- FlanaMood
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Feb 4, 2014FlanaMood posted a message on Launch Giveaway!Steward of Valeron I started Magic around Alara Reborn, and this was one of the first cards I had ever seen or played with. I mainly love Matt Stewart's art, but it's also one of my favorite color combinations, and it does some neat things. Attack, then tap for mana? It's not the strongest effect out there, but it blew my mind when I was first getting into the game.Posted in: Announcements
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Thanks for the SB advice. I have the Æthers and Feed the Clan, just wasn't sure what to cut.
19 Forest
2 Treetop Village
Creatures (25)
3 Avatar of the Resolute
4 Dryad Militant
2 Dungrove Elder
4 Experiment One
3 Kalonian Tusker
4 Leatherback Baloth
1 Scavenging Oooze
4 Strangleroot Geist
4 Aspect of Hydra
2 Dismember
4 Rancor
4 Vines of Vastwood
1 Back to Nature
1 Creeping Corrosion
1 Dismember
1 Essence Warden
3 Obstinate Baloth
1 Pithing Needle
3 Scavenging Ooze
2 Torpor Orb
2 Viridian Zealot
Round 1: Grixis Delver (2-1)
Both rounds I won, I got a T1 Militant, shutting down his 'yard. He managed a T2 Delver game 2, and I lost the race with him at 3 life. I actually didn't have much to board in this match (probably because I just didn't know WHAT to board in; I'm still new to the deck). I tried the Essence Warden, but never actually saw it.
Round 2: Ad Nauseam (2-0)
Game 1 he couldn't find the mana fixing he needed, game 2 couldn't find a Nauseam. Does this deck run Snapcaster Mage? Because he seemed really annoyed by my Dryad Militant. I don't know the deck very well, so I'm not sure if the graveyard matters much. I actually wish I had seen more of the deck, so I could defend against it better in the future. But hey, a win is a win. I brought in the Viridian Zealots for Phyrexian Unlife and mana rocks.
Round 3: Restore Balance (2-1)
This was a pretty good matchup. He resolved a T4 Greater Gargadon game 1, but by then was at 3 life. I lost game 2 to a March of the Machines with 5 borderposts on board, after TWO Firespouts wiping my board TWO turns in a row. I never got to cast the Creeping Corrosion or Viridian Zealots I boarded in. Just won on good ol' fashioned hyper aggro.
Round 4: Naya Zoo (2-1)
THIS was a tough one. I don't know if I have ever done so much combat math in my head during a single game. Anyway, I've played this deck before, and it usually does not go well. Zoo just has better creatures, generally speaking (minus the Leatherback Baloth). I lost game 1 pretty handily. I had to mull to four. My turns were T1 Forest, T2 Forest, T3 Forest, Dungrove Elder, DIE. Game 2 went much better (obviously). I was able to punch in with E1s, Strangleroot Geist, and a T3 Baloth that was really too much for him to handle (he had a bad opening hand this time). Game 3 was REALLY close. A got a T2 Scooze that he didn't draw any removal for. This was the allstar of the match. It turned all my mediocre trades into a stall, which (I just discovered) is where Zoo falls apart. By the end I had a 9/9 Ooze, Rancor'd it, and cast Aspect of Hydra for +11/11.
Takeaway: First off, Dryad Militant with that Terese Nielsen art is gorgeous. The promo just doesn't compete. The card itself is also amazing metagame hate (as you all know). Dismember is NOT worth it in the main. Maybe as a 1 of, but I'm bringing in Prey Upon in the future. I'm fairly certain without testing that Kitchen Finks is better than Essence Warden, but I haven't actually been able to test. Pithing Needle may or may not be worth, I didn't see many places where I wanted it. Scooze probably deserves to be a 2 of in the main. It's great in the aggro matchup and usually as relevant as Dryad Militant, even w/o the pump/lifegain. I picked up a couple of Chokes for next week. Any advice would be useful, thanks!
THAT is hilarious. I don't care if it's "good," when it hits, a table is getting flipped.
