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Post by JediCheese on Jul 23, 2013 2:28:31 GMT -5
So I picked up a Primeval Bounty and a Doubling Season at the store today in trade. I've been on the edge about building a Riku of Two Reflections deck and this may push it over the edge. It is interesting because you could play Future Sight, Magus of the Future, Izzet Paragon, Garruk's Horde, and Oracle of Mul Daya and play cards until you run out of mana. Plus if you want to be doubly sick, include Strionic Resonator and make even more copies of something. I could only image the absolute carnage caused by triple Oracle of Mul Daya's out and a Future Sight. My final thought is I would go with Clones as my primary win condition due to the new legend rule. I would rely upon other's playing awesome cards and then copy them with clones, wild richochets, and fork effects. And Mirror Gallery. Totally Mirror Gallery Because the only thing better than having one broken legendary creature, is multiple copies of the broken legendary creature.
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Post by Travis Lannoye on Jul 23, 2013 9:07:35 GMT -5
Might as well throw in Omniscience to make sure you never actually run out of mana...
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Post by JediCheese on Jul 23, 2013 9:35:39 GMT -5
Omniscience says from your hand so I don't think it would combo with the top of deck effects. Aluren though has no such restriction.
Also, you still need to pay mana to copy the creature/spell.
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Post by JediCheese on Jul 31, 2013 9:05:49 GMT -5
Brainstorm time! I need some end game creatures that get out of hand if you have multiple copies.
Ideally, they would be something like Avenger of Zendikar so when I get 2+ of them out, they combo together and get much better (if I build this deck, I dream of having 2+ Oracle of Mul Daya out and then doing kicked Rite of Replication, Twincasted with Riku, on an Avenger of Zendikar. Landfall for +10/+10 per plant with potential multiple landfall triggers per turn).
Other interesting creatures would be Verdant Force or Dragon Broodmother.
Any other suggestions?
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Post by Travis Lannoye on Jul 31, 2013 9:28:41 GMT -5
Avenger of Zendikar is the gold standard for this sort of thing in my book. I might consider Sylvan Primordial, Rampaging Baloths, Worldspine Wurm, Inferno Titan, Wurmcoil Engine, Myr Battlesphere, or Craterhoof Behemoth. If you want a non-creature finisher, maybe try Gelatinous Genesis.
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Post by JediCheese on Aug 2, 2013 11:36:57 GMT -5
I don't think Sylvan Primordial is all that great in multiples. Usually one or two is fine, but unless you are going to make 6+ of them and Armageddon the opponents it's not worth making a midrange number of them.
Wurmcoil Engine and Worldspine Wurm are ok choices, but other than being wrath proof I'm not sold on them. Worldspine Wurm especialy isn't all that great unless it dies.
With Craterhoof Behemoth, I'm on the fence. It definitely could turn into a game ending swing I have a critical number of creatures on the board. I just don't see the deck creating an army of 2/2 creatures to abuse his ability.
Inferno Titan and Rampaging Baloths are both good. The Titan was on my initial shortlist because he can burn out opposing enemies creatures even if you don't get too many copies.
Myr Battlesphere I think it's not worth it. It's too easy to have it as a win more card. Plus I would think that for being very marginal, it radically increases the hate the deck will face when it comes down.
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Post by JediCheese on Aug 3, 2013 9:40:26 GMT -5
So, I played some games with the deck. The version was an alpha build I threw together last night so it was pretty unrefined.
This deck can mana ramp so hard it's scary. One game I had all 13 basic lands and all 3 shock and 3 dual lands out (plus extra non-basics). Normally when you draw something like Rampant Growth late game it's a dead card, but in this deck you are going to get 2+ copies off of it.
The typical artifact mana acceleration that you find in most decks is meh (I'm taking out Darksteel Ingot and perhaps even Chromatic Lantern. Sol Ring is the only artifact mana ramp I would play).
The deck needs more draw. For some reason I wasn't playing some potential staples (Prophetic Bolt and Electrolyze). I don't know if cards like Invoke the Firemind or Stroke of Genius are worth it because x spells are somewhat hard to make worthwhile. For both color requirements and keeping mana requirements down, I think something like Harmonize/Divination would be ideal.
In the creature department, I realized I was missing Electromancer. Rampaging Baloths (due to the number of mana ramp cards that I could copy) and Dragon Broodmother were both insane. I'm also missing a number of clone creatures. I also need some tutoring effects like Summoner's Pact. I could also see Summoning Trap being broken in a blue heavy metagame.
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Post by JediCheese on Aug 21, 2013 1:07:36 GMT -5
This deck gets crazy in 4 player multiplayer. Clones get amazing and I'm never sad to see them in hand. Another point is that when you start with one great creature, when you get 2+ copies out their power multiplies non-linearly.
Had one game I kicked a Rite of Replication and then used Riku to make two kicked copies. The target: Sylvan Primordial! One sided armageddon ftw. Another game I had two Consecrated Sphinx to my opponents one.
