My deck doesn't have to be tier 1, I play Arena for fun and not to be competitive. I like big mana strategies because they aren't really playable in Modern and Legacy.
I am happy if I win about 50% of the time.
I started to play MTG Arena 3 days ago and I am a bit overwhelmed with all the available packs you can buy. I played Legacy and Modern but never Standard so I don't have much nowledge how the meta is. I played a few games and my opponents mostly played red aggro decks.
I am interested in a green Ramp deck (to cast strong creatures with etb effects like Pelakka Wurm) or a Green/Black Saproling deck with focus on Slimefoot.
Would these decks stand a chance or would I loose most of the time?
My playgroup wants to start to play some EDH so I decided to make a deck around one of my favourtie cards: Astral Slide.
I've played EDH only 1 time with a deck of a friend so I am very new to all of this. We play for fun and only casual, so no infinite/I win combos.
The commander is Zur the Enchanter because he can tutor for Astral Slide. Unfortunately I can't play green because of this.
Which (etb) creatures would you play to abuse Astral Slide the most in the deck?
Right now I play:
How many Cycling cards would you run?
Do you know any fun combos which Zur can tutor?
(Stuff like Rest in Peace/Energy Field is pretty much Anti Fun for my playgroup)
Flash, Flying
When Phase Walker enters the battlefield, exile another target nonland permanent. When Phase Walker leaves the battlefield, return the exiled card to the battlefield under its owner’s control.
At the beginning of your opponents upkeep, exile Phase Walker. Return it to the battlefield under its owner’s control at the beginning of the next end step.
"A deck playing Birds of Paradise or Aether Vial wasn't going to neeed much lands to get going anyway." That's exactly the point. Your card would basicly destroy 2 of their lands (the mana dork and the actual land. This is too much for just one mana. This would put them behind A LOT because they run few lands anyway.
Your card would hit a lot of decks and not just decks with mana dorks:
Modern: Jund (Dark Confidant, Scavenging Ooze (Without +1 counter)), Tron (Mana Artifacts + Expedition Map)
Legacy: Grixis Delver (Best deck atm.), Czech Pile, Elves and death and taxes.
Your card could even be balanced in Modern but it would hit Legacy pretty hard. Land Destuction is one of the strongest things in the entire game and Wizard said they won't print a land destruction card like Sinkhole ever again.
I thought that drawing (multiple) cards is more powerfull than getting 1 - 3 1/1 token with flying but now that I think about it you might be right...
About the -4: I was trying to do a slightly better Bitterblossom. I wanted it to be powerfull because it's the -4 ability.
How about this?
-4: You get an emblem with "At the beginning of your upkeep, create a 1/1 blue and black Faerie Rogue creature token with flying. Whenever a Faerie dies target opponent discards a card at random. If that opponent has no cards in hand, draw a card instead.
+1: Choose a color. Target opponent exiles the top 4 cards of their library. For each card of the chosen color exiled this way, create a 1/1 blue and black Faerie Rogue creature token with flying.
-1: Whenever a Faerie deals damage to an opponent this turn: Draw a card and you may discard a card.
-4: You get an emblem with "At the beginning of your upkeep, create a 1/1 blue and black Faerie Rogue creature token with flying. Faerie creatures you control have haste"
Would be pretty much a staple in every control deck.
Low CMC, easily splashable, flexible cardeffect + the cantrip effect makes you go even in cards.
I really like this card but to be honest I think it's too strong for the 1U cost.
This card is like the small brother of Cryptic Command so I would make it a UU cost so it's not that easily splashable.
Favourable Climate-1G
Enchantment
At the beginning of your end step, you may create a 1/1 saproling token. G:Sacrifice a saproling, gain 2 life G:Sacrifice a saproling, draw 1 card. Activate this ability only once each turn. G:Sacrifice x saprolings, search your library for a treefolk or fungus card with converted mana cost equal to the number of sacrificed saprolings and put it into play. G:If you control 5 or more saprolings, you may transform Favourable Climate
Hidden Saproling Valley
Legendary Enchantment
Creatures you control get +1/+1
At the beginning of your end step, you may create two 1/1 saproling token. G:Sacrifice a saproling, gain 3 life G:Sacrifice a saproling, draw 1 card. You may activate this ability up to 2 times each turn. G: Put a saproling token into play. G:Sacrifice x saprolings, search your library for a treefolk or fungus card with converted mana cost x+2 or less of the sacrificed saprolings and put it into play.
Rotten Lake
Land
Rotten Lake enters the battlefield tapped.
As Rotten Lake enters the battlefield you may discard up to 2 cards. Put X 2/2 Zombie tokens onto the battlefield where X is the number of cards discarded this way.
{T}: Add B to your mana pool
{T}, Pay 2 life: Add B to your mana pool for each zombie creature card in your graveyard. 4B, {T}, Each player sacrifices a non zombie creature.
I am pretty new to the modern Dredge archetype and thinking about playing the deck at my fnm.
I have seen that there are 2 Dredge decks in modern
"normal" Dredge and Dredgevine
"Normal" Dredge seems to be a lot more poplular. What is the difference between dredge and dredgevine?
I am pretty new to the modern Dredge(vine) archetype and thinking about playing the deck at my fnm.
Is there a big difference between the playstyle of dredge and dredgevine?