4 Caves of Koilos
4 Flooded Strand
4 Godless Shrine
4 Isolated Chapel
2 Plains
1 Swamp
1 Vault of the Archangel
2 Windbrisk Heights
1 Urborg, Tomb of Yawgmoth
Creatures (5)
3 Auriok Champion
2 Tidehollow Sculler
2 Honor of the Pure
2 Inquisition of Kozilek
4 Intangible Virtue
4 Lingering Souls
4 Path to Exile
3 Raise the Alarm
1 Secure the Wastes
2 Sorin, Lord of Innistrad
4 Spectral Procession
3 Thoughtseize
3 Zealous Persecution
2 Brave the Elements
2 Dismember
3 Duress
2 Ghost Quarter
3 Rest in Peace
1 Stony Silence
2 Rest in Peace
Round 1: BW Tokens (1-2)
Not too much to say here. The mirror match is just a game of racing tokens, hoping not to proc the opponents Champion. I think all three games, the guy on the play Raised in response to it on turn two. Anyway, got beat by Timely and flood (which turned out to be a theme for the night). I boarded out all but 1 Path to Exile for Duress, and I think a Sculler and something else for my Growths.
Round 2: UW Gifts Tron (2-1)
Game 1 got Iona'd hard, didn't have threats on board to deal with it. Game 2 I boarded in Dismember, Rest in Peace, and Ghost Quarter. Managed to resolve a Rest turn 2, turning off Unburial Rites for him. He actually did eventually hard cast Iona off of his trons, but I had Sorin, an emblem, two Virtues, and three creatures on board, so he couldn't keep up the blocks. Game 3 He mulled to four and kept a one lander, which I Quartered... then I Thoughtseized his expedition map. I never got to Dismember Iona, but in theory it gets around the white hate and kills her off of a two power token. Seriously, I know I'm hung up on her, but that is, to me, the
worstleast fun card ever printed. It turns Magic into solitaire.Round 3: Skred (0-2)
Does anyone know how to board for this? It seems like a pretty bad matchup, and blew me out. Game 1 I got turn three Blood Mooned with no basics in play. I blocked the Boros Reckoner with an Auriok Champion to stall, but he Skred'd his creature for game eventually. I tried bringing in the Growths and Duress, and didn't even see the Moon this time. Just got blowed up before I got stabilize. If there was ever a time to bring in a Brave the Elements, this was probably it. That I couldn't justify it here means they should probably get the boot. Also didn't help that I flooded pretty hard the last game.
Round 4: UB Tezzeret Control (0-2)
And the night of flooding continues. Seriously, I don't think I missed a land drop for eight turns. I did get outplayed fair and square, though. This was actually a super fun match (for control). My opponent was happy to tell me my misplays after I did them, but in a good way, not condescending. For example, game 2 he baited out two Paths and a Sundering Growth with Spellskite and a Trading Post, then let me know I probably should have just played around them and gone full aggro. In retrospect I agree, and probably should have boarded the Paths out, maybe keeping one for Creeping Tar Pit or a Tezzeret'd artifact.
Planeswalkers are good. Obvious, but I like Sorin, Lord of Innistrad more than Elspeth, Knight-Errant, probably because I actually have two of him. I only ever got to play him once, but when I did he won me the game. Still gonna replace him with Sorin, Solemn Visitor, though. Brave the Elements can go. I was thinking of it as a replacement for Burrenton Forge-Tender or Kor Firewalker that occasionally would allow me to swing for game, but I never see a place where I want to bring it in. I never actually got to cast my Stony Silence, so I'll probably add another one in place of a Rest in Peace, as the other token player recommended. Urborg, Tomb of Yawgmoth is an experiment. Looking back, I SHOULD have tried it in place of the lone Swamp instead of the Windbrisk Heights. I'll do that next week, especially if I add Pack Rat like I'm considering. Also will probably add another Vault of the Archangel/ It's a dud when you find more than one, but it is just so good that it's worth the risk.
