326

(1 replies, posted in Decks and Deckbuilding)

For starters you're only at 59 cards... so there's that.

If you're going the aggro route, I would suggest looking at the GP Santiago deck and use it as a starting point.  I know net-decking is "lame" but that deck REALLY shines.  Among the cards you might want to look into is Xathrid Necromancer as it can offer some really solid resilence for your side of the board.

I'd probably pull Rakdos himself as, unfortunately, the likelihood you get him out isn't all that great.  The added damage condition to his casting is a bit of a pain and makes him inconsistent.

Another card I really think is under-appreciated is Stab Wound.  It's a bit on the pricey side, but think about the havoc you wreck on Nightveil Specter and things of that nature... that and the 2 damage per turn really does add up.  If you're totally wanting to jank it up... Havoc Festival (the wtf looks you'll get will be hilarious).

Back to reality though, you're definitely going to want to add the Necromancer, Tormented Hero and potentially you could toss in Akroan Crusader and/or Foundry Street Denizen to improve the speed of the deck. 

I'd also yank Lily as this version of her just really isn't all that good.

Oh yeah... Dreadbore is going to be a lot better than your other removal.  I also can't see much sense behind Rakdos Charm in the mainboard...

I hope some of this helps...

327

(2 replies, posted in Decks and Deckbuilding)

For what format?  Casual play?  Competitive play?  EDH?

You need to say more than "I want to build a deck around this one creature type" for us to really help...

328

(1 replies, posted in Decks and Deckbuilding)

Perhaps I'm off here, but I can see where you would be better suited trying to adapt it toward a more Grixis shell to take advantage of better removal and a more solid creature base.  To be honest I'm looking forward to the Rakdos scry land and such from Born to be able to make a better Rakdos control with Sire of Insanity (who I've loved since his spoiling).

That aside, the deck seems so counter-productive in how it's setup that a singleton Desecration Demon would just beat you.  Young Pyromancer works just fine, except for the fact that Anger wipes out him and all the little guys you've worked so hard to spit out.  What does that leave you with?  Some overcosted land hate (Wizards realized land destruction at the three spot was pretty mean), 3x Ember Swallowers, and Hammer of Purphoros.

Maybe it's the sort of deck you need to play to follow but I just don't see where it stacks up successfully in a format so filled with ramp, devotion, and mana dorks.  The only reason I could justify Ember Swallower at the moment is in R/G Devotion because it could actually go off on T4... leaving both players with only one land and you happily sitting on a 7/8.  Sorry...

329

(3 replies, posted in Decks and Deckbuilding)

If your Mono-Blue is working as the pro lists are, then Obzedat would be an instance of too little, too late.  You're going to go around him if they keep him in as a blocker care of Thassa's unblockable ability, flying, and the sheer number of elemental tokens from Master of Waves.  To that end, you really don't need a specific answer for him.

330

(10 replies, posted in Decks and Deckbuilding)

So the first thought would be to just proxy them to see how it plays.  If you can get in some casual games that'll let you see if you like the feel for them in the deck and if it's worth shelling out the cash.  They're certainly a good investment as Mutavault sees a fair bit of play across formats... so there's that.

Personally, I know it's a good card and I definitely see where it does work for mono-black letting them further pump their Pack Rats but if I were to do my take on mono-blue I certainly wouldn't be putting Mutavault in there.  Think about it, mono-black wants a LOT of black symbols, but they aren't really making that many plays until turn 3 or later, so a Mutavault & Swamp draw doesn't stick them in a bad spot.  Mono-blue, on the other hand, NEEDS to be able to hit those double blues on T2 - Tidebinder Mage, Frostburn Weird, etc... if you were to draw 2x Mutavault for lands... well... you're sitting there ignoring 95% of the deck for a couple of 2/2 lands.  That's not exactly ideal if you were to ask me.

I would likely cut them for 2-3 Nykthos, Shrine to Nyx as you can really just forge into tons of mana and, given the card advantage you're likely to enjoy care of Bident of Thassa and Jace, AOT, you can use that mana to further drop your hand G/R Devotion style.  Obviously that's not ideal for a control matchup, but against almost everyone else you'll be able to drop more stuff, faster, as you can replenish your hand while they really can't.

