Advanced Mutology

Standard* Madnote

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Nerdcore says... #1

I <3 this deck! I'm actually in the finishing stages of building this current version. I like all of the changes made.

Quick question: Pit Fight?

February 13, 2013 3:02 p.m.

Madnote says... #2

Thank you very much for the +1 and positive feedback!

If I were to play Pit Fight I'd use Prey Upon instead. That aside, I put the Ulvenwald Tracker in the sideboard if there is a reason to need that type of ability.

February 13, 2013 3:12 p.m.

JokerWx13 says... #3

i'd use Pit Fight instead of Prey Upon just for the instant speed. 1 mana more doesn't matter much

February 13, 2013 6:03 p.m.

Cuddly_Turtle says... #4

+1 for a great deck and my favorite guild :)

Have you thought about adding in 2x Garruk, Primal Hunter ? I feel like he would fit in nicely here.

February 14, 2013 1:50 a.m.

randalfwarren says... #5

very fun! my gruul just might mutate into a RUG.

February 14, 2013 2:53 a.m.

tsdub says... #6

Oddly enough my brother and I were just discussing the potential of adding +1 Garruk, Primal Hunter for -1 of the Vorapede in your most recent change. Garruk, Primal Hunter 's +1 is good for evolve being it generates a 3/3, potentially more with Master Biomancer or his -3 for the exceptional card draw it can give with all you creatures constantly growing. Even his ult dropping a mess of 6/6 wurms synergizes well with evolve.

February 14, 2013 2:57 a.m.

tsdub says... #7

Or possibly drop 1 Forced Adaptation instead of Vorapede for the Garruk, Primal Hunter .

February 14, 2013 3:01 a.m.

tsdub says... #8

While my brother sifting through our large pool of cards to construct this deck, he stumbled across card:Yeva, Nature's Herald. He thought this card may be useful since it has flash, so you can use it as a combat trick to proc evolve or just have a 4/4 blocker. However, giving all green creatures flash is what caught his eye. Flash in a Primordial Hydra at the end of there turn, so it doubles on upkeep and then can swing, or really anything since all of your creatures are green say for Cloudfin Raptor .

February 14, 2013 4:50 a.m.

ThEdUnCeCaP says... #9

hey i just checked back on this deck and noticed youve made some changes. my advice to you is be wary of making it too much of a hard set combo deck, and try to keep a greater playability in most situations and with most people in mind. im referring to the addition of Master Biomancer and Ooze Flux as opposed to Simic Manipulator and Downsize even though the potential for infinite tokens is really nice, downsize and simic manipulator had much greater playability in the deck as a whole- they combod really well but both had substantial use on their own, in any play. i can see the cards just sitting in your hand, alone and unusable. you already have a lot of combos and having many good games is better then a few inconsistant wins. i hope you get what im saying and i have maaad respect for this deck as a whole but try to keep this advice and keep your purpose in mind. best luck to you and keep it up _

February 14, 2013 9:13 a.m.

vansty says... #10

umm, when i played with Simic Manipulator it mostly stayed in my hand...the 2 U is very greedy, and really didn't do much on its own until you could combo with it. ...i still dont have Ooze Flux in my deck its too slow for what Bioshift could do on a smaller scale.

February 14, 2013 11:06 a.m.

JokerWx13 says... #11

Bioshift only removes counters from one lone creature whilst Ooze Flux can remove from any number of creature. i use Bioshift if i need to make a surprise blocker or if my creature is dying and i want to shift it to something else. all in all, they perform different roles in the deck

February 14, 2013 11:32 a.m.

Madnote says... #12

I rarely used the Simic Manipulator when I had it in my deck, that is why he was cut. As for the Ooze Flux it is amazing for a couple different reasons. The two mana spent can remove counters from any or all creatures, so you can clean off all of your undying creatures in one swoop. Also, with a Master Biomancer out the ooze tokens come out with counters, which can be removed for another ooze that also has counters, etc.

February 14, 2013 11:33 a.m.

Nerdcore says... #13

As far as simic manipulator goes, the best option may be 2x side for Ooze Flux. That way you could run either as a post-Biomancer drop. If you're removing enough undying each round, you fly through the deck and should be able to find the things you need on time. From there, we could decide if the manipulator would do better main deck or ooze for chump blockers depending on the matchup. I.e i feel Ooze Flux would do better main against Naya and Gruul strategies for the chump blockers and a harder-to-remove Undying refresh, while Manipulator is a far better choice against Bant and decks where te creature count is lower, but more impactful.

Has it been considered to completely forego the Guildmage in favor of 4x ooze flux

February 14, 2013 11:40 a.m.

JokerWx13 says... #14

the guildmage gives early draw power, which is welcomed as opposed to a 1/1 ooze. the cheaper mana cost will make it easier to bring out than the Ooze Flux .

