I took it out for the Eel Umbra because usually if soemone's gonna get removal through to Zur through my counters its only gonna happen once and with the Umbra you don't have to hold back mana to activate it. I'm not saying its strictly better or anything but its worked good so far.
Quote from syndarion »
What if you cast Zur without haste, and someone plays Arrest? Unless you have some removal or tutors in your hand, game over?
You never cast Zur without haste unless you have counter backup unless you are absolutely sure your opponent absolutely can't do anything to disrupt him before he attacks.
Quote from gma »
Seriously, guys, how to beat this deck?
I've found that my toughest matchups are against mono blue decks, but if you're a better player than they are they are still definitely winnable. Zur after all is probably a top 3 or so general when it comes to edh so its not really gonna be easy in any sense to beat him if the list is good and played by a good player.
Quote from Artificial Alchemist »
How about adding Declaration of Naught,
Had it in the deck at one point and it is very nice at shuttting down opposing generals if the other deck really revolves around abusing their general but in matches where they are not trying to do that its a bit narrow so I just ended up using more cards that are good in many situations instead of ones that are great in just one situation.
I guess I could have been more specific, but by "rest of the game", I meant approximately the 2 turns that it lasted after that point. I wasn't sitting there playin by myself for a long time or anything I just drew some, cards played what creatures and artifacts i could with my mana and passed the turn a couple of times till it was over.
This is my Omnath deck that is one of the 2 decks I have been playing to win the most recent season of the EDH league that I play in at Armada Games. I'm sure a decent number of people read Sheldon Menery's EDH articles on Star City each week and if you've seen him mention playing against David with Omnath that would be me and this deck. I'll post my other deck, Niv-Mizzet, that I alternated each week with in another thread. I listed this as casual cause the Armada league tends to run towards games that are very interactive and take a while and hopefully as little combo-ish as possible.
This is my Niv-Mizzet deck that is one of the 2 decks I have been playing to win the most recent season of the EDH league that I play in at Armada Games. I'm sure a decent number of people read Sheldon Menery's EDH articles on Star City each week and if you've seen him mention playing against David with Niv-Mizzet that would be me and this deck. I'll post my other deck, Omnath, that I alternated each week with in another thread. I listed this as casual cause the Armada league tends to run towards games that are very interactive and take a while and hopefully as little combo-ish as possible. Ni-Mizzet can easily be built as a combo deck but this is not that and is really a control deck and should be played as such and if played right can always win.
Sorry, been away a while but I'll try to answer some of the questions and comments different people have brought up.
I don't think scepter and things like orim's chant r redundant or win more, if u get that combo its obviously bad for your opponent but the scepter can be used with a lot of stuff in the deck like counterspell and putting a mana drain on it or the like is also ridiculously good and having the chant in the deck really helps against any other deck that's heavy on counters as if done properly you can use it to set up a big turn that will basically win the game for you in the long run.
The only planeswalker I would probably add would be the newest Jace but I don't own one so haven't tried to fit him in yet.
I also may replace the Auramancer with something else like Dark Confidant but he's still good in the fact that its a cheap way to get back an enchantment that you may really need that your opponent has already dealt with like Necro or O-Ring, etc. and pretty much everyone knows that Sensei's Diving Top is ridiculous and any time you can help your chances to always have that card in play with a Trinket Mage you should plus there r a few other things he can also get you if you really need them.
I also had Sunder in my list early on but eventually cut it as i really ended up wanting just one land clearing effect and I settled on Armageddon for that just for being a little bit cheaper and since it makes it much harder for your opponent to come back from if you are in position to cast it. Armageddon can turn a game thats even or you only have a slight advantage in to one that is an auto-win with no chance of recovery from your opponent.
About 3CC mana artifacts, I genrally don't like them either over 2CC ones but the Ingot and Relic are far superior to any other 3CC ones and alot of 2CC ones. Both give any color mana which is amazing and neither come into play tapped which also a bonus and the indestructible aspect has come in handy sometime on the Ingot and the extra mana that the Relic gives you if you don't use it one your turn is a pseudo accelerator which pretty much always helps.
Limited Resources - Not great in 1vs1, games r pretty quick.
