Time for an Update
Hi everyone! Welcome back to The Knowledge Pool. With 2018 now behind us, I wanted to take a look back at a few of the decks I've demoed and suggest a few updates that I think would help take them to the next level.
This past year I've presented 18 decks in this series. The issue with presenting so many decks is that my recommendations come with varying degrees of real testing. When I show you my [card]Karador, Ghost Chieftain[/card] deck, my suggestions are based on tons of personal testing, but when I present you my new idea for [card]Kresh the Bloodbraided[/card] Hydra tribal, the brew is primarily informed by my overall experience playing Commander rather than specific experiences. In a lot of cases I've had the opportunity to build the decks I demo, and when I do, I take mental notes of which cards work as intended and which don't. I also think back to the strategies I proposed and try to determine if they execute in practice.
As I've revisited the lists I've presented to you, I've identified three in particular that I think could benefit from adjustments, and a fourth that needs a couple swaps. I've selected these four because of the additional testing I've done with them, which has helped me to identify some key weaknesses. Luckily, these weaknesses are easily remedied, and I think with the tweaks presented here these decks are on the verge of consistency.
Throughout the course of the year, my building philosophy has evolved. The longer I play Commander, the more lands I seem to include in my decks. In past years, 34 lands was an acceptable benchmark, and coming into this year, 36 lands was my target. Over the last couple months I've found myself moving to 38 lands as a minimum number for most decks. Is there truly a difference between 36 and 38 lands? While I don't have the statistics to show how the extra lands affect our ability to fix our mana or hit our land drops, I can say from experience that 38 lands feels more consistent, and I've found that I'm rarely getting mana screwed with this number.
Beyond minute changes to land numbers, I noticed a trend among the decks I'll be updating here: I sacrificed draw and removal in favor of synergy. I think we've all been in this position from time to time. We get so wrapped up in what we want our deck to do that we end up cutting ramp, removal, or draw spells to accommodate more 'awesome' spells. Sometimes this is the right move; [card]Jhoira, Weatherlight Captain[/card], a deck I presented previously, is happy to sacrifice removal for more artifacts, counters, and draw spells. However, most decks are not artifact-based Storm decks like Jhoira, and cutting removal is ill-advised.
This acknowledged, I noticed for the decks I'm updating that I made excuses for the lack of removal or card draw when I originally brewed them. "We're fine with limited removal because...." As it turns out, while these decks were functional with limited removal or draw, they felt lacking.
So which decks will we be looking at today? We'll be starting with [card]Ghalta, Primal Hunger[/card].
Return to Jurassic World
Ghalta, Primal Hunger
View on ArchidektCreatures (38)
- 1 Arbor ElfArbor Elf
- 1 Elvish MysticElvish Mystic
- 1 Fyndhorn ElvesFyndhorn Elves
- 1 Llanowar ElvesLlanowar Elves
- 1 Ulvenwald TrackerUlvenwald Tracker
- 1 Genesis HydraGenesis Hydra
- 1 Gyre SageGyre Sage
- 1 Priest of TitaniaPriest of Titania
- 1 Scavenging OozeScavenging Ooze
- 1 Elvish ArchdruidElvish Archdruid
- 1 Eternal WitnessEternal Witness