1 Rafiq of the Many
Lands (38)
2 Forest
1 Island
2 Plains
1 Alchemist's Refuge
1 Azorius Chancery
1 Breeding Pool
1 Cathedral of War
1 Celestial Colonnade
1 Command Tower
1 Evolving Wilds
1 Flooded Grove
1 Flooded Strand
1 Glacial Fortress
1 Halimar Depths
1 Hallowed Fountain
1 Hinterland Harbor
1 Homeward Path
1 Mystic Gate
1 Reliquary Tower
1 Seachrome Coast
1 Seaside Citadel
1 Sejiri Steppe
1 Selesnya Sanctuary
1 Serra's Sanctum
1 Simic Growth Chamber
1 Stirring Wildwood
1 Sunpetal Grove
1 Temple Garden
1 Temple of Enlightenment
1 Temple of Mystery
1 Temple of Plenty
1 Temple of the False God
1 Terramorphic Expanse
1 Windswept Heath
1 Wooded Bastion
1 Wooded Foothills
1 Academy Rector
1 Ajani's Chosen
1 Arbor Elf
1 Argothian Enchantress
1 Birds of Paradise
1 Bruna, Light of Alabaster
1 Eidolon of Blossoms
1 Eidolon of Countless Battles
1 Femeref Enchantress
1 Heliod, God of the Sun
1 Heliod's Pilgrim
1 Hero of Iroas
1 Kor Spiritdancer
1 Mesa Enchantress
1 Noble Hierarch
1 Nomad Mythmaker
1 Sovereigns of Lost Alara
1 Totem-Guide Hartebeest
1 Verduran Enchantress
1 Voyaging Satyr
Spells (41)
1 Alpha Authority
1 Ancestral Mask
1 Aqueous Form
1 Banishing Light
1 Bear Umbra
1 Blue Sun's Zenith
1 Canopy Cover
1 Daybreak Coronet
1 Eldrazi Conscription
1 Enchantress's Presence
1 Enlightened Tutor
1 Ethereal Armor
1 Fertile Ground
1 Finest Hour
1 Ghostly Prison
1 Harmonize
1 Idyllic Tutor
1 Kirtar's Wrath
1 Mirari's Wake
1 Mirri's Guile
1 Oblivion Ring
1 Overgrowth
1 Path to Exile
1 Propaganda
1 Rancor
1 Reality Shift
1 Replenish
1 Retether
1 Shield of the Oversoul
1 Sigil of the Empty Throne
1 Sol Ring
1 Song of the Dryads
1 Spirit Mantle
1 Sundial of the Infinite
1 Swords to Plowshares
1 Three Dreams
1 Unquestioned Authority
1 Utopia Sprawl
1 Whispersilk Cloak
1 Wild Growth
1 Winds of Rath
As you could probably guess I don't usually play a lot of blue, so any good cards there would be appreciated. The goal of the deck is A: Get Rafiq out, protected, and swinging for game, usually with Eldrazi Conscription and Aqueous Form, or B: Load up another creature with auras and do the same, which is possible with Ethereal Armor and Ancestral Mask. Bruna is there as an occasional surprise sweeper. Kill my aura'd up creature? Well I'll just send her in to get all those delicious enchantments back from the graveyard. Wonky, I know, but occasionally effective (I hope). I'm running various extra mana cards like Fertile Ground and Mirari's Wake, plus untappers, for extra mana, as opposed to land acceleration. So please let me know what I'm missing here, thanks.
EDIT: Ban list is boring old normal Commander ban list.
That being said, there is a definite possibility that we'll see another event deck in a couple of months to roughly coincide with MM2. So you MAY want to hold off for that. Most people are thinking a Zoo/Bogles Tier 2 thing, so if that's more your speed consider waiting a bit.