Orzhov Signet - Doesn't produce blue
Talismans of Dominance & Progress - Not as good as my other 3 cost artifact mana producers
Hallowed Burial - absolutely terrible when in a deck that wants to play its general quickly
Seal of Doom - ok, but still not as good as the cheaper instant speed removal & not as flexible as O-ring
Runed Halo - Solitary Confinement is better
Thoughtseize - very good and might find room for but haven't gotten to it yet
Fact or Fiction - not necessary since i almost always get a really early Necropotence out
Energy Flux - terrible since i use a lot of artifacts that i want to keep in play
Stasis - ok, but not worth it since by the time I'm set up enough to have a lock with it, i've already won anyway
Lim-dul's Vault - ok, but not better than the tutors/darwers i already have
Treachery - too expensive
Pithing Needle - good, but haven't needed it really
Enlightened Tutor - Zur does the same thing i would use this mostly for but better and my other tutors r better
Esper charm - not powerful enough compared to the the rest of the stuff in the deck
Mystical Teaching - not good
The combos in this deck are for the most part pretty simple and usually involve generating infinite mana with Rofellos. With Rofellos on the board on turn 2 you can play Umbral Mantle on turn 3 equip him and be able to make Rofellos infinitely big by tapping himself for the 3 mana and kill someone that doesn't have any blockers and the next turn you'll have infinite mana with a fourth forest. Sword of the Paruns can be played on turn 3 and then equipped and activated infinitely on turn 4 when u have 4 Forests in play to give you infinite mana or you can just play it and equip it and activate it all at once to gain infinite mana as long as you have active Rofellos and 5 Forests in play. The best of all that if you get into play and is usually game over for anyone else involved is the Staff of Domination. This is best to play on turn 4 or 5 as long as you have 5 Forests in play because then you can use its untap target creature ability to untap Rofellos and 1 mana to untap itself to leave you with 1 extra mana each time you do both giving you infinte mana and then use the Staff's other abilities to gain infinite life, tap all your opponents creatures and draw your whole deck and then with your whole deck in hand you can play all your creatures including Kamahl and use his Overrun ability to make them all infinitely huge and then play concordant Crossroads to give them all haste and attack. If for some reason Concordant Crossroads has been exiled and you can't attack for some other reason you can also then play Unyaro Bees and sacrifice it to do 2 damage then use Regrowth to bring it back and play it and sacrifice it again then use Primal Command to put Regrowth and Bees back in your deck and draw them again play the Bees, sac it, Regrow the Command and repeat the process until everyone else is dead.
The final table was a 5-man game of all the winners and this time I was up against Dralnu, Lich Lord, Reaper King, Cromat(5 color combo) & Rhys the Redeemed. This time I was able to Tooth n Nail on turn 5 for Emrakul & Seedborn Muse and this time took out the Cromat player cause he was a bit mana-screwed and fell behind everyone else. I actually never even attacked with Emrakul after that cause everyone else had pretty good defenses with Dralnu having an Evacuation in hand to stop anyone from attacking him, Rhys having a ton of tokens and Repear King said he wouldn't kill my Emrakul if I didn't attack him. The game stalled for quite a long time and in the meantime I just put up some large defenders including an Omnath, Locus of Mana and an Oblivion Stone. The game eventually turned when the Dralnu player played Time Spiral and my Mind's Eye allowed me to draw about half my deck which finally drew me into Dosan the Falling Leaf, Kamahl, Fist of Krosa, Umbral Mantle & Staff of Domination among other stuff. Luckily I was able to make it to my next turn with Rofellos still alive and I was able to get Dosan into play after fighting through Pact of Negation & Force of Will with Regrowth and Eternal Witness and that finally opened the door for me to draw the rest of my deck and play the artifacts and Kamahl and attack each player with infinitely large trampling lands winning the tournament. It all happened just in time too since apparently the next turn the Dralnu player woulda been able to take infinite turns with the stuff he drew.
Silvos & Terra Stomper are very good for the deck because you are usually gonna have 6 mana on turn 3 if Rofellos is not killed and if you are not gonna be going infite yet you need to have good 6 drops to lay and those r 2 of the best. There r already 2 eldrazi in the deck and adding more would just really slow you down and god forbid rofellos is killed and your stuck sitting there with 3 or 4 cards in hand that all cost 8+ mana. Terra Stomper & Silvos have already killed quite a few opponents for me and they fill the purpose you want them for just about as best as anything can. So in summation 6 drops r pretty important.
