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6 months ago ::
Dec 18, 2012 - 6:02PM
#1
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Date Joined:
Dec 18, 2012
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6 months ago ::
Dec 18, 2012 - 6:21PM
#2
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Date Joined:
Sep 11, 2009
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I like the idea here but I think that you should concentrate your efforts a bit. Also, I think you might need more land. I'll try to post a card list soon.
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6 months ago ::
Dec 18, 2012 - 6:29PM
#3
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Date Joined:
Sep 11, 2009
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I'm curious though, how has the deck been working for you? It seems like a cool idea that could really be powerful. How have your games usually played out? Do you get to use the druid's deliverance AND the cackling counterpart often? What are you typical plays? Does the Fog Bank play an important role? You only have a 2 of the fog bank so that's why I ask. What about the tracker's instinct? Does it help you dig effectively?
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6 months ago ::
Dec 18, 2012 - 6:38PM
#4
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Date Joined:
Dec 18, 2012
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I've been working on this deck over the last month taking it to my local FNM. I've placed within the top 6 every time, out of about 20 or so people. The Fog banks are honestly just for a flying blocker other than the Mist Ravens but are not totaly vital, they do help against early agro zombies. The Druids Deliverance and cackling counterpart combo gets off about 80% of the games I play. The trackers instincts is one of the most vital parts of this deck. The reason being I'm only running creatures and instants and sorceries. Archaeomancer is able to bring back anything I need when it comes into play, and normaly I can dig using trackers to find one. Top 4, Flashback next turn top 4, mill another trackers to do another top 4, looking at the top 12 or so card of my deck normaly yields an archaeomancer and also milling the instants that I need to begin my synergy combo. Lets say I have my cackling counterpart milled and my Druids Deliverence milled also. I play Archaeomancer bringing back Cackling counterpart. I create a copy of it bringing back Druids Deliverence starting the turbo fog. Its an incredibly consistant deck in that way.
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6 months ago ::
Dec 18, 2012 - 6:47PM
#5
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Date Joined:
Dec 18, 2012
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A normal game would play out somthing like this. T1 Land Drop T2 Gatecreeper Vine T3 Tracker's Instincts T4 Archaeomancer T5 Thragtusk At this point I have quite a few different routes I can take. I can begin to swing using my Thragtusk to get some damage, I can start a fast recovery process depending on what my life total looks like by bouncing or Cackling Counterpart my Thragtusk. Any time my creatures are targeted I bounce them in response to the targeting nulling the effect neting me more life and a token. A field clear could hurt the synergy but next to that not much will, which if I have a Mist Raven on the field I just bounce both my Archaeomancer and the Mist Raven targeting the Archaeomancer with the raven to return it to my hand and the Ghostly Flicker before the field effect happens. From here on I just continue to build field strength beating away at there life flickering my creatures when they target or at the end of there turn to net me a larger and larger advtantage. I try to continue to mill myself through the use of Trackers instincs to build up more control through the use of Mist Ravens and Cyclonic Rifts. This deck can win in some weird ways somtimes. I've won by just flickering and beating down using Mist Ravens. Play one, return a creature, next turn play another, returning a creature. On there turn use Ghostly flicker returning two more creatures. On my next turn Cackling counterpart returning another creature. Druids Deliverence, populate, returning another creature. Thats just one creature in this deck. I could be doing the same thing but with a Thragtusk, or even if I need land for whatever reason a Gatecreeper Vine (Or Adidic Slime)
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6 months ago ::
Dec 18, 2012 - 7:05PM
#6
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Date Joined:
Jan 14, 2012
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Decks I play:
Legacy: Cherri0s (Deck in progress)
Modern: R/G Tron
EDH: Gisela Midrange Wrexial Control
Standard: 3C MBC Control Dark Boros Aggro Wolfrun Bant
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6 months ago ::
Dec 18, 2012 - 7:11PM
#7
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Date Joined:
Dec 18, 2012
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Oh hey. While the Geists are nice, I decided if I was going to add them I may as well just run a playset of the Mist Ravens instead. They just tap down creatures. Fog Banks are nice but not needed so much if I can get the flicker effects happening fast enough. Navigator is becoming less and less needed in my deck. While they are handy, I only need two beacuse of the mana cost and the ability to draw them using the Trackers Instincts. Cackling Counterpart is looking like a good option for one of the spots and if I do that I may as well run a 4th Druid's Deliverance Farseeks while are nice are pointless in my deck beacuse all they alow me to do is search for an Island one time. With the Gatecreeper Vines I can search for any land besides my Hinterland Harbors and I can bounce them to get more land if needed or copy them if I really need the land bad or have an Archaeomancer in hand. Thinking I'll go with the Cackling Counterpart + Druid's Deliverance for the last two spots. Will see what others sugjest though.
