yes yes, dryad is in this deck mainly for ramp, as blocker gardens is better. This is the point: sacrifice ramping for defense. If you have dryad you need also GSZ (and if dryad is in your hand, and you have only 1, it's useless....). That's why I don't know what is better: sometimes combo with gsz-dryad never happens, indeed gardens is always usefull but far from the ramping idea of this deck.
Animist's Awakening...
Is this the best card for this archetype since primeval titan?
https://encrypted-tbn1.gstatic.com/i...SEWG5_-myqcAUA
yeah, maybe.... with sensei or mirri it's very strong, but generally....of course if I spend 8 mana it's incredible, but with so many mana I'd like to cast a titan, wurcoil or eldrazi, the "aggro" plan is already begun. And with this cards you have to put all big creatures on the bottom.....
With 3 mana or less is useless I think (we reveal only 2 cards....with sensei can be ok, we can use animist also to put some useless cards on the bottom, without it it's a gamble).
With 4 or 5 mana can be interesting. But I don't know, really, I should try it.
IT goes ridiculously in G-based Tron decks in Modern. The bonus to Awakening is that, if you have Ancient Stirrings and Crop Rotation in your graveyard, you get to ramp if you hit a Post or a Vesuva.
What feels a little unappealing about it is the Spell Mastery part specifies just the lands it brings into play. ((I dream of all lands, but Wizards probably crushed that dream for a good reason))
It could be a good fit. My issue is the land count issue. Sensei's Divining Top helps a lot for timing, but how many lands would the deck need to pull this off consistently? To the testing.
Sidenote, I'm curious what Lands.dec will/won't do with this.
"Let go your earthly tether. Enter the void, empty, and become wind."
http://magic.wizards.com/en/articles...ive-2015-06-30
Your average deck is about 40% land. If you pay six mana for Animist's Awakening, you are likely to see two lands in the five cards you reveal. Are you willing to pay six mana to find the next two lands in your deck? Admittedly, there is a chance you will find more, but there is also a chance you will find less
When you look at Animist's Awakening, the limitations of the card are twofold.
This is not the card you want for early ramp. When you get to three or four mana, you really aren't looking for Animist's Awakening. If you are playing it and X is less than four, the odds say you are more likely to only hit one land. This would be a waste of the card. That early in the game, you probably aren't getting the spell mastery bonus either. This is just a feel bad
of course this article doesn't analyze 12post. I'd spend immediately 6 mana to have 2 cloudpost and 1 eye of ugin, or karakas+eye+cloud. Who cares if they are tapped. The problem is that with 6 mana I prefer a wurmcoil, activate oblivion stone, a GSZ to oracle, a titan. I don't need more ("theoretical") lands, I need to close the game.
I run a 1x Thespian and no Depths. It's a very useful land:
- It can copy a Maze to play early defense and switch to a Post when you're ready.
- It can copy Glacial Chasm in response to the cumulative upkeep trigger, buying time without having to sac an extra land as with Vesuva.
- In the mirror, it can sit as is until EOT and then tap to copy a Post. Effectively, it becomes a Post that doesn't count as a Locus during your opponent's following turn.
- It can draw Wasteland and become a basic land in response. You'd be surprised how many people don't realize that "basic" is a copyable supertype.
- It can copy an opposing Depths. This has taken my Lands matchup from unwinnable to merely terrible.
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I'm definitely going to test with this, especially with my build already at about 49% land. I've won enough games with Ugin to understand that the real power of his ultimate is the land you draw and play immediately. Casting this for something as low as even X=8 should be enough to win the game in short order. And this is an amazing topdeck if you're a bit flooded, as it wouldn't be hard to pull nearly every land in the deck so you draw gas.
Now I just need to figure out what to cut and how many to play…
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TheBoozeCube, can you show us your current build? Without awakening
What changes did you make and why? What do you think about the place of monoG post in current metagame?
byes are for girls!
I'm 100% going to play this card. The most powerful thing this deck does when it's not casting Titans or Eldrazi is playing multiple lands per turn. A card that lets you play multiple Locuses in a turn is absolutely worth playtesting at the very least, even if it ends up not being relevant enough to play.
My list is still very similar to the one I posted a few pages back, and I plan on cutting 1 Ancient Stirrings and 1 Explore for 2 of these. I don't really see what else I could cut without hurting consistency. Going down to 3 of each Ancient Stirrings and Explore seems better than cutting any of my lands, pithing needles, oracles or NOs. The other stuff in the deck isn't really even up for consideration to cut.
Lands won't do anything without a serious rebuild around it. Lands plays surprisingly few mana producing lands and doesn't ramp mana fast at all. In fact, at the point where I have more than say, four, spendable mana per turn, it often means I'm abusing the hell out of Loam+Thicket to triple Ancestral Recall each turn. Otherwise, the limited mana available goes into Port, Loam and PFiring.