February 14, 2013 11:53 a.m.

tsdub says... #15

It seems my previous comments were obscured by ThEdUnCeCaP's post. Any thoughts on the inclusion of +1 Garruk, Primal Hunter for -1 Forced Adaptation and possibly +1 card:Yeva, Nature's Herald for -1 Vorapede . A more indepth explanation was posted above.

February 14, 2013 1:24 p.m.

I don't know if it's already been suggested but I think there's a place for Fathom Mage . Paired with Increasing Savagery you draw 5 cards, and with the flashback another 10 cards. Also with a Forced Adaptation on Fathom Mage you've basically got a Dark Confidant .. of course at a higher CMC.

February 14, 2013 1:31 p.m.

Fathom Mage is too easy to get rid of imop. When I played her she either didn't evolve right away and I had to block or she was targeted by removal. Just too easy to get rid of for the 4 mana or 5 if you decide to put Forced Adaptation on her. which is also a turn too slow. Just my opinion though.

February 14, 2013 2:14 p.m.

Baycer says... #18

with this deck, yes, i think she would be too slow, but in a deck built around the counters produced by Master Biomancer , or the mana produced by Gyre Sage would give her enough protection to be effective.

February 14, 2013 2:27 p.m.

The combo with Zameck Guildmage and the undying is pretty nice draw power. Less cost and more combo power with it. Rather than a 1/1 for 4 that has to have counters placed on it to draw. She runs out of juice later also unless your constantly removing counters from her. Suppose its just a situation deal. If your against an aggro maybe she won't be as useful. Against a control you have more time to set up and might be on the board longer.

February 14, 2013 2:31 p.m.

i would take out young wolf alltogether its not really that awsome in this deck in my playtests i found that i always wanted a experimental ooze instead for 3 reasons

1 its a one drop for green mana incase u dont have a cloudfin on hand2 it evolves3 it can in worst case freaking regenerate

the deck would become more solid and a bit more aggresive since that combo with rapid dehydrization u describerd rarly happend or u rarly wanna use it

i would also consider putting in maybe ring of evos isle in this deck it since most of your cards are dual color it will give them counter AND hexproof when needed wich can be really helpful on let say your guild mage

February 14, 2013 2:34 p.m.

Nerdcore says... #21

Above Means Experiment One . Which could be good, but I think that young wolf plays with the Evolve triggers earlier and I think that's what it works better with.

My current question is draw power when you can't find a guild mage. I' ve been having sample hands like that and I don't know how to play around it yet.

February 14, 2013 2:55 p.m.

ThEdUnCeCaP says... #22

i guess, buti dont get think you get what im trying to say. ill summarize poorly here at the moment your deck has so many fricken combos, it seems like trying to incorporate them would not be great. my argument was that even though the Simic Manipulator and Downsize may not be that critical, they are good consistant cards to have in most situations, as opposed to having risky, big mana, combo heavy cards such as Master Biomancer and Ooze Flux . but ill take your point... that the ooze is useful in numerous situations as it helps out with undying and probably worth having. but this brings into question the Master Biomancer . it is kinda slow so it wont affect early cards, and sets back all your undying creatures. you really dont need the 2:2 card wincon of infiinite ooze tokens, so take it out! your deck seems to be doing a lot here and i think narrowing it down would help: keep focusing on those undying creatures, and throw out the gyre sage >_<oh and --Experiment One --: no.--Fathom Mage --: no.--Garruk, Primal Hunter --: probably not...--card:Yeva, Nature's Herald-- no. if your really not sure why, think about it for a sec

February 14, 2013 3:50 p.m.

ThEdUnCeCaP says... #23

i mean im just trying to help you guys, hear me out for a sec. realize that at the moment he has a very focused simic deck with a certain purpose. take those good strategies and implement them yourselves! its been through tons of iterations and testing and is different hten the one your working on. however it still could use some improvement, but in other regards

February 14, 2013 3:58 p.m.

I agree with ThEdUnCeCaP. Except Simic Manipulator is a slow card. Master Biomancer is good if you can get that ramp going and get him out by turn three. Other than that. Focusing on the undying combo would be a good way to go seeing as how all the creatures would just be comming back. Ooze flux is a good way to take the counters off. But ooze with bio and undying is making the combo complicated and too mana heavy to keep it going. All good ideas just too many good ones in one place.

February 14, 2013 4:58 p.m.

Nerdcore says... #25

Duncecap, do you have an example? I'm curious to see other builds. I'm dissolving several versions of this deck at once, so I'd like more to draw from.

So I have a related question, with Jund being so heavily played right now, what ways do we have for stopping it in here. I know multi regens from undying and simic charm help, but what else keeps us up on this?

February 14, 2013 5:28 p.m.

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