- 1 Managorger HydraManagorger Hydra
- 1 Prowling SerpopardProwling Serpopard
- 1 Rhonas the IndomitableRhonas the Indomitable
- 1 Selvala, Heart of the WildsSelvala, Heart of the Wilds
- 1 Somberwald SageSomberwald Sage
- 1 Thrashing BrontodonThrashing Brontodon
- 1 Tireless TrackerTireless Tracker
- 1 Wayward SwordtoothWayward Swordtooth
- 1 Forgotten AncientForgotten Ancient
- 1 Goreclaw, Terror of Qal SismaGoreclaw, Terror of Qal Sisma
- 1 Karametra's AcolyteKarametra's Acolyte
- 1 Nylea, God of the HuntNylea, God of the Hunt
- 1 Polukranos, World EaterPolukranos, World Eater
- 1 Surrak, the Hunt CallerSurrak, the Hunt Caller
- 1 Yeva, Nature's HeraldYeva, Nature's Herald
- 1 Arbor ColossusArbor Colossus
- 1 Verdurous GearhulkVerdurous Gearhulk
- 1 Bane of ProgressBane of Progress
- 1 Hydra BroodmasterHydra Broodmaster
- 1 Kalonian TwingroveKalonian Twingrove
- 1 Pathbreaker IbexPathbreaker Ibex
- 1 Rampaging BalothsRampaging Baloths
- 1 Soul of the HarvestSoul of the Harvest
- 1 Ulvenwald HydraUlvenwald Hydra
- 1 Woodland BellowerWoodland Bellower
- 1 Stonehoof ChieftainStonehoof Chieftain
- 1 TerastodonTerastodon
Sorceries (6)
- 1 Green Sun's ZenithGreen Sun's Zenith
- 1 CultivateCultivate
- 1 Nissa's PilgrimageNissa's Pilgrimage
- 1 Traverse the OutlandsTraverse the Outlands
- 1 Rishkar's ExpertiseRishkar's Expertise
- 1 Boundless RealmsBoundless Realms
Artifacts (5)
- 1 Sol RingSol Ring
- 1 Lightning GreavesLightning Greaves
- 1 Swiftfoot BootsSwiftfoot Boots
- 1 Lifecrafter's BestiaryLifecrafter's Bestiary
- 1 Strata ScytheStrata Scythe
Instants (5)
- 1 BerserkBerserk
- 1 Heroic InterventionHeroic Intervention
- 1 Wrap in VigorWrap in Vigor
- 1 Beast WithinBeast Within
- 1 Krosan GripKrosan Grip
Enchantments (4)
- 1 Greater GoodGreater Good
- 1 Vernal BloomVernal Bloom
- 1 Zendikar ResurgentZendikar Resurgent
- 1 Sandwurm ConvergenceSandwurm Convergence
Planeswalker (4)
- 1 Garruk, Primal HunterGarruk, Primal Hunter
- 1 Nissa, Vital ForceNissa, Vital Force
- 1 Nissa, WorldwakerNissa, Worldwaker
- 1 Garruk, Caller of BeastsGarruk, Caller of Beasts
Lands (37)
- 1 Dryad ArborDryad Arbor
- 31 ForestForest
- 1 Homeward PathHomeward Path
- 1 Mosswort BridgeMosswort Bridge
- 1 Nykthos, Shrine to NyxNykthos, Shrine to Nyx
- 1 Oran-Rief, the VastwoodOran-Rief, the Vastwood
- 1 Rogue's PassageRogue's Passage
Find my original article for this deck here.
Let me start by saying that I love this deck. Even just typing out this deck list gets me excited. For the most part, this deck functions as advertised. You play powerful dudes, make more mana than you could ever use, and beat face. Truthfully, you could play this deck as is and you probably wouldn't be disappointed. But what do you do when the ground gets gummed up? What about when the Enchantress deck has three [card]Ghostly Prison[/card] effects? As built, we have a few ways to deal with these situations, but we'll certainly be struggling to do so. We're going to need to punch up our removal.
The other deficiency I've noticed so far is with our drawing ability. We have nine ways to draw cards in some capacity, but the problem is related to cost. The bulk of our draw abilities cost around four to six mana, and draw tons of cards. This is great once we've gotten into the mid or late game, but I think a few more cheap options for some consistent card draw would do us some good.
Lastly, at the moment we're really heavy on forests. This isn't a bad thing, but I think we have some room for more utility lands.
