery Bogle, Gladecover Scout, or Silhana Ledgewalker), the benefits/value of auras are maximized. Simply stack a hexproof creature with a bunch of pump aura and swing away. The only things we need to worry about are combat against more powerful creatures, and non-targetted spells. More powerful creatures are rarely an issue since stacking auras on top of one another result in unstoppable behemoths. Non targetted spells are also rarely an issue with the exception of edict effects, such as Chainer's Edict or Diabolic Edict. We'll be going over the base build as well as ways to build around these weakness'
Silhana Ledgewalker An extra hexproof creature. Most decks include four of these, but depending on your build, this may also fit as a sideboard option.
Aura Gnarlid An unblockable creature that gets bigger with each aura on the field. Great at getting your opponent on the clock. Most decks include four.
Heliod's Pilgrim This is an interesting trade off. You're getting a potentially slower clock, in exchange for consistency.
There are other hexproof creatures out there and other tutors that can fetch auras. But in all honesty, it's just useless rhetoric to consider anything else.
Plain
Selesnya Guildgate/Blossoming Sands Consistecy in exchange for speed. What type of meta are you up against?
Terramorphic Expanse/Evolving Wilds See above.
Ancestral Mask This is a card that Modern wishes it had. Lucky for all you Pauper players. Run four.
Armadillo Cloak Very efficient aura. Pump to beat the board, life gain to win a race, and trample to negate chumps and to keep them on the clock. Run four.
Rancor Great aura. You can run these fearlessly. Run 2-4.
Abundant growth Great mana fixer. However, if I run these, it's more for the card draw than the actual mana fixing. Also feeds, armor, mask and Gnarlid.
Utopia Sprawl Mana fixing, minus the card draw, but plus the ramp.
Frog Tongue In most metas, you're going to be dealing with air creatures (mostly blue decks). Anti-air is very important. At the very least, these should be sideboarded
Spider Umbra If you want another option instead of the tongue, Umbras are very popular. Gives an extra layer of protection. And it pumps.
Hyena Umbra Same as above. Many build run four.
Snake Umbra Interesting choice. Not optimal, but it helps a LOT in long, drawn out games.
The pool of cards you have to choose from is vast, but these are the most common choices.
Commune with the Gods Hate this card. You risk much and potentially gain very little. This deck doesn't interact with the graveyard very much, if at all.
Rofellos's Gift This seems like a natural choice. But consider that you have a very low mana curve. Your hand will be empty very soon in most cases. You could try and make something happend with Commune with the Gods, but you're slowing down your clock, which is imperative.
Kruphix's Insight This is the Roulette of hexproof. You potentially could lose 6 for the chance at three. The sheer number of aura in the deck minimize the downside, so I could see this becoming a popular choice.
Oblivion Ring/Journey to Nowhere Not a fan, but it's a popular choice. The only creatures I'd use these on are creatures bigger than what I control, which is almost never, or when there's a creature with Deathtouch.
Young wolf Great sideboard option. If you're up against any black deck with edict effects, this is the best answer.
Fists of Ironwood Another great answer to edict effects, but this also feeds armor, mask, and gnarlid
Giant Growth Maybe, because Electrickery is a thing, But most of the time you're creatures will out of range, once you play a pump aura.
Standard Bearer This is the Spellskite for this deck. Use it in a mirror match.
10x Forest
2x Plains
4x Terramorphic Expanse
4x Evolving Wilds
Creatures
4x Gladecover Scout
4x Slippery Bogle
4x Silhana Ledgewalker
4x Aura Gnarlid
4x Ethereal Armor
4x Ancestral Mask
4x Armadillo Cloak
4x Rancor
4x Abundant Growth
4x Frog Tongue
4x Young Wolf
4x Journey to Nowhere
4x Qasali Pridemage
3x Relic of Progenitus
Coming Soon
I'll be updating this quite frequently for months to come so if you have any corrections or updates, by all means, let me know.
This is the core that everyone uses
4 Predatory Sliver
4 Sinew Sliver
4 Sidewinder Sliver
4 Gemhide Sliver
From here should the idea be to continue to apply pressure by having a consistent flow of Slivers to hit the board by way of card draw, cantrips, and/or mil effects like Commune with Nature, or should it be to interact with the opponent between the turns where you're not drawing Slivers by of cards like Oblivion Ring or Counterspell?