Do not underestimate Tendershoot Dryad, it served me quite well in Limited. It should be possible to support Ascend if your goal is to grind with it in the longer games.
Thanks for the feedback!
I've adjusted my list to "only" 3 colours. What are your thoughts?
Lands: 23
1x Bayou
1x Dryad Arbor
2x Forest
1x Ghost Quarter
2x Horizon Canopy
1x Karakas
1x Plains
2x Savannah
1x Scrubland
3x Verdant Catacombs
4x Wasteland
4x Windswept Heath
Creatures: 25
4x Deathrite Shaman
1x Gaddock Teeg
4x Knight of the Reliquary
2x Mother of Runes
1x Noble Hierarch
1x Qasali Pridemage
1x Ramunap Excavator
1x Scavenging Ooze
1x Scryb Ranger
2x Stoneforge Mystic
1x Sylvan Safekeeper
4x Thalia, Guardian of Thraben
1x Tireless Tracker
1x Voice of Resurgence
Spells: 12
4x Green Sun's Zenith
1x Sylvan Library
1x Abrupt Decay
4x Swords to Plowshares
1x Batterskull
1x Umezawa's Jitte
Sideboard:
1x Abrupt Decay
1x Bojuka Bog
1x Choke
2x Containment Priest
2x Ethersworn Canonist
1x Reclamation Sage
2x Surgical Extraction
3x Thoughtseize
2x Zealous Persecution
Brainstorm Realist
I close my eyes and sink within myself, relive the gift of precious memories, in need of a fix called innocence. - Chuck Shuldiner
I like Ant Queen way more than Tendershoot Dryad as at least it's a 5/5. If I'm going to run a 5-drop against decks like Pile I want something that's going to provide some value if it immediately eats a Bolt or K-Command or gets tagged by an edict effect. I'd prefer something like Titania, Protector of Argoth or even Thragtusk even if they're not traditional token-makers as they're almost guaranteed to provide some value.
Another consideration could be Garruk, Primal Hunter. His main downside is costing GGG, but he spits out 3/3 tokens and gets himself out of Bolt range right away. Alternatively, he can be cashed in right away to draw cards if you've already got a board presence.
I think he was specifically asking for GSZ targets that produce tokens.
If we are talking planeswalker I believe the best one for this deck is Garruk Relentless since he produces 2/2s and can act as removal, albeit a costly one, if necessary. His flip side abilities are also very relevant (great blockers, more tutoring, trample for kotr? yes please!).
4-5 cmc seems like a bit of a stretch. I guess I'm just looking for a huntmaster of the fells type card. ETB value, and can cause some serious value if left unchecked. Planeswalkers are great against 4c, just not Zenithable. Voice of Resurgence does a pretty alright job against them, since I don't think they have any form of exile. Ophiomancer can technically make value, only that it dies to everything and can't be zenithable. Caller of the Claw doesn't work well with zenith but can be pretty devastating against a deluge.
^^ This.
Unless you plan on using all your removal on strix, I'd stay away from the lady. You can always give it pro black with mom, but doing it for only 5 damage seems greedy. Now for a 10/10 knight or a 20/20 lage that would be a different thing...
Aren't you answering your own question? Huntmaster should be fine then. Master of the Wild Hunt is another 4 drop that creates a token a turn, but falls into the range of dying to Lightning Bolt. That's why I suggested Ant Queen, as it is a 5/5 that avoids Bolt. I can see having 8 mana available realistically as well, meaning you can Zenith for it and then make a token to avoid Edict. Most of the other token producers require a tap effect, so I think Ant Queen and Jade Mage are likely better (they can also both be activated several times a turn.) Jade Mage is cheaper to Zenith + activate (7 mana) but still doesn't avoid Bolt/KCommand as removal.
EDIT: If it's value you want, and not just more bodies, Eternal Witness seems very strong (if you haven't already included 1 in your 75.)
Brainstorm Realist
I close my eyes and sink within myself, relive the gift of precious memories, in need of a fix called innocence. - Chuck Shuldiner
Any tips on the Turbo Depths matchup?
My win and in for the top 8 is with a really good Turbo Depths player.
"eggs... why'd it have to be eggs"
As mention blessed alliance, KotR, obviously wasteland and ghost quarter, side in artifact removal against needles. Discard is also good in early turn. If you running mom use it and has for bop to block token. Turn 2, KotR is also good. Timing is the most important don't try to waste vs open green mana, Tax him play and fetch at his eot. Don't forgot about Sylvan Safekeeper. You have two options attack him early on Mana when he is tapped or side in special cards like Zealous Persecution. Very nice is also gsz for Granger to ping him constantly. To use combo he needs additional 2 Mana along with DD/TS. Keep in STP to gain time against fast token.
Would you bring in Decays and ZP? Seems like I could overboard pretty easily.
I’m running straight GW main with Cradle and Maze, side board is QC’s.
"eggs... why'd it have to be eggs"
All depends what you seen G1 and what is your opponent game plan on G2.
If you running GW with maze which isn't bad here
, you probably run 2 Qasali and any kind of additional removal like path to exile except swords to Plowshares. Maverick is favorable here since you have so many routes to interact like:
-stop combo by wasteland
-stop combo by ghost quarter
-block token with flyer and mom backup
-block token with maze
-kill token with STP
-kill token with path/blessed alliance
-bounce token with Karakas
-assemble own token if you run DD/TS(use their DD)
-kill their Mana base so they don't have Mana
Each other card which doesn't lead to those routes should be sided out, except Jitte.
Thanks!
I play all of this except GQ and Path. We play tonight.... I’ll let you know how It Goes!
Edit: lost 2-0.... game 1 he had turn 1 forest Safekeeper, turn 2 urborg, Crop Rotation, Dark Depths, hexmage.... game 2 he drew exactly what he needed while hellbent 3-4 turns in a row... including double map, Thoughtseize and Crop Rotation for the steppe. I drew zero wastelands bob games and still feel like it is a good matchup for us.
Last edited by lavafrogg; 04-05-2018 at 01:05 AM.
"eggs... why'd it have to be eggs"
Scenario from game 1 is interesting:
Turn 1:
Forest -> Safekeeper
Turn 2:
Urborg, -> Crop Rotation (from Forest) - so urborg stays inplay. - in this moment (while Crop is on stack) you have window to cast removal and opponent have to choose - losing Safekeeper or slowing down his combo by turn. Poper line is to cast that removal since on longer game you won't resolve any removal with safekeeper in play in row (mostly no mana, and first is blocked by Safekeeper).
Alternative good line is to cast removal on safekeeper right away in turn 1. It's depends on two factors - first factor does you have mana dork (if not you should cast removal turn 1, even if it only mean 'stone rain') second factor is draw/play situation - on draw this line is much more risky since you don't develop your board.
As Skizz said - it's Magic sometimes combo decks have everything and you can't stop them - like turn 1 AdN on draw, Belcher canon or Dark ritual thoughtsize, entomb, reanimate... BUT it is narrow best way to deal with those combo decks is to practice a lot, sometimes we just didn't saw window in time to break sequence of their plan.
There are currently 1 users browsing this thread. (0 members and 1 guests)