Main goal of the deck as stated earlier is to get Thrumming Stone out as fast as possible, and drop Shadowborn Apostle. There is 98% chance that you will draw out every Shadowborn Apostle in the deck.
When you get this combo out, you summon Razaketh, the Foul Blooded, then you can dig out your win - cons. The thrumming stone combo is not needed for the deck to play out. It is just slower without it.
Side Note:
While this is what the deck is suppose to do there are a variety of different strategies, that do not rely on Thrumming Stone
While the deck usually combos off around turn 4 it has also been turn 3 pretty often. Without interaction, it seems glass cannonish, but it is very good in the long game also.
The second K'rrik, Son of Yawgmoth Came out I knew exactly what i wanted to make... Shadowborn Apostles. I never really like the Athreos, God of Passage strategy so here we are. I don't think it is at Competitive level yet, but it is at least an 8. I would like advice on how to bring it to the competitive level if there is a way. There is some info and combos on the deck page.
Friend plys actual Jund, and said i should make one so i decided same colors different take. I came up with Ooze Jund. I can come up with decks to play but sometimes I have a hard time coming up with synergies that aren't over the top or viable in the current format. What cards would people add and what would people take out? I haven't made a sideboard pithing needle will probably go in it and ground seal but thats as far as i have gotten. I am pretty sure the mana base needs work.
1. heartless summoning and/or urza's incubator could be interesting in this build since the -1/-1 isnt that much of an issue, and also helps cast gargos early.
I personally dont think all in ramp is the way to go in modern. its too easily disrupted by cheap removal. You want to have some control so you can deal with fast creatures.
Here are the issues i see:
1. gargos is a powerhouse card, but you have no way of getting him out early. only utopia sprawl and arbor elf help with ramp for that. you want to get him out asap, preferably turn 3.
2. all your removal cards are big, high casting cards that dont really do much early / mid game. You need cheap and efficient removal and sweepers.
3. a lot of cards that rely on X are subpar here, and heavily rely on unbound flourishing. you want to stick to maximizing X cc hydras.
I think sultai colors are the best for you here.
1. heartless summoning and/or urza's incubator could be interesting in this build since the -1/-1 isnt that much of an issue, and also helps cast gargos early.
2. hydroid krasis is an awesome hydra and can help with card advantage.
3. blue / black has a lot of control spells. black has cheap removal.
I can see how Gargos, Vicious Watcher would be good turn 3, it just makes sense. I could put multiple creatures out instead of sinking mana into one. Then i could attack, and when they block or use removal, Fling one of the Hydras and make Gargos, Vicious Watcher fight and kill the other blocker, or do direct damage whatever is best, or some other probably better strategy. Long story short ill see about getting Gargos, Vicious Watcher out turn 3. Thank you
I do see why Blue, Green, Black, I don't really want to switch colors Red and green are what i would prefer to stick with. hydroid krasis is really good i just don't like the Jellyfish Hydra Beast.. and thats enough to make me dislike using it.
urza's incubator I do like, and honestly never knew existed ha i will definitely try out the card. How many would you run? A play set? Also Would this replace Arbor elf/ Utopia sprawl?
I did update the deck after i had posted this so i'll post the update, if you would like to say what you would replace for urza, or anything else in Red Green colors im all eyes.
If i use Karn, The Great Creator to turn a planeswalker into a creature then use Red Sun's Zenith would it be exiled, or just go to graveyard since it is a temporary effect?
The updated deck thoughts? I took in account for some of the switches you suggested not all but some, i really want to keep it wurm tribal its 63% atm.
Yea i just talked to someone in the group they said we have to ask to use a sideboard. So the will just be "out of the game" cards...
I have all three cards you listed i never thought about using them. Basically i didn't know that was a green strategy getting the deck out at once even though i do use a couple of those strategies. I will think about what to replace they seem like a good fit.
Thats funny Karn, the great creator is exactly what i8 was going to use. Also since i don't know of many card tutors in green except for creatures i figured i would use something like ring of three wishes, Tamiyo's journal, planar portal, or planar bridge. Either hunt karn down then down tick him for Darksteel forge or Mycosynth lattice from the sideboard. The sideboard is going to be loaded up. Just don't know with what. Collector Ouphe looks like it will be fun. I am getting a box of modern horizons so hopefully i get a couple. Root maze is well just wonderful ha. Its funny how many control cards green actually has.
Ok. Descendant's path seems bad when you have less than a 20% chance of hitting a wurm on top of your library. If I had sufficient top deck manipulation and a whole lot more wurms (at least 30% chance on their own, better is 50% chance), then I would consider that card.
