The strength of the Thrull Parasite's second ability is if you have creatures with undying, as you can easily pull that counter off of them.
Alternately, you can use it to mess with your opponent's PWs
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Deckbox Forum » Posts by TyWooOneTime
The strength of the Thrull Parasite's second ability is if you have creatures with undying, as you can easily pull that counter off of them.
Alternately, you can use it to mess with your opponent's PWs
I'm going to have to concur with elpablo that you should just go ahead and drop green from the mix here. I can definitely see the reason you're including it - trample (Rancor & Unflinching Courage) and access to some protection (Sheltering Word), but really, you don't need either of those things.
If I were you, I would focus in on the lifelink abilities you're sitting on. If they choose to chump your guys, so what? You kill something and gain some ridiculous amount of life. To that end, you're not winning any aggro battles here, so aim more for the mid-range. Swap War Falcon out for either the rest of the playsets of the knights or Aven Squire. You could easily be essentially 2-for-1'ed with the falcon, as someone taking out your knight(s) and then you can't do anything with the falcons. I would suggest a second copy of Vault of the Archangel and possibly more copies of Ready // Willing (which if you want a SPLASH of green for the ready side, I could see that, but otherwise drop it).
For your instants, Orzhov Charm or Devour Flesh will work well for you, as you will be gaining a large share of life anyway, so if they gain some and stay alive (from Devour) it's not that big of a deal. Similarly, if you have to drop a few points to hit their creature with the charm, no biggie.
Orzhov Charm would also let you slide a few Gift of Orzhova in if you really need to provide lifelink to the few creatures that don't already have it, as you can bounce your creature and save the enchantment as protection against a removal spell. Gift cannot target EITHER of the knights, but perhaps on an Aven Squire, Sublime Archangel, Silverblade Paladin or something else to that end. I would also say Undying Evil will do some serious protective work for you as not many people are playing it or expect it.
I'm also thinking the Blood Barons aren't really necessary. By the time one would hit the field, if you've already played a Sublime Archangel, you're likely winning rather handily anyway. I would suggest filling out the playset of archangels first, THEN think about other creatures if they don't provide enough stopping power - but I'd wager they will.
I mean I guess it could be fun, but I just don't see where you even have a win-condition here. How do you envision winning? Further, what is Artful Dodge even doing in here?
It would essentially mean your creatures are unblockable unless the opponent has a creature with flying AND horsemanship to block (which is pretty unlikely in EDH).
You're a bit heavy on the one-drops that won't really help all that much later in the game. Legion Loyalist works really well in mono-red lists that include things like Dynacharge as you can easily blow out the opponent once you're hitting the battalion trigger. To that end, Foundry Street Denizen is a fun option, as every creature you cast will trigger him.
My suggestion would be to try it with different combinations if you have the option to playtest, but I'd wager you'll want Cackler and Noble at the one-drop rather than the Loyalist and Vexing Devil. Although I'd consider keeping the Devils in the SB as they're good threats later in the game in case you're running into a deck where you can work them down but just can't finish them off.
At your two-drop spot, Burning-Tree Emissary is obviously a great play, but it doesn't feed into Ash Zealot. I recently ran a Jund Aggro with BTEs and Strangleroot Geists and often found myself stuck having to choose between the two plays on T2. Perhaps slide the Zealots to the SB?
I'd also suggest splashing green just to put in Ghor-Clan Rampagers for their bloodrush. +4/+4 and trample will decide a LOT more games than you realize or otherwise can work as a secondary source of removal.
Thanks for the feedback, it's appreciated.
Not a problem, that's what the forum here is for.
I do plan on getting the shock lands as funds permit since they are useful in multiple decks.
Trust me when I say that they'll be worth it. They're standard legal until the RTR block rotates so you will get a LOT more use out of them than you will Snapcasters and such that will rotate out once Theros hits.
I agree with you about the Nivix Cyclops, I though it would perform better than it does, but since most of my instants are counters it just doesn't do much. I'm not sure if there is a slam dunk replacement for the 3 drop slot, but I'm thinking I may try out Guttersnipe.
I've also found Guttersnipe to under-perform given that it's only a 2/2. The obvious answer given your colors would be Boros Reckoner but if you're not wanting to drop $40 on them, perhaps Lyev Skyknight could be useful? Skyknight Legionnaire offers a comparable alternative - a bit less power though and no detain. Warmind Infantry could also prove useful if you're attacking with enough to hit battalion. But, given the basic feel of Izzet decks more generally, Turn//Burn is a GREAT choice here.