Let's check out the changes I've made:
Ghalta Updates
View on ArchidektIn (11)
- 1 Beast WhispererBeast Whisperer
- 1 Life's LegacyLife's Legacy
- 1 Song of the DryadsSong of the Dryads
- 1 Oblivion StoneOblivion Stone
- 1 All is DustAll is Dust
- 1 Sylvan LibrarySylvan Library
- 1 Arch of OrazcaArch of Orazca
- 1 Memorial To UnityMemorial To Unity
- 1 Scavenger GroundsScavenger Grounds
- 1 Slippery KarstSlippery Karst
- 1 Tranquil ThicketTranquil Thicket
Out (11)
- 1 Boundless RealmsBoundless Realms
- 1 Ulvenwald HydraUlvenwald Hydra
- 1 Elvish ArchdruidElvish Archdruid
- 1 Kalonian TwingroveKalonian Twingrove
- 1 Tireless TrackerTireless Tracker
- 1 Lightning GreavesLightning Greaves
- 1 Swiftfoot BootsSwiftfoot Boots
- 4 ForestForest
Of the cards I cut, I tried to focus on redundant abilities. Cards like [card]Tireless Tracker[/card] are excellent, but I think we'll get more mileage out of [card]Beast Whisperer[/card]. I've also cut a few big creatures that don't offer much more than power. Cards like [card]Ulvenwald Hydra[/card] offer a big body, but unfortunately we can't make great use of finding a single land. We also have a glut of ramp spells, so cutting a few of our pricier ones is easy.
The last two cuts I made were [card]Swiftfoot Boots[/card] and [card]Lightning Greaves[/card]. I like what these do for us in theory, but my experience so far is that we just don't need them. Ghalta will rarely cost us more than GG, so if our opponents want to waste removal on her, we're okay letting them do so. In fact, a lot of the time, we'll be offering her up to [card]Greater Good[/card] for a complete reload. The secret of this deck is that all of our dudes are big and scary, and protecting one or two of them shouldn't be our primary concern. If we are concerned about a [card]Day of Judgment[/card] effect, [card]Heroic Intervention[/card] and [card]Wrap in Vigor[/card] will keep our dudes on board.
So what do we get in return for these cuts? [card]Oblivion Stone[/card] and [card]All is Dust[/card] offer us two unconditional Wraths to clear the board. Both of these cards have been making more appearances in my decks, and we'll be seeing more of them today. I also want to point out [card]Life's Legacy[/card]. Somehow this card has been evading my notice, but we're already running [card]Rishkar's Expertise[/card] and [card]Greater Good[/card], and Life's Legacy offers us another cheap way to turn Ghalta into 12 cards.
On the Radar
I want to point out two cards that are on my radar to be added in later. [card]Whiptongue Hydra[/card] helps us deal with flyers, and if we can kill a couple it will push us closer towards Ghalta quickly. The most obvious potential swap-out here is [card]Arbor Colossus[/card]. I'm not sure I'm sold on this swap yet, but if my meta makes the move towards more flyers I will be bringing in the Hydra.
With the recent reprint, [card]Ancient Tomb[/card] is now a more appealing option. On one hand, this is the perfect deck for Ancient Tomb, since color-fixing isn't a huge concern and the extra mana will let us summon our beasts a bit earlier. On the other hand, we have so much ramp that Ancient Tomb is far from a necessity. I don't know if I want to spend the $20 to include this card, given that it's a clear luxury for this deck, but if you would like to add Ancient Tomb to your arsenal, this would be the time to do it.
Having addressed our big, green, scaly friend let's get some blue in our lives and talk about [card]Tatyova, Benthic Druid[/card].
Cultivating the Depths
Tatyova, Benthic Druid
View on ArchidektCreatures (27)
- 1 Sakura-Tribe ScoutSakura-Tribe Scout
- 1 Skyshroud RangerSkyshroud Ranger
- 1 Sylvan SafekeeperSylvan Safekeeper
- 1 Budoka GardenerBudoka Gardener