One issue the deck has it's hard to defend yourself and your stuff. There have to be a few counterspells/exile stuff. Three cards I'm thinking about are Beast Within, Teferi, Mage of Zhalfir, and Counterflux for more disruption.
Cards I'm missing from the list: Body Double, Kiki-Jiki, the Mirror Breaker, Body Double, Vesuvan Shapeshifter, Temporal Manipulation, Time Stretch, Spitting Image, and Temporal Mastery.
The manabase is ok, but could be better. The pain lands should get changed to basic lands, filter lands, or the M10 come into play lands (and their Innistrad equivalents). As it stands, the deck can search out many basic lands so it's very important to keep the basic land count up (doubly true for forests).
General: Riku of Two Reflections
Lands: Hinterland Harbor Cascade Bluffs Flooded Grove Mosswort Bridge City of Brass Command Tower Misty Rainforest Forest x8 Mountain x5 Island x7 Stomping Ground Steam Vents Breeding Pool Volcanic Island Tropical Island Taiga Terramorphic Expanse Karplusan Forest Yavimaya Coast Polluted Delta Verdant Catacombs Flooded Strand Wooded Foothills
Creatures: Coiling Oracle Clone Phyrexian Metamorph Magus of the Future Phantasmal Image Progenitor Mimic Melek, Izzet Paragon Progenitor Mimic Sakashima's Student Vesuvan Doppelganger Vexing Susher Mulldrifter Trygon Predator Avenger of Zendikar Fierce Empath Palinchron Acidic Slime Garruk's Horde Golbin Electromancer Dragon Broodmother Rampaging Baloths Edric, Spymaster of Trest Azusa, Lost but Seeking Sylvan Ranger Consecrated Sphinx Solemn Simulacrum Wood Elves Sakura-Tribe Elder Eternal Witness Oracle of Mul Daya Yavimaya Elder Sylvan Primordial Guilded Drake
Instants: Wild Richochet Izzet Charm Electrolyze Prophetic Bolt Gather Specimens Summoner's Pact
Sorceries: Beacon of Tomorrows Walk the Aeons Time Warp Rite of Replication Kodama's Reach Farseek Rampant Growth Cultivate Explosive Vegetation Hull Breach
Artifacts: Skullclamp Strionic Resonator Sol Ring Chromatic Lantern Lighting Greaves Sensei's Divining Top
Enchantments: Parallel Lives Doubling Season Mana Echos Fires of Yavimaya
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Post by Zach on Aug 25, 2013 18:11:11 GMT -5
I vote worldspine wurm and wurmcoil engine. Even if the worldspine doesn't get wrath'd, it's still a friggen 15/15 with trample, and by the time he hits play, he'll one shot at least one of the people sitting at the table.
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Post by JediCheese on Sept 5, 2013 10:46:19 GMT -5
Is there a creature/spell that exiles target enchantment or artifact in green/red? Hull Breach is good, but I want to exile the card!
Edric, Spymaster of Trest and Azusa, Lost but Seeking have been been taken out. Edric doesn't drive attackers elsewhere typically. As to Azusa, I don't have extra lands to drop late game so it's less important to power them out.
Mana Echos is blah in the deck and is coming out. Colorless mana is not easily spent.
I haven't really added much as of yet. I'm looking into Spelltwine, Anger, and Genesis as possible additions.
I've played enough games that the general is feared. He hits the board and is promptly killed nearly every game. Doesn't matter, I had 9x 9/10 Plant tokens off an Avenger of Zendikar (fetch lands + Oracle of Mul Daya + mana ramp spells). Another game I had 13 Firemane Avengers (Battalion FTW!) ;D
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Post by JediCheese on Sept 6, 2013 7:56:21 GMT -5
I should also say that with this deck, you're going to need tokens. I'm currently working on various token ideas.
I haven't tried it yet, but I think I'm going to pick up a sheet of hard plastic and then cut it into squares the size of a hard sleeve. I can then use a whiteboard marker on it to indicate what tokens I have.
My other thought would be to wipe a foil and then write on it with a whiteboard marker.
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Post by JediCheese on Apr 29, 2014 22:09:12 GMT -5
Fires of Yavimaya vs Maze Runner vs Hammer of Purphoros vs Anger. I'm unsure if I should keep my haste ability as an enchantment or move it to Artifact or creature. I'll say Fires of Yavimaya is old enough that many people don't realize how amazing it is. Someone makes a mistake and plays a gigantic creature and I make 2+ copies of it with hasted clones and wipe out someone (oops, you die). I will say I like Anger, but I don't have any way to kill him myself and he's usually hard to get people to kill him. Hammer and Maze Runner and options, but I'm less enthralled with them.
About the weakest card I have still in the deck is Hull Breach. I'm still looking for a good exile card for artifact/enchantments.
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