For control, counters and/or Cyclonic Rift are your best bet.  You're already sitting on the majority of the pieces out there in the sideboard.

I would suggest; however, making a slight change in that both Hands of Binding and Jace, Memory Adept are unlikely to really give you much value.  You would be better suited with Domestication or just plain draw spells like Divination or Opportunity.  Aside from those changes... just read up man, there's a TON out there on how to run the thing and it seems like a pretty linear deck without too many different lines of play.

331

(10 replies, posted in Decks and Deckbuilding)

If you've gone to the effort to build mono-blue, why not just mirror the top end lists?  I mean really what input can we offer that hasn't been provided by the wealth of pros who have sung the deck's praises?  I think Detora even had an article about a month ago that explained the sideboarding strategies and everything...

332

(4 replies, posted in Decks and Deckbuilding)

Is this deck meant for casual play?  Competitive play (at an FNM)?  Do you have a format you're looking to stay in?  Do you have a budget you're willing to spend to improve it?

What is the plan behind the deck?  How do you envision winning the game?  If you were to think up an ideal first hand, what would it look like and how would your first few turns play out?

The more info you can give us on the deck, the more likely we can provide useful, meaningful feedback.

If I'm correct the mid price is calculating the median value, not the mean value, resulting in fewer instances of extreme skew.  There's also the fact that the prices here are typically a few days behind as the API has to update and disseminate for the prices here to be updated.

I moved not all that long ago and the people in my new playgroup absolutely REFUSE to play normal free-for-all EDH, instead going with other variants (star, 2 v 2, emperor, etc.)... the issue being that I have 13 EDH decks designed for the friendlier, more casual play of normal free-for-all group play but none of them really hold up in this more competitive environment and, well, to say the least, I'm a bit tired of it.  If I wanted to play super competitively, I would be playing standard, not EDH.

So my question to you guys is, what is the most "dickish" commander to build around and what sorts of combos have you guys seen used?  Think of the time you played EDH where it just really wasn't fun for you to play with that person because their deck was just so overpowered or ridiculous that you didn't want to play them anymore (we've all had games like this).  Tell me about it.

My intent here is not to be a huge asshole (although I think it'll be fun to turn the tables a bit), but to impart upon this new group that the more laid back EDH games can also be enjoyable (I would argue even more so) as you get to explore lots of new card interactions and enjoy things that, well let's be honest, would NEVER happen in a more competitive constructed format.

I'm all ears guys...

335

(15 replies, posted in General Discussion)

So in case anyone hadn't seen yet, we've had a spoiler of one (perhaps of two) walkers from Born of the Gods.  Those of you who play Duels of the Planeswalkers on your various gaming platforms might remember this little lady, Kiora Atua, or as she's called here, Kiora, the Crashing Wave.

You can see the official Wizards post here:  http://www.wizards.com/magic/magazine/a … eature/279

Let the brewing begin...

336

(2 replies, posted in Decks and Deckbuilding)

So first off, for anyone who hasn't seen the link to Kiora, you can see her here: http://www.wizards.com/magic/magazine/a … eature/279 (I'll also link in the General Discussion forums).

Now to the two brews you've pieced together, I think the BUG list has a lot more promise than the RUG one.  As much as it pains me, Ral Zarek really just doesn't get the job done and Xenagos, the Reveler is really at his best when you flood the board (see G/R devotion).  You have less removal, less quality removal, and really not much of a win con there.  In the BUG list, you're focusing a bit too much on the walkers, leaving some of the prime creatures in those colors on the sidelines... Reaper of the Wilds, Desecration Demon, Prophet of Kruphix, Polukranos, Prime Speaker Zegana, etc... So to that end I think there's some real promise in that area and that a solid mid-range deck is left to be brewed (you can see my current BUG list that I'm considering taking to GP Vancouver here: http://deckbox.org/sets/540787).