- 1 Coiling OracleCoiling Oracle
- 1 Dreamscape ArtistDreamscape Artist
- 1 Dryad GreenseekerDryad Greenseeker
- 1 Lotus CobraLotus Cobra
- 1 Sakura-Tribe ElderSakura-Tribe Elder
- 1 Azusa, Lost but SeekingAzusa, Lost but Seeking
- 1 Courser of KruphixCourser of Kruphix
- 1 Eternal WitnessEternal Witness
- 1 Kefnet the MindfulKefnet the Mindful
- 1 Nissa, Vastwood SeerNissa, Vastwood Seer
- 1 Ramunap ExcavatorRamunap Excavator
- 1 Tireless TrackerTireless Tracker
- 1 Wayward SwordtoothWayward Swordtooth
- 1 Oracle of Mul DayaOracle of Mul Daya
- 1 Meloku the Clouded MirrorMeloku the Clouded Mirror
- 1 Titania, Protector of ArgothTitania, Protector of Argoth
- 1 Multani, Yavimaya's AvatarMultani, Yavimaya's Avatar
- 1 Rampaging BalothsRampaging Baloths
- 1 Roil ElementalRoil Elemental
- 1 Ulvenwald HydraUlvenwald Hydra
- 1 Avenger of ZendikarAvenger of Zendikar
- 1 Nezahal, Primal TideNezahal, Primal Tide
- 1 Liege of the TangleLiege of the Tangle
Instants (9)
- 1 Crop RotationCrop Rotation
- 1 Swan SongSwan Song
- 1 Constant MistsConstant Mists
- 1 CounterspellCounterspell
- 1 Cyclonic RiftCyclonic Rift
- 1 DepriveDeprive
- 1 Beast WithinBeast Within
- 1 HarrowHarrow
- 1 Krosan GripKrosan Grip
Sorceries (11)
- 1 FarseekFarseek
- 1 Nature's LoreNature's Lore
- 1 Summer BloomSummer Bloom
- 1 CultivateCultivate
- 1 Kodama's ReachKodama's Reach
- 1 Nissa's PilgrimageNissa's Pilgrimage
- 1 ScapeshiftScapeshift
- 1 Skyshroud ClaimSkyshroud Claim
- 1 Splendid ReclamationSplendid Reclamation
- 1 Urban EvolutionUrban Evolution
- 1 Boundless RealmsBoundless Realms
Enchantments (6)
- 1 BurgeoningBurgeoning
- 1 ExplorationExploration
- 1 Khalni Heart ExpeditionKhalni Heart Expedition
- 1 Future SightFuture Sight
- 1 Zendikar's RoilZendikar's Roil
- 1 Zendikar ResurgentZendikar Resurgent
Artifacts (3)
- 1 Sol RingSol Ring
- 1 Crucible of WorldsCrucible of Worlds
- 1 Alhammarret's ArchiveAlhammarret's Archive
Planeswalkers (4)
- 1 Nissa, Steward of ElementsNissa, Steward of Elements
- 1 Kiora, Master of the DepthsKiora, Master of the Depths
- 1 Kiora, the Crashing WaveKiora, the Crashing Wave
- 1 Nissa, Vital ForceNissa, Vital Force
Lands (39)
- 1 Ash BarrensAsh Barrens
- 1 Blighted WoodlandBlighted Woodland
- 1 Breeding PoolBreeding Pool
- 1 Command TowerCommand Tower
- 1 Evolving WildsEvolving Wilds
- 1 Flooded GroveFlooded Grove
- 14 ForestForest
- 1 Hinterland HarborHinterland Harbor
- 10 IslandIsland
- 1 Maze of IthMaze of Ith
- 1 Myriad LandscapeMyriad Landscape
- 1 Oboro, Palace in the CloudsOboro, Palace in the Clouds
- 1 Reliquary TowerReliquary Tower
- 1 Simic Growth ChamberSimic Growth Chamber
- 1 Terramorphic ExpanseTerramorphic Expanse
- 1 WastelandWasteland
- 1 Yavimaya CoastYavimaya Coast
Find my original article for this deck here.
This deck isn't lacking in card draw, but it is desperate for some more removal options. Luckily, the addition of blue gives us a few more ways to deal with creatures, and [card]Reality Shift[/card] and [card]Curse of the Swine[/card] are easy additions. I'm hoping including these two is enough, but if we need more spot removal for creatures, [card]Pongify[/card], [card]Rapid Hybridization[/card], or the new [card]Incubation // Incongruity[/card] could easily be swapped in.
I think we also want so more Wrath-style removal. [card]Evacuation[/card] is an option, but with all the mana we will have, [card]Oblivion Stone[/card] and [card]All Is Dust[/card] are once again appealing, especially since we have less than 10 enchantments and artifacts that they would remove. In fact, because we have so few enchantments and artifacts, I think including [card]Bane of Progress[/card] as a catch-all for these permanents will be in our best interest.
