[Archetype] Elemental Swarm (Formerly "The Nova Express") (Post-Morningtide)

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[INDENT][INDENT][Indent][INDENT][Indent][indent]ELEMENTAL SWARM[/indent][/indent][/indent][/Indent][/indent][/Indent]

Note: This thread was formerly called "The Nova Express." With the additions of Morningtide, a title change seemed appropriate.
Note also: This thread is in the process of a cleanup and revision for Morningtide. Please do not post new elementals threads. This one should be able to cover several of the builds.
IMAGE(http://resources.wizards.com/Magic/Cards/LRW/EN/Card140239.jpg)IMAGE(http://resources.wizards.com/Magic/Cards/MOR/EN/Card152533.jpg)IMAGE(http://resources.wizards.com/Magic/Cards/LRW/EN/Card140219.jpg)IMAGE(http://resources.wizards.com/Magic/Cards/TSP/en-us/Card118871.jpg)
IMAGE(http://resources.wizards.com/Magic/Cards/MOR/EN/Card152716.jpg)IMAGE(http://resources.wizards.com/Magic/Cards/LRW/EN/Card145811.jpg)IMAGE(http://resources.wizards.com/Magic/Cards/LRW/EN/Card146175.jpg)IMAGE(http://resources.wizards.com/Magic/Cards/PLC/en-us/Card124478.jpg)


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What is Elemental Swarm?
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Elemental Swarm is a catch all for strategies that abuse the mechanics of elementals to great synergy. This deck focuses on powering out huge elementals and cheap evokers, and can do so in a variety of ways. Perhaps the most powerful of these ways is through the use of Incandescent Soulstoke. This card is fragile, but when it works, it can lead to some utterly destructive turns. Thus, while the Soulstoke is an auto-include for its obvious strength, the deck has other ways of getting big creatures into play and a way to recur soulstoke in Morningtide’s reveillark. Finally, the deck is utterly full of creatures, so it can perform as straight up aggro.


Why should I play Elemental Swarm?
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This deck can have some of the most explosive turns of any deck in standard. It also has a little something for everyone. For Timmy, it has big creatures coming into play for cheap. For Johnny, the synergies between the various elementals makes for some excellent combos, and indeed, the deck can perform as a straight up combo deck if you get the soulstoke/champion/harbinger engine going. For Spike, every card in the deck is a threat. In some builds, literally every nonland card is an elemental (and some lands too, if you include mutavault). In addition to all this, Elementals are very modular, which means it is very easy to create a deck that is unique to you and displays the features you like from elementals without necessarily having to netdeck a list. Decks can be anywhere from 1 to 5 colors.


How do I play Elemental Swarm?
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The Nova Express walks on the borders of several different decktypes. It has elements of aggro, combo, midrange, and toolbox control. This makes it very flexible, and allows the sideboard to push the deck in whatever direction it needs to go. Individual builds will build in different ways to lead to emphasis on either of these strategies.

With this deck, one ideal situation is to have (at least) an Incandescent Soulstoke and a Flamekin Harbinger in play and a Nova Chaser or a Supreme Exemplar in hand. Soulstoke the chaser/exemplar into play, champion harbinger, swing, and when chaser/exemplar dies and harbinger returns, put another chaser/exemplar on top of your library. Rinse, Repeat. Harbinger can be replaced with any number of elementals with "comes into play" or "leaves play" effects to great advantage.

That said, it can be quite difficult to get this combination, and the deck is not reliant on it. You have a number of other cheap, huge creatures like Spectral Force and Walker of the Grove to get into play quickly. Brighthearth Banneret is amazing in that it reduces the cost of evoke in addition to the cost of the creature itself. Reveillark is there to help you recover post-wrath and to save your Incandescent Soulstoke after it inevitably dies, or to recur mulldrifters for lots of CA and tempo. Almost all your cards are beatsticks. Keep this in mind, and keep laying on pressure with the smaller creatures so that your finishers can make short work of the opponent.


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What new elementals have come out in Morningtide?

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Props to zsnowstorm for compiling this info:

Meadowboon 2WW
Creature - Elemental
When Meadowboon leaves play, put a +1/+1 counter on each creature target player controls.
Evoke 3W
3/3

Reveillark 4W
Creature - Elemental
Flying
When Reveillark leaves play, return up to two target creature cards with power 2 or less from your graveyard to play.
Evoke 5W
4/3


Shinewend 1W
Creature - Elemental
Flying
Shinewend comes into play with a +1/+1 counter on it.
1W, Remove a +1/+1 counter from Shinewend: Destroy target enchantment.
0/0

Floodchaser U
Creature - Elemental
Floodchaser comes into play with a +1/+1 counter on it.
Floodchaser can't attack unless defending player controls an Island.
U, Remove a +1/+1 counter from Floodchaser: Target land becomes an Island until end of turn.
0/0

Nevermaker 3U
Creature - Elemental
Flying
When Nevermaker leaves play, put target nonland permanent on top of its owner's library
Evoke 3U
2/3

Slithermuse 2UU
Creature - Elemental
When Slithermuse leaves play, choose an opponent. If that player has more cards in hand than you, draw cards equal to the difference.
Evoke 2U
3/3


Supreme Exemplar 6U
Creature - Elemental
Flying
Champion an Elemental
10/10


Festercreep 1B
Creature - Elemental
Festercreep comes into play with a +1/+1 counter on it.
1B, Remove a +1/+1 counter from Festercreep: All other creatures get -1/-1 until end of turn.
0/0

Offalsnout 2B
Creature - Elemental
Flash
When Offalsnout leaves play, remove target card in a graveyard from the game.
Evoke B
2/2

Stenchskipper 3B
Creature - Elemental
Flying
At end of turn, if you don’t control a Goblin, sacrifice Stenchskipper.
6/5

Brighthearth Banneret 1R
Creature - Elemental Warrior
Elemental spells and Warrior spells you play cost 1 less to play.
Reinforce 1R – (, Discard this card: Put a +1/+1 counter on target creature)
1/1


Pyroclast Consul 3RR
Creature - Elemental Shaman
Kinship - At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Pyroclast Consul, you may reveal it. If you do, Pyroclast Consul deals 2 damage to each creature.
3/3