All that being said, I'm thinking Kiora will be best suited in a creature based build rather than control.  Her +1 is solid protection against a single target, but really won't do much if you don't have other critters there to run interference against a clogged board (the starting two loyalty doesn't help either as only 3 loyalty is pretty easy to pick off).  Explore on a stick SCREAMS to use some mana dorks, draw spells, and some HUGE beaters... so I'm thinking something fun like Shipbreaker Kraken, Arbor Colossus, Polukranos and whatnot... but we've also yet to see how the demigods will shape up and such... so let's not get too far ahead of ourselves.  I can say that she works rather nicely with Horizon Chimera... so that could be a thing.  If you really want, she could be a nice addition to Maze's End comically enough...

So I see a few issues here....

The biggest problem I see here is that you're looking at a really slow game and, to be honest, your deck doesn't really have the stopping power that many of your opponents will in the late game.  You have a LOT of removal, which will work to your advantage (you're certainly in the right colors for it), but the biggest threat you can add to the field is Reaper of the Wilds (a solid card, don't get me wrong) while your opponents can easily drop more numerous and more threatening pieces. 

Second, you don't have enough pumps to really make the hexproof guys go the distance... Frank Lepore recently showcased a naya hexproof deck that, in many games, it came down to simply racing the opponent and with only the three copies of Gift of Orzhova to give lifelink and most of your pumps, well, it reduces the threat any of your guys pose.  Gladecover Scout becomes just a 1/1 that they can't kill easily... not much else.  You should probably drop a fair amount of your removal to add in more hexproof creatures AND more pumps.  I know Lepore claimed Boros Charm wasn't doing much for him, but the sheer swings from a double-strike, lifelink, flying guy were back-breaking for the opponent.

Third, you're leaving out some solid hexproof (or nearly hexproof) creatures from your list.  Fleecemane Lion is a cheap 3/3 that pressures the board but can become a real pain to deal with if made monstrous.  Blood Baron of Vizkopa isn't hexproof, but he's pretty darn close AND has some serious power behind him.  You could also consider Fiendslayer Paladin as an option.

Lastly, and this is not to sound overly negative (by all means give the deck a try), but hexproof really doesn't offer the same amount of protection as it used to.  The number of edict effects is at a relatively high level as compared to when the Bant Hexproof decks of pre-rotation were wrecking havoc.  Consider that Devour Flesh is almost a must have in most black decks and board wipes are still a thing, I don't know how well suited this really will be.

Anywhom, I don't want to be a naysayer, so by all means run with it, but I can see where there are plenty of areas where you'll want to tighten up the list.  Good luck!

A few cards I'd consider:

Jace, AOT... he's kinda a solid piece in the sense that his +1 ability will often let you swing without as much fear that the opponent will deal meaningful damage on the crack-back... the card advantage is just gravy.

Domestication - outside of a few problem creatures, this will take a LOT of their stuff and add to your devotion count.

Strionic Resonator - so here's your outside the box card... it lets you copy any triggered abilities (which means any ETB abilities)... so consider the following scenario, you have four blue devotion on the field and six mana at your disposal... Do you a) play another spell and drop Master of Waves to produce five elemental tokens OR b) drop Master of Waves and then copy his ETB ability with the Resonator, in turn creating TEN elemental tokens?  It can also copy Tidebinder Mage, Bident of Thassa, Thassa's scry trigger, and things of that nature... so depending on what other pieces you have in there, you could actually have all sorts of neat new interactions.

All that being said, I think there's still a TON of room to be innovative in the format.  Look at the Japanese decklists from their GP this last weekend, where an Esper aggro/midrange deck actually came in second... everyone sees Esper and assumes control... but nope!  So to that end, there's still quite a bit of leeway, especially with everyone hopping on the same 5-7 decklist bandwagons.  I have a friend who is trying to run U/B devotion with BOTH Master of Waves and Gray Merchant... to say the least Ashiok, Nightmare Weaver is a LOT stronger than people give it credit for.  I'm also tinkering through a BUG midrange deck and my GF and I recently discovered that Worldspine Wurm of all things is an absolute all-star in G/R devotion... so don't jump ship too early... there are a LOT of options out there and the format is going to change in just about a month anyway.

Keep brewin' man!

So against Mono-black you're going to want to move some things around...