Perhaps I can convince my opponents to donate to my Candelabra fund every time they kill the Magus. I'm happy to run it as a one-of that can be found in the right situations, but I wouldn't run multiples like I would with actual Candelabras because opposing creature removal would turn them into too many dead draws as you say. I'm not even sure I would use any if I didn't already use GSZ, but I think it is the best option available short of the genuine article.
Thanks for the Obstinate Baloth suggestion. Have you found Rest in Peace stopping Eldrazi shuffles to be a serious problem? I'm concerned that I'll get hymned post-RiP and lose threats (or an Eye) permanently.
I also prefer Oblivion Stone most of the time, but I've had awkward situations where I've needled Wasteland and then have to lose the needle when I use Oblivion Stone. To me this is the key problem with Stone. I've also been short of 8 mana to play and crack Stone on the same turn against Elves, so I cast it and my opponent Natural Ordered for Reclamation Sage and I lost. Basically there's a trade-off between time, mana, and selectivity between the two cards and I'm hedging by playing both. I can see moving to just one of them though. I'll experiment.
Exactly. Most of the time I felt that turn-one Zenith for Arbor was a waste of a GSZ unless I could rotate the Arbor into a Cloudpost, and on later turns I would rather wait to be able to Zenith for Oracle or Titan.Originally Posted by Morden
Originally Posted by maCHOOga
That's hysterical. I shall now order a Zuran Orb.
Regarding Animist's Awakening, I've found that when I have around 5 mana (I'm considering X=4 the lowest reasonable value) I usually want specifically Cloudpost and at higher mana want specifically Eye. I don't think I would be happy spending my whole turn to get a Bojuka Bog, Windswept Heath, and Glimmerpost when I could have played Map (or Reap and Sow, for that matter) to get the specific land I needed. I agree it's worth playtesting though. In the U/G version there's the possibility to Brainstorm lands onto the top and then cast Awakening for a low 3 mana which could be worthwhile.
Since i'm spending huge amounts of cash on this deck i'm getting a play set of these just to be on the safe side
Recently acquired 500 € of cards for this deck and am negotiating further trades / buys. So far i'm in for almost a 1000 €. a play set of Animist's Awakenings seems like child's play in compression...
So keep up the good work and keep posting any possible new cards for this deck, better get them while they are fresh.
I understand your fear, but RIP is absolutely necessary. Most of times, shardless puts surgical extraction in g2. If we have cloudpost or titan in the graveyard, it's very very dangerous. So, considering surgical, shaman and tarmo neutralized, delve cards neutralized, I think RIP it's a must card with shardless. The possibility to discard and lose an eldrazi are nothing compared to the benefits of this card: normally we have only 2-3 eldrazi in the deck, having one of them in hand and rip in play is not so frequent. If rip enters the battlefield (and remains, because I'm sure the opponent will try to decay it), we can win also without eldrazi, our titans attack with basically no defense (tarmo is 0/1 under rip, tasigur probably cost too much mana without delve.....)
totally agree. With stirrings, map, crop, I can CHOOSE wich land put into play. With animist you lose a round (you tap all lands to play it at reasonable value) and you risk to get no lands, or glacial chasm XD. Yes, if you spend 8 mana is great. Ugin is better with 8 mana, put another ugin instead animist XD. Also with 6 mana honestly......wurmcoil helped me soooo many times, like ugin. Put another wurm!!
I want a sorcery, 1G, that makes you searching into your library for a generic land and put into play tapped. THIS will be great.
I made some test with Khalni.....didn't pass. Every time I had it on the battlefield, against a creature, I alwasy told me "....with maze it would be better". No protection against flying, trample, it blocks only an attack. Interesting maybe with natural order, it gives you green mana and a creature to sac. I switch to 1 dryad and 1 gsz: gsz is like a fifth titan, but in case I have it in hand on early game, I can use for dryad. Reducing the number of dryad and gsz reduces also the probability to have both of them in hand. Dryad in hand is always uselles, I know, but can be a second land drop for explore in any case.
So I just goldfished a bunch of games with Animist's Awakening and it was bad. I play 2 x Exploration in my list and swapped those out, and every time I wanted it to be the Exploration. We are wanting to ramp turns 1-3, not turns 5-7. It just seemed like a win more card. Like others have said, I would rather be doing something else on turns 5+. I'm also trying a couple Carpet of Flowers in the board for blue MUs. That card ramps quite well.
I don't play GSZ in my list but if I did I would definitely play a dryad arbor. Seems like a no-brainer.
Also, how many people are playing mindbreak trap in the SB? Anyone consider playing a one-of flooded grove to hard cast it? You could instant speed get a grove with crop rotation if need be. Seems a little cute but not bad.
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