Rage Forger 2R
Creature - Elemental Shaman
When Rage Forger comes into play, put a +1/+1 counter on each other Shaman creature you control.
Whenever a creature you control with a +1/+1 counter on it attacks, you may have that creature deal 1 damage to target player.
2/2

Seething Pathblazer 2R
Creature - Elemental Warrior
Sacrifice an Elemental: Seething Pathblazer gets +2/+0 and gains first strike until end of turn.
2/2

Spitebellows 5R
Creature - Elemental
When Spitebellows leaves play, it deals 6 damage to target creature.
Evoke 1RR (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.)
6/1


Stingmoogie 3R
Creature - Elemental
Stingmoogie comes into play with two +1/+1 counters on it.
3R, Remove a +1/+1 counter from Stingmoogie: Destroy target artifact or land.
0/0

Sunflare Shaman 1R
Creature - Elemental Shaman
1R,(TAP) : Sunflare Shaman deals X damage to target creature or player and X damage to itself, where X is the number of Elemental cards in your graveyard.
2/1


Vengeful Firebrand 3R
Creature - Elemental Warrior
Vengeful Firebrand has haste as long as a Warrior card is in your graveyard.
R: Vengeful Firebrand gets +1/+0 until end of turn.
5/2


Fertilid 2G
Creature - Elemental
Fertilid comes into play with two +1/+1 counters on it.
1G, Remove a +1/+1 counter from Fertilid: Target player searches his or her library for a basic land card and puts it into play tapped. Then that player shuffles his or her library.
0/0


Walker of the Grove 6GG
Creature - Elemental
When Walker of the Grove leaves play, put a 4/4 green Elemental creature token into play.
Evoke 4G
7/7



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Card Choices
Creatures
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KEY PIECES
Incandescent Soulstoke: The Elemental lord, another key card. This helps you get Chaser into play, gives him haste, pumps, and recycles him. Also helps get your elementals out of shock range, and gets in that extra damage.
Smokebraider: Vedalken Engineer for Elementals. Sick acceleration for a cheap price.
Brighthearth Banneret: Reduces the cost of elementals and even evoke. This means you can essentially have a terror that costs . Or you can have a :5: 10/10 flying.

OPTIONS:
Red:
Elemental Harbinger: One nova chaser, coming right up! Fetches enablers, removal, and can be championed for more than one usage.
Nova Chaser: The namesake of the deck. Huge power. Huge Power. Trample. With Haste, this dude can make for a very sad opponent. Champion can occaisionally cause problems, but usually it allows you to fetch another one of these dudes for next turn.
Spitebellows: 6 points of direct damage to target creature and a 6/1 body. Can be soulstoked into play for maximum effect.
Ashling the Pilgrim: Blows up the world. Great with vigor.
Inner-Flame Acolyte: Great for giving haste and/or pumpage to a chaser. Also makes a decent beat in a pinch.
Flamekin Bladewhirl: Savannah Lions. Hits hard.
Vengeful Firebrand: Big, haste, and firebreathing. Great for mono-red or Warrior hybrids.
Spark elemental: Generally a subpar choice but can have its place in some builds.
Sunflare Shaman: Good removal that is even better with vigor in play.
Grinning Ignus: More Acceleration. Great for midrange builds.
Hostility: Great for builds who specialize in direct damage, but you'd have to run quite a bit to make him really useful, since neither he nor his dudes have trample. Haste is a plus.
Greater Gargadon: Need to recover post-wrath? Gargy to the rescue! Also excellent with Pandemonium to get that last uh... 9 damage through.
Changeling Berserker: Champion, Haste, decent body. Just not too sure he's big enough to play a part in the combo version. Check him out for sligh builds.
Lightning Serpent: Good finisher, but slow. Again, better in sligh.
Storm Entity: Good with suspend stuff like rift bolt, decent 2 drop, but ultimately the deck doesn't have the resources to really make it effective.

Black:
Shriekmaw: SICK removal. Fear. Decent body. Pumped by Soulstoke. Tutorable with flamekin harbinger. Both costs reduced by Brighthearth Banneret. This guy is one of Lorwyn's best, and you'd do well to splash black if only just for him.
Dread: A possibility in Rakdos builds. Fear is great, but he isn't exactly synergistic with soulstoke. Another option though.
Mournwhelk: If you want a little more control. Still, I''m not sure this is all that great of a card - it's a bit too costly for such a small body. Might be good in the SB against control.

Green:
Spectral Force: The major reason to splash green (other than for sideboard utility, which, I suppose, is another major reason). Another fatty trampler, this one has more toughness at the cost of a bit of power. Excellent against Doran or Mono-black aggro.
Vigor: I like Vigor for his help against direct damage, especially since a single shock can ruin your nova chaser's day. Also has trample.
Walker of the Grove: Flexible beats. Excellent with soulstoke, but otherwise a bit expensive.
Timbermare: Great finisher, this guy is almost surely going to get through. Be careful though because he taps your creatures too.
Scryb Ranger: Some builds like her to untap incandescent soulstoke and the old favorite spectral force. Flash and Protection from blue makes her nice against faeries, but I think that she can clog things up if you get too many.
Groundbreaker: ball lightning elemental. Good stuff, but not sure there is space here. A greener, more aggro build might be able to handle him.
Briarhorn: Pump, championability, body. This is decent material, especially for more aggro builds.
Fertilid: Great for 5-color builds that run Horde of notions. Can be recurred with Reveillark

Blue:
Supreme Exemplar: 10/10 flying. For :6: or less. Champion here can be a blessing on top of the curse that is associated with it.
Mulldrifter: Card advantage? Yes please. Recurrable with Reveillark
Slithermuse: Excellent CA. Especially good against control.
Aetherspine: Boomeranger. Solid removal. Big body.

White:
Reveillark: Great body with an even greater effect. This retrieves your inevitably dead soulstokes, recurs mulldrifters, harbingers, bannerets, and braiders. Not to mention the fact that it flies and is fairly cheap.
Purity: Another great card versus direct damage.