The Fluxcharger is a little harder to figure out what to swap out with. Hypersonic Dragon would give me much more consistent damage but costs 5 CMC. Ascended Lawmage is the same cost and has Hexproof which is nice, but still not a monster damage dealer. Not 100% sure what to put at the 4CMC slot, Skymark Roc maybe? Dunno.
The question is really what you're wanting to achieve with the four drop. If you're going a bit more creature heavy, Firemane Avenger can be REALLY nice, delivering three damage with evasion, taking out a threat, AND gaining three life. If you're just looking for a big beater, Bloodfray Giant is a decent option, giving you a 5/4 trampler. But more realistically, the four spot is already spoken for with Ral Zarek (of whom you'll want several copies) and potentially Jace, AOT (perhaps 2/2 split between the two walkers).
I added another Aetherling to my deck and it's basically a game-ender if you have 7 mana on the board.
This is typically what you're going to want out of a six drop (although you could technically consider it a seven drop since you'll want to have one extra to protect it EVERY time you cast it).
My suggestion would be to focus on getting to the Aetherlings; but don't limit yourself to just the one option for victory. Hypersonic Dragon is, in many ways, a poor man's Thundermaw Hellkite and can put some serious pressure on the enemy while also opening up some other options with the sorcery acceleration (for instance letting you cast Supreme Verdict at instant speed).
You have a pretty solid start here, but the biggest issue is that you have mixed cards that don't support an aggro strategy. For aggro you need to be ALL IN to either win or lose the game within the first 5-6 turns. Typically, if someone is able to survive to turn 5-6 and can drop something sizable (normally Thragtusk or Supreme Verdict), aggro will lose. Now that might not be the case if you're playing Golgari as you can access your fallen creatures in the yard and keep going.
So first off, I'd move the Deathrite Shamans to the SB then yank the Korozda Guildmages and Trestle Trolls. Deathrite is great at controlling the graveyard, but doesn't really fit the strategy of what you're trying to do. The guildmage might be able to pump and make something hard to block, but that's using mana that, to be honest, you will need elsewhere. Lastly, Trestle Troll is a purely defensive card. If you were stalling to try to get to the mid-range game, they would potentially be welcome, but as it stands, they're just taking up space.
So what goes in those vacated slots? Why aggressive creatures of course! You have a wealth of choices too ranging from Dryad Militant, Experiment One, or Rakdos Shred-Freak from RTR block; to Strangleroot Geist, Diregraf Ghoul, and a few others from Innistrad Block. The key is to get as much power out of your creatures as possible given that they're going to be swinging most turns.
For your other stuff, you're sitting on some good ones but I have a few suggestions.
1) Swap Giant Growth for Slaughterhorn. He might cost two more to hard cast, but his bloodrush gives you the same thing as the growth, but his ability to be cast as a creature means he's not a dead draw on an empty board.
2) Drop Devour Flesh to the SB in favor of Putrefy. Yes, it costs one more, but it doesn't give the opponent life, which is a BIG problem for you if you're playing aggro, as the last thing you need to be doing is making your own job harder.
3) Vraska typically underperforms outside of certain situations (believe me, I want her to be good too). In addition to that, she's outside of your curve. There's no real need to add more mana to consistently get up to five if she's the only five drop. Move her to the SB and slide her in when you're facing more mid-range types of decks as she'll be able to produce at better value there.
4) Corpsejack Menace doesn't really do much for you here. Sure, he's a pretty aggressively costed 4/4, but why not just run more Deadbridge Goliaths in that spot? Or, as a personal suggestion, 2x Jarad, Golgari Lich Lord. He's very often a HUGE threat, can sack your stuff so that you never even have to swing to kill them, AND can be brought back from the yard in the event he dies. If the opponent is running board wipes, you'll have stuff in the 'yard, making him a bigger threat.
5) Rancor should be a 4x if you're going aggro here. Outside of a completely empty board, it's never a bad card to play.
6) Dreg Mangler should also be a 4x for what it's worth.
Anyway, give those suggestions some thought. I have a friend who pieced together something not too different and it's pretty dangerous when it works. Just don't be afraid to mulligan aggressively, as hands with any more than three lands are likely going to flood you a bit.
A few thoughts.
