Voting to remove rooting kavu. It would seem to me that after a Jokulhaups we'd rather draw lands than creatures, so this card kinda does worse than nothing in that it sorta messes up our gameplan.
Voting to finish Saproling Burst. Between Titania, Xenagos and Thragtusk we have enough ways to win the game after Jokulhaups. I don't think Saproling Burst offers any synergy and is itself just a weak wincon, so I'm going to axe.
I'll vote to remove PtE just because we've decided to drop white.
I'll add 2 Eternal Witness for utility. She's really good both pre and post-Haups and we're pretty light on three-drops.
Any thoughts on adding a Crop Rotation package to this? It'd give Titania more targets, we could take Boseiju to 1 copy, we could find Citadel easier and we could add some fun stuff like Gods' Eye, Gate to the Rekai.
It's tempting but it seems kinda bad to thin lands out of our deck, especially if we're tutoring weak colorless producers. It is nice with Flagstones of Trokair, but I am not going to add it myself.
Gonna add 2 Wildfire for sheer redundancy's sake. It hits enough and kills enough lands to probably win us the game if we have Titania or a few Thragtusks out.
At this stage of the game I think we don't need Parallax Wave anymore; nothing will be worth spending 4 mana to save, our post-Haups board state is crazy good with Titania, Xenagos and Thragtusk. Vote to remove.
You're totally right, for some reason I thought it produced 2 colorless. I still think that it would be better to fully invest in the Titania/Thragtusk gameplan.
Also, sorry, I added two votes to axe Possibility Storm, so it's still in the deck.
I'm gonna vote out Darksteel Ingot and Abundant Growth. Abundant growth is literally a dead card unless we have Darksteel Citadel because it will just die when we blow up our lands otherwise. Topdecking it would be death. You could get equivalent value from Flagstones of Trokair. Darksteel ingot just kind of sucks, we're playing 3 colors and lots of double symbols so our limiting factor will probably be color. It's cute to produce colorless mana after Haups, but what can we actually use it for without any colored lands to allow us to play things?
I will also vote to remove 3 Boseiju, Who Shelters All. When our key card is so expensive, I don't want to sit on a land that makes you pay 2 life per usage until we can cast it. Plus, it can't even produce colored mana.
Voting out Possibility Storm. How do we even resolve Jokulhaups if this is in play? Why would we even want to, it opens up the possibility of our opponents getting a fatty off a 1 drop post-Haups. Axed, axed, axed.
I'll second the vote to put Thragtusk to 4 and add 4 Path to Exile. Let's just make this thing a powerful steamroller type deck.
I don't think Koth is that bad post-Haups. You just need one mountain for him to start beating down with or ramping with, and that's not hard to accomplish.
This deck appears to be pulling in five different ways right now though, as it always tends to, so I'm probably going to step back from it.
If I'm going to go for a PW strategy, I think it's pretty reasonable to want one that can just win the game, rather than need to wait for a mountain and then win the game, especially since we're at 7 non-Mountain and counting. I really like the Titania direction, though. We basically insta-win if we resolve Jokulhaups with her on the board and she has sick synergy with the Orcish Lumberjacks.
Anyway, I'll vote to keep Lumberjacks for the synergy with Titania.
I'm worried Parallax Wave will dilute our gameplan unless we hammer on the ETB theme more, so I'll add 2 Knight of the White Orchid. Synergy with Orcish Lumberjack, any further land-sac outlets we end up with and Parallax Wave, ramps us into Haups and sets up our Titania gameplan. Might require us to splurge a bit on some Shocklands to get the maximum mileage out of it (and maybe for Flagstones of Trokair, if we add that).
I'm going to vote to remove Koth on the grounds that all of his abilities are useless on a post-Haups board. I'll leave one in for utility. -3
I'm also going to vote to remove four Generator Servant because it seems to me like we will prefer to Haups late game anyway after our walkers are out and our opponents have committed their resources to the board, making the all-or-nothing mana ramp offered by the Servants less appealing.
I really like Parallax Wave because it's good even without the Jokulhaups. I'll add two Thragtusk, which will allow us to establish a board presence post-Jokulhaups and also abuse ETB triggers with Parallax Wave.
I'll add three Remands. If we have a Siren of the Silent Song active, it's better than a regular counterspell. Plus, it's just nice to be able to keep ourselves alive until we combo out.
That's actually the beauty of the Siren. It mills in addition to making them discard, so it actually wins the game in addition to keeping them at zero hand for the entire game.
