Running a mizzix spell slinging deck and trying to find options to deter direct attacks, as I have very few creatures.
by Deterrence I mean either ways to provide me with blockers, ways to prevent people attacking me, ways to make other a more tempting target, or ways to make me a less tempting target.
I was running Dissipation field, but I found in my meta, it was more of a boon for them, as most of the time they would benefit from additional ETB effects.
Ok, So I'm looking for an enchantment or creature aura in temur colours that will allow me to tap a creature for 2 mana, one of this mana must be blue.
Failing that, maybe a creature or equipment that has an ability along the lines of "tap another target creature you control, add mana to your mana pool"
I'm not sure if there's a card that will specifically do what i want, but I'm trying to find a way to make knacksaw clique go infinite without having to get either an earthcraft or training grounds.
I've heavily considered Zegana in the deck, She's been in and out between iterations, but I was hesitant due to the mana cost, as the average was reaching higher than I would have liked, Althouth I think I may be able to slip her in now. I've added more reliable mana ramp.
Tishana, for me would fill the same spot as Zegana, as their abilities are very similar, in that regard I feel Zegana would be more fitting as it's easier to go tall than wide in the current build.
Traverse the Outlands seemed a little overkill to me aswell at first, but I've found that with Abundance and Lifecrafter's bestiary it actually helps a lot. It enables me to do one large ramp, and not need to worry about land for the rest of the game, instead filtering through my draws with the aforementioned cards. It also acts as recovery after a landwipe (assuming I keep my board state).
I was considering replacing it with Second harvest, but made the risky decision to try swapping out Kodama's reachto see how it played. It makes my ramp a little less reliable, but it means I can ramp harder, faster.
Sprout swarm was heavily considered aswell, Though I think I'll be adding a Hooded hydra, as it fills experience counters, works as a hitter, and once removed, also helps retain boardstate.
Edric was an early draw choice for me, but I found more often than not, it helped opponents draw into too many board wipes, an all round upgrade I found was Bred for the huntor even Bident of Thassa While they don't give the ezuri tirgger, they both only benefit me.
The deterrence gained by edric, never seemed to offset the benefit to the opponents.
Other things I have on the way and want to fit in there include Momir Vig, and primal command, to add a little more creature tutoring, Triumph of the hordes as a nice finisher and possibly an evolution charm for a little more toolbox, as it gives recursion for a second chance for a Sage of hours, or my evasion enablers.
While haste would be nice, for the most part it hasn't bothered me all too much.
I've considered adding something along the lines of Concordant Crossroads to deal with it, but it's not really a priority at the moment.
I think a larger gap I've seen in the deck was unreliable evasion, Herald of Secret Streamsand Triumph of the HordesWill help with that, but cheap trample, flying, or unblockable are all highly valued.
Ok, So while This is a very specific situation, it'd give my deck a LOT more removal power.
What I want to know if if I have a Bow of Nylea on the field, and declare an attack with a Triskelion with counters currently on it, Would I then be able to use the triskelions ability to deal 1 damage to a creature while it has deathtouch to instantly kill something?
Would this be possible at all?, Does the ability gain deathtouch also since it's the creature dealing the damage? if so when? When I declare the attack? When I move to he declare blockers step? When Blockers have been declared?
I currently run a simic deck, so am very limited on forms of removal that fit my current theme, and although I can pump triskelion full of counters, this would add a hell of a lot of utility to it.
This is my current Build of Stompy ezuri, focused mostly on token generation to gain large amounts of experience counters and to build a big board state, and +1/+1 interactions to help keep the bigger creatures alive.
While it has a strong aggro component, it works better as a midrange deck.
I'm not looking for things that buff everyone playing unless it would be a hard wincon, cards worth more than say 15, 20 dollars on tcg mid price, or something that requires more than 3 cards to make a extremely vague and specific combo. although if it's a cheap and inexpensive combo that has utility outside of one interaction I may be interested.
If you have lots of creatures already, Sprout Swarm can be cast with buyback for no mana at all, if at least one of the tapped creatures is green. And the new tokens can be used right away to cast it even more. Patagia Viper and Scatter the Seeds give you three creatures that all give you more experience.