First off, the SB doesn't really strike me as being put together for the purpose of facing specific match-ups.  Often times people will fall victim to simply putting cards 61-75 that they would want to mainboard into the sideboard, which, unfortunately, is not the way to use a SB.  The SB should be 15 cards that are very situational and useful in particular match-ups.  For instance, Pithing Needle is a great SB card at the moment as it can be brought in game 2 to shut down PWs, Underworld Connections (you name Swamp), troublesome monstrous guys (think Polukranos or Stormbreath Dragon), stop someone from using Ratchet Bomb to hose you, etc.  Now keep in mind this is a card you'd normally never put into the mainboard of your deck, but against Mono-Black, esper control, U/W control, and G/R Devotion, this can be a HUGE play.

Looking at your SB, I'm seeing a lot of sub-optimal cards.  1x Giant Growth?  If you want the full suite of four, why not just find room in the mainboard?  Savage Surge?  1x Path of Bravery? 1x Trostani?  2x Angelic Accord?  A lot of these strike me as being cards you'd want either in the main or not at all.  You need to be able to identify specific cards you'd see from an opponent to bring these in...

So what cards do you need to look toward? 

4x Selesnya Charm should be in here.  I'd say to do them over Giant Growth - sure, it's one more to cast and one less pump, but it exiles big threats (see Thassa, God of the Sea and Desecration Demon), pumps while giving trample (definitely big if you do it on Fabled Hero as the second strike will deal all to the opponent care of trample), or can crap out a 2/2 guy for ya.

Gods Willing should be in some higher number.  If anything, I would move Rootborn Defenses to the SB as the spot protection is likely going to help you more frequently than the mass protection (I get the loss of populate sucks, but if you put the second Trostani into the main, you'll have all the populate you could ever want).  It offers a heroic trigger AND can protect your guys in a spot (nevermind giving a Fabled Hero a free swing).

I would suggest finding a way to move the count of Soldier of the Pantheon up to 4x (or at least include the other two in the SB).  This lets you side in a few more one-drops to make your deck that little bit faster against Mono-Black or other control match-ups.

Last Breath should be in the SB in some quantity if you were to encounter Mono-Blue at any point as it's one of the only options you have to remove Master of Waves which, otherwise, would just beat you as soon as it hits the field.

You're close to a really solid G/W build, hopefully these comments will help.  Remember to always be thinking about which cards are performing well and which are underperforming.  Is there a card you're always sideboarding out?  How about a card you're always sideboarding in?  If this is the case, you might want to reconsider what goes in the MB and what's in the SB.  Are there cards you're NEVER sideboarding in?  If so, do you really need to use those spots for them?  There's always room for improvement both in terms of play and build, so keep your eyes open.  And remember, this deck is only likely to get better with Born of the Gods as they'll release the G/W scry land and such...

PicoDiGanyo wrote:

question - most effective way of dealing with mono-black and its abundance of removal?

Simply put, flooding the board.  If you can resolve more threats than they can shoot out removal spells, you have a chance.  Typically mono black gets hammered pretty hard by aggressive decks as it normally takes them a while to stabilize the board.

So think low CMC critters that pressure them.... double up on one-drops and two-drops as every time they have to spend three to Hero's Downfall your one or two drop, you're gaining advantage in terms of mana spent, and, in turn, tempo...

If the link is still the same as in the OP with the updated build I'll take another look to see if there's anything that can help in that matchup.

341

(1 replies, posted in Decks and Deckbuilding)

I would go through these threads first as there are quite a few discussions about R/W Heroic decks in these forums...

http://deckbox.org/forum/viewtopic.php?id=16154

http://deckbox.org/forum/viewtopic.php?id=16088

http://deckbox.org/forum/viewtopic.php?id=15911

All three should be relevant.  I'll give your specific build a better look here later and can offer more specific card suggestions.

342

(1 replies, posted in Decks and Deckbuilding)

Vorel and Biomass Mutation could easily be pulled for Cyclonic Rift and Rapid Hybridization.  Remember that you'll need to remove at least some threats on the opponent's side.

U/W Control should also be included, as in many places it has usurped Esper as the control deck of choice.

344

(6 replies, posted in Decks and Deckbuilding)

Okay, so to clarify, you're saying this will be played at FNMs and your local FNM features several of the top tier decks, so some combination of mono-blue devotion, mono-black devotion, boros devotion, U/W control, and esper control?

