I wonder if adding a third Creativity target might be the way to go, in this case it would be the Wurm so even if I happen to draw one piece I'll still have two to tutor out. It should also be possible to destroy Wurm with Creativity to shuffle it back into the deck and tutor out again, right ?
I also hope that Dig isn't going to be banned as without it the deck won't be as consistent.
I don't think that I need to run the full 4x copies of Creativity as I don't really need to find it before turn 5 though against discard drawing multiples could be useful.
Would splashing a third color improve the deck ?
Black could add better removal and White/Green better SB options and ways to deal with enchantments.
My main concern with the deck is not having enough interaction and whether the deck's gameplan is fast and effective enough to work in the format.
Also, not sure what can be done if I accidently draw some of the pieces
(if it was Worldspine Wurm over Emrakul I could discard it but with Xenagos there is no way to tuck it back).
A potential idea is a transformative sideboard plan into a Thing in the Ice deck over the combo pieces which should work well with all the cantrips.
With only 4x targets for Blast in your deck there is a rather high risk of not drawing them making it a dead card which is what I was referring to.
I'm well aware of Scrounger's recursive nature hence why I run the full playset in my deck.
Discard (post-board) is vital against spell heavy decks like Control and Superfriends so dismissing it outright like that is not the best idea as far as I'm concerned.
Judith is not the centerpiece of my version of the deck and is legendary so 1x copy seems sufficient to me.
Instead of playing the more conventional 4/2 split of Thoughtseize and Duress I'm trying something slightly different with the 3/3 split with Drill Bit which can pretty consistently act as a painless Thoughtseize in this deck.
Well, this deck isn't entirely linear as it has some amount of disruption with Dreadbore and Sweltering Suns and the smallercreatures as blockers.
Perhaps I should pack more interaction to slow down the game as the deck can't really go off as fast as some other decks in the format.
Also, maybe Exquisite Archangel can be moved to the maindeck as a stabilization card against aggro decks (though I have Hornet Queen for that).
Yeah, I have mentioned Drakuseth as one of the alternative finishers.
I'm not sure if it is better than the ones I've chosen yet.
Atarka shines with other dragons and on its own it is rather fragile.
Since this isn't an Indomitable Creativity deck I'm not sure 2-creature combo's are the way to go so I'm focusing on creatures that operate on their own without too much support.
Ever After is indeed one of the stronger reanimation spells but at 6-mana it seems really slow and I don't how I can accelerate it without sacrificing consistency (with mana rocks as ramp).
I'm not sure how it is even possible to ramp in these colors to cast a reanimation spell on turn 3
(the only things that come to mind are Generator Servant and Vessel of Volatility).
Sure Emrakul and Ulamog are not as good without their cast triggers but they're still hard to remove and can end games effectively (flying beats or library exile respectively).
Green does ineed seem like a good splash color option as it adds better removal especially for enchantments like Rest in Peace and Leyline of the Void that RB can really answer (besides with things like Ratchet Bomb).
Green also has some really good option to fill the GY with: Satyr Wayfinder and Grisly Salvage (or Gather the Pack/Grapple with the Past).
As an alternative way to cheat out big creatures something like Ilharg, the Raze-Boar seem like a better plan that See the Unwritten to be honest.
The issue with splashing a third color is the loss in consistency and taking even more damage from your manabase.
The 5-0 finish probably has more to do with Oko than anything else to be honest as this deck looks all over the place and not particularly focused.
The cat-oven interaction doen't seem strong enough to build around and Trail of Crumbs doesn't seem that great compared to other card advantage engines you can use like Evolutionary Leap (or Tireless Tracker).
The deck also has no interactive spells (besides Oko) in the maindeck which seems bizzare for a deck with such a slow clock.
I think that since Wizard's Lightning is one of the best burn spells in the format you might as well play Ghitu Lavarunner and Viashino Pyromancer to support it. Skewer is also o e the best burn spells and has to be included despite the awkwardness with prowess
It should also be possible to destroy Wurm with Creativity to shuffle it back into the deck and tutor out again, right ?I also hope that Dig isn't going to be banned as without it the deck won't be as consistent.
I don't think that I need to run the full 4x copies of Creativity as I don't really need to find it before turn 5 though against discard drawing multiples could be useful.
Would splashing a third color improve the deck ?
Black could add better removal and White/Green better SB options and ways to deal with enchantments.
The deck has minimal interaction (2x Izzet Charm, 2x Fiery Impulse, 2x Sweltering Suns) and has lots of cantrips and card selection spells to find the pieces which are Creativity and tokens production (Chandra and Saheeli).