First, before you go dropping the cash on Snapcaster Mages, I would suggest snagging the shock lands you would need to fill this out. Sure, there are more of them, but they're cheaper and won't rotate as soon as the Snappys. That aside, Snapcaster does see play beyond standard, so they should hold their value if you do get them and want to unload them closer to rotation.
Second, I'm not really seeing a clear win-con here. Nivix Cyclops and Fluxcharger will likely be underwhelming for the most part. The cyclops will end up being stuck back as a defender a LOT of the time and once Fluxcharger flips his power and toughness, he'll be easy pickings for almost any removal spell. I would suggest upping your count of Aetherlings to 2 or 3 and have them as your primary win-con.
Third, obviously the more Ral Zareks you have in the deck, the more likely you will be able to hit him and be effective. He actually pairs remarkably well with Tamiyo, Gilded Lotus, and Izzet Staticaster. Any of those options should create some clear plays.
Keep us posted if you figure something out, as we'd all like to see the Izzet actually get somewhere in standard play.
Honestly i would consider that if it weren't so expensive to play i thought about it before but after playtesting it bogged down my mana. im going for a more beat-em-up style deck but a more controlled deck would definitely see your suggestion in a heartbeat! haha but hey, thanks a lot for the look ^.^
I'd argue that the clasp isn't that bad and can ensure that you're able to add more counters to better your board state when you're sitting with an empty hand and mana to spare. But either way, works.
The deck looks amusing enough. I can't help but think you might enjoy adding Contagion Clasp and/or Contagion Engine for the repeat proliferate triggers. Perhaps replace 2x Scar and 2x Virulent Wound with 3x Clasps and 1x Engine?
Otherwise, it looks promising (although I'm not going to pretend that I'm an expert on what would and would not be competitive in Modern).
I mean I can see where someone would be coming from as Acidic Slime is the only target you would benefit from Cloudshifting, making it a largely dead card. Perhaps slide Rancor into the spot for those three? You can already flicker the slimes with the Restoration Angels.
Aside from that, Giant Growth in the SB? I'm not sure I see where/when you side that in. I could see changing those three slots to two Thragtusks and an Angel of Serenity in case your more aggressive strategy comes up short and you need to slide in some more mid-range elements.
Turn Play Cumulative Damage
t1 exp1 0
t2 gyr sag 2
t3 ren kras 5
t4 dreg 15
22
t1 rak cak 0
t2 sham 2
t3 dreg 8
t4 corps 9
19
t1 rak cak 0
t2 sham 2
t3 ren kras 5
t4 corps 16
23
t1 rak cak 0
t2 exp, ranc 4
t3 ren kras 6
t4 dusk 14
24
t1 rak cak 0
t2 gyre 2
t3 ren kras 4
t4 dreg 14
20
This looks good and all, but there are a number of issues.
Before getting into any card suggestions, these are all ideal scenarios that require things to hit PERFECTLY and the opponent not to have any response to kill them T4. Take a look at the better aggro decks out there, they're doing 15-17 damage by the end of T3, making a T4 kill much easier (even achievable with a Searing Spear).
Also, your math appears to be off in several of the scenarios (not to be a picky ass about it, but it can make a difference)
- In the first scenario, T2 you swing with the 2/2 Exp One, but then T3 you would likely be swinging with a 3/3 Exp One and a 2/3 Gyre Sage thanks to the evolve triggers caused by casting Renegade Krasis - that would up the damage to 5 for the turn or a cumulative total of 7. Then with all the triggers, you would be at 15 damage for T4... raising the question, are you reporting the cumulative damage or the damage dealt that turn?
- In the second scenario, Rakdos Cackler into Shambleshark is going to require at least one shock and a perfect hit with your mana (which I don't know that you'll reliably hit given what you have in there).
- In the third scenario, same issue with the mana.
- In the fourth scenario, this seems a more likely sequence, but you're coming up at EXACTLY 20 on T4 (I know that the Seer would do added damage to them the next turn, to which I reference my comment about the card suggestions below). Not a lot would have to go wrong here for this to come up short.