While it is a wurm, tempting wurm seems really bad. A 2 mana 5/5 is something to consider in 60 card formats (still pretty bad in the world of tarmogoyf's and whatnot), but in a battlecruiser format it seems relatively suicidal.
Arboria: I love the card, but where is your flash outlet? I run it in my yeva, nature's herald deck and it puts in some serious work. I don't see that happening here, though. Similarly, seedborne muse basically acts as a vigilance outlet. Is it that important that you need it?
Upwelling is bad in a slow deck like this. I get that you want to store mana, but Omnath, Locus of mana seems a whole lot safer for that effect and it doesn't help your opponents.
Gauntlet of power over vernal bloom? I like Gauntlet, but it's an easy artifact to kill and your wurms really don't benefit much from the anthem effect. Your opponents elf tokens, on the other hand, would love it... If you're going to run a symmetric doubler, make sure it's one that doesn't actively kill you faster and is harder itself to kill.
You have a few wurms that really want to be blocked. Engulfing slagwurm is chief among them, but anything+kusari gama is pretty good, too. If you want to force blocking, how about nemesis mask and/or lure and laugh all the way to the bank?
Death's presence is an interesting card. How about a few more power matter's cards to go with it? You could run the mana dorks that tap for power...there are several, take your pick. You could also consider champion of lambholt for added evasion. If nothing else, champion prevents small chump blocks.
Awakening zone seems actively bad. Why do you need 1 token on your upkeep? There are better sources of mana.
This will sound like a far fetched strategy but i just like making weird combos. The only job tempting wurm had was to make everyone put their stuff on the field so i could destroy it. Just because i wanted to be a dick. I went to a Game store a few times to play commander and got ganged up on every time. Not to moan and groan just why i did it. I wanted the group to get used to me playing the card and get comfortable putting all their cards out. After they get comfortable like oh we should let him live. Im going to change out some cards with my sideboard which i am still working on. They frown on land destruction so i made a combo that destroys everything except my board state,.. so they can't do anything about the land destruction. The combo is Mycosynth lattice, Darksteel forge, Anything destroy all artifacts... Sad? Probably but ill get a laugh out of it... if it works.
yeva, nature's herald i had it in there removed it for more wurms to keep it wurm tribal, didn't think about the fact it would work well with Arboria. Arboria got added long after i removed yeva. I will add it back.
upwelling will remove for Omnath, Locus of mana... was not aware it also ment turns thought it just meant lasts until your turn is up. I didn't like upwelling because of that simple fact helps everyone. Will change it out. Besides when i use my x/x buffs it will wreck... also should i add doubling cube?
Thank you for your advice and input. Especially saying not only what sucks but how to fix it or replace it. Ill start reworking the deck. I own all the cards listed, but the ones you put are cheap so i can order them asap and get to trying them out.
If you're going to play grothama as your commander, do you have any idea how to make the rest of the deck synergize with him? I mean, vigor has to be a mandatory addition, I would think. Vigor + grothama=your guys huge, your opponents not drawing cards. Failing that, darksteel plate seems good.
If, on the other hand, you want to draw tons of cards off of him, then maybe instead of using vigor to just make your team gigantic (and thus preventing the card draw), you might instead consider conjurer's closet at the very least, though other cards like voyager's staff make for helpful additions. There is also cold storage, safe haven, endless sands, etc. You're in green, so finding the lands isn't too hard and recurring artifacts (or anything) is even easier. Just a thought!
Dude solid adds. I didn't want to go the usual grothama staples just because i hate following what everyone else does my decks always have outside the box strategies. Looking at what you added though i didn't even know those cards existed and they would be good. I knew about vigor, just trying to keep the deck tribal, and conjurer's closet i have always wanted to use that card so i don't know why i haven't i literally have one sitting collecting dust. I guess i don't know how to take advantage of grothama like i should i just got excited over a wurm commander. Which may be changed anyways for freyalise, llanowar's fury but he will still be in the deck and still be taken advantage of.
I guess my next question is what would you change about the deck? You said cards that you would add, what would you remove?
Short story long to answer your question... no i don't know how to take full advantage, while keeping it a wurmn deck.
Main goal of the deck as stated earlier is to get Thrumming Stone out as fast as possible, and drop Shadowborn Apostle. There is 98% chance that you will draw out every Shadowborn Apostle in the deck.
When you get this combo out, you summon Razaketh, the Foul Blooded, then you can dig out your win - cons. The thrumming stone combo is not needed for the deck to play out. It is just slower without it.