Gold
Horde of Notions: Admittedly hard to pull off but you can’t argue with its ridiculous effect. Recur any elemental from the graveyard? Haste, trample, vigilance?
Saffi Eriksdotter: Returns your stoked elementals to play. Also good recovery.
Brion Stoutarm: Decent body but not the most useful card here. Still, I could see a build that uses him to advantage.



There is more creature discussion in the SB options


Spells:
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Heat Shimmer: Double your beats, double your fun. Also doubles Doran, teferi, and other legends to death.
Pandemonium: Excellent with the big beats, also helps clear the way. Just make sure the opponent isn't going to be using it. Also, it's kind of expensive, so you don't want too many in the deck to clog your hand. Can be better as a SB card
Rite of Flame: Good speed boost in mono-red builds. Can lead to loss of CA in the long run though.
Lash Out: I like this as removal a bit more than incinerate for this deck because it lets you scry 1, and has the potential of dealing 6 damage total.
Rift Bolt: Sorcery speed, but cheap removal. Good for builds utilizing storm entity or rift elemental
Incinerate: Solid removal and direct damage.
Shard Volley: Solid removal at the expense of a land. Not bad though.
Shock: Good for direct damage builds, especially with Hostility. Takes out Gaddock Teeg
Fatal Frenzy: I like Heat Shimmer better, but this card can be useful as a combat trick to win the game with a chaser.
Skred: Good for Mono-red snow builds, but only works with an almost completely snow manabase.
Browbeat: Great in Hostility builds, sort of janky otherwise.

Thoughtseize: A big problem with this deck is removal. Thoughtseize helps you prevent overextension and snags removal and other threats at a minimal cost.
Makeshift Mannequin: Retrieves dead creatures at instant speed. Excellent card.
Nameless Inversion: Solid, tutorable removal, and occasional pumpage. Gives Haakon a taste of his own medicine.

Wild Pair: Elementals can be optimized for wild pair, especially with the addition of Grinning ignus. Try it out!
Stonewood Invocation: Excellent against removal. Also excellent pumpitude.
Commune with Nature: Some builds run this to retrieve combo pieces. A 1-drop possibility.

Momentary Blink: Abuses Evokers and come into play effects. Recurrable.
Oblivion Ring: One of the best choices for removal if you run white.
Crib Swap: Another good choice, especially against Haakon and Akroma, Angel of Wrath. This one is a little more versatile because it is tutorable.


Lands:
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Primal Beyond: Automatic 4-of. Automatic.
Gemstone Caverns: Run as a singleton to get the jump on the opponent on occasion. This deck doesn’t mind a little colorless mana.
Terramorphic Expanse: Color fixer, Good for builds with Horde of Notions
Gemstone Mine: Color fixer
Mutavault: Since this deck doesn’t mind a little colorless mana, this card is supported here. Also makes a great champion target in a pinch.
Shimmering Grotto: Color fixer or more colorless. You decide.
Snow lands: sometimes people like to run skred
Mosswort bridge: (Almost) free spell with a Nova Chaser in play. Sometimes you get a gargadon, sometimes a land, but it can be pretty cool occasionally.
Safe Haven: It's not a mana producer, but it can do some sick things with soulstoked/evoked elementals. It has been suggested that this is a win-more but I'm not sure it is.
Vivid Crag: Mana fixing, but comes into play tapped. You decide.
Spinerock Knoll: Another possible Hideaway land, but the green one seems better, since you can't guarantee damage.


Sideboard Options:
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One of the best thing about elementals is their flexibility. Any of the creatures listed above can be included in the SB to push the deck in any direction it needs to go. You can also create a toolbox that can be transformative to the deck when you need it, for use with Harbinger. Removal might be necessary here in some cases. Here are some other potential SB Choices:

Sulfur Elemental: MAYBE ok against White Weenie, but I have yet to see much in the way of results, since most Kithkin have 2 toughness, especially when wizened cenn is around. However, it's great against control.
Pandemonium: Great against control, not so great against aggro.
Consuming Bonfire: Tutorable burn, Kills doran, the siege tower. But then again so does heatshimmer.
Manabarbs: great against control heavy metas, especially story circle, which is otherwise an autoloss for mono red
Magus of the moon: Best in Mono-red, obviously. Great against Doran.dec and other multicolored monstrosities.

Cloudthresher: For those meddlesome faeries/Eats Akroma. *shakes fist*. Might not be as good for builds that run Mulldrifter
Eyes of the Wisent: Great against blue control/faeries.
Stonewood Invocation:Great against Burn/other removal. Expensive though.
Krosan Grip or Naturalize: A must. There are many enchantments and artifacts that mess with this deck, including especially stuff like story circle.
Vigor: First strike now works to your advantage. Burn only makes your creatures stronger.
Lignify: Turns Akroma into a powerless tree.

Dust Elemental: Oh, you were Wrathing? Looks like you just wasted a card, and I can replay my creatures.
Purity: Burn/Storm getting you down?

Pithing needle: The king of SB cards. This disables your opponent's story circles like a monster.


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Sample Decklists
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OLD LISTS (pre-morningtide)
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refinement's RGb


Itoh's Build
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[deck= Supernova v5]
Creatures(25):
4*Flamekin Bladewhirl
4*Flamekin Harbinger
4*Smokebraider
4*Incandescent soulstoke
3*Spectral Force
3*Nova Chaser
3*Shriekmaw

Spells(11)-
4*Lash out
2*pandemonium
3*stonewood invocation
3*Heat Shimmer

Lands(23)
4*Mosswort Bridge
4*Karplusan Forest
1*Pendelhaven
2*Sulfurous Springs
10*Mountain

Sideboard(15)
2*Eyes of the Wisent
2*Cloudthresher
3*Krosan Grip
3*Greater Gargadon
2*Sulfur elemental
1*Dust elemental
1*Vigor
1*Heat Shimmer[/deck]


2 of Umezete's builds - Mono Red/ and R/B


Post Morningtide:
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refinement’s 5-color build
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[deck=Elemental Swarm]
Base
4*Incandescent Soulstoke
4*Brighthearth Banneret
4*Smokebraider
3*Flamekin Harbinger

Big
3*Nova Chaser
3*Supreme Exemplar
3*Spectral Force
1*Horde of Notions
1*Timbermare
1*Walker of the Grove

Support/Removal
4*Mulldrifter
3*Reveillark
3*Spitebellows
2*Shriekmaw

Lands
4*Primal Beyond
1*Gemstone Caverns
3*Gemstone Mine
4*Shivan reef
4*Karplusan Forest
3*Mutavault
2*Shimmering Grotto

SB
3*Cloudthresher
3*Eyes of the Wisent
3*Krosan Grip
3*Thorn of Amethyst
1*Spitebellows
1*Vigor
1*Spectral Force
[/deck]


more to come!