If I'm reading that right, I'm not entirely sure I see how you're performing well.  As it stands the deck is currently far too frayed across a smattering of non-optimal creatures and 1-offs.  Remember that consistency is one of the hallmarks of a great deck.  Now this doesn't mean you need to just drop to a collection of 4x cards, but you should strive toward something like that and very few, if any, 1-offs. 

So, how do you improve this to a better, more competitive deck (remember, I'm assuming you're going to be facing the tier 1 decks)?  Well, at current there are a few green strategies that have been demonstrated to work effectively: green devotion, naya hexproof (Frank Lepore JUST did a piece on this Friday Dec 20th), Selesnya Aggro, and I even saw a Selesnya Heroic deck that did alright the other day.  But, from the look of the creatures you're using, you want to do something a bit different - which is quite alright, as long as you recognize that you probably will not be as successful against the tier 1 decks as you might want.

Cards I would suggest dropping and finding replacements for:

Centaur's Herald - This really doesn't do much for you.  If you want centaurs, you can get them via Call of the Conclave on T2 easily.  If you want a 1 drop other than Mystic to do something, Experiment One is a better option (and one that fits your +1/+1 counters idea better anyway).

Vastwood Hydra - If you're looking for a hydra to play, Polukranos, Mistcutter, and Kalonian are all just better options.

Voice of Resurgence - doesn't really fit your plan AND can be trade bait for a LOT of pieces you might want to finish off a deck.

Centaur Healer - good SB card, normally not in the maindeck

Renegade Krasis - a decent card for EDH and the like, but it's unlikely to evolve more than once in a constructed setting (unfortunately)

Wayfaring Temple - also a decent card in other formats, but given the lack of token generation here, you don't really need the populate, nor are you likely going to be making him all that big as he's an easy target early on.  That being said, if you want to stick with him, you'll need more.

Sylvan Primordial - This is another decent SB card or potentially something you would manage in a devotion deck where mana is in major abundance, but as your deck stands, it'll take forever to cast this guy, likely dropping him after the game is pretty much decided.

Trostani's Summoner - I could see this guy in some sort of a reanimator build going forward, but you never really want to be hard casting a 7-drop that doesn't just end the game.

Druid's Deliverance - I'm normally a big fan of Fog effects, but I don't really see it fitting the strategy all that well...

The artifacts - I'm not entirely sure I can see justification for any of these unless you're looking for some weird combo off Strionic Resonator.

Verdant Haven - great for sealed and draft play, not so much for constructed (unless you're in need of enchantments for some new version of Pillow Fort).

Angelic Accord - Outside of Elixir and Centaur Healer you have zero life gain, meaning this card will almost NEVER trigger.  So why use the space?

So that's nearly the whole deck that's sub-optimal (sorry... but you said tier 1 competition).

What cards do you add to make this better?  Thankfully there are a lot of good options to choose from given the colors you're in.

+4 Experiment One - evolves, fits the counters, good early game pressure

+4 Kalonian Tusker - pressures the board, triggers evolve on both Exp and Gyre Sage.  As an aside, at the two drop you can also use things like Precinct Captain, Call of the Conclave, and Fleecemane Lion

+4 Fleecemane Lion - they're SUPER cheap at the moment (and will go up with Born of the Gods), provide more pressure, more evolve triggers, can be made into indestructible, hexproof beat-sticks (and consequently AMAZING targets for Unflinching Courage)

+ X Witchstalker - a solid option at three, gives you hexproof, a solid body, some hate against control, etc some number would be good, although I don't know that I would go a full 4x... perhaps 3... then again, he might just be for the SB if you want to go a heroic route.

+ 1-2 Kalonian Hydra - I know they're pricey, but this guy is your ace in the hole, so to speak, as one that resolves and gets to swing will frequently win you the game.  The full suite of 4 would be ideal, but let's not go overboard here.

I don't want to flood you out on the top end, but really this is where Green shines - Polukranos and Arbor Colossus are both solid options to consider as well.  If you're into counters, white really shines with Heroic guys  - think Favored Hoplite and especially Phalanx Leader.

Flesh out the other creatures I didn't mention dropping, Gyre Sage, Scavenging Ooze, Crowned Ceratok.  You'll definitely want a second copy of Nylea, God of the Hunt.