Here is the deck:
1x Xenagos, God of Revels
1x Emrakul, the Promised End
Planeswalker (8)
4x Saheeli, Sublime Artificer
3x Chandra, Acolyte of Flame
1x Narset, Parter of Veils
Enchantment (2)
2x Search for Azcanta
Instant (15)
2x Fiery Impulse
4x Opt
4x Anticipate
2x Izzet Charm
3x Dig Through Time
4x Strategic Planning
4x Shimmer of Possibility
2x Sweltering Suns
3x Indomitable Creativity
Land (20)
4x Steam Vents
4x Sulfur Falls
4x Spirebluff Canal
4x Shivan Reef
2x Mountain
2x Island
2x Ashiok, Dream Render
3x Chandra, Torch of Defiance
2x Swan Song
4x Anger of the Gods
2x Roast
2x Negate
My main concern with the deck is not having enough interaction and whether the deck's gameplan is fast and effective enough to work in the format.
Also, not sure what can be done if I accidently draw some of the pieces
(if it was Worldspine Wurm over Emrakul I could discard it but with Xenagos there is no way to tuck it back).
A potential idea is a transformative sideboard plan into a Thing in the Ice deck over the combo pieces which should work well with all the cantrips.
What do you think ?
I'm well aware of Scrounger's recursive nature hence why I run the full playset in my deck.
Discard (post-board) is vital against spell heavy decks like Control and Superfriends so dismissing it outright like that is not the best idea as far as I'm concerned.
Judith is not the centerpiece of my version of the deck and is legendary so 1x copy seems sufficient to me.
Shrapnel Blast doesn't seem right for the deck with only the Scrapheap Scroungers, if you also had Bomat Courier and Smuggler's Copter it would make more sense in the deck.
BtW, I have built my own version of the deck and it looks like this:
4x Bloodsoaked Champion
4x Dread Wanderer
4x Forerunner of Slaughter
4x Scrapheap Scrounger
4x Bonecrusher Giant
1x Judith, the Scourge Diva
2x Hazoret the Fervent
Artifact (4)
4x Smuggler's Copter
Instant (8)
4x Wild Slash
4x Fatal Push
3x Skewer the Critics
Land (22)
4x Blood Crypt
4x Dragonskull Summit
4x Foreboding Ruins
2x Mutavault
1x Urborg, Tomb of Yawgmoth
4x Swamp
3x Mountain
4x Dreadbore
3x Rakdos Charm
3x Thoughtseize
3x Drill Bit
2x Chandra, Torch of Defiance
Goblin Rabblemaster is a really strong 3-drop for the deck but I couldn't find room for it (Bonecrusher Giant is just too good to pass on).
Instead of playing the more conventional 4/2 split of Thoughtseize and Duress I'm trying something slightly different with the 3/3 split with Drill Bit which can pretty consistently act as a painless Thoughtseize in this deck.
Bloodsoaked Champion, Dread Wanderer and Smuggler's Copter were mentioned and I tend to agree that they would be good here.
Some other good creatures for this deck can be:
Bomat Courier, Scrapheap Scrounger, Forerunner of Slaughter, Kari Zev, Skyship Raider, Bonecrusher Giant, Rotting Regisaur, Ahn-Crop Crasher,
Goblin Rabblemaster (Legion Warboss/Hanweir Garrison), Olivia, Mobilized for War, Goblin Chainwhirler and Ruin Raider (for card draw).
With enough cheap spells the prowess creatures can also be considered.
As far as spells go Wild Slash is an auto-include in an aggro deck as the Bolt of this format and other decent options can be:
Fatal Push, Light Up the Stage/Sign in Blood, Claim // Fame, Lightning Strike/Stoke the Flames, Claim the Firstborn and Unlicensed Disintegration.
Perhaps I should pack more interaction to slow down the game as the deck can't really go off as fast as some other decks in the format.
Also, maybe Exquisite Archangel can be moved to the maindeck as a stabilization card against aggro decks (though I have Hornet Queen for that).
Other big payoffs can be demons like Vilis, Broker of Blood and Razaketh, the Foulblooded or the situational Rise of the Dark Realms.
I'm not sure if it is better than the ones I've chosen yet.
Atarka shines with other dragons and on its own it is rather fragile.
Since this isn't an Indomitable Creativity deck I'm not sure 2-creature combo's are the way to go so I'm focusing on creatures that operate on their own without too much support.
Ever After is indeed one of the stronger reanimation spells but at 6-mana it seems really slow and I don't how I can accelerate it without sacrificing consistency (with mana rocks as ramp).
I'm not sure how it is even possible to ramp in these colors to cast a reanimation spell on turn 3
(the only things that come to mind are Generator Servant and Vessel of Volatility).
Sure Emrakul and Ulamog are not as good without their cast triggers but they're still hard to remove and can end games effectively (flying beats or library exile respectively).
Green does ineed seem like a good splash color option as it adds better removal especially for enchantments like Rest in Peace and Leyline of the Void that RB can really answer (besides with things like Ratchet Bomb).
Green also has some really good option to fill the GY with: Satyr Wayfinder and Grisly Salvage (or Gather the Pack/Grapple with the Past).