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Tips on Playing Elemental Swarm
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10 Reasons why Incandescent Soulstoke is an Amazing Card
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1) Cheat big creatures into play on your own turn. Duh. This is, of course, the most common use of soulstoke. Cheaply bring into play your nova chaser, supreme exemplar, spectral force, etc.

2) Get in an attack with an evoker. Also pretty common - get the benefits of CitP and leaves play effects, but at a reduced price, and with an attack on top. Best use of this reason would have to be reveillark.

3) Benefit from CitP effects and Champion. You do this all the time. Champion an evoker or harbinger. With Soulstoke, you ensure the champ will die at the end of the turn, and thus, ensure your CitP effect will happen.

4) Save colored mana. This is an important use in many color decks.

5) Make your elementals uncounterable. Key fact.

6) Cheat big creatures into play at the end of your opponent's (or, I suppose, your own) turn. This is something that may not have occurred to you (it didn't occur to me until it was later pointed out by I forget whom). According to the rules, if you play something during the end of turn step and it has an effect that triggers at EOT (i.e., incandescent soulstoke's ability), it will not trigger until the next EOT step. Thus, you can have two soulstoked creatures in play at once. This wasn't as big of a deal before because it wasn't as likely that you'd have two big creatures in your hand. But with the depth that elementals have now, it is important to realize this. Combo this with the next reason for extra points.

7) TIMBERMARE. Holy crap this guy is amazing tech with lil' stokey. Think about it. First, if used during an opponent's turn, it can tap all the opponent's creatures and stop them from attacking. This can be the difference between life and death. If an opponent is loading up for his final attack, after which you will inevitably die, and you stoke out a timbermare before combat begins, you can save your own life. Second, if you stoke mare at the end of an opponent's turn, you will tap all of their blockers (including anything with vigilance) and be able to untap your creatures (whether you decide to pay the echo is up to you). You'll also be able to use soulstoke again, so if you have 8 mana, you might end up swinging for 17 or more with a chaser or exemplar and timbermare.

8) Stoke out a blocker. Great combat trick that is underused (though perhaps not as useful as stoking out an attacker). This is especially nice with a big creature like spectral force that will inevitably kill the other player's dude.

9) Save an evoker's life. An important use - if you evoke an elemental, then soulstoke a Nova Chaser or Supreme exemplar into play, then champion the evoker before the evoke trigger, when the champ dies, the evoker will return to play safe and sound.

10) Oh yeah: it gives all your creatures +1/+1.




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Matchups
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UNDER CONSTRUCTION


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Special Thanks Goes To:
Hodoku - for the fantastic blueprint/images.
Itoh - Big help in the early stages and up.
zsnowstorm - For compiling the Morningtide info.
Umezete - For championing our builds here and elsewhere
And everyone else who continues to post ideas and lists, thanks.
Reserved for future use
This is a build I am running currently but I will be updating the deck soon.



4 x <a href="http://gatherer.wizards.com/Pages/Card/Details.aspx?name=flamekin+bladewhirl" class="autocard-link" data-image-url="http://gatherer.wizards.com/Handlers/Image.ashx?type=card&amp;name=flamekin+bladewhirl">flamekin bladewhirl</a>
4 x <a href="http://gatherer.wizards.com/Pages/Card/Details.aspx?name=flamekin+harbinger" class="autocard-link" data-image-url="http://gatherer.wizards.com/Handlers/Image.ashx?type=card&amp;name=flamekin+harbinger">flamekin harbinger</a>
4 x <a href="http://gatherer.wizards.com/Pages/Card/Details.aspx?name=spark+elemental" class="autocard-link" data-image-url="http://gatherer.wizards.com/Handlers/Image.ashx?type=card&amp;name=spark+elemental">spark elemental</a>
4 x <a href="http://gatherer.wizards.com/Pages/Card/Details.aspx?name=soulbright+flamekin" class="autocard-link" data-image-url="http://gatherer.wizards.com/Handlers/Image.ashx?type=card&amp;name=soulbright+flamekin">soulbright flamekin</a>
4 x <a href="http://gatherer.wizards.com/Pages/Card/Details.aspx?name=incandescent+soulstoke" class="autocard-link" data-image-url="http://gatherer.wizards.com/Handlers/Image.ashx?type=card&amp;name=incandescent+soulstoke">incandescent soulstoke</a>
4 x <a href="http://gatherer.wizards.com/Pages/Card/Details.aspx?name=inner-flame+acolyte" class="autocard-link" data-image-url="http://gatherer.wizards.com/Handlers/Image.ashx?type=card&amp;name=inner-flame+acolyte">inner-flame acolyte</a>
4 x <a href="http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Nova+Chaser" class="autocard-link" data-image-url="http://gatherer.wizards.com/Handlers/Image.ashx?type=card&amp;name=Nova+Chaser">Nova Chaser</a>

4 x <a href="http://gatherer.wizards.com/Pages/Card/Details.aspx?name=incinerate" class="autocard-link" data-image-url="http://gatherer.wizards.com/Handlers/Image.ashx?type=card&amp;name=incinerate">incinerate</a>
4 x <a href="http://gatherer.wizards.com/Pages/Card/Details.aspx?name=rift+bolt" class="autocard-link" data-image-url="http://gatherer.wizards.com/Handlers/Image.ashx?type=card&amp;name=rift+bolt">rift bolt</a>
4 x <a href="http://gatherer.wizards.com/Pages/Card/Details.aspx?name=rite+of+flames" class="autocard-link" data-image-url="http://gatherer.wizards.com/Handlers/Image.ashx?type=card&amp;name=rite+of+flames">rite of flames</a>