Side Note:
1 K'rrik, Son of Yawgmoth
Creature
1 Blood Artist
1 Blood Celebrant
33 Shadowborn Apostle
1 Vito, Thorn of the Dusk Rose
1 Razaketh, the Foulblooded
1 Vilis, Broker of Blood
Enchantment
1 Necropotence
1 Exquisite Blood
Land
1 Lake of the Dead
1 Scorched Ruins
1 Peat Bog
1 Shizo, Death's Storehouse
1 Boseiju, Who Shelters All
1 Nykthos, Shrine to Nyx
1 Crystal Vein
1 Urborg, Tomb of Yawgmoth
1 Ancient Tomb
1 Emergence Zone
18 Snow-Covered Swamp
1 Phyrexian Tower
1 Reliquary Tower
1 Thrumming Stone
1 Elixir of Immortality
1 Aetherflux Reservoir
1 Lotus Petal
1 Defense Grid
1 Skullclamp
1 Mana Vault
1 Wishclaw Talisman
1 Mana Crypt
1 Jeweled Lotus
1 Sol Ring
Instant
1 Culling the Weak
1 Rain of Filth
1 Plunge into Darkness
1 Imp's Mischief
1 Cabal Ritual
1 Dark Ritual
1 Songs of the Damned
1 Ad Nauseam
1 Vampiric Tutor
1 Praetor's Grasp
1 Yawgmoth's Will
1 Secret Salvage
1 Imperial Seal
1 Diabolic Intent
1 Demonic Tutor
1 Grim Tutor
1 Peer into the Abyss
1 Reanimate
Combo Examples Recorded From Eedi-H channel
* https://www.youtube.com/watch?v=RkMxdk_gLPU
* https://m.youtube.com/watch?v=P3YbjnNcClM
* https://www.youtube.com/watch?v=I9-CLr-WdFk&t=2s
100 Game playtest screenshots only 14 games recorded as of right now.
1. https://media.discordapp.net/attachments/789947480539398156/790065219049095208/Game_1_win_-_turn_3.png?width=767&height=431
2. https://media.discordapp.net/attachments/789947480539398156/790065237336129556/Game_2_win_-_turn_4.png?width=767&height=431
3. https://media.discordapp.net/attachments/789947480539398156/790065253559566366/Game_3_loss-_turn_11.png?width=767&height=431
4. https://media.discordapp.net/attachments/789947480539398156/790065266088214548/Game_4_win_-_turn_5__should_have_been_turn_3_or_4_messed_triggers_up_.png?width=767&height=431
5. https://media.discordapp.net/attachments/789947480539398156/790065288435466300/Game_5_win_-_turn_3.png?width=767&height=431
6. https://media.discordapp.net/attachments/789947480539398156/790065309239345202/Game_6_win_-_turn_4.png?width=767&height=431
7. https://media.discordapp.net/attachments/789947480539398156/790065322765451274/Game_7_win_-_turn_3.png?width=767&height=431
8. https://media.discordapp.net/attachments/789947480539398156/790065328989667328/Game_8_win_-_turn_4.png?width=767&height=431
9. https://media.discordapp.net/attachments/789947480539398156/790065348065755136/Game_9_win_-_turn_4.png?width=767&height=431
10. https://media.discordapp.net/attachments/789947480539398156/790065359481733120/Game_10_win_-_turn_5.png?width=767&height=431
11. https://media.discordapp.net/attachments/789947480539398156/790065434942242836/Gane_11_loss_-_turn_8.png?width=767&height=431
12. https://media.discordapp.net/attachments/789947480539398156/789947567663611934/Game_12_win_-_turn_3.png
13. https://media.discordapp.net/attachments/789947480539398156/790065612734070814/Game_13_loss_-_turn7.png?width=767&height=431
14. https://media.discordapp.net/attachments/789947480539398156/790065626843578429/Game_14_loss_-_turn_9.png?width=767&height=431
1 K'rrik, Son of Yawgmoth
Creature
1 Blood Artist
33 Shadowborn Apostle
1 Razaketh, the Foulblooded
Enchantment
1 Leshrac's Sigil
1 Necropotence
1 Sadistic Glee
1 Sanguine Bond
1 Exquisite Blood
Land
1 Ebon Stronghold
1 Ancient Tomb
1 Phyrexian Tower
1 Peat Bog
1 Shizo, Death's Storehouse
22 Snow-Covered Swamp
1 Gemstone Caverns
1 Urborg, Tomb of Yawgmoth
1 Inkmoth Nexus
1 Nykthos, Shrine to Nyx
1 Crystal Vein
1 Reliquary Tower
1 Mana Vault
1 Lotus Petal
1 Skullclamp
1 Thrumming Stone
1 Sol Ring
1 Swiftfoot Boots
1 Mana Crypt
1 Chrome Mox
1 Aetherflux Reservoir
1 Bolas's Citadel
Instant
1 Dark Ritual
1 Demonic Consultation
1 Songs of the Damned
1 Culling the Weak
1 Hatred
1 Cabal Ritual
1 Plunge into Darkness
1 Tainted Strike
1 Crypt Incursion
1 Diabolic Intent
1 Diabolic Tutor
1 Tendrils of Agony
1 Praetor's Grasp
1 Toxic Deluge
1 Demonic Tutor
1 Scheming Symmetry
https://www.mtgsalvation.com/decks/14775-the-phyrexian-chef#Details:overview
4 Devoted Druid
4 Bloodhall Ooze
3 Cryptbreaker
4 Scavenging Ooze
4 Necrotic Ooze
3 Morselhoarder
3 Doom Whisperer
4 Hardened Scales
4 Vessel of Nascency
4 Font of Agonies
Land
2 Forest
4 Windswept Heath
4 Dragonskull Summit
2 Swamp
4 Overgrown Tomb
4 Stomping Ground
3 Walking Ballista
Strategies:
1. Font of agonies + shock lands, fetch, plus goes off with doom whisperer, and cryptbreaker
2. Hardened scales for the oozes... thought about adding winding constrictor instead for font of agonies, but wouldn't want to double up on -1/-1 counters with devoted druids ability.