I've been testing out some changes to the deck to see how well some things r gonna work. Some of the new things I've had in the deck before and am goin back to again or tryin out again with some of the newer card synergies, so here's what I've modified
This is my list for Zur that has been featured here on youtube. A lot of people have been asking for a written list since its hard to see some of the stuff on the video so I'm finally putting it up. There's a couple card changes since filming the video but nothing big. If you're playing an online tourney here and want to use Zur there's quite a few cards in it that they are banning now but where I play everyone has them and uses them and plays a lot of powerful 1v1 stuff so it all works out fine in the end. Whenever anyone wants to test something new they usually want to see if it can stand up to this so I can say pretty confidently that its a very good build and I have a lot of experience with this type of deck. If anyone has any questions I'll try my best to answer them when i can.
Skullclamp has worked well just cause like it always has been it replaces your dead creatures with extra cards so you never run out of gas, plus if u have infinite mana and a token generator like Ant Queen but r worried about not winning immediately you can draw cards until u find the Concordant Crossroads and then attack anyone immediately with infinite tokens.
Thawing Glaciers has been a bit slow when I've drawn it but it hasn't hurt me yet and does do the job of filtering some lands out when u have extra mana to use.
Gaea's Cradle is not as good most of the time as a basic Forest when Rofellos is out early but when he's not and it does usually give you some extra mana.
Quote from tedv »
Last, how many players do you play against normally? This is posted in the Multiplayer forum, but the game you described sounded like 1v1. How much trouble do you have with control magic style effects? Getting an Eldrazi stolen with Treachery or Gilded Drake is a great way to lose the game, for example. Not that I'm suggesting you cut them.
I play against however many players I can find a game with, the example I mentioned about Emrakul was a 1v1 game but it was just pointing out how good it can be at times. I have a 1vs1 list of this deck that adds a lot of disruption in the form of land destruction and its pretty annoying and sick but that stuff isn't good when your playin 3 other people cause you can't kill everyone's lands and such like u can in 1v1. Theres also always the chance you're gonna have stuff stolen with blue spells but theres not much green can do about it anyway so worrying about it isn't gonna help and if its an enchantment style stealer like Treachery you can use cards like Creeping Mold, Mold Shambler, Acidic Slime, etc to get rid of them.
Quote from The_Grey_King »
Cards it needs to be competitive:
Wirewood Lodge
Quirion Ranger
Sakura-Tribe Elder
Chameleon Colossus
Wolfbriar Elemental
Spike Weaver
Deadwood Treefolk
Patron of the Orochi
Revive
Beacon of Creation
DEFENSE OF THE HEART
Garruk Wildspeaker
GREATER GOOD
RUDE AWAKENING
PRIMAL COMMAND
Centaur Glade
tedv already went over the first 2 cards so I'll skip those.
Sakura-Tribe Elder is not optimal because turn 2 your always gonna cast Rofellos and its 1/1 body doesn't mean anything. Nature's Lore is better because it costs the same and gets you the Forest untapped and thats the only 2 cost land searcher I run. The other land searchers in the deck gets you either 2 lands for 1 card or does something else as a bonus like Reap and Sow or Mwonvuli Acid-Moss
Chameleon Colossus - Other than his pro black, he's just gonna end up being another fatty but one that you have to sink mana into every turn and even if you have infinite mana he doesn't have trample. I had him in awhile ago and eventually took him out.
Wolfbriar Elemental - Was in the deck before Eldrazi came out but left to make room for the new cards. Best to make infinte tokens with but if I only make 4 to 6 since they're only 2/2's they're not really gonna win the game for me unless its played directly after a board sweeper.
Spike Weaver - Already on the short list of cards I might want to have in the deck but as of yet hasn't quite made it into the deck but it could still if I take something out. I like the ability to fog if I get attacked.
Deadwood Treefolk - I like Regrowth, Revive, Recollect and Restock more than him cause he's more expensive than the rest and the only bonus your getting for the extra mana is the possibility of doing 6 damage before he vanishes if he's not blocked.
Patron of the Orochi - Seedborn Muse is a lot better and a lot cheaper and Patron could help an opponent out too that's got green stuff. Patron's a huge target cause of his ability and for 8 mana I'm not even sure he overcomes the Risk/Reward.
Revive is just a worse reprint of Regrowth which along with Restock r the 2 best green recursion spells printed and I play both of those and a lot of games don't even need to cast them.
Beacon of Creation just gets up a small horde of chump blockers since you can't go infinite with it and unless u have Kamahl or another Overrun effect they're just not gonna do anything to win for u.
DEFENSE OF THE HEART - On the very short list for the deck and will probably make its way in when I end up trimming something else from the deck. Very good card.