I'll consider the scatter the seeds, but the viper doesn't quite have the utility the rogue has and sprout swarm would be too slow in my meta for my type of deck.
The token doublers are nice, I'd only known of second harvest, so It's nice to know there's another, although until I get more spawners I'll give them a miss
On the expensive (CMC) side, Feed the Pack and Living Hive are both a ton of fun with Ezuri. Hive is really only worthwhile i you're running several haste sources. Whirler Rogue is smaller token count, but helps get your buffed creatures in. Arachnogenesis has even more utility than usual in an Ezuri deck but may not be proactive enough, depending on the rest of the deck.
The rogue and arachnogenesis are both great and will likely go in, once I get copies. iirc I have a rogue floating around somewhere.
Feed the pack seems great, because it'll both give some quantity and some quality
I can see uses for the mimic, especially for things like Deepglow Skate and Master Biomancersome of my spawners, so he'll likely go in, I picked him up a while back, but didn't have the right creatures to really benefit from him though. Shall re consider once I add these spawners.
Ok, so working downwards the hermit is nice, Though I'm trying to stick fairly low budget for the spawners, so I'll have him as a maybe
The master of waves, hornet queen and battlesphere are all nice, although I don't feel they really fit what I need. I don't run the blue devotion, and want to avoid triple green where possible to avoid mana issues. The battlesphere however, may fit into my riku deck nicely.
Avenger and awakening zone are on my list to get now, as both are quite useful.
Spawning pit is a little too niche i feel, and would work better for a golgari combo.
I'll probably forgo from beyond for the aforementioned awakening zone, as they'd do pretty much the same thing in this deck.
Nissa, is a great add, I don't know why I didn't think of her earlier, and she'll have a nice synergy with avenger.
I'm looking at adding pentavus for the synergy and a nice swarm lategame.
The queen is nice, but I feel a little too slow as she doesn't trigger herself
And finally, mycoloth has been added just earlier tonight.
Thanks for the suggestions everyone, has given me a few new options I'd overlooked.
Ok, First of all I'll preface this by saying I hope I'm posting in the right place.
I'm currently running Ezuri, Claw of progress as my commander, and due to his experience counters being placed as an ETB, not a cast trigger I've decided I want to add some fun cards such as Hangarback Walker and Chasm skulker.
anything 5 mana or below would be ideal, but isn't required, and preferably if it's a creature spawning the tokens, I'd also prefer if it triggered the Experience counters, although that isn't completely needed if it spawns a lot of tokens.
In short, I'm looking for recommendations for Cards that can spawn multiple tokens at once, or cards that can continuously spawn tokens at upkeep (or similar.)
by Deterrence I mean either ways to provide me with blockers, ways to prevent people attacking me, ways to make other a more tempting target, or ways to make me a less tempting target.
A few of my current considerations are:
Silent Arbiter, Crawlspace, Propaganda, Metallurgic Summonings, Young Pyromancer, Talrand, Sky Summoner, Docent of Perfection
I was running Dissipation field, but I found in my meta, it was more of a boon for them, as most of the time they would benefit from additional ETB effects.
Any suggestions would be greatly appreciated.
I already have the rite, but I didn't know the heartstone existed. Definitely cheaper for me than a training grounds.
Failing that, maybe a creature or equipment that has an ability along the lines of "tap another target creature you control, add mana to your mana pool"
I'm not sure if there's a card that will specifically do what i want, but I'm trying to find a way to make knacksaw clique go infinite without having to get either an earthcraft or training grounds.
I've heavily considered Zegana in the deck, She's been in and out between iterations, but I was hesitant due to the mana cost, as the average was reaching higher than I would have liked, Althouth I think I may be able to slip her in now. I've added more reliable mana ramp.
Tishana, for me would fill the same spot as Zegana, as their abilities are very similar, in that regard I feel Zegana would be more fitting as it's easier to go tall than wide in the current build.