4 Flooded Strand
4 Godless Shrine
4 Isolated Chapel
4 Plains
3 Swamp
3 Windbrisk Heights
1 Vault of the Archangel
Creatures (6)
3 Auriok Champion
3 Tidehollow Sculler
Spells (31)
1 Elspeth, Knight-Errant
2 Honor of the Pure
2 Inquisition of Kozilek
4 Intangible Virtue
4 Lingering Souls
4 Path to Exile
2 Raise the Alarm
2 Secure the Wastes
4 Spectral Procession
3 Thoughtseize
3 Zealous Persecution
2 Brave the Elements
2 Dismember
3 Duress
2 Ghost Quarter
3 Kataki, War's Wage
3 Relic of Progenitus
Round 1: Mono-Green Stompy (0-2)
Barely lost both games. He just out aggro'd me. I nearly won off the back of the Champions and Vault, but couldn't quite get there. Boarded out for all 3 Duress to hit Rancor, but he managed to draw an extra one both games. 3 in the second, I think.
Round 2: Bogles (1-2)
Another close match. I boarded in Duress again, but he had too many threats on the field. I really wish I'd had Sundering Growth in the board, but that's a lesson for next week. Game three actually saw me with a decent board, Vault online, AND an Elspeth emblem, but he hit me for exactly lethal with a Mantled Gladecover Scout before I could stabilize.
Round 3: Scapeshift-less Scapeshift? (1-2)
This was a weird deck. The drill was search for basic lands, thin the deck, and hit with Goblin Charbelcher for lethal. I managed to hit the important cards with disruption game 1, but he outdrew me the next two.
Round 4: BW Tokens (2-1)
So I actually won the mirror match against a player who is quite frankly better than me. Purely a game of topdecking, but I do feel I made good plays here.
So if anyone thinks the list is wonky, that's because it is. I decided to start with the event deck, and ONLY change it up when I see a specific need every week. Sure, I could jam BB in there, and probably would do better, but I'm only doing myself a disservice not really learning the deck, what works and what doesn't. So the 'blossoms will go in eventually, but only when I know WHY I'm running them. That being said, here's my tentative changes for this Saturday:
-2 Plains
-2 Swamp
-1 Tidehollow Sculler
-1 Elspeth, Knight-Errant
-1 Secure the Wastes
-3 Kataki, War's Wage
-3 Relic of Progenitus
+4 Caves of Koilos
+2 Hero of Bladehold
+1 Raise the Alarm
+3 Rest in Peace
+3 Sundering Growth
Exactly. If you're not playing competitively or have budget concerns, stick to KTK fetches. We're almost certainly going to see a reprint in BFZ (MaRo has posted about player expectations and the consequences of not meeting them a bit ago, leading most to assume the reprints are on the way). If not, well, they aren't gonna get more expensive.
Speaking of KTK fetches, though, what are people using? I stick to a playset of Plains fetches (Strand or Heath), but is anyone trying Polluted Delta/Bloodstained Mire? I just find that 90% of the time I only want a Plains or Shrine.
And I do need to put in some off-color fetches, just haven't gotten around to it.I realized I had a perfectly good playset of Strands in my Standard deck. Why not put those to better use?Part of me is running the Secure the Wastes playset to live the dream. I don't know, I rarely win games off the back of Raise the Alarm anyway.
I see a bunch of BW token decks at my FLGS, so the Zealous Persecution is for the mirror match. I know the event deck has made the archetype popular, but I swear I play at least one every night. And I don't even play against Burn every night, so that's saying something.
Worship is not consistent, but it is hilarious. I've won a couple off games off of it (playing the long game after I should've lost), but most decks can play around it. If it came out game one I'll bring in the Brave the Elements for another surprise win. Doesn't usually work, but amazing when it does.
