Staff of Infinite Devotion

Modern Dave

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Dave says... #1

To be fair, my Predator Ooze is a large part of my devotion generation. I've considered using that to replace my Llanowar Elves, but I find the mana curve to be too intense (even though it only drops for 2) - I may consider sideboarding more Oozes, but there is no room for it as it is. If it dropped for 2G I would totally have it, but as it is, it doesn't offer the early game advantage I need.

January 29, 2014 11:06 p.m.

iamacasual says... #2

Ooze dies to Disfigure .

With the many methods of removal in modern, indestructible doesn't mean much.

January 29, 2014 11:09 p.m.

Dave says... #5

If I put it in the mainboard, I have to remove too many devotion generators. The card you suggested only boosts my devotion by 1, so it doesn't contribute to my early ramp the way I want it to. It would be good in my sideboard versus a control heavy deck, so I will try sideboarding it

January 30, 2014 12:10 a.m.

Dave says... #6

Oh, and @ timothy130130, I had to take out the Khalni as it was poking holes in my mana curve. When I was playtesting with both that and Primalcrux it showed up way too often in my opening hand and bogged down my early game because of it.

I've playtested with Nylea once or twice as well, never really got to use her though. I may try her out.

January 30, 2014 11:16 a.m.

Palpopsi says... #7

"untap target land card" creatures maybe? replace the elves with satyrs?

January 31, 2014 11:19 p.m.

Dave says... #8

I was considering Voyaging Satyr + Nykthos, Shrine to Nyx as another infinite combo, but I couldn't find a way around the land situation. When I draw 1 land and 2 manadorks, I can run it without a mulligan. If I were to draw 1 land and 2 of the Satyrs, I'd have to mulligan.

In addition to that, I'm only running 21 lands. If I were to drop 2 forests in favor of some more Nykthos, I'd have more problems with my opening hands as well. Nykthos falls victim to the Legendary rule; it'll blow up if I throw down another.

I might run that combo + elves, there's another infinite combo with Elvish Archdruid . It'd work fine in another Staff deck, but this one has no place for it. It was strongly considered though, I assure you.

February 1, 2014 1:16 a.m.

Hotwer says... #9

Nice dekc you have there. Not too expensive, I have to say, but I think it's kinda slow for Modern speed, but I actually can't say that I'm right with just a play test. I think the early big creatures can tank very well (interesting idea of having the spiders to controls air creatures). When you get staff it's game over, you can draw all your deck, cast all yours spells, do everything you want, and have infinit life as well. A funny deck, I would play with it, but just for fun.

February 1, 2014 7:08 p.m.

Dave says... #10

Thanks, Hotwer. I like the cost of it as well. The spiders offer a surprising amount of utility and control for cheap, it really helped thin out the side/mainboard.

I was thinking of running Trinisphere to help slow games down to my speed. It's in my sideboard now, it's worked wonders against my friend's goblin build.

I want to eventually run it in a tournament, but I won't be too disappointed if it doesn't perform great. It's already doing much better than I anticipated. I just want something new and exciting instead of the same old modern meta, y'know?

February 1, 2014 7:56 p.m.

Midwest says... #11

Running 4 Arbor Elf alongside 4 Utopia Sprawl and 2 or 3 Fertile Ground allows you to run 20 lands and still consistently ramp. I have a green devotion Modern deck and it works out fine.

Turn one: Forest, Arbor Elf

Turn two: Forest, tap forest play Utopia Sprawl enchanting the untapped forest, tap for 2 mana, tap Arbor Elf to untap enchanted forest, tap again, 4 mana floating. Play Karametra's Acolyte . Now you have 3 devotion and one piece of your combo out on turn two.

Running some etb card draw cards such as Carven Caryatid and Elvish Visionary help out a lot as well, in my opinion. My deck is The Green Book if you want to peek at it. Our decks do very different things with our devotion as far as win cons go but I think it can help you smooth out your early game and speed your deck up quite a bit.

February 1, 2014 10:12 p.m.

