Alright, so I was asked to make a deck around
Saheeli's Artistry - which I partially did, but honestly wish I had more quality targets. Luckily, you can hit other people's stuff too. The Foxes should maybe be
Cultivator's Caravan especially in 1 vs. 1 where the extra speed might be important. Anyhow;
1 x
Jace, Vryn's Prodigy2 x
Sylvan Advocate3 x
Harnessed Lightning3 x
Ruin in Their Wake1 x
Nissa, Vastwood Seer2 x
Tireless Tracker1 x
Reclamation Sage2 x
Filigree Familiar2 x
Imprisoned in the Moon2 x
Pulse of Murasa2 x
Radiant Flames1 x
Saheeli Rai3 x
Glimmer of Genius3 x
Explosive Vegetation1 x
Chandra, Torch of Defiance1 x
Kiora, Master of the Depths1 x
Verdurous Gearhulk1 x
Torrential Gearhulk1 x
Combustible Gearhulk1 x
Greenwarden of Murasa2 x
Saheeli's Artistry24 x
land6 x
Island4 x
Mountain6 x
Forest1 x
Wastes3 x
Aether Hub4 x
Evolving WildsPretty basic; ramp into Hulks and then copy them or anything else laying around. Hulks being both artefacts and creatures can be copied twice. In 2HG, had an opponent attack with
Reality Smasher. 9 mana open, Pulse on my T Gearhulk, Flash it out, returning Pulse, to Pulse my previously killed Nissa, gain 12 life, watch one of the two opponents concede. VALUE!
O man this is so funny to play. Even in 1vs.1 You can even smell the peoples rage when a hulk - Saheeli Rai combo or Saheeli's Artistry triggers. Than they kill your hulk und you play Puls or Murasa and Bamm
I've been loving this deck but I had to make a few changes to fit my play-style or to improve consistency for my game-style.
I found that i was frequently ramping into nothing.... id not have or already lost my 6 drop and further ramp just got me clues when the trackers stuck around....
I also found that the radiant flames couldn't hurt vehicles and frequently became to small for the opposition, due to 1/+1 counters or midrange drops
Planeswalkers..... not enough threats to hit them with.
the manabase was slow... i blamne the evolving wilds
9 untapped blue and 4 tapped blue
7 untapped red and 4 tapped
9 untapped green and 4 tapped
frequently I wanted the evolving wilds to be 2-3 colours... ruin in the wake was forcing the first to be a wastes which wasn't helping my colour requirements... my priorities ended up being: forest -> wastes -> mountain ->blue... the aether hub just didnt have enough energy to keep smoothing the drops.
so i dropped -
2 advocates - didnt do enough
3 harnessed lightning - couldnt hit planeswalkers/the face
3 ruin in their wake - needed the wastes to be effective ramp
2 radiant flames - not big enough
3 glimmer of genius - so nice but 2 expensive at 4 cost
1 kiora - didnt do enough
1 island
1 mountain
1 wastes - didnt do enough
4 Evolving wilds - too slow
3 Aether hub - awesome but even less good at fixing mana without the energy sources
so 20 cuts
i added,
3 elvish visionaries - etb effect
2 displacement waves - bonus etb effects for me, takes away enchantments, planeswalkers, tokens etc for them
1 extra Filigree familiar - etb effect, death effect, extra artifact creature that i dont mind copying
3 fiery tempers - can hit face/planeswalkers
1 Nissa Vital force - extra hasted 5/5, same sort of ramp as kiora, gets stuff back, card draw with the ramp.
1 Woodland bellower - fetches the wee-green stuff (visionaries, tracker, sage)
2 nissa's renewal - lifegain, ramp, landfall triggers (nissa)
2 lumbering falls - hard to hit creature land
Wandering fumarole - favourite creature land
2 rootbound crags
2 hinterland Harbour
2 Sulfur Falls
1 Inventors fair
new manabase
5 untapped blue, 4 potentially untapped blue and 4 tapped
3 untapped red, 4 potentially untapped red and 2 tapped
6 untapped green, 4 potentially untapped green and 2 tapped
1 coulourless than can gain incremental life/tutor
this time all the potential tapped and tapped cover duel colours