2 x <a href="http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Keldon+Megaliths" class="autocard-link" data-image-url="http://gatherer.wizards.com/Handlers/Image.ashx?type=card&amp;name=Keldon+Megaliths">Keldon Megaliths</a>
2 x <a href="http://gatherer.wizards.com/Pages/Card/Details.aspx?name=ghitu+encampment" class="autocard-link" data-image-url="http://gatherer.wizards.com/Handlers/Image.ashx?type=card&amp;name=ghitu+encampment">ghitu encampment</a>
7 x <a href="http://gatherer.wizards.com/Pages/Card/Details.aspx?name=mountain" class="autocard-link" data-image-url="http://gatherer.wizards.com/Handlers/Image.ashx?type=card&amp;name=mountain">mountain</a>


I am going to most likely turn it into R/G/W For the tools and creatures. The Sideboard is basically Doran and Control hate. Which I found to be my worst match ups. My build has trouble meeting Doran's power. He pretty much shuts the deck down as well. Control is just not wanting to die.
A hybrid elemental-warrior decklist. It can be constructed for cheap, too.



Course, it's untested.
Whoo-hoo, I get special thanks! I haven't been doing much with elementals because honestly the lack of 2-drops caused me fits but morningtide seems to recify that so I'll be advocating my RGB build as soon as morningtide comes out.

Sliverking01- I thought we agreed that Spark elemental is horrible. Yeah it does 3 damage but then what? Doran and control are the decks worse matchups though so yeah a substancial amount of SB should probaly go to them.
Whoo-hoo, I get special thanks! I haven't been doing much with elementals because honestly the lack of 2-drops caused me fits but morningtide seems to recify that so I'll be advocating my RGB build as soon as morningtide comes out.

Sliverking01- I thought we agreed that Spark elemental is horrible. Yeah it does 3 damage but then what? Doran and control are the decks worse matchups though so yeah a substancial amount of SB should probaly go to them.

I agreed I just havent updated the decklist. I will replace it with a 2 smokebraiders and 2 gargadons.
I agreed I just havent updated the decklist. I will replace it with a 2 smokebraiders and 2 gargadons.

Oh okay then.

I'm not doing too much until I know all of morningtide but that elemental that does 6 when leaving play seems to give mono-red and RB versions an answer to Doran.
agree on the doran killer. I will work on the deck more when Morningtide comes out or at least fully spoiled. Till then I will being playing my monored build.
It's important to note that Heat Shimmer can kill Doran in a pinch. It's also Nova Chaser and Supreme Exemplar's best friend, which puts it in most builds anyway ... but players of this deck should always remember that one of their best offensive cards is also capable of killing one of its worst enemies (and when Vedalian Clique is inevitably played in Faeries it's a good answer to them too, because you get the Thoughtseize effect too). I'm pretty sure it's relevant.

Anyway, I've been running a R/G Pandemonium build and I have to say, that's looking less and less appealing every time I see a new Morningtide development. In between Supreme Exemplar, Primal Beyond, and Reveillark, I think I've easily got enough reason to expand the colors and maybe take a bit less emphasis off the hyperactive speed that my current build seems to like playing at. Right now I'm working with the following:



Obviously my mana base could use some serious work, but the fact is that even without perfect fixing this deck is aggressive as hell. Winning on the 4th turn is not at all beyond this deck's capabilities, but it sorta rolls over to strong early disruption.

I'll edit or repost with a tentative post-Morningtide build once I have one worked out.
It's important to note that Heat Shimmer can kill Doran in a pinch. It's also Nova Chaser and Supreme Exemplar's best friend, which puts it in most builds anyway ... but players of this deck should always remember that one of their best offensive cards is also capable of killing one of its worst enemies (and when Vedalian Clique is inevitably played in Faeries it's a good answer to them too, because you get the Thoughtseize effect too). I'm pretty sure it's relevant.

Yeah, we know Sorry if I forgot to put that info in the prearchetype

The problem with heat shimmer is that it's sometimes simply a dead card. If you don't have a good target it's pretty useless, and not having a champion target for your copy of chaser or exemplar means you don't have a good target. That said, I think it's gained a lot of power back with the additions of reveillark and spitebellows. I'm strongly considering it for my build.
As far as pandemonium goes, we've discussed it before, and in testing it is very bad against aggro decks. it might be better with the addition of exemplar but the main thing is it's an auto-death for soulstoke and smokebraider. That said, it can be inordinately powerful in the right hand.

Also, keep in mind that you don't really want more than one at a time.
Yeah, we know Sorry if I forgot to put that info in the prearchetype

The problem with heat shimmer is that it's sometimes simply a dead card. If you don't have a good target it's pretty useless, and not having a champion target for your copy of chaser or exemplar means you don't have a good target. That said, I think it's gained a lot of power back with the additions of reveillark and spitebellows. I'm strongly considering it for my build.

Yeah that's the reason I don't run shimmer even in SB. I rather spend the space on magus of the moon, detrivore, and more Doran hosers.
A hybrid elemental-warrior decklist. It can be constructed for cheap, too.



Course, it's untested.

Keldon marauders + battle axe is sick. Why zoetic cavern over mutavault?
Yeah that's the reason I don't run shimmer even in SB. I rather spend the space on magus of the moon, detrivore, and more Doran hosers.

Also, Shimmer is sorcery speed, so it can't pull off some of the tricks that blink and mannequin can.
As far as pandemonium goes, we've discussed it before, and in testing it is very bad against aggro decks. it might be better with the addition of exemplar but the main thing is it's an auto-death for soulstoke and smokebraider. That said, it can be inordinately powerful in the right hand.

Also, keep in mind that you don't really want more than one at a time.

Yeah, Pandemonium is an incredibly risky card against aggro ... you absically have to win the turn you put it into play. Fortunately, with a Soulstoke and a Smokebraider in play, or on any turn after turn 5, that's actually not that hard unless you've been disrupted a lot. Unfortunately, sticking both of those creatures against aggro (or surviving for 6 turns without your plans going awry) is in itself pretty hard. Overall I think the (unstable) potential it has for absolutely abusive plays makes it a good maindeck choice right now ... but after Morningtide there will be so many good additions to the deck that it'll have to come out. I expect there will probably still be matchups in which it's really useful, but finding SB space might be hard. Overall I REALLY WANT to play it (especially with Wanderer of the Grove and Spitebellows coming in) but I'm expecting that including it will commit me to a strategy too unstable to be justified.
Refinement, it's because I forgot Mutavault existed. Of course, the cavern is a great budget option.

