Good point, but NPH basically threw every notion of the color pie out the window. Green getting vindicate seems normal compared to Dismember, Gut Shot and Mental Misstep
Green is currently the only color that can deal with any permanent type.
As far as I know, green doesn't have a way to remove creatures (Unless you want to count big blockers as virtual removal). White is more of an issue, as it can kill everything sans lands.
I've been brewing a Burn at the Stake combo deck with this little ginger. I've been getting a stable turn 4 goldfish off of it, but I doubt it will ever be a viable deck choice for more than one tournament as it loses to
- Grave hate (Especially since ooze is going to be in standard)
- Removal
- Electrickery
- Riot control lol
I'd just go bant if I were you. Sure, you lose griselbrand and the removal, but Angel of Serenity and Sphinx's Revelation are probably the best things to drop off a plasm capture.
I saw one on ebay. Leaving the ridiculous price (750$ lolol) aside, the creator of the auction wrote that he pulled it out of a booster. Am I missing something? How does that work?
The Rootborn Defenses debacle proves that wotc can make mistakes (Or knows a couple things about viral marketing :P)
How does this work with frites? We are all about playing a fattie quickly and then maintaining board presence by constantly bringing them back. Biovisionary is a 2/3 for 3 that does nothing until there are 4 of them. How do we find all 4 or better yet, how do you propose we clone them while keeping our deck integrity.
He's a human for the Glory's Rise version. Huntmaster/staticaster/peddler are still better wincons imo
How often is chromatic lantern relevant? I feel like if you could wedge some Tendo Ice Bridges in you could probably use Everflowing Chalice. It comes down a turn sooner and can be used as 0 mana trash. Consequently, as far as the sideboard is concerned, Engineered Explosives and Chalice of the Void are both capable of dropping for 0, hate on relevant decks, and do little to muck up you deck. Also, Myr Battlesphere is a threat I feel I've seen in similar decks before.
I don't know if it's good enough, but Chromatic Star seems like a good fit. It can either fix your mana+cantrip, or cantrips when you trash it.
Actually, come to think of it, it might be fun to revamp the deck to have a base like sunrise combo used to. Lots of low cost artifacts, Lotus Blooms, and Reshapes.
Heck, reshape might be a good idea even without using the rest of my janky ideas. You've got the Urzatron. Turning a mana rock into a win condition from your deck seems fine.
I'm not seeing the interaction between Everflowing Chalice and Tendo Ice Bridge. Care to explain? As for Chromatic lantern vs. Chromatic Star, I prefer lantern because it actually makes the sphinxes castable, which I value over the cantrip effect. Reshape however, is an interesting one. I'll need to test that out. Running a toolbox with reshape seems like it could add a lot of consistency.
Sphinx of the Steel Wind can be a solid turn 3 vs jund i would think... also you don't have to just animate creatures, as a Darksteel Forge or two in the deck seem like wonderful additions.
Wow, I completely blanked on steel wind. That's definitely going in. Izzet charm was cut in testing, getting UR on turn 2 was hard with 14 colorless lands, but the utility is definitely worth it. Probably as a 2-3 of.
And Izzet Charm should replace Thirst for Knowledge. It fits the decks curve much better, because you are more likely to dump creatures in the grave on turn two and reanimate them on turn three.
It also adds more creature removal, wich seems needed to survive the early turns.
I can't see cutting TFK. It digs an extra card, and is essentially an instant speed divination that also bins a creature. Charm is good, and is probably getting included, but not over TFK. And in my opinion, they fill the same spot on the curve since UR on turn 2 doesn't happen often.
You could try a single Bridge from Below for shenanigans with Sharuum.
1. Get Bridge from Below, and 3 Sharuum in your 'yard
2. Trash for Treasure Sharuum.
3. Sharuum brings back Sharuum, killing both Sharuum. 2 Zombies
3. The second Sharuum Brings back Sharuum.
4. go to step 3
That's cute, but seems a little win more. Sharuum has been pretty weak, and I can't see putting in more to make this combo work.
Overall, I've made some changes in testing
-2 Inkwell Leviathan
-1 Sharuum
-1 Thirst for Knowledge
+2 Izzet Charm
+2 Sphinx of the Steel Wind
Inky was good in testing, but Sphinx just seems too good to pass up. Inkwell will be going straight into the board for the UW Restoration matchup. Sharuum was pretty weak, but is staying in as a 1 of, since he's a psuedo Trash for Treasure when you have lantern out. cutting a tfk for a charm seemed fine, considering they fill the same role. So here's the updated decklist
I've been a long time legacy player, and one of my favorite decks has always been Welder MUD. Being able to weld Sundering Titans and Wurmcoil Engines in and out of play was a blast. I wanted to play this deck in modern, but alas, goblin welder was a couple years before it's time. That's when I stumbled upon this card at my lgs' junk bin:
My dreams have come true
A couple late nights of infomercials gave me this deck list
Pyroclasm: It doesn't contribute to the overall strategy, but it lets this deck durdle longer, which is often the only thing keeping us alive.