Dave says... #12

Thanks for your input. I don't think I'd have room for all of that without nerfing some of my creatures, but I think I might do some playtesting with it. I'm not necessarily aiming for speed, I'd also be okay with slowing them down. Trinisphere comes to mind.

I think if I run this combo I should also focus it more around Nykthos and a Voyaging Satyr. That plus the Elvish Archdruid could be really nasty. Cheaper and faster than the way it's running now, but less tanky in the midrange. What do you think?

February 1, 2014 10:55 p.m.

Midwest says... #13

I think that tankiness isn't necessarily a huge deal. The faster and more efficient you can be, the better. Or as you said, the slower you can make them be, the better. But I feel that ideally you don't need huge tanky midrange creatures. If you can get your deck to consistently pull of your combo before you die, you win. You gain back the life you lost prior to the combo and if you draw your deck you can monstrous Polukranos, World Eater for a million wiping all of your opponents creatures, then play Mistcutter Hydra for however much is needed for X swing with haste and win. I feel that consistency should be step one here. Once you feel that it's consistent you can trim the fat to make it go faster and troubleshoot it from there.

That was a stupidly verbose way of saying 'If you feel that would add consistency and/or speed then totally do it.' Sorry, I tend to ramble.....

February 1, 2014 11:08 p.m.

Dave says... #14

No worries. I'm pretty wordy at times too.

The midrange tankiness is what's protecting me against burn/aggro, essentially. The deck plays quite consistently as it is. I almost feel that adding all the elves and land combos would water down what it's capable of - I was running the infinite elves, and I got land screwed 4/5 times. 3 manadorks and 4 lands? No thanks!

I really would rather have this deck slow them down as opposed to speeding up. I'm probably going to open up another version of the deck on here - it's sole purpose will be to play faster than this one. It's two very different directions for one very midrangey deck, so I want to compare and contrast as opposed to just cut cards etc.

Once the combo goes off, it's sealed in every way. Regardless of the Mistcutter, Polukranos, and all the trample in the world - infinite life is gg unless they're going infinite too. I think that's what I love the most about this combo - it literally lets you do anything you want.

February 1, 2014 11:18 p.m.

Dave says... #15

The Infinity Trinity - There it is. Voyaging Satyr + Nykthos combo, Elvish Archdruid , and Karametra's Acolyte . That one's got the additional manaramp in it. I don't like how it's playtesting at all, I threw it all together in less than 10 mins. It'll get better gradually.

February 2, 2014 1:45 a.m.

Insanity_Teck says... #16

dude. i love it. might wanna add 2x forest...... out of 5 play tests only 1 forest and 1 or 2 elfs......kinda a slow start till win on round 7

February 2, 2014 5:04 p.m.

Dave says... #17

Thanks, Insanity! I appreciate the feedback. Sounds like a rough few draws for it from my understanding. I might run 22 lands to be a bit safer, but my mulligans do help me a fair bit. I feel as though if you made yourself more familiar with it, you'd be able to feel out the mulligs a bit more.

Just out of curiosity, what did you run it against? :)

February 2, 2014 5:17 p.m.

Hey There....sorry to comment so late. What a great idea!! We had a staff devotion deck in our "private" decks (as it was not complete yet); however it is no where near as good as this and was nothing like this (save Karametra's Acolyte ). This is a great deck! +1 of course off the bat.

I haven't got to playtest the deck yet; so please take any ideas I have understanding that (as often times ideas that sound good on paper just don't pan out when tested). Here are a few ideas I had:

  1. Switching out Kalonian Tusker with Strangleroot Geist

I know the Tusker is a 3/3 to start, but Strangleroot Geist is so good in devotion decks...because he gets to stay around after he dies the first time; his devotion often is viable for multiple more turns...that and the haste + undying combo is unreal :) Such a great card in general; but in devotion decks it is unreal.

  1. I actually prefer 4 Predator Ooze and 2 Leatherback Baloth

Predator Ooze is just more resilient. If you win via creature damage a good portion of the time (i.e. not on your combo) than Leatherback Baloth may be a better choice, however Predator Ooze helps keep your devotion count high at all times (as a lot of the removal in modern won't touch him).