Now for some specific card suggestions:
First, Gyre Sage is more ideal if you're trying to drop something bigger or casting spells with X's in their cost, i.e., Clan Defiance. Additionally, it's another ground and pound creature... so why not toss in something with evasion like Elusive Krasis - if anything, I'd actually swap Renegade Krasis and Gyre Sage for Elusive Krasis and potentially Drakewing Krasis. It ups your curve by one for one creature, but it is more likely to get damage through with the added evasion. Additionally, both those creatures are almost guaranteed evolve triggers (I know the Renegade's added pump is promising, but you're still clogged up on the ground AND it's unlikely to trigger more than maybe once in a game). If you're still sold on a two-drop aggressive creature, Gore-House Chainwalker, Strangleroot Geist, and Rakdos Shred-Freak all have some promise.
Second, given that practically none of your creatures have haste, you're unlikely to score the consistent T4 wins that more aggro-centric decks can pull off. As such, you need more of a backup plan. Personally I'd suggest dropping the Corpsejack Menaces (believe me, I wanted them to be good too) in favor of Deadbridge Goliaths, Desecration Demons, or even just filling out the full set of Duskmantle Seers. The Goliaths and Demons will provide larger threats (the latter with evasion and possible multiple instances of removal) and the Seer offers evasion AND the possibility of pinging the opponent each turn, which, if you've already hit them for 10-15 damage, can be the difference between winning and losing.
As another note, some Golgari Charms should be SB for this, as they can offer a variety of additional options (protection from board wipes or wiping out chump blockers (spirit tokens).
Alternately, and this would be my suggestion, change the deck colors. I know black is promising and lets you access the Dreg Manglers and Corpsejacks, but red is easily a much better aggro color. You would be able to play Stomping Ground for Flinthoof Boar, Mogg Flunkies and a variety of other favorable aggro cards, i.e., Ghor-Clan Rampager, Lightning Mauler and Burning-Tree Emissary.
Think of the T1 Steam Vents or Breeding Pool into Cloudfin Raptor, T2 Stomping Ground into Burning-Tree Emissary that also drops Flinthoof Boar. Now you're sitting on a 2/3 flyer, a 2/2, and a 3/3 all on turn 2. T3 could be a variety of plays from that point. There's even room for Ral Zarek in that deck if you like and the SB can contain more mid-range cards in case you have to make the switch between games for a more favorable matchup.
Anyway, those are just some thoughts. Not trying to rain on your parade but it's easy to think an aggro deck will steamroll when, in reality, there are a LOT of speedbumps. As an example, I can point you toward a RDW build that can potentially win on T3, but that actually typically loses to better decks. Think through and feel free to take or leave any of my suggestions and best luck with it.
With all of these cards as 1-offs, I would suggest either trying to make this into an EDH deck or really digging into your inventory to find the token generators that you have 3-4x of, as this build, as currently constructed, would be REALLY inconsistent.
What do you think I could swap out for those?
Gridlock strikes me as a solid candidate.
Keep in mind as elpablo said, it's unlikely that the deck will fare well against the more established builds and strategies, but it could be a lot of fun to play.
I had tinkered with the idea of a competitive BUG evolve build a while back. It's a bit gimmicky, but if you want to give it a look you can see it here: http://deckbox.org/sets/299659
The addition of black to the mix gives you a LOT of added options that you will often find yourself wishing you had. For instance, spot removal. Sure Rapid Hybridization is nice, but you will have trouble against creature-centric decks without some way to reliably pick them off. Additionally, given the importance on keeping your creatures on the board, making something like Golgari Charm to bail you out against a Supreme Verdict available is critical.
Beyond that, the curve pretty much builds itself. T1: Arbor Elf; T2: Farseek; T3: Master Biomancer; T4: Corpsejack Menace (he would get 4 +1/+1 counters); T5: Thragtusk (now a 9/7); T6: Prime Speaker Zegana - huge in epic proportions AND you'll get to draw like 20 cards.
Yeah, if it says 100 cards, it's meaning a commander deck. I know someone who has three of these which he uses to carry/store his commander decks.
One thing on the jund midrange. I see the synergy between disciple and the other creatures, but consider this.
If you're able to play disciple for value she's amazing for 4 mana, but the cheese does not stand alone in this case. As a card by herself she doesn't provide the same value that the standard jund 4 drops do. If you really wanted to draw cards consistently in jund consider deadbridge chant instead. I run one in my current jund and it's a fantastic card. getting a creature back for free potentially is amazing. I'm considering taking out the garruks for additional chants. it is a bit expensive at 6 but there's still not a whole lot of enchantment removal out there.
Domri seems out of place in the midrange. You're less than 1rd creatures which means he's going to miss at least 2 out of 3 times on average.