Through The Breach: acts as a back up plan if you can't find a Looting/TFK, but it's not bad with sundering titan either
Scarecrone: This unassuming little guy is a team player. He brings back fatties, he cantrips, and if you have two of them out, it works as a rather janky draw engine. He is the weakest card in the deck by far, but he works rather well.
Wurmcoil Engine: The premier fatty. He's everything we want. A big body, lifegain, and sticks around after he dies. The only downside is his weakness to Path to Exile
Sundering Titan: Big poppa. He hit's the board and makes your opponent's shocklands cry. Then he dies and does it again. A 7/10 isn't bad either.
Inkwell Leviathan: 7/11, shroud, islandwalk. Need I say more? He's also hardcastable
Sharuum, The Hegemon: Although he's very difficult to cast (You can't play him without a Chromatic Lantern out), he's a 5/5 flyer with a reanimate tacked on. TtB/Trash him in for value.
Izzet Signet: As you might have noticed, we don't play a lot of colored mana sources. this fixes that problem.
Chromatic Lantern: Fixes all of the mana problems, plus it ramps us. Just remember, if you tap an urza land with lantern, you will get a single colored mana.
Expedition Map: Searches out an Urza land. Can also get a color source if you're struggling.
Turn one: Arbor Elf
Turn two: Domri Rade, +1
Turn three: any creature with first-strike (Ash Zealot off the top of my head(I'm looking at you Boros guild)) fight for value.
First strike does not affect fighting in any way. Deathtouch however
This is the first spoiler season in recent memory where the guy comes out with 5 foil mythics. Talk about outdoing yourself
Honestly I really dislike Selesnya charm in this deck. When I've tested it, it just didn't do anything for me. Against aggro, I could make a 2/2, but Azorious charm felt like an extremly better play on the attacker. When my opponent played a creature with power 5 or greater, it was usually a thragtusk + I uaually already had a billion wraths. I understand that its an instant speed removal spell, but its more situational than Azorious charm, and the pump effect seemed to have no use to me. Iv'e heard a billion different things about Entreat. I think the card has more pros vs cons. I originally ran none of them, and ran a third Angel of S and Sphinx's Rev instead. I felt this was incorrect. 3 Angels seemed to much, and Rev was good, but sometimes I really needed it to be a threat. Entreat can just unfairly win games. The cons are of course Sever and Mortars. Just side them out vs jund. Another thing I wanted in the deck was a lot of finishers. I wanted to be more proactive than my opponent most of the time, which helped me alot in the game 1 of all my mirror matches. Entreats casting cost was also very helpful because I could cast it for 5 if i needed to. Btw Garruk won me every game I played him in. Like no joke guys, this card is boss in a shell like Bant. I was surprised how he just took over games. He draws a billion cards with angel/tusk, he provides a consistant army in creature wars, and hes REALLY good against thragtusk. Your opponents thragtusk can only trade for so long. But I feel atm only 1 Garruk should go in the main. Even if I never had any trouble casting him, more might hurt me
Has anyone had better testing with S charm?
I'm currently playing 2 in the board of my list. It's pretty lackluster in most matchups EXCEPT for GW midrange. It takes out most of their threats, and it's really the only permanent answer to silverheart we have. It can also pump up resto to the point where it can eat thragtusks and smiters.
Good point, but NPH basically threw every notion of the color pie out the window. Green getting vindicate seems normal compared to Dismember, Gut Shot and Mental Misstep
As far as I know, green doesn't have a way to remove creatures (Unless you want to count big blockers as virtual removal). White is more of an issue, as it can kill everything sans lands.
- Grave hate (Especially since ooze is going to be in standard)
- Removal
- Electrickery
- Riot control lol
Here's the current list
4 Young Pyromancer
4 Augur of Bolas
3 Desperate Ravings
4 Battle Hymn
3 Uncovered Clues
4 Krenko's Command
3 Past in Flames
3 Reforge the Soul
2 Burn at the Stake
4 Faithless Looting
4 Steam Vents
4 Island
10 Mountain
3 Aetherling
3 Angel of Serenity
3 Thragtusk
Instants (14)
4 Sphinx's Revelation
2 Renounce the Guilds
4 Plasm Capture
4 Azorius Charm
2 Cyclonic Rift
4 Farseek
4 Supreme Verdict
1 Terminus
Land (25)
4 Breeding Pool
2 Cavern of souls
4 Hallowed Fountain
4 Hinterland Harbor
1 Island
1 Forest
1 Ghost quarter
4 Temple Garden
4 Glacial Fortress
The Rootborn Defenses debacle proves that wotc can make mistakes (Or knows a couple things about viral marketing :P)
He's a human for the Glory's Rise version. Huntmaster/staticaster/peddler are still better wincons imo
I'm not seeing the interaction between Everflowing Chalice and Tendo Ice Bridge. Care to explain? As for Chromatic lantern vs. Chromatic Star, I prefer lantern because it actually makes the sphinxes castable, which I value over the cantrip effect. Reshape however, is an interesting one. I'll need to test that out. Running a toolbox with reshape seems like it could add a lot of consistency.