These inclusions are necessary, but not very exciting. However, I'm making two changes that I am quite excited to try out, and I have you all to thank for them. You all correctly pointed out that my deck was clearly missing [card]Abundance[/card] and [card]Retreat to Coralhelm[/card], and I'm happy to switch those in. Both of these seem like they'll generate tons of value on their own, but there is also combo potential to be had. Retreat to Coralhelm + Tatyova + [card]Sakura-Tribe Scout[/card] or [card]Skyshroud Ranger[/card] will let us dump all the lands in our hand on to field, but if we can include Abundance into this combo, we now get to dump all the lands in our deck on to the battlefield. You all know how much I love back-door combos, and this one is perfect.
Let's look at what we're swapping out.
Tatyova Updates
View on ArchidektIn (7)
- 1 Retreat to CoralhelmRetreat to Coralhelm
- 1 AbundanceAbundance
- 1 Reality ShiftReality Shift
- 1 Curse of the SwineCurse of the Swine
- 1 Bane of ProgressBane of Progress
- 1 Oblivion StoneOblivion Stone
- 1 All Is DustAll Is Dust
Out (7)
- 1 Kiora, Master of the DepthsKiora, Master of the Depths
- 1 Kiora, the Crashing WaveKiora, the Crashing Wave
- 1 Zendikar ResurgentZendikar Resurgent
- 1 Dreamscape ArtistDreamscape Artist
- 1 Kodama's ReachKodama's Reach
- 1 IslandIsland
- 1 Ulvenwald HydraUlvenwald Hydra
Much like my Ghalta adjustments, the cards I'm removing are clunkier redundant pieces. We have so much ramp already, so cards like [card]Zendikar Resurgent[/card] and [card]Dreamscape Artist[/card] don't seem like they offer as much as the cards we're adding.
As a lover of all things Simic, it pains me to cut the Kioras. Both Kioras were included because they had abilities tangentially related to our strategy, and I've never had another deck where they fit. Unfortunately, in the interest of making a better deck, they aren't offering us enough.
We have two more flavors of green to dive into, so without further ado, let's check out how we'd change up Kresh Hydras.
Hail Hydra!
Kresh the Bloodbraided
View on ArchidektCreatures (42)
- 1 Hangarback WalkerHangarback Walker
- 1 Walking BallistaWalking Ballista
- 1 Carrion FeederCarrion Feeder
- 1 Apocalypse HydraApocalypse Hydra
- 1 Den ProtectorDen Protector
- 1 Gyre SageGyre Sage
- 1 Hooded HydraHooded Hydra
- 1 Primordial HydraPrimordial Hydra
- 1 Savageborn HydraSavageborn Hydra
- 1 Scavenging OozeScavenging Ooze
- 1 Vastwood HydraVastwood Hydra
- 1 Winding ConstrictorWinding Constrictor
- 1 Champion of LambholtChampion of Lambholt
- 1 FertilidFertilid
- 1 Managorger HydraManagorger Hydra
- 1 Reyhan, Last of the AbzanReyhan, Last of the Abzan
- 1 Rishkar, Peema RenegadeRishkar, Peema Renegade
- 1 Scourge of Skola ValeScourge of Skola Vale
- 1 Taurea MaulerTaurea Mauler
- 1 Thrashing BrontodonThrashing Brontodon
- 1 Tireless TrackerTireless Tracker
- 1 Tuskguard CapatainTuskguard Capatain
- 1 Yahenni, Undying PartisanYahenni, Undying Partisan
- 1 Armorcraft JudgeArmorcraft Judge
- 1 Bloodspore ThrinaxBloodspore Thrinax
- 1 Corpsejack MenaceCorpsejack Menace