A couple more sweepers would probably help too. I like gaze of granite. It's worked pretty well. And against the naya blitz decks casting it for 4 is almost like using a supreme verdict. Though arbor elf does not synergy with it. YOu'd have to go to keyrunes probably.
While you're spot on that having the Disciple out on its own doesn't provide the value of a Desecration Demon, what it does provide is SERIOUS card advantage and life gain. The most typical creature I intend to sack to it is Thragtusk, which, let's be honest, if you could pay 9 mana to gain 10 life, draw five cards, and put a 2/1 and 3/3 creature into the field, you would do it every time, right? That pairing is essentially like going six-to-nine cards-for-one in terms of card advantage. It could easily shut out an aggro strategy quickly, nevermind drawing additional tusks and/or DDs. The biggest problem with DD is that it can get locked out of combat by a clever opponent that is able to play one "chump" creature a turn - think, Lingering Souls can keep said demon occupied for four full turns... but if I can quickly turn that pointless demon into a 2/1 creature (not as big of a deal, but still a threat), 7-10 life, AND an entirely new hand... that's huge - especially if I'm digging for that 6th mana to cast Ruric Thar or Sire of Insanity.
As for Domri Rade, he's useful here in a number of ways. First off, his +1 won't always net me a creature card, you're spot on about that. But it DOES provide me the ability to see what my next card is and to plan accordingly. If I know that I have another DD coming or a Tusk, perhaps I'll let more attackers through, but a land gives me incentive to block more aggressively. A lot of people downplay this ability if you're not always drawing creatures off of it, but sometimes just knowing what is coming next can be a huge advantage. Second, his -2 is really where I'm at here. If they're feeding one creature per turn to my DD, his -2 gives me the option of taking out their sacrificial lamb prior to the start of combat as there really aren't many creatures out there that will consistently beat a 6/6 in a fight, much less after it's been pumped a few times by their sacrifices. Third, Domri offers a nice diversion against aggro decks as a possible T2 play or T3 hard cast, he can do some work and draw an attacker away from me - which is often quite important when you're trying to survive until you get your bigger stuff out. Lastly, Domri's ultimate comes into play against control decks. It seems unlikely, but the first time I played an FNM with him in a deck, he went absolutely bonkers and I was able to ultimate him in back-to-back games against a control deck, easily sealing the victory for me as that haste, double-strike bit really does a number on someone. I can see where you're coming from, but if I were to identify a weak link in the build, he's certainly not it.
To some degree I'm considering Gaze of Granite as a SB card as I'd happily drop an Arbor Elf or two if it meant derailing an aggro deck. My biggest concern is that said Gaze would require you to cast it for five or six before it really does that much work for you. Again, I'm heavily considering it, as it can be technically cost for zero to wipe out tokens, but beyond that it'd have to be much later in the game to really make an impact.
I appreciate the feedback, even just thinking about the separate pieces a second time can be really useful.
Considering that you have lifelink via Vampire Nighthawk, it's almost always a plus to add card draw. It increases consistency and can help get you out of a bind (nevermind the fact that you could always target the opponent if you're hard up to hit them for two). For that reason, you should definitely keep Sign in Blood.
If anything would need to slide out, I would suggest Dark Favor. It's a cheap pump and a good option to add some damage; however, it does open the door for you to get two-for-one'd.
I saw a version of bg aggro-ish stuff on the pro tour coverage this weekend. I really liked the interactions between varolz, lotleth and scrivener. I don't know how competative it is but the cards scream synergy
If I were to shift gears to be completely R/B aggro, I'd be looking for quite a different setup. Spike Jester, Rakdos Shred-Freak, Ash Zealot, etc would likely be appropriate there.
I like the synergy here with Experiment One and pretty much EVERY creature in the deck. T1 Exp One, T2 Burning-Tree into either Flinthoof or Mogg translates into a 3/3 Exp, a 2/2 Emissary, and a 3/3 Boar/Goblin... that's 3 damage on T2 with another 8 without me doing anything else on T3. Land that (or even part of it) in two turns and a single bloodrushed Ghor-Clan or Searing Spear can end the game. But again, the question becomes, what can I do if I don't get that synergistic of a draw? As soon as Tusks start hitting the field, I have a problem... and Tusks + Resto Angels will easily push the opponent out of range. Sure, I can deal with a few minor threats, but I just don't know whether I trust an all-in aggro strategy as much in this meta... perhaps I'm just off on that.