Garruk Wildspeaker - Had him in the deck for a long time but just kept being disappointed with it compared to the power level of the stuff around him and eventually was taken out.
GREATER GOOD - On the short list for stuff that might go in but I think I have good enough card drawing in the deck right now but could always still make it.
RUDE AWAKENING - Played with this in the past and can be good to kill someone with sometimes but so far its just been a lot easier to kill with the other stuff I already have in the deck.
PRIMAL COMMAND - Was in the deck till Eldrazi but is also a lot better in 1vs1 as disruption than multi since its basically a lot more expensive tutor than the stuff already in the deck. Its ability to stop recursion seems good on paper but its never actually worked out right in actual play.
Centaur Glade - A good mana dump but is best used when u have inifinte mana but for making tokens so far I have like Ant Queen the most and probably Nemata, Grove Gaurdian second and probably this third.
This is my Rofellos list that I have been playing for a while now and is pretty solid. If you like playing big stuff real fast this is definitely a good general. A lot of people think he's kinda broken but I think his powerful ability is generally balanced by how easily he can be killed and I like playing powerful stuff anyway so that's about how I see it. The deck has a few cards in transition right now because of the release of Rise of the Eldrazi but its still a pretty tight list.
The 2 new Eldrazi creatures though are just about auto includes. Emrakul is so good that I beat my friend who played and flipped a turn 2 Erayo when I let my turn 2 Rofellos be counterd and then used summoning trap to put Emrakul into play giving me an immediate concession from him and Kozilek's card drawing is always welcome in a green deck that is usually a bit limited in that area. I may edit this post later with some more commentary on other cards when I have more time.
I took it out for the Eel Umbra because usually if soemone's gonna get removal through to Zur through my counters its only gonna happen once and with the Umbra you don't have to hold back mana to activate it. I'm not saying its strictly better or anything but its worked good so far.
You never cast Zur without haste unless you have counter backup unless you are absolutely sure your opponent absolutely can't do anything to disrupt him before he attacks.
I've found that my toughest matchups are against mono blue decks, but if you're a better player than they are they are still definitely winnable. Zur after all is probably a top 3 or so general when it comes to edh so its not really gonna be easy in any sense to beat him if the list is good and played by a good player.
Had it in the deck at one point and it is very nice at shuttting down opposing generals if the other deck really revolves around abusing their general but in matches where they are not trying to do that its a bit narrow so I just ended up using more cards that are good in many situations instead of ones that are great in just one situation.
I guess I could have been more specific, but by "rest of the game", I meant approximately the 2 turns that it lasted after that point. I wasn't sitting there playin by myself for a long time or anything I just drew some, cards played what creatures and artifacts i could with my mana and passed the turn a couple of times till it was over.
1 Omnath, Locus of Mana
Colorless Creatures
1 Kozilek, Butcher of Truth
1 Ulamog, the Infinite Gyre
Green Creatures
1 Sakura-Tribe Elder
1 Rofellos, Llanowar Emissary
1 Eternal Witness
1 Yavimaya Elder
1 Mold Shambler
1 Oracle of Mul Daya
1 Wickerbough Elder
1 Genesis
1 Acidic Slime
1 Ant Queen
1 Arashi, the Sky Asunder
1 Seedborn Muse
1 Kamahl, Fist of Krosa
1 Primeval Titan
1 Terra Stomper
1 Vigor
1 Cloudthresher
1 Gaea's Revenge
1 Spearbreaker Behemoth
1 Regal Force
1 Terastodon
1 Woodfall Primus
1 Solemn Simulacrum
1 Duplicant
Green Spells
1 Worldly Tutor
1 Nature's Lore
1 Three Visits
1 Kodama's Reach
1 Krosan Grip
1 Skyshroud Claim
1 Creeping Mold
1 Harmonize
1 Natural Order
1 Desert Twister
1 Summoning Trap
