Warchief Giant is another great target for that Rite of Replication ...if all goes well, you attack each opponent with 6 creatures that have 5 power each !
I dont run that much lands because the clamps allow me to draw a lot of cards and I easily manage to play one land per turn with this setup. The elves also contribute the mana that i need. I would play more Sylvan Primordial but my playgroup restricted the card since it is so good.
I tried to add cards with interesting effects like Mindslaver to make the mono-green deck less predictable.
Basically, Retribution of the Ancients allow you to remove the +1/+1 counter on any number of your creatures to repeat whatever combo you do with undying.
Martyr's Cause can protect yourself, your team mates, your creatures and your team mate's creatures. The oracle text of that card is even stronger than it's printed text...sacrificing one creature will prevent all damage dealt by a Blasphemous Act or Earthquake.
Greater Gargadon offers a sacrifice outlet that cannot be destroyed. It's nice to always have the possibility to sacrifice your creatures whenever you need. In response to a Swords to Plowshares for example.
Skullclamp and sacrifice makes you draw like hell and once you manage to sneak a Flayer of the Hatebound in play, it will start to get oppressive since it can deal a lot of damage.
Cauldron of Souls is another way to continue bringing back your creatures.
Here are the cards that I consider interesting so far...
Sakura-Tribe Elder to ramp Cavalier of Flame to spend my mana to give haste to my creatures Saproling Burst pairs nicely with Cavalier...on turn 5, I can play both Cavalier and this, spawn 5 saprolings 2/2 and turn them all into 4/2 haste to attack for 27. Savor the Moment to play on the same turn as Fires of Invention ...I get an extra turn and I dont mind the fact that I cannot untap ...this is not as good if I have creatures in play. Time Warp because it's always good to have Ritual of Subdual ...I should be able to pay the upkeep for at least 3 turns, it doesnt prevent me from playing and it protects the Fires of Invention nicely Ancestral Vision to draw 3 cards at the expense of playing one spell Ertai, Wizard Adept ...I am not sure on this one but I think it could be a decent use for my free mana during my opponent's turn and allows me some control over what my opponent is playing. Glen Elendra Archmage is another choice in that line of thought. Mind's Eye allows me to spend that unused mana to draw cards.
Do you have other suggestions of cards that would fit nicely in a deck like this ?
Hi, I am looking for advices to make this deck better. The deck is already faring very good but it's always possible to improve.
Usually, I dont do much early game, I play my commander to have some defense, I grab a few cards thanks to my commander's ability and I control the worst threats to ensure that I survive till end game. Usually, my commander looks so weak that people dont waste the ressources to kill it and it stays around for quite some time In the end game I usually take a lot of extra turns and end up finding a way to win. This deck has been winning roughly 75% of the time in 4-5 player games which is a great ratio but I am always looking for suggestions to make it better.
I only have Knowledge Exploitation that really interacts with my commander, I am looking to add more cards that have an interaction with it.
A ruling situation happened at my local store today. One player had God-eternal Kefnet in play and he revealed Temporal Mastery with the Kefnet's ability.
He was pointing out that he can play the copy generated by kefnet for it's miracle cost minus 2 (U) and other players were pointing that he has to pay the converted mana cost of the card minus 2 (3UU).
I believe that he has to pay 3UU since the copy was not the first card drawn this turn, in fact it was never drawn.
Find a way to make the deck abusive maybe ? ...something like Prophet of Kruphix or Seedborn Muse to repeatedly untap your lands and Elemental Bond and Kiora, Behemoth Beckoner to ensure that you keep drawing more creatures when you play creatures during your opponent's turn....ending up with an army and a full hand.
I agree though that it would be hard to pay the kicker of the Rite of Replication and the upkeep of the Infernal Darkness
Turn 3: Transmute Dimir House Guard to fetch the card you need
Turn 4: Fires of Invention + Infernal Darkness
Turn 5 and after: Gray Merchant of Asphodel, Phantasmal Image, Clone, Dack's Duplicate, Vesuvan Doppelganger, Phyrexian Metamorph and friends
...you won't run out of life to pay the upkeep but they might =)
...and it's hard to deal with enchantments when all you can produce is black mana.
