Arbor Elf
Arbor Elf
tends to be less valuable the fewer and fewer
Forest
s a deck plays as a general rule, we're playing it for two big reasons here: first is that we need as high a density of 1cmc mana dorks as we can get, to turn on early Sac Outlet + Pattern/Rector/Nat Order wins, and secondly, with a blue-producing land and a
Wild Growth,
Arbor Elf
can actually stand in for
Bloom Tender
when comboing with
Freed from the Real.
Avacyn's Pilgrim
Probably the lowest quality mana dork in the deck,
Avacyn's Pilgrim
represents the bar for how bad a mana dork can be and still get played in Shuffle (sorry
Boreal Druid
). The main reason I'm still on Pilgrim here is that white mana can actually facilitate a turn 2
Tymna the Weaver
and cast
Academy Rector,
which is just about good enough for me.
Blood Artist
vs
Zulaport Cutthroat
This choice literally doesn't matter unless somebody is playing
Leyline of Sanctity
for some godforsaken reason.
Altar of Dementia
I've seen a lot of people take one look at Shuffle, and immediately ask why the hell we're playing a 2cmc artifact that does literally nothing anywhere else, so I'll explain in greater depth here: a big concept that may not be apparent for Shuffle is that our sac outlets are not actually bad to draw, they give us extra protection and open up additional multihulking lines to allow us more flexability. That being said, in addition to giving us an extra sac outlet to naturally draw,
Altar of Dementia
gives us a slew of other reasons to play it, it allows us to combo through
Cursed Totem
effects while also being a combo piece, so we get more card/tutor-efficient lines through that type of hate, it also stands in as a replacement for
Blood Artist
when needed, as it can be a death trigger outlet by milling out the rest of the table, and finally, it opens up lines with
Enlightened Tutor
that we wouldn't be able to convert into wins otherwise.
Dark Confidant
Yea yea, we play an Eldrazi Titan and a Protean Hulk, but if we look at our average cmc, it is actually exceedingly low, on average we only take around 1.7 damage per turn off of Bob, which is a fine rate for an extra card every turn with no condtion.
Kozilek, Butcher of Truth
vs
Ulamog, the Infinite Gyre
Again, this 100% does not matter: I've cast my Eldrazi exactly 3 times ever (I'll update this if I ever do), and I've used a
Pattern of Rebirth
to cheat one out exactly once. That being said,
Kozilek, Butcher of Truth
is strictly better because it's the one that I play, and Ulamog players are literal scum.
Freed from the Real
I went over this a bit earlier in the Comboing in depth section, but
Freed from the Real
gives us a nice A+B backup combo with
Bloom Tender
that lets us combo through
Rest in Peace
and
Grafdigger's Cage
where its other combo piece is an insanely good mana engine.
Wild Growth
No, it's not a dork that we can put a
Pattern of Rebirth
on, but it's a first turn mana accelerant, as well as being mana neutral if you cast it any turn after, which is more than good enough to deserve a slot.
Abrupt Decay
&
Assassin's Trophy
My generic removal pieces of choice, they answer anything that you need to a lot of the time, and it's very nice to be able to get out for any single piece that's keeping you down. Note that although
Abrupt Decay
is a staple here because of its uncounterability, I will sometimes drop
Assassin's Trophy
in metas where spot removal is less valuable, as the 2 mana and land refund can make it worse than either the next worse tutor or counterspell.
Eladamri's Call
This is just here for tutor density, we pretty much always want more ways to get to a win, and it just fills that role nicely. Getting a hulk at instant speed is also pretty nice, as it can make the win less telegraphed and let you hide your intentions more easily.
Flusterstorm
Usually we're using our counterspells when we are the aggressor, in which case,
Flusterstorm
is pretty much always going to have a copy for at least: our initial card, the opponent's response, and the
Flusterstorm
cast itself, which means we have at least a tax of 3, if not more, when used in this case, and the fact that it's basically uncounterable is icing on the cake.
Noxious Revival
Noxious Revival
doesn't look super powerful on its own, but aside from being able to rebuy fetches on low-land hands, get back tutors to reuse them later, and get back win cards like
Flash
to try again,
Noxious Revival
also acts as a protection spell for us by being able to put our shuffler back in our library in response to disruption while we're comboing. It also has a use case of putting a stranded combo piece in grave back in to our library so that we don't have to go for less protected recovery lines.