4 Flooded Strand
4 Godless Shrine
4 Isolated Chapel
4 Plains
3 Swamp
1 Vault of the Archangel
3 Windbrisk Heights
Creatures (3)
1 Brimaz, King of Oreskos
2 Hero of Bladehold
Spells (32)
2 Honor of the Pure
2 Inquisition of Kozilek
3 Intangible Virtue
4 Lingering Souls
4 Path to Exile
4 Secure the Wastes
4 Spectral Procession
4 Thoughtseize
1 Worship
4 Zealous Persecution
2 Sorin, Lord of Innistrad
3 Auriok Champion
1 Brave the Elements
1 Cranial Extraction
2 Dismember
2 Ghost Quarter
3 Relic of Progenitus
3 Sundering Growth
Secure the Wastes: I'm testing the playset over Raise the Alarm or Midnight Haunting. Yes, at the same cost it's strictly worse than those two. However, I'm happy to topdeck it past turn 5. The other two, not so much. Besides, at 2 mana sometimes I just need a chump blocker, and at 3 mana my meta doesn't care too much about flying. I know this card has been theory'd and tested to death with varied results, but I'm liking it so far.
Brimaz, King of Oreskos: So I'm going for more of a redzone win strategy here, and this guy supplies the bodies to do that, while dodging Engineered Explosives. Why only one, though? Because I only had one lying around, and figured I'd wait until it rotates to save $2-$3 on it before I bought more.
Sorin, Lord of Innistrad: My Solemn Visitors are in the mail. In all seriousness, this guy is not bad, his Tarkarian counterpart is just a little better for this deck (generally).
Inquisition of Kozilek/Thoughtseize: I probably should make this 3/3 rather than 2/4, but my Inquisitions seemed to whiff a lot my last Modern night. That kind of thing scares a Planewalker.
Auriok Champion: I was always happy to sideboard her out in bad match-ups, of which I saw more than a few. In games where she is good, I'm fine taking out the other three creatures for her.
Omissions
Bitterblossom: Purely financial. I figure we'll see a MM2 reprinting. While I doubt it will have a drastic impact on price, I don't think there will be a MM1 style price hike, and the reprints will likely run ~$5 cheaper. I'll wait to save $20 on a playset.
Elspeth, Knight-Errant: If Sorin, Solemn Visitor and Elspeth Tirel are the best 'walkers for this deck, and Sorin, Lord of Innistrad is fair to middlin', I frankly think this Elspeth is the worst of the token 'walkers. (though still not bad). I if I'm making a token I'd rather have lifelink than no ability, and even if it's a +1 ability as opposed to a -2, I'd rather pump my board than a single creature.
Marsh Flats: Once again financial. It's extremely likely we'll be getting a reprint with BFZ, and I'll wait for the price drop. In the meantime I just use Flooded Strand, as 90% of the time I want a Plains or Shrine.
Fetid Heath: $$$. I was hesitant when I first was getting into Modern and just haven't set the cash aside to pick up a couple. I'm well aware of how amazing it is, turning your T1 Swamp into an Auriok Champion or Spectral Procession.
My deck aside, I'm loving the idea of the Mardu tokens builds. If I play Young Pyromancer on turn two as opposed to an anthem, I'm a happy tokener. Crackling Doom is an excellent bit of removal, Lightning Helix is always good when you can get it, and full graveyards love Grim Lavamancer.
Leonin Iconoclast... should not be in there. Slipped by me. Same for Tranquil Domain.
Lost Auramancers is quite hit or miss, but in a budget deck he's okay.
Boonweaver Giant was a bit of thought experiment. I have had a lot of success with Auratouched Mage, so why not have two?
Dryad Sophisticate Ferropede Spincrusher: Just playing around with unblockables. These can definitely go.
Note: I'm putting the deck in 1 vs 1 because Krond's ability lends itself to this format, but I do believe the deck can handle itself in multiplayer. In fact, budget decks tend to fare better there, IMO.