As an alternative way to cheat out big creatures something like Ilharg, the Raze-Boar seem like a better plan that See the Unwritten to be honest.
The issue with splashing a third color is the loss in consistency and taking even more damage from your manabase.
The main issue of this plan is that the reaniation spells in this format are rather slow so not getting too far behind trying to set up the reanimation plan is a challenge.
The best reanimation spells seem to be:
Blood for Bones, Liliana, Death's Majesty and Bond of Revival
(some lesser options can be: The Eldest Reborn, Cauldron's Gift/Necromantic Summons, Ever After, Endless Obedience and Whisper, Blood Liturgist).
The reanimation targets I picked are:
# 4x Ashen Rider - a classic option as it removes a key permanent upon entry and death and and is a big evasive threat.
# 1x Hornet Queen - a good way to stabilize the board against creatures.
Another option could be to go with a wrath creature like Demon of Dark Schemes (or Dragonlord Atarka,Massacre Girl, Rakdos, the Showstopper) but I'm not sure if it is actually any better.
# 1x Razaketh, the Foulblooded - a giant flyer that tutors up cards.
# 1x Emrakul, the Promised End + 1x Ulamog, the Ceaseless Hunger - big hard to deal with Eldrazi titans.
Some other reanimation options:
Void Winnower, Kozilek, the Great Distortion, Impervious Greatwurm, Darigaaz Reincarnated, Nezahal, Primal Tide,
Vilis, Broker of Blood, Drakuseth, Maw of Flames, Dragonlord Atarka, Demon of Dark Schemes, Resolute Archangel, Ruric Thar, the Unbowed.
The Enablers are:
# Creatures (mainly for Blood for Bones): Stitcher's Supplier and Rix Maadi Reveler.
Alternative options could be: Insolent Neonate, Dismissive Pyromancer, Gorging Vulture and even Haunted Dead (as a creature that is good to bin).
# Spells: Thrill of Possibility (picked it over Cathartic Reunion and Merchant of the Vale) and Discovery // Dispersal.
Collective Brutality could also be really good here but I haven't found slots for it as I needed the creatures to sac'.
Here is the deck:
4x Stitcher's Supplier
4x Rix Maadi Reveler
4x Ashen Rider
1x Hornet Queen
1x Razaketh, the Foulblooded
1x Ulamog, the Ceaseless Hunger
1x Emrakul, the Promised End
Planeswalker (2)
2x Liliana, Death's Majesty
Sorcery (15)
4x Discovery // Dispersal
2x Dreadbore
3x Sweltering Suns
4x Blood for Bones
2x Bond of Revival
4x Thrill of Possibility
Land (23)
4x Blood Crypt
4x Dragonskull Summit
4x Smoldering Marsh
1x Urborg, Tomb of Yawgmoth
6x Swamp
4x Mountain
4x Thoughtseize
4x Duress
3x Rakdos Charm
1x Abrade
2x Sire of Insanity
1x Exquisite Archangel
What do you think ?
The cat-oven interaction doen't seem strong enough to build around and Trail of Crumbs doesn't seem that great compared to other card advantage engines you can use like Evolutionary Leap (or Tireless Tracker).
The deck also has no interactive spells (besides Oko) in the maindeck which seems bizzare for a deck with such a slow clock.
The best thing to do in these colors is probably to play the broken Oko PW and ramp for Hydroid Krasis.
The Nissa PW's are also good.
Skewer is also o e the best burn spells and has to be included despite the awkwardness with prowess
Some other playable burn spells:
Skullcrack, Exquisite Firecraft, Stoke the Flames, Slaying Fire and Risk Factor.
Decent creature options can be:
Bomat Courier, Ash Zealot, Goblin Chainwhirler, Rampaging Ferocidon, Ahn-Crop Crasher, Goblin Rabblemaster and Runaway Steam-Kin .
Here is my idea for a Mono Red Burn deck:
4x Monastery Swiftspear
4x Soul-Scar Mage
4x Ghitu Lavarunner
4x Viashino Pyromancer
Instant (18)
4x Wild Slash
2x Shock
4x Lightning Strike
4x Searing Blood
4x Wizard's Lightning
4x Skewer the Critics
3x Light Up the Stage
Land (19)
2x Castle Embereth
17x Mountain
2x Roast
2x Skullcrack
3x Exquisite Firecraft
3x Risk Factor
2x Smash to Smithereens
3x Young Pyromancer
Triplicate Spirits is probably the only semi-playable card that makes flying tokens.
Archangel of Thune can be an option for the deck as it can gain life and buff the tokens.
It might even work better than Archangel Avacyn here
As for token cards have you considered:
Legion's Landing, Raise the Alarm and Start // Finish ?
For buffs threre aren't many good options, mainly:
Spear of Heliod, Collective Effort/Unbreakable Formation, Venerated Loxodon and (the hard to cast) Benalish Marshal.