1 Tooth and Nail
1 Praetor's Counsel
1 Chord of Calling
1 Genesis Wave
Green Enchantments
1 Mirri's Guile
1 Survival of the Fittest
1 Sylvan Library
1 Defense of the Heart
1 Greater Good
1 Asceticism
1 Lurking Predators
1 Mana Reflection
1 Mana Vault
1 Sensei's Divining Top
1 Sol Ring
1 Emerald Medallion
1 Grim Monolith
1 Lightning Greaves
1 Darksteel Plate
1 Oblivion Stone
1 Helm of Possession
1 Nevinyrral's Disk
1 Vedalken Orrery
1 Mind's Eye
1 Spine of Ish Sah
My other decks
Niv-Mizzet, the Firemind
Zur the Enchanter
1 Niv-Mizzet, the Firemind
Blue Creatures
1 Gilded Drake
1 Lighthouse Chronologist
1 Trinket Mage
1 Cryptoplasm
1 Kira, Great Glass-Spinner
1 Thada Adel, Acquisitor
1 Vendilion Clique
1 Glen Elendra Archmage
1 Sakashima the Impostor
1 Sower of Temptation
1 Venser, Shaper Savant
1 Azami, Lady of Scrolls
1 Teferi, Mage of Zhalfir
1 Keiga, the Tide Star
1 Draining Whelk
1 Arcanis the Omnipotent
1 Inkwell Leviathan
Red Creatures
1 Taurean Mauler
1 Viashino Heretic
Artifact Creatures
1 Solemn Simulacrum
1 Duplicant
Colorless Spells
1 All is Dust
Blue Spells
1 Ancestral Vision
1 Pact of Negation
1 Brainstorm
1 Mystical Tutor
1 Trickbind
1 Counterspell
1 Mana Drain
1 Twincast
1 Rhystic Study
1 Capsize
1 Hinder
1 Last Word
1 Rite of Replication
1 Bribery
1 Desertion
1 Evacuation
1 Force of Will
1 Treachery
1 Future Sight
1 Time Spiral
1 Shattering Pulse
1 Into the Core
1 Insurrection
1 Fault Line
1 Starstorm
Artifacts
1 Relic of Progenitus
1 Sensei's Divining Top
1 Sol Ring
1 Izzet Signet
1 Lightning Greaves
1 Sapphire Medallion
1 Sky Diamond
1 Coalition Relic
1 Darksteel Ingot
1 Darksteel Plate
1 Oblivion Stone
1 Gilded Lotus
1 Mind's Eye
1 Mindslaver
Lands
1 Academy Ruins
1 Ancient Tomb
1 Boseiju, Who Shelters All
1 Caldera Lake
1 Cascade Bluffs
1 Faerie Conclave
1 Forgotten Cave
12 Island
1 Izzet Boilerworks
1 Lonely Sandbar
1 Maze of Ith
1 Minamo, School at Water's Edge
5 Mountain
1 Mystifying Maze
1 Reliquary Tower
1 Scalding Tarn
1 Shivan Reef
1 Steam Vents
1 Strip Mine
1 Temple of the False God
1 Vivid Creek
1 Volcanic Island
1 Wasteland
My other decks:
Omnath, Locus of Mana
Zur the Enchanter
I don't think scepter and things like orim's chant r redundant or win more, if u get that combo its obviously bad for your opponent but the scepter can be used with a lot of stuff in the deck like counterspell and putting a mana drain on it or the like is also ridiculously good and having the chant in the deck really helps against any other deck that's heavy on counters as if done properly you can use it to set up a big turn that will basically win the game for you in the long run.
The only planeswalker I would probably add would be the newest Jace but I don't own one so haven't tried to fit him in yet.
I also may replace the Auramancer with something else like Dark Confidant but he's still good in the fact that its a cheap way to get back an enchantment that you may really need that your opponent has already dealt with like Necro or O-Ring, etc. and pretty much everyone knows that Sensei's Diving Top is ridiculous and any time you can help your chances to always have that card in play with a Trinket Mage you should plus there r a few other things he can also get you if you really need them.
I also had Sunder in my list early on but eventually cut it as i really ended up wanting just one land clearing effect and I settled on Armageddon for that just for being a little bit cheaper and since it makes it much harder for your opponent to come back from if you are in position to cast it. Armageddon can turn a game thats even or you only have a slight advantage in to one that is an auto-win with no chance of recovery from your opponent.
About 3CC mana artifacts, I genrally don't like them either over 2CC ones but the Ingot and Relic are far superior to any other 3CC ones and alot of 2CC ones. Both give any color mana which is amazing and neither come into play tapped which also a bonus and the indestructible aspect has come in handy sometime on the Ingot and the extra mana that the Relic gives you if you don't use it one your turn is a pseudo accelerator which pretty much always helps.