If your deck wins much more off of the combo rather than damage from creatures; the extra few points up front (although Predator Ooze catches up pretty quickly with the +1/+1 counters) doesn't seem nearly as important as the indestructibility that Predator Ooze has. With Predator Ooze and Strangleroot Geist you will have very little problem getting and keeping 5-devotion on the board.

To be honest, you could simply run 4x Predator Ooze and 4x Strangleroot Geist and no Leatherback Baloth 's; but that would be a big change. It cleans up the curve a bit; but as I said; you know far more from testing how strong Leatherback Baloth has been; so that is something you have more knowledge about.

  1. I would run Nylea, God of the Hunt instead of Overrun IF the purpose is to give your creatures trample.

Often times Nylea, God of the Hunt will come in automatically as a 6/6 indestructible creature with the amount of devotion your deck generates; and she will give everyone else Trample all the time! Now if the +3/+3 has been important in your testing; than of course you know more than I do about this given your testing history. If the trample is the reason; however, Nylea, God of the Hunt is a no brainer :) She gives you another 1 devotion, a 6/6 indestructible in most games, and the additional mana-sink to pump creatures up (if you run into a game where you have a ton of mana and no Staff of Domination yet, etc.)

  1. With the amount of creatures you run; you may be better off running Garruk, Caller of Beasts over Garruk, Primal Hunter .

This would be especially true if you replaced Overrun with Nylea, God of the Hunt as half of your deck would be creatures...he gets +1 for drawing cards out and he can cheat in a few big creatures.

  1. You could play a couple copies of Summoner's Pact .

This way if you are against a board of little guys you could tutor up your Polukranos, World Eater , or if you were against tron who just got all three lands you could grab Acidic Slime to destroy it, or if you are against a pesky flyer you could grab your spider, or if you have your Staff of Domination but not your Karametra's Acolyte you could tutor for it. It does have a downside on the next turn (as you have to pay the four mana) but it can be a huge lifesaver in numerous situations.

These are the only things I can think of simply looking at the list. It is a great deck as it is! The above are literally just little things that may or may not create small advantages. You know from play testing much better as to how the cards interact; which cards work together well, etc.

I will see if I can build the deck and test it so that I may be able to offer a little more insight; however it looks like you probably don't need my help! You have a lot of smarter minds on it than mine :) I'd give it a +2 if I could, and I hope I helped a little. Don't feel bad to say all of the ideas won't work based on your testing...like I said, the person who's played it most generally knows best!

February 3, 2014 3:33 a.m.

Dave says... #19

No problem at all! Thanks for commenting. I'd be interested to see what you were running for the Staff - something like infinite elves, or the Voyaging Satyr combo? I wanted to try something out with all three of the combos, but I find it difficult for it to operate without the Staff. I like it to still run a decent beat down if the combo gets stopped.

To address your suggestions -

  1. You're totally right. I have the Tusker in here because I sort of gapped on what could fill a GG spot in my deck - settled on the Tusker because I have Overrrun in there. It becomes a decent body if you buff it, and 3/3 isn't bad for blocking. Considering the Geist will survive board wipes AND serve the exact same purpose, I'd say it's a much stronger pick. Tusker is one of the cards I'm totally willing to part with, so the Geist can take its place without even having to be playtested first - I know it will preform well.

  2. I understand your reasoning with the Leatherback, but I find the Ooze vulnerable in some ways. If I'm dealing with infect, one -1/-1 counter and it's gone. The same goes for if someone is running black - giving me -1/-1 will knock it right down. The Baloth is vulnerable to removal, though - my reasoning behind this is that Predator Ooze seems to be more of a threat than Baloth. It would also be more expensive to kill the Baloth (in most cases). I like having the early beatdown strength, too. I rely on Overrun when my deck isn't doing what it's supposed to - let's say I have 1 elf, a baloth, and a 5/5 (Polukranos or Mistcutter) - That's a 4/4, a 7/7 and an 8/8 to swing with when I overrun them next turn. It's only 19 damage over all, but that's not a feature combo in this deck or anything. Just a good ol' alpha strike. Plus, I may have landed a hit with the Baloth or on T3. It could be a win con in that situation. I want to sideboard more of the Oozes, to be honest. I feel it'd be great against people who don't have much of an answer to indestructible. - The reason I run so many 3G drops is because I often have 3 mana to drop it on turn 2. It's a very basic way of doing it, but I find it works consistently.

