Greetings traveller,
This is my adventure into the Adventures in the Forgotten Realms.
DUNGEON MECHANIC
When players remember this set they'll remember the dungeon mechanic, but no way am I remembering all the rooms! The mechanic is a little awkward; It's like when you're unsure exactly what's on the other side of a flip card but you can't check because you'll reveal information.
None of the dungeon venturing cards are breaking the format but some are playable.
THE CREATURE LANDS
Lands which have some nonmana ability which gives value, always have some kind of drawback. This new series is no exception. However, there are very few value lands which enter untapped and produce coloured mana. There is the series of Hour of Devastation uncommons and the horizon lands, but they also cost life. There is the legendary series from Kamigawa but they only work on legendary creatures. These new AFR creature lands fit nicely into decks which can't afford colourless lands or lands which enter tapped.
Good if your deck produces a tonne of mana.
Requires a lot of mana and therefore isn't good at finishing off planeswalkers like most creature lands are.
EQUIPMENT
ZOMBIES
ARTIFACTS
Easy to miss as an artifact land, very sneaky. A big addition to artifact strategies.
Later in the game you can dump mana into making treasures to boost Tolarian Academy, Cranial Plating or sacrifice to Arcbound Ravager.
The original image is not on Gatherer, only this foil version, weird.
- Manifold Key and Time Vault
- Painter's Servant and Grindstone
- Mesmeric Orb and Basalt Monolith
- Sword of the Meek and Thopter Foundry
If you can copy the ability you can produce multiple 4/4's at once.
GOBLINS
DRAGONS
Unlike Cavern of Souls or Unclaimed Territory, you can use mana from ~ on anything you want.
Dragon tribal is a long way behind other tribes in number of tribal payoffs. Also, dragons are traditionally 4 or more mana, making the curve difficult to fill out. Lately they have been printing cheap dragons though, e.g. Sprite Dragon, Smoldering Egg and Scion of Draco.
The most exciting possibility is Descendants’ Path. One day I’ll break that card.
MISCELLANEOUS
Her whip covering the text really bothers me.The +1 needs to be effective for ~ to be worth running. She ultimates fast. The 1/1's are great with Skullclamp.
Possible addition to High Tide combo if they're trying to go fully instant speed.
In competition with:
Titania, Protectr of Argoth
I like this in metagames with lots of graveyard abuse. Unfortunately delve creatures will eat up the graveyard before ~ gets a chance, also those delve creature will probably be bigger than ~. To make ~ work you'll need removal for big blockers. Bounce works also, because ~ will stop the graveyard getting big enough to recast the delve threats.
I can imagine growing this for a couple turns with lots of 1drops and other cheap spells like Mishra's Bauble, Urza's Bauble, Gitaxian Probe and Manamorphose. If it gets to a 3/3, that's a good deal.
Super powerful. Excellent in the UR maximum spells deck, which I like to call 'Drakes', except all the drakes have long since been cut from it. Of course Demilich is competing with delve spells, of which there are many premium ones. I think the recursiveness is worth it; One of the weaknesses of Drakes is it only has room for so many win conditions because so much space is taken up by cantrips and therefore if your win condition gets removed you may be left spinning your wheels.~ may be so demanding on cards that it may be correct to go over 60 cards maindeck. You'd need to test a tonne to find the correct number.
I've tentatively added this to my Scapeshift deck as the last spell. That deck is hungry for self contained land accelerants because it needs one to keep a hand. The deck already runs Diligent Farmhand. The problem with Neverwinter Dryad is that it clashes with Field of the Dead: Currently I'm running one Forest and two Snow-Covered Forests. I've decided the risk of having no basic forest to search with ~ is worse than missing a zombie because I have two lands with the same name.
Fill your deck with creatures that are free with level 2 and go crazy. Mox Amber goes in the deck, which is a super powerful addition.When you're building around ~, it becomes powerful enough that you would run Enlightened Tutor for it.
You can have X be zero to effectively sacrifice creatures at will. Until now we were relying on Varolz to be our sacrifice outlet for persist combo to find with Green Sun's Zenith. Now we have an upgrade provided that we can cast Minsc. He is quite tough on mana requirements. I would avoid basic Swamp or any colourless land.
A 3/2 body is worth a card, so this doesn't feel like the usual on-top tutor.I've been running ~ in my Yorion Combos deck and have been very happy with it.
Some combo decks, e.g. Storm, dig whilst producing mana, but they don't want to draw their Emrakul or whatever win condition until they have critical mass. In that case 'wishes' can be good win conditions because if you don't have critical mass yet, they still find something useful.You can run ~ in a noncombo deck if your sideboard contains a lot of super cheap bullets like Massacre, Mogg Salvage, Grafdigger's Cage, etc. You may need more value like multiple prowess triggers or getting Lava Dart to flip Erayo.
Effectively Village Rites in an Aristocrats deck.
I like this at the moment because there are lots of delve creatures to bounce.
Metagame dependant. Right now I wouldn't run ~ becaise Murktide Regent is a dragon. There are a bunch of '1B mana kill target dude' instants that have some condition. On any given week one of them is better than the others, e.g.:Works with Transmogrify et al.
Elf tribal.
One of the best mill cards printed. Eventually there'll be a metagame where mill is viable, even if only for a month.
Resilient threat for mono red. If you are two colours I think you can find a better threat.
Spending 3 mana to not effect the board is a tempo loss you'll need to recover from. Serra's Sanctum and Balance would be good at doing so.
I didth for thee lolths.Titania, Protectr of Argoth
I can imagine growing this for a couple turns with lots of 1drops and other cheap spells like Mishra's Bauble, Urza's Bauble, Gitaxian Probe and Manamorphose. If it gets to a 3/3, that's a good deal.
Metagame dependant. Right now I wouldn't run ~ becaise Murktide Regent is a dragon. There are a bunch of '1B mana kill target dude' instants that have some condition. On any given week one of them is better than the others, e.g.:
Do you think a skullclamps based combo deck could be viable? I don't have a list but I've been thinking about it.
ReplyDeleteI haven't seen one for years so it's worth a try!
ReplyDeleteNaturally the deck would be full of cheap one toughness creatures, which has inherent risk; if the opponent counters your Skullclamp or other payoff then you can be left with weak creatures. But perhaps there are measures you can take to prevent that.
I've seen Elf decks use Earthcraft and Heritage Druid to make one mana elves effectively zero to cast, and Skullclamp goes crazy there.
Another path could be using Puresteel Paladin and kobolds to combo off, but that seems riskier than the Elf plan
Thanks for the response. There are a few 1 toughness 1 drops that can return Skullclamp from the graveyard to the hand, so that they're not dead if clamps is still around. Here's a link to a first draft if you're interested.
ReplyDeletehttps://www.moxfield.com/decks/kY_U9-aT2kCRQDZTHuEbuQ
I tried to have a shaman package, for Thornbite Staff, which I think needs cutting. Cheers.
Looks pretty sweet.
DeleteI think I would cut the Shaman theme and also all the Blood Artists and instead just try win with storm spells. That extra room should also give you cards to support Puresteel Paladin, Mox Opal and Earth Craft.
Judging by the gems you've found you've probably thought of these, but Open the Armory and Trinket Mage are nice tutors for Skullclamp
(I didn't think Earthcraft and Puresteel had enough support)
ReplyDelete