And I like the multicolor build you posted. I really would try and cram in an extra braider, possibly at the expense of flamekin harbinger. Is shimmering grotto really that good?
Refinement, it's because I forgot Mutavault existed. Of course, the cavern is a great budget option.

And I like the multicolor build you posted. I really would try and cram in an extra braider, possibly at the expense of flamekin harbinger. Is shimmering grotto really that good?

Probably right on the braider.

I like grotto b/c the deck doesn't really care about colorless but grotto can color fix when necessary. Then again I might need more colored lands for 1-drops. The build is untested so I think I'll probably end up running expanse, seeing as I might cut down on harbingers. Expanse might allow Horde of notions, which would be nice, especially with the new evokers.

I reallllllllly wish city of brass were around.
I've mentioned it on the other thread, but for a 5-color build what do you guys think of this as a mana base: a R/G main with 3-color splash (there's 12 cards that can produce any type of mana)...

4 Primal Beyond
4 Smokebraider
4 Birds of Paraidse
4 Karplusan Forest
5 Forest
5 Mountain

Maybe put in Vivid Crag, even though I'm trying to stay away from the "comes into play tapped" lands... they really slow down me a lot.

Anybody have any other suggestions??
This is my take on elementals after morning tide, which besides the land and the 10/10 flier hasn't given elementals much (well I guess changlings will be fit in). I am not really a fan of champions so I don't run nova chaser but I figure this is the right place to post this.

creatures (28, 16 elementals)
4 * birds of paradise
4 * quirion dryad - lots of different colored spells, budget alternative to tarmo.
3 * smokebraider
4 * troll ascetic - just a house I love these guys, helps elementals control the board a little, great againist control
4 * incandescent soulstoke
4 * mulldrifter - with birds + braiders + primal beyond pretty much an auto include
3 * spectral force - my favorite green elemental
2 * hostility - my favorite red elemental

spells (8 all instants to gain the most from hostility, either suprise blockers or an overrun)
4 * shock
4 * incinerate

planeswalkers
2 * garruk Wildspeaker - 28 creatures maindeck makes him amazing, plus he can untap primal beyond for some amazing mana fixing

Lands
4 * karplusan forest
4 * primal beyond (morningtide)
2 * treetop village
5 * forest
7 * mountain

sideboard

4 * shriekmaw - if more removal is neccessary
2 * quagnoth - great againist control and discard
3 * kosan Grip
2 * primal command - really underrated card, great againist hakkon decks
2 * cloudthresher - either more beef, or a great card againist faeries
2 * molten disaster - split second ftw

I've pretty much been running this except the elemental land (I just used 2 terramorphic expanse, and 2 islands for the mulldrifter) it has been very successful, and have playtested with elemental land and it works very well, I haven't a problem casting the drifter which really makes this deck work.
This is my take on elementals after morning tide, which besides the land and the 10/10 flier hasn't given elementals much (well I guess changlings will be fit in). I am not really a fan of champions so I don't run nova chaser but I figure this is the right place to post this.

...

Elementals actually got quite a few things with morningtide. You might checkout the icd threads for reveillark and brighthearth banneret to begin, there are a few others listed in the card choices section above.

I don't see how soulstoke is really beneficial to your build with the exception of the extra +1/+1. Braider too is much less useful with all of the non-elemental spells you have.

Ascetic is of course very good, but with the base of elementals you have there are plenty of better choices, nova chaser being one of them. I don't think shock is very good in this meta. True, it's a 1-drop, but removal is more necessary for much larger creatures (though admittedly, it kills ascetic on a tap out, and of course our very own nova chaser). Then again, if you can get hostility into play, it becomes decent, but that can be difficult. Hostility is a good card, but it's not great unless you have a lot of burn to support it.
I've mentioned it on the other thread, but for a 5-color build what do you guys think of this as a mana base: a R/G main with 3-color splash (there's 12 cards that can produce any type of mana)...

4 Primal Beyond
4 Smokebraider
4 Birds of Paraidse
4 Karplusan Forest
5 Forest
5 Mountain

Maybe put in Vivid Crag, even though I'm trying to stay away from the "comes into play tapped" lands... they really slow down me a lot.

Anybody have any other suggestions??

It really depends on the build. I'm working on one that is terramorphic expanse based, and one with a shimmering grotto base, but it really depends on what cards you're running and their individual mana costs.
My current build for 5-color is terramorphic expanse, and honestly it's just too slow. I've lost quite a few games just by one turn just b/c I have 8 "come into play tapped" lands.

I'll more than likely be running something that is extremely similar to the "Reign Supreme" deck that you have posted a little bit down, except including Horde of Notions b/c Notions is just ridiculous. The only thing I'm worried about when it comes to my mana base is not having that key forest to play Birds of Paradise, since smokebraider and primal beyond can't activate birds. I dunno... any suggestions??


Oh and edited: What is Mudspinner?? I saw the card up top and I've looked and looked and I can't find it anywhere, pre and post-Morningtide. It says excellent CA next to it, so wondering what it is!! Thanks
Elementals actually got quite a few things with morningtide. You might checkout the icd threads for reveillark and brighthearth banneret to begin, there are a few others listed in the card choices section above.

I don't see how soulstoke is really beneficial to your build with the exception of the extra +1/+1. Braider too is much less useful with all of the non-elemental spells you have.

Ascetic is of course very good, but with the base of elementals you have there are plenty of better choices, nova chaser being one of them. I don't think shock is very good in this meta. True, it's a 1-drop, but removal is more necessary for much larger creatures (though admittedly, it kills ascetic on a tap out, and of course our very own nova chaser). Then again, if you can get hostility into play, it becomes decent, but that can be difficult. Hostility is a good card, but it's not great unless you have a lot of burn to support it.

I've looked at reveillark and brighthearth banneret, I think reveillark is better in builds that rely on the soul stoke nova chaser harbringer combo, because it brings back the other combo pieces mine is more of a straight up aggro version. as far as the brightearth banneret, I like it but I think its more to help out with elemental decks that don't run green.