  3. I actually had Nylea in an earlier build of this deck. I'd also be inclined to agree with you, however, I find the +3/+3 on the overrun to really work wonders as well. I think this is something that would come down to a matter of preference - a bit of tweaking and she can fit in.

  4. Funny story about Garruk! I had him in there as well in place of the Primal Hunter. The reason that I have Primal in place of Garruk, Caller of Beasts is because he generates 1 extra devotion, and costs 1 less to cast. That alone is a huge advantage in itself. Beyond that, he gives me blockers if I need it, and his card draw effect can get my Staff where as Caller of Beasts' would send it to the bottom of my library if it were revealed.

  5. A lot of what this deck is designed to do is surprise people. Summoner's Pact can make a great addition, I agree. I've had some issues when I actually ran it, however. I ran it too early and tried to grab a spider to answer some early flying aggro - had one of my Elves removed and lacked the mana to tap on the following turn to avoid the loss. That alone really made me reconsider using it. It also slows down what's already a relatively slower paced deck.

So, I guess what I'm trying to say is, I've actually playtested with a lot of the cards you mentioned (Except the Geist, thank you SO much for pointing that one out!) - They're all fantastic suggestions, but the direction this deck ended up going is a bit different from what it would need to be to run those cards. I'm definitely considering one more Predator Ooze now, or some sideboard updates.

Thanks again for your feedback!

February 3, 2014 11:55 a.m.

Javak says... #20

I fracking hate decks like this, they are one of the few builds that manage to win out against my Boros... +1

February 3, 2014 8:34 p.m.

I think that a Goblin Deck or a White/Blue Stall deck would be a perfect support for this one. Red Goblin because it would provide an early game threat that cannot be ignored, therefore distracting the enemies from what the green deck is doing. White/Blue Stall because a bunch of cows/feathers/whatever else you have is better protection then infinite hordes of goblins.

February 3, 2014 10:43 p.m.

Dave says... #22

Let the hate flow through you, Javak! Haha. I checked out the boros deck, but I don't think I played it to its full potential in playtests. It definitely seems interesting, though! Have you seen how strong boros is in standard lately? Shit's crazy.

I actually thought of that myself, daemonslayah49. I was also considering some kind of fast paced infect deck that could put them on a timer; aim for an obvious turn 2 combo like the ones we saw back in standard around that time. They'd think that's the main gimmick, then boom. Green 'splosion all over.

Jund could offer some nice utility as well if I made it more focused on support as opposed to holding its own. I'm torn as to whether or not I want to support it with control, or an early game stomper that requires an immediate answer.

February 4, 2014 12:24 a.m.

v4v3 Green-Black Poison would be an ill as f**k support, since it distracts quite nicely. Either that or an evil blue stall deck made of nothing but counters annd card drawing.

February 4, 2014 6:53 a.m.

admiralderpy says... #24

February 4, 2014 10:58 a.m.

Dave says... #25

Sounds like I need to throw together a cheap infect deck for some playtesting. :)

@ admiralderpy, I've actually considered putting that in. The reasoning behind not doing it is that instead of ramping for fat creatures early, I ramp for my combo pieces. Dropping a Primalcrux on Turn 3 and then throwing Aspect of Hydra on it next turn can be absolutely devastating - however, that's not the feature of this deck. It runs a good beat down but only if it has to. I'd likely remove my Fog for Aspect of Hydra if I were to add it, but that would leave me with a gaping hole vs early game aggro builds.

If this deck were more focused on ramping out creatures than comboing, I'd totally do it. As it is, there's unfortunately no room for it though.

February 4, 2014 11:39 a.m.

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