To be honest, I would drop Tajic in favor of some lower CMC creatures like Firefist Striker, Stromkirk Noble, or even Wojek Halberdiers. Sure he'd be a 3/3 indestructible with Legion's Initiative out, but at the four spot you're already sitting on Hellrider AND Firemane Avenger.
Beyond that, I'd consider dropping the Boros Guildgates in favor of Plains or Mountains. Sure, they won't give the flexibility, but being untapped when they enter play is critical as you're playing aggro.
So as I'm sure many of you are also thinking about DGM gameday this upcoming weekend, I've hit something of a conundrum with regard to which of two decks I should give a go at my LGS. The gameday tourney is a $10 entry to win a box of DGM, so I'm looking for something that's highly competitive (within reason).
With no further ado, I've come to these two Jund builds but I'm currently torn regarding which one would be more likely to perform well.
Option 1: Going Trolling - aka Jund Aggro (can be seen here http://deckbox.org/sets/359171)
The idea here is quite simple, lots of attacking, going as fast as possible. T4 wins are quite common given the build, the evolving of Experiment One and the wealth of 3/3 creatures that hit the board quickly. I realize the norm is to put in 4x Falkenrath Aristocrat or Hellrider at the four-drop; however, as I have only one Hellrider, I've gotten a bit more creative. Varolz, the Scar-Striped is my bomb here in many regards, as he lets me keep the pressure on quickly and easily by putting counters galore on any creatures if I run into any board wipes and the like. Vexing Devil becomes a 4 damage burn spell AND Blessings of Nature for all of RR thanks to Varolz. Similarly, I can happily use Ghor-Clan Rampager as a bloodrush trick and then later turn it into counters.
The problem: I have some removal here and I'm quite thankful for Putrefy, but I fear running into lots of Tusks and other stalling creatures until I eventually hit something that's just too big for me to deal with reliably (I'm thinking Angel of Serenity).
Option 2: Oh the Insanity - aka Jund Midrange (can be seen here http://deckbox.org/sets/377478)
The idea here is drastically different from the trolling deck in that I'm aiming to simply drop bigger threats than the opponent all game. Ideally a T3 Desecration Demon thanks to either Farseek or Arbor Elf offers a commanding board presence. But, consider this, for four mana, I can sack said demon to gain 6-7 life and draw 6-7 cards thanks to Disciple of Bolas... similar things happen with Thragtusk in play. Can you say card advantage? If I cannot overpower the foe with DDs or Tusks, then I'll happily drop Ruric Thar, the Unbowed and/or Sire of Insanity. The pair of those together on the field would essentially translate into an automatic win.
The problem: Consistency here scares me. Sure, I can really light someone up if the cards go right, but a T3 DD isn't guaranteed by any means and I fear that my mana base is simply too shaky for the double black cost (keep in mind that I'm not looking to pick up more shocks between now and next weekend). Additionally, I fear that this build would play to the strengths of other mid-range decks that might just be more powerful than me - again, Angel of Serenity poses quite the problem.
So I ask all of you, as I haven't tossed out any deck ideas in a while, what are your thoughts? Any tweaks you would suggest to either build? And, ultimately, which build looks more competitive?
The prime options, at least as they appear to me, would be Bioshift, Redirect, and potentially Cloudfin Raptor. Obviously you're going to know the sorts of things you'll run into more than I, but given your total lack of removal or any way to deal with major threats, I can see where Bioshift would be the easiest to pull. Redirect is a great sideboard card, but if the opponent isn't doing all that much meaningful targeting, then it's essentially a dead card. Similarly, Cloudfin Raptor can be epic if played on turns 1-3, but any time after that and it's unlikely to be more than a chump blocker.
Interesting... I haven't seen that build. I kinda like it...
I enjoy decks with multiple WinCons (who doesn't) and that definitely seems to be the case w/ Act 2.
For kicks and giggles, here is my wife's deck... I've updated it a bit and fixed the mana problem quite well... It seems capable of performing against my deck and I think it's the better of the two builds. http://deckbox.org/sets/325827
Amazing how much Arbor elf changes the complexion of a deck. :-)
When is comes to playing with Simic Manipulator, you NEED to play with Agoraphobia. It lets you bring their larger creatures down into range to steal while otherwise just acting as a pretty solid soft-removal spell.
Deckbox Forum » Posts by TyWooOneTime