Wow, I completely blanked on steel wind. That's definitely going in. Izzet charm was cut in testing, getting UR on turn 2 was hard with 14 colorless lands, but the utility is definitely worth it. Probably as a 2-3 of.
I can't see cutting TFK. It digs an extra card, and is essentially an instant speed divination that also bins a creature. Charm is good, and is probably getting included, but not over TFK. And in my opinion, they fill the same spot on the curve since UR on turn 2 doesn't happen often.
That's cute, but seems a little win more. Sharuum has been pretty weak, and I can't see putting in more to make this combo work.
Overall, I've made some changes in testing
-2 Inkwell Leviathan
-1 Sharuum
-1 Thirst for Knowledge
+2 Izzet Charm
+2 Sphinx of the Steel Wind
Inky was good in testing, but Sphinx just seems too good to pass up. Inkwell will be going straight into the board for the UW Restoration matchup. Sharuum was pretty weak, but is staying in as a 1 of, since he's a psuedo Trash for Treasure when you have lantern out. cutting a tfk for a charm seemed fine, considering they fill the same role. So here's the updated decklist
4 Wurmcoil Engine
2 Scarecrone
2 Sphinx of the Steel Wind
1 Sharuum the Hegemon
2 Chromatic Lantern
4 Izzet Signet
3 Expedition Map
4 Pyroclasm
2 Izzet Charm
3 Thirst for Knowledge
4 Trash for Treasure
2 Through the Breach
4 Urza's Mine
4 Urza's Tower
4 Gemstone Mine
2 Darksteel Citadel
4 Shivan Reef
My dreams have come true
A couple late nights of infomercials gave me this deck list
4 Trash for Treasure
Creatures
2 Sundering Titan
2 Inkwell Leviathan
4 Wurmcoil Engine
2 Scarecrone
2 Sharuum the Hegemon
2 Chromatic Lantern
4 Izzet Signet
3 Expedition Map
Dump/draw Spells
4 Faithless Looting
4 Thirst for Knowledge
Other stuff
2 Through the Breach
4 Pyroclasm
4 Urza's Power Plant
4 Urza's Mine
4 Urza's Tower
4 Gemstone Mine
4 Shivan Reef
2 Darksteel Citadel
The gameplan is to throw some big artifact creatures into the grave via Faithless looting/Thirst for Knowledge, then bring them back using Trash for treasure or Scarecrone.
CARD CHOICES
Trash for Treasure: Turning Signets into Sundering Titans since 2003. This is the reason to play the deck
Thirst for Knowledge: Draws you two cards while also binning a fatty. The reason to play blue.
Faithless Looting: The red Careful Study. Smooths out draws, while binning creatures. exactly what this deck needs.
Pyroclasm: It doesn't contribute to the overall strategy, but it lets this deck durdle longer, which is often the only thing keeping us alive.
Through The Breach: acts as a back up plan if you can't find a Looting/TFK, but it's not bad with sundering titan either
Scarecrone: This unassuming little guy is a team player. He brings back fatties, he cantrips, and if you have two of them out, it works as a rather janky draw engine. He is the weakest card in the deck by far, but he works rather well.
Wurmcoil Engine: The premier fatty. He's everything we want. A big body, lifegain, and sticks around after he dies. The only downside is his weakness to Path to Exile
Sundering Titan: Big poppa. He hit's the board and makes your opponent's shocklands cry. Then he dies and does it again. A 7/10 isn't bad either.
Inkwell Leviathan: 7/11, shroud, islandwalk. Need I say more? He's also hardcastable
Sharuum, The Hegemon: Although he's very difficult to cast (You can't play him without a Chromatic Lantern out), he's a 5/5 flyer with a reanimate tacked on. TtB/Trash him in for value.
Izzet Signet: As you might have noticed, we don't play a lot of colored mana sources. this fixes that problem.
Chromatic Lantern: Fixes all of the mana problems, plus it ramps us. Just remember, if you tap an urza land with lantern, you will get a single colored mana.
Expedition Map: Searches out an Urza land. Can also get a color source if you're struggling.
First strike does not affect fighting in any way. Deathtouch however
This is the first spoiler season in recent memory where the guy comes out with 5 foil mythics. Talk about outdoing yourself
I'm currently playing 2 in the board of my list. It's pretty lackluster in most matchups EXCEPT for GW midrange. It takes out most of their threats, and it's really the only permanent answer to silverheart we have. It can also pump up resto to the point where it can eat thragtusks and smiters.
Fetchlands are a major part of legacy and modern (to a lesser extent).