1 Krond the Dawn-Clad
Offensive Auras (8)
1 Ancestral Mask
1 Ethereal Armor
1 Griffin Guide
1 Holy Mantle
1 Rancor
1 Unflinching Courage
Creature Protection (9)
1 Alpha Authority
1 Aspect of Mongoose
1 Flickerform
1 Gift of Immortality
1 Indestructibility
1 Pentarch Ward
1 Shield of the Oversoul
1 Spectra Ward
1 Umbra Mystic
Aura/Enchantment Synergy (6)
1 Ajani's Chosen
1 Aura Gnarlid
1 Bramble Elemental
1 Fabled Hero
1 Gatherer of Graces
1 Kitsune Mystic
Recursion (5)
1 Creeping Renaissance
1 Crystal Chimes
1 Marshal's Anthem
1 Moldervine Cloak
1 Vineweft
1 Auratouched Mage
1 Congregation at Dawn
1 Heliod's Pilgrim
1 Plea for Guidance
1 Three Dreams
1 Totem-Guide Hartebeest
Card Draw (7)
1 Fugitive Druid
1 Hunter's Insight
1 Hunter's Prowess
1 Mesa Enchantress
1 Snake Umbra
1 Soul's Majesty
1 Verduran Enchantress
Mass Removal (3)
1 Divine Reckoning
1 Fated Retribution
1 Kirtar's Wrath
Removal/Control (6)
1 Cage of Hands
1 Faith's Fetters
1 Oblivion Ring
1 Selesnya Charm
1 Sphere of Safety
1 Unravel the Æther
Ramp (12)
1 Arbor Elf
1 Avacyn's Pilgrim
1 Cultivate
1 Fertile Ground
1 Harrow
1 Kodama's Reach
1 Llanowar Elves
1 Market Festival
1 Rampant Growth
1 Selesnya Signet
1 Voyaging Satyr
1 Yavimaya Elder
1 Blossoming Sands
1 Drifting Meadow
1 Evolving Wilds
14 Forest
14 Plains
1 Saltcrusted Steppe
1 Secluded Steppe
1 Selesnya Guildgate
1 Slippery Karst
1 Terramorphic Expanse
1 Tranquil Thicket
Win Condition: Preferably, deal enough commander damage with Krond. Alternatively, reduce their life total to zero.
Method: Pump our commander up with Auras, and consistently have him enchanted when he is attacking to remove troublesome permanents. We can also use our Auras to make our other creatures larger to reduce our opponent's life total.
This deck is quite modular. Feel free to swap in Auras you think work better. Also, your group may be different, so play around and find what works for you.
Card Explanations:
I'm running a bunch of these, as we want to consistently have our commander enchanted, and have access to pump for him and our other creatures. There could be a couple less, but I feel it's better to go a bit overboard, as cards like Fountain Watch, Greater Auramancy, Sterling Grove, and Eternal Witness are a bit out of the budget, making our Auras that much more vulnerable.
Ancestral Mask - Makes your dude big. Not much else to say, and it's very cheap in terms of $$$.
Ethereal Armor - The little brother to Ancestral Mask, plus first strike.
Holy Mantle - Budget option for Spirit Mantle, which is only around $1.50 anyway, so you can likely pick one up if you really want. Either way, protection from creatures will help you swing through for that commander damage, or a nice chunk of life, or create an annoying blocker. Also protects from a few creature abilities.
Rancor - One of the few cards worth more than $1.50, and it's certainly worth it. Losing our Auras is a huge problem (hence the recursion package), and what we have here neatly solves that problem for itself. +2 and trample helps you force damage through, of course.
Unflinching Courage - This is usually slightly cheaper than Armadillo Cloak, so it's in the list. Both work great, however. With the size we can get creatures to in this deck, we can potentially gain a decent chunk of life, and trample is often relevant.
We want to enchant things. Well, what happens if we have nothing to enchant? Or, worse yet, what if that creature we've loaded 3 Auras on is destroyed, wasting all work we put into it? These cards attempt to prevent that from happening. As stated above, your experience may vary. Play around, see if you need more or less of these. Canopy Cover and Loxodon Hierarch are both alternative options here that are still budget.
Alpha Authority - Hexproof is the big draw here, allowing us to continue pumping our guy up without leaving him open to spot removal. The blocking restrictions are also occasionally useful, especially when combined with trample.