Traverse the Outlands seemed a little overkill to me aswell at first, but I've found that with Abundance and Lifecrafter's bestiary it actually helps a lot. It enables me to do one large ramp, and not need to worry about land for the rest of the game, instead filtering through my draws with the aforementioned cards. It also acts as recovery after a landwipe (assuming I keep my board state).
I was considering replacing it with Second harvest, but made the risky decision to try swapping out Kodama's reachto see how it played. It makes my ramp a little less reliable, but it means I can ramp harder, faster.
Sprout swarm was heavily considered aswell, Though I think I'll be adding a Hooded hydra, as it fills experience counters, works as a hitter, and once removed, also helps retain boardstate.
Edric was an early draw choice for me, but I found more often than not, it helped opponents draw into too many board wipes, an all round upgrade I found was Bred for the huntor even Bident of Thassa While they don't give the ezuri tirgger, they both only benefit me.
The deterrence gained by edric, never seemed to offset the benefit to the opponents.
Other things I have on the way and want to fit in there include Momir Vig, and primal command, to add a little more creature tutoring, Triumph of the hordes as a nice finisher and possibly an evolution charm for a little more toolbox, as it gives recursion for a second chance for a Sage of hours, or my evasion enablers.
The major issue will be finding space
I've considered adding something along the lines of Concordant Crossroads to deal with it, but it's not really a priority at the moment.
I think a larger gap I've seen in the deck was unreliable evasion, Herald of Secret Streamsand Triumph of the HordesWill help with that, but cheap trample, flying, or unblockable are all highly valued.
What I want to know if if I have a Bow of Nylea on the field, and declare an attack with a Triskelion with counters currently on it, Would I then be able to use the triskelions ability to deal 1 damage to a creature while it has deathtouch to instantly kill something?
Would this be possible at all?, Does the ability gain deathtouch also since it's the creature dealing the damage? if so when? When I declare the attack? When I move to he declare blockers step? When Blockers have been declared?
I currently run a simic deck, so am very limited on forms of removal that fit my current theme, and although I can pump triskelion full of counters, this would add a hell of a lot of utility to it.
1 Ezuri, Claw of Progress
Creatures
1 Triskelion
1 Gilder Bairn
1 Coiling Oracle
1 Rashmi, Eternities Crafter
1 Acidic Slime
1 Predator Ooze
1 Xantid Swarm
1 Simic Manipulator
1 Chasm Skulker
1 Drift of Phantasms
1 Cephalid Constable
1 Fathom Mage
1 Deadeye Navigator
1 Forgotten Ancient
1 Sage of Hours
1 Pathbreaker Ibex
1 Mycoloth
1 Cultivator of Blades
1 Drakewing Krasis
1 Kalonian Hydra
1 Fyndhorn Elves
1 Rishkar, Peema renegade
1 Trygon Predator
1 Gyre Sage
1 Plaxmanta
1 Scute Mob
1 Master Biomancer
1 Peregrine Drake
1 Reclamation Sage
1 Hangarback Walker
1 Elvish Mystic
1 Llanowar Elves
1 Vorel of the Hull Clade
1 Cold-eyed Selkie
1 Champion of Lambholt
1 Overwhelming Stampede
1 Traverse the Outlands
1 Ponder
1 Curse of the Swine
1 Harvest Season
1 Fungal Sprouting
Instant
1 Aetherize
1 Inspiring Call
1 Rapid Hybridization
1 Heroic Intervention
1 Counterspell
1 Snakeform
1 Krosan Grip
1 Muddle the Mixture
1 Fact or Fiction
1 Solidarity of Heroes
1 Arachnogenesis
1 Reality Shift
1 Cyclonic Rift
Artifact
1 Sol Ring
1 Lifecrafter's bestiary
1 Lightning Greaves
1 Thought Vessel
1 Bow of Nylea
Enchantment
1 Cryptolith Rite
1 Hardened Scales
1 Abundance
1 Feed the Pack
1 Yavimaya Coast
1 Simic Guildgate
1 Thornwood Falls
1 Oran-Rief, the Vastwood
1 Command Tower
1 Opal Palace
1 Alchemist's Refuge
1 Reliquary Tower
1 Simic Growth Chamber
13 Island
14 Forest
This is my current Build of Stompy ezuri, focused mostly on token generation to gain large amounts of experience counters and to build a big board state, and +1/+1 interactions to help keep the bigger creatures alive.