Orzhov Signet - Doesn't produce blue
Talismans of Dominance & Progress - Not as good as my other 3 cost artifact mana producers
Hallowed Burial - absolutely terrible when in a deck that wants to play its general quickly
Seal of Doom - ok, but still not as good as the cheaper instant speed removal & not as flexible as O-ring
Runed Halo - Solitary Confinement is better
Thoughtseize - very good and might find room for but haven't gotten to it yet
Fact or Fiction - not necessary since i almost always get a really early Necropotence out
Energy Flux - terrible since i use a lot of artifacts that i want to keep in play
Stasis - ok, but not worth it since by the time I'm set up enough to have a lock with it, i've already won anyway
Lim-dul's Vault - ok, but not better than the tutors/darwers i already have
Treachery - too expensive
Pithing Needle - good, but haven't needed it really
Enlightened Tutor - Zur does the same thing i would use this mostly for but better and my other tutors r better
Esper charm - not powerful enough compared to the the rest of the stuff in the deck
Mystical Teaching - not good
The combos in this deck are for the most part pretty simple and usually involve generating infinite mana with Rofellos. With Rofellos on the board on turn 2 you can play Umbral Mantle on turn 3 equip him and be able to make Rofellos infinitely big by tapping himself for the 3 mana and kill someone that doesn't have any blockers and the next turn you'll have infinite mana with a fourth forest. Sword of the Paruns can be played on turn 3 and then equipped and activated infinitely on turn 4 when u have 4 Forests in play to give you infinite mana or you can just play it and equip it and activate it all at once to gain infinite mana as long as you have active Rofellos and 5 Forests in play. The best of all that if you get into play and is usually game over for anyone else involved is the Staff of Domination. This is best to play on turn 4 or 5 as long as you have 5 Forests in play because then you can use its untap target creature ability to untap Rofellos and 1 mana to untap itself to leave you with 1 extra mana each time you do both giving you infinte mana and then use the Staff's other abilities to gain infinite life, tap all your opponents creatures and draw your whole deck and then with your whole deck in hand you can play all your creatures including Kamahl and use his Overrun ability to make them all infinitely huge and then play concordant Crossroads to give them all haste and attack. If for some reason Concordant Crossroads has been exiled and you can't attack for some other reason you can also then play Unyaro Bees and sacrifice it to do 2 damage then use Regrowth to bring it back and play it and sacrifice it again then use Primal Command to put Regrowth and Bees back in your deck and draw them again play the Bees, sac it, Regrow the Command and repeat the process until everyone else is dead.
Hope these explanations help a bit.
The final table was a 5-man game of all the winners and this time I was up against Dralnu, Lich Lord, Reaper King, Cromat(5 color combo) & Rhys the Redeemed. This time I was able to Tooth n Nail on turn 5 for Emrakul & Seedborn Muse and this time took out the Cromat player cause he was a bit mana-screwed and fell behind everyone else. I actually never even attacked with Emrakul after that cause everyone else had pretty good defenses with Dralnu having an Evacuation in hand to stop anyone from attacking him, Rhys having a ton of tokens and Repear King said he wouldn't kill my Emrakul if I didn't attack him. The game stalled for quite a long time and in the meantime I just put up some large defenders including an Omnath, Locus of Mana and an Oblivion Stone. The game eventually turned when the Dralnu player played Time Spiral and my Mind's Eye allowed me to draw about half my deck which finally drew me into Dosan the Falling Leaf, Kamahl, Fist of Krosa, Umbral Mantle & Staff of Domination among other stuff. Luckily I was able to make it to my next turn with Rofellos still alive and I was able to get Dosan into play after fighting through Pact of Negation & Force of Will with Regrowth and Eternal Witness and that finally opened the door for me to draw the rest of my deck and play the artifacts and Kamahl and attack each player with infinitely large trampling lands winning the tournament. It all happened just in time too since apparently the next turn the Dralnu player woulda been able to take infinite turns with the stuff he drew.