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6 months ago ::
Dec 18, 2012 - 7:12PM
#8
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Date Joined:
Sep 11, 2009
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Hey Ben, I hadn't looked at your feedback yet but I came up with this 4 x Conjurer's Closet 1 x Dissipate 1 x Bramblecrush 3 x Cackling Counterpart 4 x Ghostly Flicker 3 x Farseek 4 x Thragtusk 4 x Gatecreeper Vine 4 x Archaeomancer 4 x Elvish Visionary 3 x Mist Raven 2 x Acidic Slim
23 Lands Although since the Deliverance/Counterpart combo works so well for you I'd say -3 Farseek for the +3 deliverance's. The only real thing I see missing are the Conjurer's Closets. They'll let you do work without having to flicker, saving you some cards and allowing you to fetch more from the yard. Also, I threw in the visionary but it seems like the tracker's instinct does much much more for you so better to keep the trackers in. +4 Tracker's Instinct -4 Elvish visionary. I threw in a dissipate and bramblebush because it seems like it would really help you control the board before stuff hits the board rather than waiting for things to hit the board and then reacting. I threw in the bramblecrush because it can kill lands and planeswalkers. With the closet, you might get some ridiculous board control with it. Cool deck. Let me know what you think. Forbidden Alchemy was also a thought but it looks like you're always looking for the archaemancer anyway and the instinct flashes back too so no need for the alchemy after all.
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6 months ago ::
Dec 18, 2012 - 7:15PM
#9
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Date Joined:
Sep 11, 2009
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oh, one more thing. I got rid of the big craterhoof and the deadeye. I'm not sure how much you rely on them though. The craterhoof I think you can definitely get rid of no problem. The deadeye might be more useful though. I think that if you have trouble with flyers you could always put Aerial Predation in.
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6 months ago ::
Dec 18, 2012 - 7:21PM
#10
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Date Joined:
Dec 18, 2012
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Hey Ben,
I hadn't looked at your feedback yet but I came up with this
4 x Conjurer's Closet 1 x Dissipate 1 x Bramblecrush 3 x Cackling Counterpart 4 x Ghostly Flicker 3 x Farseek 4 x Thragtusk 4 x Gatecreeper Vine 4 x Archaeomancer 4 x Elvish Visionary 3 x Mist Raven 2 x Acidic Slim
23 Lands
Although since the Deliverance/Counterpart combo works so well for you I'd say -3 Farseek for the +3 deliverance's.
The only real thing I see missing are the Conjurer's Closets. They'll let you do work without having to flicker, saving you some cards and allowing you to fetch more from the yard.
Also, I threw in the visionary but it seems like the tracker's instinct does much much more for you so better to keep the trackers in. +4 Tracker's Instinct -4 Elvish visionary.
I threw in a dissipate and bramblebush because it seems like it would really help you control the board before stuff hits the board rather than waiting for things to hit the board and then reacting. I threw in the bramblecrush because it can kill lands and planeswalkers. With the closet, you might get some ridiculous board control with it.
Cool deck. Let me know what you think.
Forbidden Alchemy was also a thought but it looks like you're always looking for the archaemancer anyway and the instinct flashes back too so no need for the alchemy after all.
I like the idea of Conjurer's Closet beacuse it would add in that no cost flicker on my end step. With Archaeomancer I would be able to grab some control for on there turn such as a Dissipate. Only issue with Conjurer's Closet is its an Artifact. Meaning I would have to change up my draw power so I didnt mill it. I enjoy having Deadeye Navigator beacuse of its soulbond ability. When its soulbonded to anything in this deck it breaks horidly. Imagin Thragtusk with the ability 1C1B Flicker. When I play a Deadeye I will have 6 mana. Thats 3 Flickers for Thragtusk or anything its bonded to. Thats a net of 3, 3/3 Beasts, and 15 Life for a total of 6 mana a turn. Cant beat that. I really like Bramblecrush. Its a nice card that can get rid of planeswalkers and annoying enchants and whatnot. Dissipate would be great too. Just trying to fit them in would be difficult. Posibly droping Fog banks for dissipates could be good but it does leave me open for early.
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