- 1 Crystalline CrawlerCrystalline Crawler
- 1 Exava, Rakdos Blood WitchExava, Rakdos Blood Witch
- 1 Forgotten AncientForgotten Ancient
- 1 Jarad, Golgari Lich LordJarad, Golgari Lich Lord
- 1 Polukranos, World EaterPolukranos, World Eater
- 1 Heroes' BaneHeroes' Bane
- 1 Kalonian HydraKalonian Hydra
- 1 MycolothMycoloth
- 1 Neheb, the EternalNeheb, the Eternal
- 1 Verdurous GearhulkVerdurous Gearhulk
- 1 Bane of ProgressBane of Progress
- 1 Hydra BroodmasterHydra Broodmaster
- 1 Hydra OmnivoreHydra Omnivore
- 1 Pathbreaker IbexPathbreaker Ibex
- 1 Ulvenwald HydraUlvenwald Hydra
- 1 VigorVigor
Artifacts (2)
- 1 Sol RingSol Ring
- 1 Ashnod's AltarAshnod's Altar
Enchantments (6)
- 1 Hardened ScalesHardened Scales
- 1 Retribution of the AncientsRetribution of the Ancients
- 1 Evolutionary LeapEvolutionary Leap
- 1 Death's PresenceDeath's Presence
- 1 Warstorm SurgeWarstorm Surge
- 1 Zendikar ResurgentZendikar Resurgent
Instants (4)
- 1 Solidarity of HeroesSolidarity of Heroes
- 1 Inspiring CallInspiring Call
- 1 Jund CharmJund Charm
- 1 Krosan GripKrosan Grip
Sorceries (8)
- 1 FarseekFarseek
- 1 CultivateCultivate
- 1 Chandra's IgnitionChandra's Ignition
- 1 Flesh // BloodFlesh // Blood
- 1 Hour of PromiseHour of Promise
- 1 Traverse the OutlandsTraverse the Outlands
- 1 Rishkar's ExpertiseRishkar's Expertise
- 1 Blasphemous ActBlasphemous Act
Lands (36)
- 1 Blood CryptBlood Crypt
- 1 Cinder GladeCinder Glade
- 1 Command TowerCommand Tower
- 1 Dragonskull SummitDragonskull Summit
- 1 Fire-Lit ThicketFire-Lit Thicket
- 1 Foreboding RuinsForeboding Ruins
- 9 ForestForest
- 1 Game TrailGame Trail
- 1 Graven CairnsGraven Cairns
- 1 Karplusan ForestKarplusan Forest
- 1 Kessig Wolf RunKessig Wolf Run
- 1 Llanowar RebornLlanowar Reborn
- 1 Llanowar WastesLlanowar Wastes
- 3 MountainMountain
- 1 Oran-Rief, the VastwoodOran-Rief, the Vastwood
- 1 Overgrown TombOvergrown Tomb
- 1 Rogue's PassageRogue's Passage
- 1 Rootbound CragRootbound Crag
- 1 Savage LandsSavage Lands
- 1 Smoldering MarshSmoldering Marsh
- 1 Sulfurous SpringsSulfurous Springs
- 3 SwampSwamp
- 1 Twilight MireTwilight Mire
- 1 Woodland CemeteryWoodland Cemetery
Find my original article for this deck here.
This deck has surprised me. I've always wanted to build a Kresh deck of some sort, and the idea of building it around Hydras was amusing to me. When I actually put this together, I imagined it would be a somewhat casual deck that I would bring to the table when I was looking for a more relaxed game. While this deck isn't among my strongest decks by any stretch of the imagination, it has held its own at the tables I've played it.
Once again, removal is the word of the day, as this deck doesn't have nearly enough. In the original article, I had imagined cards like [card]Apocalypse Hydra[/card] and [card]Walking Ballista[/card] would function as a deterrent for creatures. They can function that way, but when it comes to dealing with problem creatures or a board that has grown out of control, we don't have many ways to get the game back in our favor. We're also lacking in draw power to help us claw back into a game that's gone poorly.