My deck doesn't have to be tier 1, I play Arena for fun and not to be competitive. I like big mana strategies because they aren't really playable in Modern and Legacy.
I am happy if I win about 50% of the time.
Which sort of Ramp card would you play?
Creature Ramp like Llanowar Elves
Artifact Ramp like Chromatic Lantern
or Sorcery Ramp like Grow from the Ashes?
I am interested in a green Ramp deck (to cast strong creatures with etb effects like Pelakka Wurm) or a Green/Black Saproling deck with focus on Slimefoot.
Would these decks stand a chance or would I loose most of the time?
I've played EDH only 1 time with a deck of a friend so I am very new to all of this. We play for fun and only casual, so no infinite/I win combos.
The commander is Zur the Enchanter because he can tutor for Astral Slide. Unfortunately I can't play green because of this.
Which (etb) creatures would you play to abuse Astral Slide the most in the deck?
Right now I play:
Angel of Despair
Archaeomancer
Archfiend of Ifnir
Architects of Will
Auramancer
Cloudblazer
Curator of Mysteries
Eternal Dragon
Gilded Drake
Glassdust Hulk
Horror of the Broken Lands
Mnemonic Wall
Mulldrifter
Oketra's Attendant
Ominous Sphinx
Restoration Angel
Skinrender
Street Wratih
War Priest of Thune
Zur the Enchanter
How many Cycling cards would you run?
Do you know any fun combos which Zur can tutor?
(Stuff like Rest in Peace/Energy Field is pretty much Anti Fun for my playgroup)
Thank you for your help.
Slimeneck would give a lot of value to grindy midrange decks as long as he doesn't get destroyed.
Picture Credit of Slimeneck goes to: Jake Raymor (https://www.artstation.com/jakelv426)
1UU
Creature - Efreet Wizard
Flash, Flying
When Phase Walker enters the battlefield, exile another target nonland permanent. When Phase Walker leaves the battlefield, return the exiled card to the battlefield under its owner’s control.
At the beginning of your opponents upkeep, exile Phase Walker. Return it to the battlefield under its owner’s control at the beginning of the next end step.
3/1
Your card would hit a lot of decks and not just decks with mana dorks:
Modern: Jund (Dark Confidant, Scavenging Ooze (Without +1 counter)), Tron (Mana Artifacts + Expedition Map)
Legacy: Grixis Delver (Best deck atm.), Czech Pile, Elves and death and taxes.
Your card could even be balanced in Modern but it would hit Legacy pretty hard. Land Destuction is one of the strongest things in the entire game and Wizard said they won't print a land destruction card like Sinkhole ever again.
About the -4: I was trying to do a slightly better Bitterblossom. I wanted it to be powerfull because it's the -4 ability.
How about this?
-4: You get an emblem with "At the beginning of your upkeep, create a 1/1 blue and black Faerie Rogue creature token with flying. Whenever a Faerie dies target opponent discards a card at random. If that opponent has no cards in hand, draw a card instead.
Legendary Planeswalker-Oona
+1: Choose a color. Target opponent exiles the top 4 cards of their library. For each card of the chosen color exiled this way, create a 1/1 blue and black Faerie Rogue creature token with flying.
-1: Whenever a Faerie deals damage to an opponent this turn: Draw a card and you may discard a card.
-4: You get an emblem with "At the beginning of your upkeep, create a 1/1 blue and black Faerie Rogue creature token with flying. Faerie creatures you control have haste"
2 Loyalty
Low CMC, easily splashable, flexible cardeffect + the cantrip effect makes you go even in cards.
I really like this card but to be honest I think it's too strong for the 1 U cost.
This card is like the small brother of Cryptic Command so I would make it a U U cost so it's not that easily splashable.
Enchantment
At the beginning of your end step, you may create a 1/1 saproling token.
G:Sacrifice a saproling, gain 2 life
G:Sacrifice a saproling, draw 1 card. Activate this ability only once each turn.
G:Sacrifice x saprolings, search your library for a treefolk or fungus card with converted mana cost equal to the number of sacrificed saprolings and put it into play.
G:If you control 5 or more saprolings, you may transform Favourable Climate
Hidden Saproling Valley
Legendary Enchantment
Creatures you control get +1/+1
At the beginning of your end step, you may create two 1/1 saproling token.
G:Sacrifice a saproling, gain 3 life
G:Sacrifice a saproling, draw 1 card. You may activate this ability up to 2 times each turn.
G: Put a saproling token into play.
G:Sacrifice x saprolings, search your library for a treefolk or fungus card with converted mana cost x+2 or less of the sacrificed saprolings and put it into play.
Rotten Lake
Land
Rotten Lake enters the battlefield tapped.
As Rotten Lake enters the battlefield you may discard up to 2 cards. Put X 2/2 Zombie tokens onto the battlefield where X is the number of cards discarded this way.
{T}: Add B to your mana pool
{T}, Pay 2 life: Add B to your mana pool for each zombie creature card in your graveyard.
4B, {T}, Each player sacrifices a non zombie creature.
I have seen that there are 2 Dredge decks in modern
"normal" Dredge and Dredgevine
"Normal" Dredge seems to be a lot more poplular. What is the difference between dredge and dredgevine?
I am pretty new to the modern Dredge(vine) archetype and thinking about playing the deck at my fnm.
Is there a big difference between the playstyle of dredge and dredgevine?