+
Sakura-Tribe Elder (over Mwonvuli Acid-Moss)
Unyaro Bees (combos with Primal Command & Infinite Mana)
Oracle of Mul Daya
Nemata, Grove Gaurdian (was in earlier build, now back)
All is Dust
Defense of the Heart
Greater Good
Centaur Glade
Primal Command (was in ealier build, also back)
Wirewood Lodge
-
Firece Empath
Seedborn Muse (one of the best green cards but unfortunately I don't have a lot do to during my opponent's turn and so far hasn't been as great as could be in other green/x decks)
Not of the World
Mwonvuli Acid-Moss
Restock (still want to find a way to put this back in)
Desrt Twister (would also like to have back in)
Thousand-Year Elixer
Predator Flagship
Eternity Vessel
Yavimaya Hollow
1 Zur the Enchanter
Creatures
2 Trinket Mage
3 Auramancer
Enchantments
4 Diplomatic Immunity
5 Eel Umbra
6 Standstill
7 Copy Enchantment
8 Greater Auramancy
9 Daybreak Coronet
10 Oblivion Ring
11 Solitary Confinement
12 Aura of Silence
13 Empyrial Armor
14 Prison Term
15 Steel of the Godhead
Counterspells
16 Pact of Negation
17 Annul
18 Delay
19 Mana Leak
20 Miscalculation
21 Power Sink
22 Counterspell
23 Deprive
24 Mana Drain
25 Muddle the Mixture
26 Dissipate
27 Forbid
28 Hinder
29 Dismiss
30 Last Word
31 Cryptic Command
32 Force of Will
33 Misdirection
34 Condemn
35 Path to Exile
36 Swords to Plowshares
37 Winds of Rath
38 Mortify
39 Vindicate
Card Drawing/Tutors
40 Sensei's Divining Top
41 Vampiric Tutor
42 Demonic Tutor
43 Phyrexian Arena
44 Necropotence
45 Brainstorm
46 Mystical Tutor
Artifacts
47 Chrome Mox
48 Lotus Petal
49 Mana Crypt
50 Mox Diamond
51 Sol Ring
52 Azorius Signet
53 Dimir Signet
54 Isochron Scepter
55 Lightning Greaves
56 Coalition Relic
57 Crucible of Worlds
58 Darksteel Ingot
Other Good Stuff
59 Mind Twist
60 Capsize
61 Orim's Chant
62 Armageddon
63 Replenish
Lands
64 Adarkar Wastes
65 Arcane Sanctum
66 Boseiju, Who Shelters All
67 City of Brass
68 Drowned Catacombs
69 Flagstones of Trokair
70 Flooded Strand
71 Gemstone Mine
72 Glacial Fortress
73 Godless Shrine
74 Grand Coliseum
75 Hall of the Bandit Lord
76 Hallowed Fountain
83 Maze of Ith
84 Mistveil Plains
85 Mystic Gate
86 Plains
87 Polluted Delta
88 Reflecting Pool
89 Reliquary Tower
90 Seat of the Synod
91 Scrubland
92 Strip Mine
93 Sunken Ruins
96 Tundra
97 Underground River
98 Underground Sea
99 Wasteland
100 Watery Grave
Skullclamp has worked well just cause like it always has been it replaces your dead creatures with extra cards so you never run out of gas, plus if u have infinite mana and a token generator like Ant Queen but r worried about not winning immediately you can draw cards until u find the Concordant Crossroads and then attack anyone immediately with infinite tokens.
Thawing Glaciers has been a bit slow when I've drawn it but it hasn't hurt me yet and does do the job of filtering some lands out when u have extra mana to use.
Gaea's Cradle is not as good most of the time as a basic Forest when Rofellos is out early but when he's not and it does usually give you some extra mana.
I play against however many players I can find a game with, the example I mentioned about Emrakul was a 1v1 game but it was just pointing out how good it can be at times. I have a 1vs1 list of this deck that adds a lot of disruption in the form of land destruction and its pretty annoying and sick but that stuff isn't good when your playin 3 other people cause you can't kill everyone's lands and such like u can in 1v1. Theres also always the chance you're gonna have stuff stolen with blue spells but theres not much green can do about it anyway so worrying about it isn't gonna help and if its an enchantment style stealer like Treachery you can use cards like Creeping Mold, Mold Shambler, Acidic Slime, etc to get rid of them.
tedv already went over the first 2 cards so I'll skip those.
Sakura-Tribe Elder is not optimal because turn 2 your always gonna cast Rofellos and its 1/1 body doesn't mean anything. Nature's Lore is better because it costs the same and gets you the Forest untapped and thats the only 2 cost land searcher I run. The other land searchers in the deck gets you either 2 lands for 1 card or does something else as a bonus like Reap and Sow or Mwonvuli Acid-Moss
Chameleon Colossus - Other than his pro black, he's just gonna end up being another fatty but one that you have to sink mana into every turn and even if you have infinite mana he doesn't have trample. I had him in awhile ago and eventually took him out.
Wolfbriar Elemental - Was in the deck before Eldrazi came out but left to make room for the new cards. Best to make infinte tokens with but if I only make 4 to 6 since they're only 2/2's they're not really gonna win the game for me unless its played directly after a board sweeper.