I'm just going to ahead and vote out Skirsdag High Priest. In addition to needing a morbid trigger to do anything, the 5/5 is going to be sort of pointless when we have our opponent in a permanent Silence with Teferi, Aura of Dominion and the Siren. Moreover it doesn't even trigger when Macar removes something.
Similarly, I will vote out opposition. Maybe for less mana it could be considered, but since it only gives 1 tap per creature per turn, it's just not worth it. There's another thing that does that. It's called attacking :p:p Voting out all copies.
Might as well try not to die, so I'll add two Disciple of Deceit. With this card, we can transmute Siren of the Silent Song into a Freed from the Real (if we decide to add a singleton solely for this purpose). It can also transmute an extra copy of itself into an Aura of Dominion. I think this card should fill the role that Pain Seer does presently, so I will vote it out. Sure, it doesn't draw you cards, but when your opponent has zero hand for the entire game, CA isn't much of an issue anyway.
thriving turtle deserves his own thread
there wasnt a thread to discuss it
When Thriving Turtle enters the battlefield, you get EE (two energy counters).
Whenever Thriving Turtle attacks, you may pay EE. If you do, put a +1/+1 counter on it.
Aether shapes everything on Kaladesh, from the sky to the sea.
i am pretty sure he is technically the most mana efficient guaranteed energy source spoiled so far and is therefore the best card
3 Grim Lavamancer
4 Generator Servant (2 @ -4)
3 Hangarback Walker
3 Titania, Protector of Argoth
4 Thragtusk (1 @ -1)
4 Orcish Lumberjack
2 Eternal Witness
4 Darksteel Ingot (1 @-4)
sorcery (10)
4 Jokulhaups
2 Wildfire
4 Rampant Growth
Instant (4)
4 Path to Exile (2 @ -4)
Planeswalker (4)
3 Xenagos, the Reveler
1 Koth of the Hammer
3 Boseiju, Who Shelters All (1@-3, 1 @- 2)
4 Darksteel Citadel (1 @ -4)
4 Wooded Foothills
2 Arid Mesa
2 Stomping Ground
6 Mountain
3 Forest
Voting to remove rooting kavu. It would seem to me that after a Jokulhaups we'd rather draw lands than creatures, so this card kinda does worse than nothing in that it sorta messes up our gameplan.
Voting to finish Saproling Burst. Between Titania, Xenagos and Thragtusk we have enough ways to win the game after Jokulhaups. I don't think Saproling Burst offers any synergy and is itself just a weak wincon, so I'm going to axe.
I'll vote to remove PtE just because we've decided to drop white.
I'll add 2 Eternal Witness for utility. She's really good both pre and post-Haups and we're pretty light on three-drops.
4 Generator Servant (2 @ -4)
3 Titania, Protector of Argoth
2 Thragtusk (2 @ +2)
4 Orcish Lumberjack
2 Rooting Kavu (1 @ -2)
2 Parallax Wave (2 @ -2)
Artifact (4)
4 Darksteel Ingot (1@-4)
sorcery (4)
4 Jokulhaups
2 Wildfire
4 Path to Exile
Planeswalker (6)
3 Xenagos, the Reveler
2 Ajani Vengeant (2 @ -2)
1 Koth of the Hammer
3 Boseiju, Who Shelters All (1@-3, 1 @- 2)
4 Darksteel Citadel (1 @ -4)
3 Flagstones of Trokair
4 Wooded Foothills
10 Mountain
It's tempting but it seems kinda bad to thin lands out of our deck, especially if we're tutoring weak colorless producers. It is nice with Flagstones of Trokair, but I am not going to add it myself.
Gonna add 2 Wildfire for sheer redundancy's sake. It hits enough and kills enough lands to probably win us the game if we have Titania or a few Thragtusks out.
At this stage of the game I think we don't need Parallax Wave anymore; nothing will be worth spending 4 mana to save, our post-Haups board state is crazy good with Titania, Xenagos and Thragtusk. Vote to remove.
Also, sorry, I added two votes to axe Possibility Storm, so it's still in the deck.
I will also vote to remove 3 Boseiju, Who Shelters All. When our key card is so expensive, I don't want to sit on a land that makes you pay 2 life per usage until we can cast it. Plus, it can't even produce colored mana.
Voting out Possibility Storm. How do we even resolve Jokulhaups if this is in play? Why would we even want to, it opens up the possibility of our opponents getting a fatty off a 1 drop post-Haups. Axed, axed, axed.
I'll second the vote to put Thragtusk to 4 and add 4 Path to Exile. Let's just make this thing a powerful steamroller type deck.