Here are the changes I've made:
Kresh Updates
View on ArchidektIn (12)
- 1 Assassin's TrophyAssassin's Trophy
- 1 Beast WithinBeast Within
- 1 Windgrace's JudgementWindgrace's Judgement
- 1 Find // FinalityFind // Finality
- 1 DamnationDamnation
- 1 Faithless LootingFaithless Looting
- 1 Painful TruthsPainful Truths
- 1 Night's WhisperNight's Whisper
- 1 Blood TrackerBlood Tracker
- 1 Life's LegacyLife's Legacy
- 1 Phyrexian TowerPhyrexian Tower
- 1 SwampSwamp
Out (12)
- 1 VigorVigor
- 1 Taurean MaulerTaurean Mauler
- 1 Heroes' BaneHeroes' Bane
- 1 Evolutionary LeapEvolutionary Leap
- 1 Ulvenwald HydraUlvenwald Hydra
- 1 Hydra OmnivoreHydra Omnivore
- 1 Nissa, Voice of ZendikarNissa, Voice of Zendikar
- 1 Neheb, the EternalNeheb, the Eternal
- 1 Solidarity of HeroesSolidarity of Heroes
- 1 Savageborn HydraSavageborn Hydra
- 1 FertilidFertilid
- 1 ExavaExava
I mentioned at the beginning of this article that it's easy to get too wrapped up in a synergy or theme, and I've done that here. Cards like [card]Heroes' Bane[/card] and [card]Savageborn Hydra[/card] are just big bodies, and while I like the idea of having a Hydra tribal deck, these just aren't the best cards for us to be playing when we have critical roles to fill.
Besides cutting a few of the under-performing Hydras, I've also cut redundant pieces and "goodstuff" cards like [card]Neheb, the Eternal[/card] and [card]Vigor[/card].
My additions here are straightforward. [card]Assassin's Trophy[/card], [card]Beast Within[/card], and [card]Windgrace's Judgement[/card] will all let us answer whatever is causing us problems. To bolster our Wraths, I like [card]Damnation[/card] as a clean and efficient way to clear the board. If price is an issue, [card]Crux of Fate[/card] or [card]Chain Reaction[/card] could easily fill this spot. I also really like [card]Find // Finality[/card]. Find is a nice recursion option in a deck like this to grab any of our Hydras back, while Finality is the sort of Wrath that can grow Kresh in the process.
Our draw spells are standard additions, but I would like to highlight [card]Blood Tracker[/card]. Tracker will grow big with counters, letting us double up with [card]Hardened Scales[/card] and friends, and we can sacrifice him to draw a handful of cards.
Surprisingly Brilliant
Another card that has surprised me with its versatility is [card]Retribution of the Ancients[/card]. This card does WORK. With all the counter synergies in this deck, Retribution does an amazing job of grinding down our opponents' boards throughout the course of the game. Given how quickly Kresh can build up a density of counters, even big creatures have much to fear.
We have one last deck to address, and I'll keep this one short and sweet. Let's make a quick return to [card]Riku of Two Reflections[/card] and his [card]Epic Experiment[/card].
When Science Goes too Far
Riku of Two Reflections
View on ArchidektCreatures (2)
- 1 SpellseekerSpellseeker
- 1 Kruphix, God of HorizonsKruphix, God of Horizons
Artifacts (1)
- 1 Aetherflux ReservoirAetherflux Reservoir
Enchantments (2)
- 1 Metallurgic SummoningsMetallurgic Summonings
- 1 Swarm IntelligenceSwarm Intelligence
Sorceries (34)
- 1 PonderPonder
- 1 PreordainPreordain
- 1 Epic ExperimentEpic Experiment
- 1 FarseekFarseek
- 1 Hull BreechHull Breech
- 1 Nature's LoreNature's Lore
- 1 Rampant GrowthRampant Growth
- 1 RegrowthRegrowth
- 1 Sylvan ScryingSylvan Scrying
- 1 Bonus RoundBonus Round
- 1 CultivateCultivate
- 1 Far WanderingsFar Wanderings
- 1 Kodama's ReachKodama's Reach
- 1 Deep AnalysisDeep Analysis
- 1 Explosive VegetationExplosive Vegetation
- 1 Mizzix's MasteryMizzix's Mastery
- 1 Mystric RetrievalMystric Retrieval
- 1 Past in FlamesPast in Flames
- 1 Rite of ReplicationRite of Replication
- 1 Skyshroud ClaimSkyshroud Claim
- 1 Mana GeyserMana Geyser
- 1 Rude AwakeningRude Awakening
- 1 Time WarpTime Warp
- 1 Urban EvolutionUrban Evolution
- 1 Part the WaterveilPart the Waterveil
- 1 Recurring InsightRecurring Insight
- 1 Seasons PastSeasons Past