4 Joraga Treespeaker
4 Rofellos, Llanowar Emissary
3 Elvish Visionary
2 Eternal Witness
1 Yorvo, Lord of Garenbrig
2 Blastoderm
1 Conclave Naturalists
2 Primeval Titan
1 Greenwarden of Murasa
1 Sylvan Primordial
1 Ulamog, the Ceaseless Hunger
1 Ulamog, the Infinite Gyre
1 Sol Ring
4 Skullclamp
2 Lightning Greaves
1 Mindslaver
Enchantment (1)
1 Zendikar Resurgent
Planeswalkers (1)
1 Nissa, Worldwaker
Spells (7)
1 Green Sun's Zenith
2 Beast Within
2 Finale of Devastation
1 Tooth and Nail
1 All is Dust
18 Forest
2 Maze of Ith
I dont run that much lands because the clamps allow me to draw a lot of cards and I easily manage to play one land per turn with this setup. The elves also contribute the mana that i need. I would play more Sylvan Primordial but my playgroup restricted the card since it is so good.
I tried to add cards with interesting effects like Mindslaver to make the mono-green deck less predictable.
I hope it gives you ideas.
4 Butcher Ghoul
4 Hound of Griselbrand
3 Flayer of the Hatebound
4 Greater Gargadon
Artifacts (8)
1 Sol Ring
4 Skullclamp
2 Helm of Possession
1 Cauldron of Souls
4 Retribution of the Ancients
2 Martyr's Cause
2 Dictate of Erebos
Spells (7)
1 Demonic Tutor
4 Crackling Doom
1 Orim's Thunder
1 Utter End
Lands (22)
4 Mountain
3 Swamp
4 Plains
1 Phyrexian Tower
2 Orzhov Basilica
2 Boros Garrison
2 Rakdos Carnarium
2 Urborg, Tomb of Yawgmoth
2 Nomad Outpost
Basically, Retribution of the Ancients allow you to remove the +1/+1 counter on any number of your creatures to repeat whatever combo you do with undying.
Martyr's Cause can protect yourself, your team mates, your creatures and your team mate's creatures. The oracle text of that card is even stronger than it's printed text...sacrificing one creature will prevent all damage dealt by a Blasphemous Act or Earthquake.
Greater Gargadon offers a sacrifice outlet that cannot be destroyed. It's nice to always have the possibility to sacrifice your creatures whenever you need. In response to a Swords to Plowshares for example.
Skullclamp and sacrifice makes you draw like hell and once you manage to sneak a Flayer of the Hatebound in play, it will start to get oppressive since it can deal a lot of damage.
Cauldron of Souls is another way to continue bringing back your creatures.
I looked at other kicker cards but didnt see anything worth playing in this deck.
Turn 4: Fires of Invention
Turn 5: Ball Lightning + Rite of Replication with it's kicker cost paid...bam ! ...36 dmg trample =)
Wildborn Preserver would be another nice way to dump my mana.
Here are the cards that I consider interesting so far...
Sakura-Tribe Elder to ramp
Cavalier of Flame to spend my mana to give haste to my creatures
Saproling Burst pairs nicely with Cavalier...on turn 5, I can play both Cavalier and this, spawn 5 saprolings 2/2 and turn them all into 4/2 haste to attack for 27.
Savor the Moment to play on the same turn as Fires of Invention ...I get an extra turn and I dont mind the fact that I cannot untap ...this is not as good if I have creatures in play.