The smoke braiders may be moved to the side board in all honesty, but I like them for 3rd turn forces or mulldrifters or for helping play a hositility because I found its important to have enough mana to go for an aphla strike when you cast them because they have a target on their back. Plus I get a lot of millage out of my sideboard, and a lot of the time the trolls get sided out pretty quick (there's a lot of faerie and bounce decks in my meta both decks have a lot of trouble handling a troll. but againist elves I tend to run shriekmaw instead). But I have considered maindecking the primal commands and a molten disaster instead.

The reason I run soulstoke is because 1) the +1/+1 which works well with garrucks ability all the sudden that smokebraider is a 5/5 and it wins games 2) putting a mulldrifter into play and getting to swing with for . is much better then evoking it 3) it enables a pretty sweet third turn kill with hostility that also involves the shocks. 4) 9/9 spectral forces with haste work fairly well.
A hybrid elemental-warrior decklist. It can be constructed for cheap, too.

Course, it's untested.

You should run nova chaser. Obsidian battle-axe gives it haste. It's definitely better than firebrand IMO.
You should run nova chaser. Obsidian battle-axe gives it haste. It's definitely better than firebrand IMO.

You're a genius.
This deck is looking good but when is the last time a 5 colored deck went top 8?

Also this thing loses to discard decks with Extirpate. That card single handedly lays the elementals a beat down from downtown. First it only costs ONE swamp. Then he searches the whole freaking game for incandescent soulstroke, primal beyond, or birds of paradise.

Primal beyond is a nonbasic land so he can extirpate it. I just don't see how you can win against discard decks. That's the problem with this freaking broke card. If it wasn't enough extirpate also has split second.

This deck is looking good but when is the last time a 5 colored deck went top 8?

Also this thing loses to discard decks with Extirpate. That card single handedly lays the elementals a beat down from downtown. First it only costs ONE swamp. Then he searches the whole freaking game for incandescent soulstroke, primal beyond, or birds of paradise.

Primal beyond is a nonbasic land so he can extirpate it. I just don't see how you can win against discard decks. That's the problem with this freaking broke card. If it wasn't enough extirpate also has split second.


you try not to focus utterly on combo? Have Alt Win Cons? Side in other cards? This deck has more troubles with Teachings and Doran than random discard deck.
This deck is looking good but when is the last time a 5 colored deck went top 8?

Also this thing loses to discard decks with Extirpate. That card single handedly lays the elementals a beat down from downtown. First it only costs ONE swamp. Then he searches the whole freaking game for incandescent soulstroke, primal beyond, or birds of paradise.

Primal beyond is a nonbasic land so he can extirpate it. I just don't see how you can win against discard decks. That's the problem with this freaking broke card. If it wasn't enough extirpate also has split second.


When was the last time the Dev's set so many cards out there that produce colorless mana for a certain race. Who cares when the last time a 5-color deck won. The dev's havn't made anything that's meant to be 5-colors like they have for elementals.

And also, most teaching's is a 4-color deck (if you include the sideboard).
@refinement: I noticed that Vigor has lost its place in the deck. Is this because of some new development i havent heard of, or was it just edged out by the array of Elementals in Morningtide?

Also, have you done any testing with Mutavault??
Obviously it is a great card, but does it fit into this deck without hindering your gameplay by only adding colourless mana?

Thanks and keep it up!
@refinement: I noticed that Vigor has lost its place in the deck. Is this because of some new development i havent heard of, or was it just edged out by the array of Elementals in Morningtide?

Also, have you done any testing with Mutavault??
Obviously it is a great card, but does it fit into this deck without hindering your gameplay by only adding colourless mana?

Thanks and keep it up!

Well I'm not Refinement, but might as well put in my 2 cents. A lot of the point in nova express is to kill them quickly with huge power creatures, who then die at the end of the turn due to Incandescent Soulstoke's ability. Vigor isn't too useful just because of the fact that a lot of the elementals, due to being evoked or championed or dying at the end of the turn, wouldn't take advantage of Vigor. Plus, by the time you got him out, the opponent would normally be almost dead anyway.

Refinement might have a different answer but that's mine lol.
Every revealed elemental in morningtide as per mtgsalvation. Copy and pasted and typed in mana costs etc so might be some small errrors but its 95% correct.

Show

Meadowboon 2WW
Creature - Elemental
When Meadowboon leaves play, put a +1/+1 counter on each creature target player controls.
Evoke 3W
3/3

Reveillark 4W
Creature - Elemental
Flying
When Reveillark leaves play, return up to two target creature cards with power 2 or less from your graveyard to play.
Evoke 5W
4/3

Shinewend 1W
Creature - Elemental
Flying
Shinewend comes into play with a +1/+1 counter on it.
1W, Remove a +1/+1 counter from Shinewend: Destroy target enchantment.
0/0

Floodchaser U
Creature - Elemental
Floodchaser comes into play with a +1/+1 counter on it.
Floodchaser can't attack unless defending player controls an Island.
U, Remove a +1/+1 counter from Floodchaser: Target land becomes an Island until end of turn.
0/0

Nevermaker 3U
Creature - Elemental
Flying
When Nevermaker leaves play, put target nonland permanent on top of its owner's library
Evoke 3U
2/3

Slithermuse 2UU
Creature - Elemental
When Slithermuse leaves play, choose an opponent. If that player has more cards in hand than you, draw cards equal to the difference.
Evoke 2U
3/3

Supreme Exemplar 6U
Creature - Elemental
Flying
Champion an Elemental
10/10

Festercreep 1B
Creature - Elemental
Festercreep comes into play with a +1/+1 counter on it.
1B, Remove a +1/+1 counter from Festercreep: All other creatures get -1/-1 until end of turn.
0/0

Offalsnout 2B
Creature - Elemental
Flash
When Offalsnout leaves play, remove target card in a graveyard from the game.
Evoke B
2/2

Stenchskipper 3B
Creature - Elemental
Flying
At end of turn, if you don’t control a Goblin, sacrifice Stenchskipper.
6/5