- 1 SpelltwineSpelltwine
- 1 Walk the AeonsWalk the Aeons
- 1 Blatant ThieveryBlatant Thievery
- 1 Boundless RealmsBoundless Realms
- 1 Temporal MasteryTemporal Mastery
- 1 Volcanic VisionVolcanic Vision
- 1 ExpropriateExpropriate
Instants (22)
- 1 Pact of NegationPact of Negation
- 1 BrainstormBrainstorm
- 1 Mystical TutorMystical Tutor
- 1 Noxious RevivalNoxious Revival
- 1 Swan SongSwan Song
- 1 AnticipateAnticipate
- 1 Comet StormComet Storm
- 1 ImpulseImpulse
- 1 Increasing VengeanceIncreasing Vengeance
- 1 Muddle the MixtureMuddle the Mixture
- 1 NegateNegate
- 1 Peer Through DepthsPeer Through Depths
- 1 ReverberateReverberate
- 1 TwincastTwincast
- 1 Early HarvestEarly Harvest
- 1 Frantic SearchFrantic Search
- 1 HarrowHarrow
- 1 Krosan GripKrosan Grip
- 1 Supreme WillSupreme Will
- 1 Fact or FictionFact or Fiction
- 1 TurnaboutTurnabout
- 1 Mystic ConfluenceMystic Confluence
Lands (38)
- 1 Boseiju, Who Shelters AllBoseiju, Who Shelters All
- 1 Breeding PoolBreeding Pool
- 1 Cascade BluffsCascade Bluffs
- 1 Cinder GladeCinder Glade
- 1 Command TowerCommand Tower
- 1 Flooded GroveFlooded Grove
- 8 ForestForest
- 1 Frontier BivouacFrontier Bivouac
- 1 Hinterland HarborHinterland Harbor
- 12 IslandIsland
- 5 MountainMountain
- 1 Rootbound cragRootbound crag
- 1 Spire GardenSpire Garden
- 1 Steam VentsSteam Vents
- 1 Stomping GroundStomping Ground
- 1 Sulfur FallsSulfur Falls
Find my original article for this deck here.
I don't have enough good things to say about this deck. What started as a deck designed to be "just for fun" ended up being immensely powerful. If your opponents don't see what you're up to, or they aren't prepared to stop you when you go off, this deck will take over a game and your opponents won't see another turn. When this deck goes off, there are few more satisfying feelings. This deck is Timmy heaven, and it's so much fun.
Believe it or not, we aren't adding removal or draw spells to this deck like we did for all the others (you can now breath a sigh of relief). Instead, I'd like to share a few things I learned while playing it. Simply, I was trying too hard to diversify my win conditions with this deck. Cards like [card]Blatant Thievery[/card] and [card]Rite of Replication[/card] are nice to hit off of an [card]Epic Experiment[/card], but they get in the way as we're trying to build up towards our combo.
Instead, the cards I found most impactful were the [card]Time Warp[/card] spells. We're more than happy to play these on turns when we're not ready to go off, and once we do go off, these are some of the cards we're happiest to flip on an Epic Experiment. The more turns we're taking, the less vulnerable we are to disruption. It also helps that our Time Warp spells are great targets for our [card]Twincast[/card] effects as well, so let's add in [card]Temporal Manipulation[/card] and [card]Nexus of Fate[/card].
The last card I want to add should seem like a no-brainer. This year, the UR colors received one the most disgustingly powerful enchantments for storm style decks: [card]Thousand-Year Storm[/card]. We were already running [card]Swarm Intelligence[/card] just to copy our spells, but Thousand-Year Storm is cheaper and has so much more upside. This is the easiest swap I made in the entire article.
So to summarize:
Riku Updates
View on ArchidektIn (3)
- 1 Temporal ManipulationTemporal Manipulation
- 1 Nexus of FateNexus of Fate
- 1 Thousand-Year StormThousand-Year Storm
Out (3)
- 1 Rite of ReplicationRite of Replication
- 1 Blatant ThieveryBlatant Thievery
- 1 Swarm IntelligenceSwarm Intelligence
Wrapping Up
Thank you all for taking the time to read my article! I hope these updates might help you upgrade your decks, and give you some ideas if you're trying to determine your deficiencies. Next time we'll be back to our regularly scheduled programming, looking at and breaking down a brand new deck!
Until next time, I wish you all the best and happy brewing!
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