What else do we add?  Well, you need two things out of the rest of your cards - the ability to put some more +1/+1 counters for creatures that wouldn't get them on their own out there AND some protection for your major win cons.

+X Common Bond - if you go with heroic guys, this becomes a HUGE pump spell, but otherwise it can be a combat trick, it can add counters to guys who otherwise wouldn't get them, etc etc.  In a worst case scenario, you can use it during the opponent's end-step to force grow your Gyre Sage into producing two more mana the next turn (to drop a hydra for instance).

+X Ranger's Guile/Gods Willing - given the integral role Kalonian Hydra is going to play here, it's kind of a big deal to make sure he lives.  Either card will provide some protection, although Willing gives you more options so it's probably the better card to use here

+2 Bow of Nylea - makes even the smallest mana dork into a deathtouch threat AND can put counters on your guys.  Probably not the best card in the world, but it's worth a shot.

+X Some sort of removal option - could be Selesnya Charm for BIG opposing threats, Celestial Flare, Renounce the Guilds (although this probably isn't ideal given the devotion decks running around), Last Breath, Pit Fight, Pacifism... something.  The point is that you WILL need to interact with the opponent's side of the board given the speed of your plan.

Other cards to consider in some quantity:

Forced Adaptation - not an ideal option, but hey, it's cheap, counters are added... toss it on a mana dork and force them to use a removal spell on it... sure you get two-for-one'd, but that's one fewer removal spell to worry about...

Nylea's Presence - if you're hard up for color fixing this is a better option than Verdant Haven as it replaces itself in your hand via the cantrip.

Garruk, Caller of Beasts - he'd be a HUGE boost, but I recognize he's probably not a realistic option

Mending Touch - regeneration can be huge quite often

Spear of Heliod - not really what you're doing as they're not counters, but anthems are typically pretty good

For the land, adjust once you have the rest of the build pieced together, but you probably will want to splurge for at least 2x Temple Garden.  You're really at a disadvantage until Born of the Gods brings the Selesnya Temple.

In the sideboard you can easily add specific hate for various cards, Pithing Needle, Sylvan Primordial, Bramblecrush, Riot Control, Nylea's Disciple, etc.

I don't know that the numbers I gave you above work out to a complete deck (they're probably off by a few cards), but the point I'm making is that you REALLY have to focus on a single strategy and run with it.  The deck as currently constructed is just too fragmented to really be that effective.  If you want to go a counters route, there's probably a fun build in there that might catch some opponent's off guard, and could even be king of an FNM scene (although unlikely against Tier 1 competition).  But, having said all of that, you said you've been quite successful with the deck thus far, so I would imagine the tweaks I've suggested above will push you leaps and bounds in the right direction.

I hope some of this can be helpful.  I know it looks expensive, but I'd wager that if you're crafty, you can make 90% of the changes I've suggested for $40ish (which also happens to be the trade value of Voice...).

Good luck!

So going with the +1/+1 counters is nice, but the issue comes from the fact you have practically no way to interact with the opponent's board.  Given that the deck Eliterawr linked to only has 8 counters, if they do stick a solid threat on the board, well, you're in trouble. 

That being said, Prophet of Kruphix is a SOLID card and it definitely makes many of the threats a lot better, being at instant speed and all.  Progenitor Mimic strikes me as a solid addition to said deck as it will let you simply win games in response to their Blood Baron, Desecration Demon, etc etc.

But, for the time being, mono-green should perform alright, but keep in mind that there will be some learning to go with it as you need to figure out which decks to go all in and dump everything on the board for and which ones you need to hold back so as not to just waltz into a board-wipe.

Best luck!

I almost completely forgot... another good piece to add is Ruric Thar, the Unbowed.  He's a solid SB option for the most part, but he REALLY plays into your strategy as he pressures the board (he will frequently be the largest creature out there given the speed with which you ramp into it) AND he locks down the opponents who rely on non-creature spells to keep them in the game - in the worst case scenario, it's a six point burn spell.