3. Bloodhall ooze should ramp early fairly fast with hardened scales, and either font of agonies, or cryptbreaker
4. Scavenging ooze for graveyard hate, which if i'm thinking right it should be able to stop people from using surgical extraction
5. Necrotic ooze just for reasons ha
6. Walking ballista win con
6. devoted druid + Morselhoarder in graveyard for infinite mana.
Fair point.
1. Correct arbor elf and / Utopia Sprawl are my only ramp to get him out, turn three would be excellent. I never even thought about turn three probably just because my usual route was
Turn 1- Land, Arbor elf
Turn 2- Land, Utopia Sprawl,Unbound Flourishing, or Rosheen Meanderer
Turn 3- Land if there is one, 24/24 Voracious Hydra, 24/24 Apocalypse Hydra if Unbound Flourishing
Turn 3- Land if there is one, 16/16 Voracious Hydra, 16/16 Apocalypse Hydra if Rosheen Meanderer
Turn 4- Attck
I can see how Gargos, Vicious Watcher would be good turn 3, it just makes sense. I could put multiple creatures out instead of sinking mana into one. Then i could attack, and when they block or use removal, Fling one of the Hydras and make Gargos, Vicious Watcher fight and kill the other blocker, or do direct damage whatever is best, or some other probably better strategy. Long story short ill see about getting Gargos, Vicious Watcher out turn 3. Thank you
I do see why Blue, Green, Black, I don't really want to switch colors Red and green are what i would prefer to stick with. hydroid krasis is really good i just don't like the Jellyfish Hydra Beast.. and thats enough to make me dislike using it.
urza's incubator I do like, and honestly never knew existed ha i will definitely try out the card. How many would you run? A play set? Also Would this replace Arbor elf/ Utopia sprawl?
I did update the deck after i had posted this so i'll post the update, if you would like to say what you would replace for urza, or anything else in Red Green colors im all eyes.