Time Warp because it's always good to have
Ritual of Subdual ...I should be able to pay the upkeep for at least 3 turns, it doesnt prevent me from playing and it protects the Fires of Invention nicely
Ancestral Vision to draw 3 cards at the expense of playing one spell
Ertai, Wizard Adept ...I am not sure on this one but I think it could be a decent use for my free mana during my opponent's turn and allows me some control over what my opponent is playing. Glen Elendra Archmage is another choice in that line of thought.
Mind's Eye allows me to spend that unused mana to draw cards.
Do you have other suggestions of cards that would fit nicely in a deck like this ?
Thanks !
Etienne
Usually, I dont do much early game, I play my commander to have some defense, I grab a few cards thanks to my commander's ability and I control the worst threats to ensure that I survive till end game. Usually, my commander looks so weak that people dont waste the ressources to kill it and it stays around for quite some time In the end game I usually take a lot of extra turns and end up finding a way to win. This deck has been winning roughly 75% of the time in 4-5 player games which is a great ratio but I am always looking for suggestions to make it better.
I only have Knowledge Exploitation that really interacts with my commander, I am looking to add more cards that have an interaction with it.
2 Snapcaster Mage
2 Baleful Strix
2 Phantasmal Image
3 Burnished Hart
4 Urza, Lord High Artificer
4 Solemn Simulacrum
4 Phyrexian Metamorph
4 Hostage Taker
4 God-Eternal Kefnet
4 Glen Elendra Archmage
5 Gray Merchant of Asphodel
5 The Scarab God
6 Duplicant
6 Massacre Wurm
6 Torrential Gearhulk
6 Consecrated Sphinx
6 Kokusho, the Evening Star
7 Diluvian Primordial
7 Rune-Scarred Demon
7 Sepulchral Primordial
7 Sphinx of Uthuun
0 Everflowing Chalice
1 Sensei's Divining Top
1 Mana Vault
1 Sol Ring
2 Scroll Rack
3 Commander's Sphere
4 Thran Dynamo
2 Animate Dead
3 Necromancy
3 Phyrexian Arena
3 Rhystic Study
4 Control Magic
5 Black Market
5 Treachery
1 Ancestral Vision
2 Demonic Tutor
2 Counterspell
2 Mana Drain
2 Merchant Scroll
2 Liliana's Triumph
2 Cyclonic Rift
2 Torment of Hailfire
3 Hero's Downfall
3 Disallow
3 Virtus's Maneuver
3 Vona's Hunger
4 Rite of Replication
4 Reins of Power
4 Damnation
4 Fact or Fiction
4 Cryptic Command
4 Syphon Mind
4 Insidious Will
5 Force of Will
5 Bribery
5 Time Warp
5 Temporal Manipulation
6 Curtains' Call
7 Nexus of Fate
7 Blatant Thievery
7 Knowledge Exploitation
9 Rise of the Dark Realms
9 Expropriate
9 Swamp
11 Island
1 Polluted Delta
1 Reliquary Tower
1 Sunken Hollow
1 Drowned Catacomb
1 Command Tower
1 Temple of the False God
1 Darkwater Catacombs
1 Myriad Landscape
1 Fetid Pools
1 Choked Estuary
1 Sunken Ruins
1 Dimir Aqueduct
1 Morphic Pool
I might be interested in adding Exsanguinate, Unfulfilled Desires, Gonti's Machinations, Loyal Subordinate and Breathstealer's Crypt (nice interaction with my commander and I dont play that many creatures)
A ruling situation happened at my local store today. One player had God-eternal Kefnet in play and he revealed Temporal Mastery with the Kefnet's ability.
He was pointing out that he can play the copy generated by kefnet for it's miracle cost minus 2 (U) and other players were pointing that he has to pay the converted mana cost of the card minus 2 (3UU).
I believe that he has to pay 3UU since the copy was not the first card drawn this turn, in fact it was never drawn.
I would like confirmation on this.
Thank you,
Kain
Heroic Intervention, Ghostway and Momentous Fall to ensure that you recover quickly from board sweepers
If you want to make the deck faster, there is always Burgeoning and bounce lands