Having not played G/R devotion myself, I cannot speak to the nuances of its play; however, having played AGAINST it a few times I can say that Burning-Tree Emissary is the real deal in here.  Games against it essentially broke down to, did they get a double BTE draw... if they did, I was hosed and couldn't do anything.  If they didn't, I had a shot.

elpablo is right on the mark about the PWs as they really are what makes the deck more than just another aggro build.  Arguably the biggest problem decks like RDW have is that they run out of gas and cannot keep the pressure on the opponent past turn 4-5.  Well, mono-green devotion will do much the same thing without Domri and Garruk, COB - both of whom are essentially giving you added card draw.  Without them, it's not uncommon to have your hand completely empty by turn 3 or 4, making you an easy target for a board wipe and then it's GG.  But even a single +1 activation off of Garruk can refill half of your hand (you're going to average 2-3 creatures off his ability).

One thing I like about the G/R devotion build is the flexibility once you have the core pieces.  If you want to run Xenagos, go for it.  If you want to run Rubblebelt Raiders, it's a bit undersized for the cost to start, but it easily becomes a threat on its own (and gifts three devotion no less).  Want to have fun with Kalonian Hydra, go for it!  Clan Defiance becomes a MAJOR threat as elpablo describes.  If you want a bit more of a red mix, you can toss in Ember Swallower and have fun setting off his monstrous ability on T4.  Hell, the version I'm sleeving up for my GF to enjoy actually has 1x Worldspine Wurm because, well, why not?  Getting to 11 mana isn't actually all that hard... go figure...

For the specific questions you posed:

No removal?

Okay, this can be an issue sometimes as you don't have as many ways to interact with their side of the board, but odds are you're probably going to just overrun or overpower them with your creatures.  You will already have SOME removal in Polukranos, Arbor Colossus, Domri (pending you're running them), and you can even think of Nylea's pump as a type of removal as they're going to be blocking.  If you toss in a pair of Clan Defiances that's two more... note that the spell can target a ground critter, a flyer, AND the opponent... so that's value right there.

At the four drop?

Polukranos is the best bet here, definitely over Karametra's Acolyte - BUT, as long as you're getting some power here, it's actually hard to go wrong.  Mana is in such abundance in this deck, you won't suffer as much as normal to overload the four-drop.  Deadbridge Goliath and Rubblebelt Raiders are sub-optimal options, but they're solid threats all their own.  Also, one card that seems to be getting overlooked that fits your model perfectly and can add even MORE pressure is Reverent Hunter - with a Mystic and two BTEs, it's a turn 2 7/7... I think that's pretty solid if you were to ask me.

Another Nylea?

I'm going to run 2x in the build for my GF, but I could easily be talked into a third.  The whole legend thing sucks and it's not very common that the opponent will get rid of her, but the ability to spend that extra mana, the 6/6 beat stick, the trample, AND the fact she helps you not over-extend into board wipes care of her pumps... well... I can easily see the argument for 3x of her in a build.

Voyaging Satyr and Nykthos?

They're besties as elpablo described.  I would suggest running 4x of them without a second's hesitation as they can provide fixing (if you splash that red) and otherwise just crap mana into your pool via Nykthos.  This one's a no-brainer.

Garruks?

Ideally you would run the full 4x of good ole Gary, caller of beasts, but they're pricey.  I'd suggest at least 2x but more if you can swing them.  It's possible the mix of 2x Domri, 2x Xenagos, 2x Garruk might be ideal... I haven't playtested other combinations - BUT, that card advantage is a MUST.

Anywhom, elpablo hit most of the stuff before I got to it, but hopefully something here is of some help.

I'm actually in the exact same boat... Revised through the start of Mirage and took a break until Avacyn Restored.  I almost crapped my pants when I saw that Force of Will runs $60+ these days and the original dual lands are almost all $100+.

So the pricing of various cards is tied to the TCGPlayer median price which will sometimes be skewed due to special signed copies and whatnot that are REALLY pricey.  For the most part the site is spot on with the value of cards, but sometimes you will observe a blip here or there in response to something strange (whether it be a super special edition/signed version of a card or a typo on one site's pricing).

Avatar of Dischord strikes me as the better option as you can easily Dark Ritual into it, it offers a discard outlet to help you fill the yard, and it wouldn't be that difficult to hard-cast.  But, what's to say you go that route when you could just as easily shoot for the stars with your big stuff... Griselbrand would be a GREAT choice as would Pestilence Demon.