While it has a strong aggro component, it works better as a midrange deck.
Planned edits for the future are:
Rapid Hybridization > Beast within for a broader targeting range
Bramblewood paragon
Fact or Fiction > Defense of the heart While it isn't draw, it has a much better synergy with the deck
Hardened Scales > Inexorable TideBenefits more than one creature at a time, would be a net gain of counters.
Any of the three manadork elves > Birds of paradise
A few other cards I'd like to find space for include:
Bramblewood paragon
Herald of Secret Streams
Triumph of the Hordes
Primal command
Decree of savagery
Deepglow Skate
Hooded Hydra
Spring Cleaning or Back to Nature
Green Sun's Zenith
Spike Weaver
Any card suggestions are welcome, and while I think most of it is quite straight forward, I'm happy to explain why I have certain cards over others if you're interested in why I made my decisions.
EDIT: Managorger Hydra Swapped for Drakewing Krasis
Kodama's Reach was taken out for Harvest Season, this was a hesitant change, and will probably be changed back later.
For example for number one, I'm looking for other cards like Gilder bairn, Deepglow skate, Vorel of hull cladeor, Solidarity of heros
Number two I'm looking for things like Bioshift or non threatening things like Forgotten ancient Defenders would be great
And number three I'm chasing cards like Sage of hours, triskelion,pentavus, Helix pinnacle or Hangarback walker
I'm not looking for things that buff everyone playing unless it would be a hard wincon, cards worth more than say 15, 20 dollars on tcg mid price, or something that requires more than 3 cards to make a extremely vague and specific combo. although if it's a cheap and inexpensive combo that has utility outside of one interaction I may be interested.
I'll consider the scatter the seeds, but the viper doesn't quite have the utility the rogue has and sprout swarm would be too slow in my meta for my type of deck.
The token doublers are nice, I'd only known of second harvest, so It's nice to know there's another, although until I get more spawners I'll give them a miss
The rogue and arachnogenesis are both great and will likely go in, once I get copies. iirc I have a rogue floating around somewhere.
Feed the pack seems great, because it'll both give some quantity and some quality
I can see uses for the mimic, especially for things like Deepglow Skate and Master Biomancersome of my spawners, so he'll likely go in, I picked him up a while back, but didn't have the right creatures to really benefit from him though. Shall re consider once I add these spawners.
The master of waves, hornet queen and battlesphere are all nice, although I don't feel they really fit what I need. I don't run the blue devotion, and want to avoid triple green where possible to avoid mana issues. The battlesphere however, may fit into my riku deck nicely.
Avenger and awakening zone are on my list to get now, as both are quite useful.
Spawning pit is a little too niche i feel, and would work better for a golgari combo.
I'll probably forgo from beyond for the aforementioned awakening zone, as they'd do pretty much the same thing in this deck.
Nissa, is a great add, I don't know why I didn't think of her earlier, and she'll have a nice synergy with avenger.
I'm looking at adding pentavus for the synergy and a nice swarm lategame.
The queen is nice, but I feel a little too slow as she doesn't trigger herself
And finally, mycoloth has been added just earlier tonight.
Thanks for the suggestions everyone, has given me a few new options I'd overlooked.
I'm currently running Ezuri, Claw of progress as my commander, and due to his experience counters being placed as an ETB, not a cast trigger I've decided I want to add some fun cards such as Hangarback Walker and Chasm skulker.
anything 5 mana or below would be ideal, but isn't required, and preferably if it's a creature spawning the tokens, I'd also prefer if it triggered the Experience counters, although that isn't completely needed if it spawns a lot of tokens.
In short, I'm looking for recommendations for Cards that can spawn multiple tokens at once, or cards that can continuously spawn tokens at upkeep (or similar.)