4 Generator Servant (2 @ -4)
3 Titania, Protector of Argoth
2 Thragtusk (2 @ +2)
2 Knight of the White Orchid (2 @ -2)
4 Orcish Lumberjack
2 Rooting Kavu
2 Parallax Wave (1 @ -2)
4 Abundant Growth (1@-4)
2 Possibility Storm (1@-2)
Artifact (4)
4 Darksteel Ingot (1@-4)
sorcery (4)
4 Jokulhaups
Instant
4 Path to Exile
2 Elspeth, sun's champion (2 @ -2)
2 Ajani Vengeant (1 @ -2)
1 Koth of the Hammer
Lands (24)
3 Boseiju, Who Shelters All (1@-3)
4 Darksteel Citadel
17 Mountain
If I'm going to go for a PW strategy, I think it's pretty reasonable to want one that can just win the game, rather than need to wait for a mountain and then win the game, especially since we're at 7 non-Mountain and counting. I really like the Titania direction, though. We basically insta-win if we resolve Jokulhaups with her on the board and she has sick synergy with the Orcish Lumberjacks.
Anyway, I'll vote to keep Lumberjacks for the synergy with Titania.
I'm worried Parallax Wave will dilute our gameplan unless we hammer on the ETB theme more, so I'll add 2 Knight of the White Orchid. Synergy with Orcish Lumberjack, any further land-sac outlets we end up with and Parallax Wave, ramps us into Haups and sets up our Titania gameplan. Might require us to splurge a bit on some Shocklands to get the maximum mileage out of it (and maybe for Flagstones of Trokair, if we add that).
4 Generator Servant (1@-4)
3 Titania, Protector of Argoth
2 Thragtusk
2 Knight of the White Orchid
4 Orcish Lumberjack
2 Rooting Kavu
2 Parallax Wave
Artifact (4)
4 Darksteel Ingot
sorcery (4)
4 Jokulhaups
Planeswalker (6)
2 Elspeth, sun's champion (-2 @1)
4 Koth of the Hammer (2@-3)
3 Boseiju, Who Shelters All
4 Darksteel Citadel
17 Mountain
I'm also going to vote to remove four Generator Servant because it seems to me like we will prefer to Haups late game anyway after our walkers are out and our opponents have committed their resources to the board, making the all-or-nothing mana ramp offered by the Servants less appealing.
I really like Parallax Wave because it's good even without the Jokulhaups. I'll add two Thragtusk, which will allow us to establish a board presence post-Jokulhaups and also abuse ETB triggers with Parallax Wave.
4 Generator Servant (1@-4)
2 Thragtusk
2 Parallax Wave
Artifact (4)
4 Darksteel Ingot
4 Jokulhaups
Planeswalker (2)
2 Elspeth, sun's champion (-2 @1)
4 Koth of the Hammer (1@-3)
Warning for Spamming the Forum.
-ThatRedwood
4 Siren of the Silent Song
1 Teferi, Mage of Zhalfir
2 skirsdag high priest (2 @ -2)
3 Pain Seer (1@-3)
2 King Macar, the Gold-Cursed
2 Disciple of Deceit
4 Aura of Dominion
2 Opposition (1 @ -2)
2 Pemmin's Aura
Sorcery:
4 Duress
4 Refocus (1@-4)
3 Remand
Artifact:
4 Paradise Mantle
Land
22 Duskmantle, House of Shadow
I'll add three Remands. If we have a Siren of the Silent Song active, it's better than a regular counterspell. Plus, it's just nice to be able to keep ourselves alive until we combo out.
That's actually the beauty of the Siren. It mills in addition to making them discard, so it actually wins the game in addition to keeping them at zero hand for the entire game.
Similarly, I will vote out opposition. Maybe for less mana it could be considered, but since it only gives 1 tap per creature per turn, it's just not worth it. There's another thing that does that. It's called attacking :p:p Voting out all copies.
Might as well try not to die, so I'll add two Disciple of Deceit. With this card, we can transmute Siren of the Silent Song into a Freed from the Real (if we decide to add a singleton solely for this purpose). It can also transmute an extra copy of itself into an Aura of Dominion. I think this card should fill the role that Pain Seer does presently, so I will vote it out. Sure, it doesn't draw you cards, but when your opponent has zero hand for the entire game, CA isn't much of an issue anyway.
4 Siren of the Silent Song
1 Teferi, Mage of Zhalfir
2 skirsdag high priest (1 @ -2)
3 Pain Seer (1@-3)
2 King Macar, the Gold-Cursed
4 Aura of Dominion
4 Opposition (1 @ -2) (1 @ -4)
Sorcery:
4 Duress
4 Refocus (1@-4)
22 Duskmantle, House of Shadow