Spike Weaver - Already on the short list of cards I might want to have in the deck but as of yet hasn't quite made it into the deck but it could still if I take something out. I like the ability to fog if I get attacked.
Deadwood Treefolk - I like Regrowth, Revive, Recollect and Restock more than him cause he's more expensive than the rest and the only bonus your getting for the extra mana is the possibility of doing 6 damage before he vanishes if he's not blocked.
Patron of the Orochi - Seedborn Muse is a lot better and a lot cheaper and Patron could help an opponent out too that's got green stuff. Patron's a huge target cause of his ability and for 8 mana I'm not even sure he overcomes the Risk/Reward.
Revive is just a worse reprint of Regrowth which along with Restock r the 2 best green recursion spells printed and I play both of those and a lot of games don't even need to cast them.
Beacon of Creation just gets up a small horde of chump blockers since you can't go infinite with it and unless u have Kamahl or another Overrun effect they're just not gonna do anything to win for u.
DEFENSE OF THE HEART - On the very short list for the deck and will probably make its way in when I end up trimming something else from the deck. Very good card.
Garruk Wildspeaker - Had him in the deck for a long time but just kept being disappointed with it compared to the power level of the stuff around him and eventually was taken out.
GREATER GOOD - On the short list for stuff that might go in but I think I have good enough card drawing in the deck right now but could always still make it.
RUDE AWAKENING - Played with this in the past and can be good to kill someone with sometimes but so far its just been a lot easier to kill with the other stuff I already have in the deck.
PRIMAL COMMAND - Was in the deck till Eldrazi but is also a lot better in 1vs1 as disruption than multi since its basically a lot more expensive tutor than the stuff already in the deck. Its ability to stop recursion seems good on paper but its never actually worked out right in actual play.
Centaur Glade - A good mana dump but is best used when u have inifinte mana but for making tokens so far I have like Ant Queen the most and probably Nemata, Grove Gaurdian second and probably this third.
1x Rofellos, Llanowar Emissary
Creatures
1x Solemn Simulacrum
1x Duplicant
1x Sundering Titan
1x Kozilek, Butcher of Truth
1x Emrakul, the Aeons Torn
1x Sakura-Tribe Elder
1x Viridian Zealot
1x Omnath, Locus of Mana
1x Dosan the Falling Leaf
1x Eternal Witness
1x Yavimaya Elder
1x Unyaro Bees
1x Mold Shambler
1x Genesis
1x Acidic Slime
1x Ant Queen
1x Seedborn Muse
1x Kamahl, Fist of Krosa
1x Silvos, Rogue Elemental
1x Terra Stomper
1x Vigor
1x Cloudthresher
1x Krosan Tusker
1x Panglacial Wurm
1x Regal Force
1x Terastodon
1x Woodfall Primus
1x All is Dust
1x Summoner's Pact
1x Worldly Tutor
1x Nature's Lore
1x Regrowth
1x Kodama's Reach
1x Krosan Grip
1x Reap and Sow
1x Skyshroud Claim
1x Creeping Mold
1x Harmonize
1x Momentous Fall
1x Natural Order
1x Primal Command
1x Chord of Calling
1x Summoning Trap
1x Tooth and Nail
Enchantments
1x Concordant Crossroads
1x Exploration
1x Mirri's Guile
1x Survival of the Fittest
1x Sylvan Library
1x City of Solitude
1x Defense of the Heart
1x Greater Good
1x Centaur Glade
1x Sensei's Divining Top
1x Skullclamp
1x Sol Ring
1x Lightning Greaves
1x Oblivion Stone
1x Staff of Domination
1x Umbral Mantle
1x Sword of the Paruns
1x Mind's Eye
Lands
1x Gaea's Cradle
1x Maze of Ith
1x Misty Rainforest
1x Reliquary Tower
1x Thawing Glaciers
1x Verdant Catacombs
1x Windswept Heath
1x Wooded Foothills
1x Wirewood Lodge
28x Snow-Covered Forest
The 2 new Eldrazi creatures though are just about auto includes. Emrakul is so good that I beat my friend who played and flipped a turn 2 Erayo when I let my turn 2 Rofellos be counterd and then used summoning trap to put Emrakul into play giving me an immediate concession from him and Kozilek's card drawing is always welcome in a green deck that is usually a bit limited in that area. I may edit this post later with some more commentary on other cards when I have more time.