Brighthearth Banneret 1R
Creature - Elemental Warrior
Elemental spells and Warrior spells you play cost 1 less to play.
Reinforce 1R – (, Discard this card: Put a +1/+1 counter on target creature)
1/1

Pyroclast Consul 3RR
Creature - Elemental Shaman
Kinship - At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Pyroclast Consul, you may reveal it. If you do, Pyroclast Consul deals 2 damage to each creature.
3/3

Rage Forger 2R
Creature - Elemental Shaman
When Rage Forger comes into play, put a +1/+1 counter on each other Shaman creature you control.
Whenever a creature you control with a +1/+1 counter on it attacks, you may have that creature deal 1 damage to target player.
2/2

Seething Pathblazer 2R
Creature - Elemental Warrior
Sacrifice an Elemental: Seething Pathblazer gets +2/+0 and gains first strike until end of turn.
2/2

Spitebellows 5R
Creature - Elemental
When Spitebellows leaves play, it deals 6 damage to target creature.
Evoke 1RR (You may play this spell for its evoke cost. If you do, it's sacrificed when it comes into play.)
6/1

Stingmoogie 3R
Creature - Elemental
Stingmoogie comes into play with two +1/+1 counters on it.
3R, Remove a +1/+1 counter from Stingmoogie: Destroy target artifact or land.
0/0

Sunflare Shaman 1R
Creature - Elemental Shaman
1R,(TAP) : Sunflare Shaman deals X damage to target creature or player and X damage to itself, where X is the number of Elemental cards in your graveyard.
2/1

Vengeful Firebrand 3R
Creature - Elemental Warrior
Vengeful Firebrand has haste as long as a Warrior card is in your graveyard.
R: Vengeful Firebrand gets +1/+0 until end of turn.
5/2

Fertilid 2G
Creature - Elemental
Fertilid comes into play with two +1/+1 counters on it.
1G, Remove a +1/+1 counter from Fertilid: Target player searches his or her library for a basic land card and puts it into play tapped. Then that player shuffles his or her library.
0/0

Walker of the Grove 6GG
Creature - Elemental
When Walker of the Grove leaves play, put a 4/4 green Elemental creature token into play.
Evoke 4G
7/7

Sunflare Shaman intrigues me to no end and makes me want to throw it in here. A late-game finisher against control? Yes please.
Whew, I'm glad to see this thread come back to life. Even gladder to see all of these awesome new Elementals soon approaching. Finally, I may want to make that 3-5 color deck...
Mid range deck that throws large creatures at people. With a variety of utility creatures that can help in almost any situation. Fertilid takes over as mana booster from smokebraider. Mainly because its tougher, the lands stay if it dies and it gets tokens put back onto it when its been championed. All the while thinning your deck.

I seriously think the mono red sligh version and multicolor multi-option version should have different threads, theyre very different in playstyle.

Actually, for those of you who think that Vigor doesnt cut it anymore, nows the time that he shines. Pyroclast Consul and Sunflare Shaman take full advantage of his ability, sweeping your opponent of creatures while strengthening your own.
I seriously think the mono red sligh version and multicolor multi-option version should have different threads, theyre very different in playstyle.

Actually, for those of you who think that Vigor doesnt cut it anymore, nows the time that he shines. Pyroclast Consul and Sunflare Shaman take full advantage of his ability, sweeping your opponent of creatures while strengthening your own.

That is a good point.

I completely forgot about Sunflare Shaman for my decklist would like to have 2 in but I don't have room. Not sold on vigor yet. Will definitely have to do a lot of playtesting when morningtide comes out. The other tribes got some very strong cards will be interesting to see the new meta.
Exactly. I really feel that Flamekin got the short end of the stick this time, because red is focusing more on Giants now. I was really hoping for an at least "okay" 2 drop, as people are forced to go for crap cards like Soulbright Flamekin. Brighthearth Banneret is very overrated and Smokebraider is still definitely better in both Mono Red and Multicolor versions. I was very disappointed seeing the Flamekins in this set. When you think about Seething Pathblazer, Vengeful Firebrand, Rage Forger, and Pyroclast Consul, the whole bunch is really underwhelming compared to what they give the other tribes. Why? Theyre all overcosted for their worth, as they never think twice about giving other tribes undercosted powercards.
The thing with smokebraider is it has "turn me to ash asap" written all over it. Whereas brightearth is an enabler but not a massive threat. I'll see how it goes anyway. That and I can attack with brightearth and still get use of its ability.
I seriously think the mono red sligh version and multicolor multi-option version should have different threads, theyre very different in playstyle.

Actually, for those of you who think that Vigor doesnt cut it anymore, nows the time that he shines. Pyroclast Consul and Sunflare Shaman take full advantage of his ability, sweeping your opponent of creatures while strengthening your own.

I agree with the first part.

As far as the second part, yes, it's OK for SHAMAN builds in my opinion. You'll be putting +1/+1 counters on your smokebraider's and other low toughness creatures, so they wouldn't be killed from Pyroclast Counsul even if you didn't have Vigor out. But in all honestly, what's the point in putting in a 5 mana cost card (pyroclast counsul) and JUST being able to use it if you have a 6-mana card out?? Plus, both are succeptable to easy removal. Put 4 of both of those in your deck, and you'll see that your wasting room, plus it's very hard to get them out. Put any less, you won't have both of them out.


@znowstorm: Honestly, I'd be putting Smokebraider's back in for sure. You say that Fertallaid is a little bit tougher... but you'll be removing +1/+1 counters from him. Plus, anything that removes Smokebraider can easily remove Fertallaid (Shock[c/], [c]Terror). I'll probably be using 4 Braider's and maybe a few Fertallaid's.

@nortrom again: A shaman build with Rage Forger is actually quite nice. And also, it really bugs me when people say stuff like "they never think twice about blah blah blah." Do you even read the articles?? One big thing for Morningtide is geared towards the CLASS builds, not races. they put in a few cards for us to improve our racial deck (Supreme Exemplar) but most cards that have "Elemental Shaman" really aren't meant for our deck. Plus, the dev's playtest these cards quite a lot before releasing them. Nothing is going to be too broken.
Anyone here playtested Thousand-Year Elixir in there elemental build? I'm wondering if it would be wasted space or not...
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