Updated List i added Mistcutter Hydra, and Lightning bolt
2 Primordial Hydra
3 Apocalypse Hydra
3 Voracious Hydra
4 Arbor Elf
3 Rosheen Meanderer
3 Mistcutter Hydra
Enchantment
4 Utopia Sprawl
4 Unbound Flourishing
Land
1 Arena
1 Kessig Wolf Run
2 Windswept Heath
2 Cinder Glade
1 Mountain
9 Forest
4 Stomping Ground
3 Walking Ballista
Instant
3 Lightning Bolt
3 Fling
Sorcery
3 Red Sun's Zenith
4 Banefire
3 Blood Moon
1 Mycosynth Lattice
3 Pithing Needle
3 Grafdigger's Cage
3 Weather the Storm
2 Karn, the Great Creator
3 Sakura-Tribe Elder
4 Arbor Elf
4 Novablast Wurm
4 Impervious Greatwurm
Enchantment
3 Vernal Bloom
4 Utopia Sprawl
3 Fertile Ground
20 Forest
Artifact
2 Worldslayer
Instant
3 Early Harvest
3 Vines of Vastwood
Sorcery
4 Genesis Wave
3 Harmonize
4 Cindervines
4 Walking Ballista
4 Lightning Bolt
1 Freyalise, Llanowar's Fury
Creature
1 Omnath, Locus of Mana
1 Seedborn Muse
1 Dirtcowl Wurm
1 Pathbreaker Ibex
1 Baru, Fist of Krosa
1 Kamahl, Fist of Krosa
1 Bellowing Tanglewurm
1 Yeva, Nature's Herald
1 Temur Sabertooth
1 God-Eternal Rhonas
1 Roaring Slagwurm
1 Pathbreaker Wurm
1 Penumbra Wurm
1 Deathcoil Wurm
1 Symbiotic Wurm
1 Engulfing Slagwurm
1 Elderscale Wurm
1 Pelakka Wurm
1 Plated Slagwurm
1 Myojin of Life's Web
1 Panglacial Wurm
1 Witherscale Wurm
1 Grothama, All-Devouring
1 Worldspine Wurm
1 Impervious Greatwurm
1 Arboria
1 Root Maze
1 Burgeoning
1 Vernal Bloom
1 Cream of the Crop
1 Asceticism
1 Death's Presence
1 Sandwurm Convergence
1 Lurking Predators
1 Gaea's Touch
1 Greater Good
Land
1 Oran-Rief, the Vastwood
1 Nykthos, Shrine to Nyx
1 Inventors' Fair
1 Mosswort Bridge
1 Reliquary Tower
25 Forest
1 Rogue's Passage
1 Emergence Zone
1 Karn's Bastion
1 Blast Zone
Artifact
1 Altar of Dementia
1 Planar Portal
1 Mycosynth Lattice
1 Kusari-Gama
1 Doubling Cube
1 Mirrorworks
1 Darksteel Forge
1 Ring of Three Wishes
1 Sol Ring
1 Caged Sun
1 Tamiyo's Journal
1 Planar Bridge
1 Walking Ballista
1 Wurmcoil Engine
1 Sylvan Scrying
1 Genesis Wave
1 Collective Voyage
1 Primal Surge
1 Nissa's Pilgrimage
1 Overwhelming Stampede
1 Praetor's Counsel
1 Nature's Lore
1 Cultivate
1 Skyshroud Claim
1 Finale of Devastation
Planeswalker
1 Garruk, Primal Hunter
1 Garruk, Caller of Beasts
1 Karn, the Great Creator
1 Nissa, Who Shakes the World
I have all three cards you listed i never thought about using them. Basically i didn't know that was a green strategy getting the deck out at once even though i do use a couple of those strategies. I will think about what to replace they seem like a good fit.
How would you reliably find it in a green deck?
This will sound like a far fetched strategy but i just like making weird combos. The only job tempting wurm had was to make everyone put their stuff on the field so i could destroy it. Just because i wanted to be a dick. I went to a Game store a few times to play commander and got ganged up on every time. Not to moan and groan just why i did it. I wanted the group to get used to me playing the card and get comfortable putting all their cards out. After they get comfortable like oh we should let him live. Im going to change out some cards with my sideboard which i am still working on. They frown on land destruction so i made a combo that destroys everything except my board state,.. so they can't do anything about the land destruction. The combo is Mycosynth lattice, Darksteel forge, Anything destroy all artifacts... Sad? Probably but ill get a laugh out of it... if it works.
yeva, nature's herald i had it in there removed it for more wurms to keep it wurm tribal, didn't think about the fact it would work well with Arboria. Arboria got added long after i removed yeva. I will add it back.
upwelling will remove for Omnath, Locus of mana... was not aware it also ment turns thought it just meant lasts until your turn is up. I didn't like upwelling because of that simple fact helps everyone. Will change it out. Besides when i use my x/x buffs it will wreck... also should i add doubling cube?
Vernal bloom vs Gauntlet of power changing it out. Thank you
nemesis mask, Lure yes just yes
awakening zone gone its slow
Thank you for your advice and input. Especially saying not only what sucks but how to fix it or replace it. Ill start reworking the deck. I own all the cards listed, but the ones you put are cheap so i can order them asap and get to trying them out.
Dude solid adds. I didn't want to go the usual grothama staples just because i hate following what everyone else does my decks always have outside the box strategies. Looking at what you added though i didn't even know those cards existed and they would be good. I knew about vigor, just trying to keep the deck tribal, and conjurer's closet i have always wanted to use that card so i don't know why i haven't i literally have one sitting collecting dust. I guess i don't know how to take advantage of grothama like i should i just got excited over a wurm commander. Which may be changed anyways for freyalise, llanowar's fury but he will still be in the deck and still be taken advantage of.
I guess my next question is what would you change about the deck? You said cards that you would add, what would you remove?
Short story long to answer your question... no i don't know how to take full advantage, while keeping it a wurmn deck.