Aspect of Mongoose - This is a risky one. It has the all important ability to return from the graveyard, and protects our creature, BUT at the risk of not being able to enchant it further. So, hopefully you've already put whatever you need to on it. Krond doesn't mind having this as his only Aura, though, as it still allows him to exile. Keep in mind that gives your opponents a 4 turn clock, which is pretty long.
Flickerform - Okay, the deck loves this one. While it does require you to keep 2WW open, as long as you can do that, your beefed up brawler AND his Auras are almost immune to removal. It doesn't solve all our problems, but it is a big help.
Gift of Immortality - Another pseudo-removal proof enabler. It usually makes an opponent waste at least 2 removal spells, which often results in value for you.
Indestructibility - This isn't as good as it seems on the tin most of the time, hence why it's a budget option. Destruction/damage is still the prevalent means of removal in this game, though, so it can turn your creature into a hassle for an opponent.
Umbra Mystic - Once again, being indestructible is not a guarantee of immortality, and this one will cost you Auras to maintain your creatures. This is usually a trade you are willing to make.
These are various creatures that play nice with Auras if the commander is unavailable. As with the rest of the deck, there are other budget options out there, such as more heroic creatures, as well as more expensive cards (the most notable being Kor Spiritdancer and Eidolon of Blossoms).
Ajani's Chosen - Making tokens for free, by doing what the deck already wants to do, is a nice bonus. Keep in mind that this doesn't protect our Auras if their target is removed as a response. If the original target is removed, then the spell is countered for lack of a legal target (BEFORE it enters the battlefield, so no token either). If they wait for the trigger of the ability, then you as the active player must decide which creature is being enchanted (token or original target), and they can then remove whichever one you chose. Please correct me if I am wrong on this.
Aura Gnarlid - This guy could have easily been a Rare. He will often be a 5/5 or more without any Auras on him, and if you do enchant him he can be a headache for your opponent to block.
Bramble Elemental - As with Ajani's Chosen, this card rewards us for doing what we already want to do. The caveat here is that those Auras have to go onto the Elemental, limiting your options somewhat. This card can easily be exchanged for more heroic creatures or the like, but I find having those extra bodies around is quite helpful.
Fabled Hero - Double strike, bro. Double strike. Add the fact that he gets incrementally bigger as you enchant him, and that he can be had for as low as &.85, and you have yourself a winner.
Gatherer of Graces - Our budget imitation of a Kor Spiritdancer. No where near as good, naturally, but getting a little extra oomph with those Auras, plus a measure of built-in protection isn't too shabby.
Kitsune Mystic - Very yes. Much utility. So enchant. Seriously, this foxy card does work. Spending 3 to save 3 enchantments on a destroyed creature is amazing. The shell games you can play when declaring attackers and blockers in amazing. Stealing your opponents juicy Auras is amazing. The downside, of course, is actually getting this guy from a lowly Mystic to a might Sage. Even so, the deck loves this dude, and he is a steal at $.75.
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I'll add the missing sections soon, hopefully tomorrow. I would love any questions/comments on the deck, as it is still very much a work in progress. This is what me and a few hours on Magiccards.info could put together. Thanks for reading!
-1 Armored Ascension
-1 Auratog
-1 Blanchwood Armor
-1 Boonweaver Giant
-1 Dryad Sophisticate
-1 Elephant Guide
-1 Enlisted Wurm
-1 Feral Invocation
-1 Ferropede
-1 Ghostblade Eidolon
-1 Instill Energy
-1 Leonin Iconoclast
-1 Lost Auramancers
-1 Shape of the Wiitigo
-1 Spincrusher
-1 Tranquil Domain
+1 Cultivate
+1 Divine Reckoning
+1 Drifting Meadow
+2 Forest
+1 Harrow
+1 Kodama's Reach
+1 Pentarch Ward
+2 Plains
+1 Rampant Growth
+1 Selesnya Signet
+1 Shield of the Oversoul
+1 Slippery Karst
+1 Spectra Ward
+1 Unravel the Æther
10/23/14: Big changes based on suggestions.