Umm, 2 cards I don't see being mentioned here are Delirium Skeins and Drekavac. That said, they are both horrible plays if you don't have a card w/ Madness in hand. I've thought about trying this deck for extended once, but there just wasn't enough effective engines out there to make it work.
If you ask me, Root Maze is one of those cards needs other complimentary cards to make it work. However, there really aren't enough cards that can do it in Modern.
Ok, well I think I might pick up this deck for my youtube channel. I really like off the wall combo's and many viewers want to see budget decks so this looks like a nice fit. I do have a few questions after reading threw this thread.
Why don't more builds use Simian Spirit Guide's and Wild Cantor? They look like a natural fit. Individually they both work in favor of what the deck want's to do anyways. Guide lets you do just about anything a turn earlier. Wild Cantor is like a mana bank and it triggers Caravan Vigil Morbid Effect. In a perfect world you could even turn one Forest, Wild Cantor, Caravan, Caravan, Lay of the Land. You could even SSG into Cantor into Caravan and still cast a Utopia Sprawl.
I know all that sounds like a lot, but not at the same time or am I just reaching to far out there?
The problem is, it's not a perfect world. LOL
On a serious note though, somewhere in this thread, people figured out that Simian Spirit Guide and Wild Cantor aren't very good at two things: adding mana over time on their own, or reducing the number of lands in the library on their own. They are great cards if you're in a hurry, but not so great when you are not in a position to win early.
Ancient Stirrings whiffs much less frequently when you're playing 4 more Wurmcoils than the pure combo version.
And yes, no Recross or Fabricate. Stirrings is enough to dig for your wincons.
This is like what? 27% chance to hit 15 colorless card w/ Ancient Stirrings, and the chance decreases each time you tutor for a land? I've stated it before and I really think the deck needs to be more colorless to run it.
Played my RG list at my LGS's Modern event last night and took first. It was kind of a weird tournament, we had 10 people but several dropped later on so we had 4 rounds but tie-breakers got super messed up. So despite going 3-1 I still had the best tie-breakers out of the couple of 3-1s. Anyways, I played against GW Auras, Jund, Soul Sisters and Bant Auras and I only lost to Bant Auras. His creatures got too big to have Wildfire kill them off. Mainboard Pyroclasm might be something I need to look into. I seem to bring it in every match.
I'm going to test with Gruul Signet over Coldsteel Heart next week. I don't think the coming in to play tapped has been a huge issue but I'd like to see if the color fixing makes a difference. If I can get my hands on some Mwonvuli Acid-Moss I may try those out as well.
What does Open the Vaults do for the deck? We aren't cycling enchantments or artifacts to our graveyard. I don't really see how it fits here but maybe there is something I'm missing. Care to explain?
After you cast wildfire and saccing the stolen lands, you can bring back the Land-Stealing auras back in w/ Open the Vaults.
Another approach would be playing Looter cards such as Faithless Looting, TfK, and Ideas Unbound to discard some of the auras into the Graveyard and reanimating them via Open the Vaults.
obviously a lot less land searching, but horizons seems a lot more powerful than needing a million redundant spells and lets you run answers.
Did it already. I came up w/ a 10 land GW version and tried to make it so I would be able to run PtE as a mainboard solution to Twin and Affinity. PtE also doubles as acceleration well for me when I don't want my opponent to get a land and use it on a chump blocking mana dork. For the deck to work well though, I had Temple Gardens as the main source, Safewright Quest, and Gift of Estates as the main land-tutors.
I think he mistook the planeswalking venser for the non-planeswalking venser. >_>
RUW might be nice too. Boom / Bust on your own Flagstones of Trokair sounds awesome.
Quite frankly, I think it's pointless adding a mountain in any variants of this deck that runs on forests. They simply don't need it. The only variant I see benefiting from an addition of a mountain is the white version.
Thanks for the correction, and yes, it's mesmeric orb I was referring to. u_u I blame my binder for having both cards right next to each other. lmao
Also, thanks for ascertaining my suspicion on the interaction.
@Wildfire
That was one of the things I liked about the Seeker/Orb/Wheel combo, but I was hoping for an effect where I can effectively make Goblin Charbelcher lethal for an EDH deck I'm building. So, despite the cool idea of knowing the sequence of draws, I'll look for another self-mill engine.
I am sure that I can infinitely mill myself via the Probe + Seeker... but my question is can I rearrange the way my cards are put into the bottom of my library this way?
If not, do I need an effect that puts multiple cards into my graveyard and find a way to do it infinitely so I can rearrange my deck?
The way I see it, the only way you can reliably play Autumn's Veil w/ this deck is thru Recross the Path w/ no lands in library, then setting it up so you either draw into Autumn's Veil when you have Belcher in your hand OR draw into Belcher if Veil is in your hand.
However, the same could be done w/ Defensive Grid too. And between Defensive Grid, and Autumn's Veil, You go w/ the one you can tutor for already if you run U.
The problem is, it's not a perfect world. LOL
On a serious note though, somewhere in this thread, people figured out that Simian Spirit Guide and Wild Cantor aren't very good at two things: adding mana over time on their own, or reducing the number of lands in the library on their own. They are great cards if you're in a hurry, but not so great when you are not in a position to win early.
This is like what? 27% chance to hit 15 colorless card w/ Ancient Stirrings, and the chance decreases each time you tutor for a land? I've stated it before and I really think the deck needs to be more colorless to run it.
After you cast wildfire and saccing the stolen lands, you can bring back the Land-Stealing auras back in w/ Open the Vaults.
Another approach would be playing Looter cards such as Faithless Looting, TfK, and Ideas Unbound to discard some of the auras into the Graveyard and reanimating them via Open the Vaults.
Did it already. I came up w/ a 10 land GW version and tried to make it so I would be able to run PtE as a mainboard solution to Twin and Affinity. PtE also doubles as acceleration well for me when I don't want my opponent to get a land and use it on a chump blocking mana dork. For the deck to work well though, I had Temple Gardens as the main source, Safewright Quest, and Gift of Estates as the main land-tutors.
Anyway, wasn't there a spin-off of this deck? I'm pretty sure it was using NivMagus Elemental
RUW might be nice too. Boom / Bust on your own Flagstones of Trokair sounds awesome.
Also, offers the ability to use Open the Vaults.
Maybe something like this as a core:
4 Annex
4 Dream Leash
4 Wildfire
4 Frost Titan
4 Ral Zarek
4 Darksteel Citadel
2 Copy Enchantment
Of course, the deck will also need some form of accelaration, so Mana rocks need to be in there somewhere.
I've seen someone play an ug enchantment deck using reality acid as a repeatable land destruction engine alongside Cloudstone Curio 3-4 years ago.
IF you didn't notice, I mentioned EDH in my 2nd post. I might not be able to use it either way since I plan to stay :symg::symw:.
Also, thanks for ascertaining my suspicion on the interaction.
@Wildfire
That was one of the things I liked about the Seeker/Orb/Wheel combo, but I was hoping for an effect where I can effectively make Goblin Charbelcher lethal for an EDH deck I'm building. So, despite the cool idea of knowing the sequence of draws, I'll look for another self-mill engine.
I am sure that I can infinitely mill myself via the Probe + Seeker... but my question is can I rearrange the way my cards are put into the bottom of my library this way?
If not, do I need an effect that puts multiple cards into my graveyard and find a way to do it infinitely so I can rearrange my deck?
However, the same could be done w/ Defensive Grid too. And between Defensive Grid, and Autumn's Veil, You go w/ the one you can tutor for already if you run U.