Pongify
vs
Swords to Plowshares
I'm gonna be honest, I still end up waffling between these as I can't really figure out which one I like more, but I'll lay out the arguments for each so you can evaluate them yourself to see which one you like more:
- The argument for
Swords to Plowshares
is that it's a generic answer to any creature, it doesn't allow something like a reanimation target to get reanimated in the future, and the life that it refunds doesn't matter 99% of the time in a normal cEDH game. This is the removal spell we all know and love.
- The argument for
Pongify
/
Rapid Hybridization
is that, unlike Swords, it costs , which is much more castable than in our base- mana base, but also (and this is the one that gets me, and I'm not sure how to fully evaluate), it allows us to manually kill a stranded
Protean Hulk,
as well as giving us a win off of
Natural Order
+ Mercant Scroll by being able to kill the hulk manually.
Summoner's Pact
Probably tied for the least valuable tutor in the deck with
Merchant Scroll
when we play it,
Summoner's Pact
is basically just our second copy of
Protean Hulk
for Flash Hulk. Usually when I'm making space for meta adjustments, this tends to be the first thing to go, but it definitely has a place in a generic list to just up your early combo rate.
Exotic Orchard
Sorta weird, I agree. I've always been less than excited to play
Exotic Orchard,
but I've found that in most metas, it will usually make 3 of your colors, at the bare minimum 2, which makes it no worse than a basic land or battlebond land, so I don't really have a real argument against it unless you're playing in a meta with very low BUG representation.
Ad Nauseam
A card of much discussion in the Shuffle Hulk community,
Ad Nauseam
is an extremely powerful card, and it demands respect just from having it in your deck. My primary opinion on this card after testing with it for many games, it is unnecessary due to the amount of pure gas that we run. Along with this, even though we can get our average CMC very low (Sub-1.65), there are 2 other problems: Number 1 is that we don't have anywhere near the amount of fast mana accelerants to consistently cast
Ad Nauseam
and win in the same turn. Number 2 is that drawing hulk pieces is actively bad for us, as we want them in deck to be able to get off of the trigger, and we're super likely to hit a hulk piece before hitting a win off of the Ad Naus. I've heard from other people that the card can act as a tutor by only using it to go until you hit just enough gas to get an A+B combo, but this usually has to happen at the end of another player's turn, and it's just not worth the telegraphing required to play it in my opinion.
Utopia Sprawl
I'm not currently playing
Utopia Sprawl,
as even though it has the same condition as
Arbor Elf,
with the same fail rate, it doesn't do a couple of crucial things: in
Arbor Elf's
fail case of not having a forest, it can still trigger Tymna and have a
Pattern of Rebirth
or
Natural Order
put on it, which are not things that
Utopia Sprawl
can do.
Utopia Sprawl's
fail case is just sitting in your hand until you draw a forest, nothing else.
Grand Abolisher
Due to our ability (and eagerness) to win at instant speed (ie on other player's turns) in Shuffle,
Grand Abolisher
loses a lot of value, as he doesn't do anything in that case. The other issue with
Grand Abolisher
is that even on our turn, we can't get him in the same hulk trigger like Breakfast Hulk can, so we're stuck trying to do multihulking and trying to fit him in somewhere there, which exposes
Protean Hulk
getting exiled as a line of attack vs us, and removes most of the reason you'd be multihulking for
Grand Abolisher
in the first place.
Toxic Deluge
While a very good card, yes,
Toxic Deluge
is actually not super super useful for us compared to other hulk decks due to our relatively larger reliance on our mana dorks and creatures being alive to use for our
Academy Rector
style lines and such. So, while I still encourage use of
Toxic Deluge
in metas where you need to permanently remove opponents' creatures, I would keep in mind that it is definitely a slot that can be played around with if you're not necessarily in need of mass creature wipes.
No white shock lands
We're not super hard-pressed for white mana, only having around 5 mana symbols in the entire deck, and I'd rather use the space for rainbow lands,
Morphic Pool,
and space for basics if needed.
No
Arid Mesa
Again, we really don't need white mana that much, and a white-only fetch isn't reaaaaaally where we want to be, I just found it unnecessary, and I wanted more space in my manabase to fit basics and flex lands.
Grim Tutor
No.
Misdirection
Misdirection
is a great option for metas where you need to open up more early windows through interaction. It can function as a second
Force of Will
in these scenarios by retargetting a counterspell to target the Misidrection itself, fizzling the counterspell. Note that because it doesn't actually "Counter" its target,
Misdirection
can be used on uncounterable spells like
Abrupt Decay!
Neat!