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Mul Daya Channelers - playable?



 
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loki3



Joined: 07 Nov 2009
Posts: 139

PostPosted: Mon Apr 12, 2010 6:58 am    Post subject: Mul Daya Channelers - playable? Reply with quote

Quote:
Mul Daya Channelers 1GG
Creature - Elf Druid Shaman Rare

Play with the top card of your library revealed.

As long as the top card of your library is a creature card, Mul Daya Channelers gets +3/+3.
As long as the top card of your library is a land card, Mul Daya Channelers has "{T}: Add two mana of any one color to your mana pool."

2/2


Does it have a home? Because of the mana ability and the aggro ability, I feel like it is best in a deck that is midrange aggressive, but runs/can run some 5/6 mana costing spells. And possibly more creatures than removal. (this would also encourage the use of Momentous Fall).

It has to run Green, so perhaps a Jund, Naya, or Bant Variant.

In mana mode, it is kinda fragile, but if MDC is played turn 2, it has the ability to play a turn 3 5-drop or 6-drop with pretty good consistency, given the right deck.



Note: I am somewhat fishing here, trying to play around, and see what I can find. I think this card is good enough to be played, and I am checking around to see if there is a correct deck to play it in.

To encourage this path of logic...
If you run 8 1-drop mana dudes, and 8 3-drop mana-ish dudes, you should have good chances to play good spells. Especially if mixed with some beats.

I have a thought, though it seems somewhat silly, but in a deck like this, Realm Razor could possibly get thrown in. You have mana dudes to let you keep playing spells, and Momentous Fall lets you sac Realm Razor during their turn (end step if they have landfall dudes), their lands ETB tapped, and untap for you to unload your hand.

I know in some matchups Realm Razor will be terrible (Boros, RDW), but it can lock out the game against almost anything else - "can" being the operative word.



An example -not optimized, just thrown together, feels like it should have Planeswalkers and Main Deck removal, or perhaps Landfall Dudes (lynx, geodude, emeria, maybe cobra/ob nob/admonition angel but prob not) to exploit the f*udge out of a dead Razor. Anyways:

Quote:
// Lands
1 [M10] Rootbound Crag
6 [ZEN] Forest (Cool
4 [ZEN] Misty Rainforest
1 [M10] Terramorphic Expanse
1 [WWK] Stirring Wildwood
4 [ZEN] Arid Mesa
1 [WWK] Sejiri Steppe
1 [WWK] Raging Ravine
1 [WWK] Tectonic Edge
2 [ZEN] Plains (Cool
2 [ARE] Mountain (Cool

// Creatures
4 [ROE] Mul Daya Channelers
4 [M10] Birds of Paradise
4 [CFX] Noble Hierarch
4 [CFX] Knight of the Reliquary
4 [M10] Baneslayer Angel
4 [ALA] Realm Razer
4 [ARB] Bloodbraid Elf
3 [M10] Master of the Wild Hunt
2 [ARB] Enlisted Wurm

// Spells
3 [ROE] Momentous Fall

// Sideboard
SB: 4 [ARB] Dauntless Escort
SB: 4 [WWK] Kor Firewalker
SB: 3 [ALA] Oblivion Ring
SB: 4 [M10] Great Sable Stag



1) Suggestions for playing Mul Daya Channelers?
2) Suggestions to make this deck/deck concept (1 drops, 3 drops, boom) work?
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loki3



Joined: 07 Nov 2009
Posts: 139

PostPosted: Mon Apr 12, 2010 8:29 am    Post subject: Reply with quote

From What I've Seen so far...

Oring > Enlisted Wurm
Realm Razor seems iffy/mostly cute - might be possible sideboard tech, but that just seems odd.

Main Deck Razor might be better as Walkers. I dunno...
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NotMcBallin



Joined: 10 Apr 2010
Posts: 2

PostPosted: Mon Apr 12, 2010 10:25 am    Post subject: Reply with quote

// Lands
3 [EVG] Mountain (2)
1 [M10] Dragonskull Summit
2 [M10] Rootbound Crag
4 [ZEN] Verdant Catacombs
4 [ALA] Savage Lands
4 [WWK] Raging Ravine
3 [M10] Swamp (2)
4 [M10] Forest (1)

// Creatures
2 [ALA] Broodmate Dragon
4 [ALA] Sprouting Thrinax
2 [WWK] Abyssal Persecutor
4 [ARB] Bloodbraid Elf
4 [ROE] Mul Daya Channelers
3 [ARB] Putrid Leech

// Spells
2 [ARB] Terminate
3 [ARB] Maelstrom Pulse
4 [ALA] Blightning
3 [ROE] Momentous Fall
1 [ROE] Sarkhan the Mad
2 [M10] Lightning Bolt
1 [ARB] Bituminous Blast

// Sideboard
SB: 1 [ARB] Maelstrom Pulse
SB: 1 [ROE] Momentous Fall
SB: 2 [M10] Lightning Bolt
SB: 4 [M10] Deathmark
SB: 3 [ZEN] Goblin Ruinblaster
SB: 2 [WWK] Chain Reaction
SB: 1 [ZEN] Malakir Bloodwitch
SB: 1 [ZEN] Grim Discovery


this>m-l
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Insom



Joined: 19 Dec 2008
Posts: 433

PostPosted: Mon Apr 12, 2010 12:57 pm    Post subject: Reply with quote

If woolly thoctar wasn't playable in naya I have doubts about a creature that is 2/2 60%+ of the time you want to swing and can only produce mana 40% of the time you aren't attacking. Fetches make it significantly better but the 1GG cost limits the number of fetches you can run to a small extent.

Might be decent in junk. I don't see it working for jund. Even if you start cutting removal/walkers/equipment to make this guy a 5/5 almost half the time he is still worse than thoctar in your naya example imo.
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Tao



Joined: 22 Dec 2007
Posts: 864

PostPosted: Tue Apr 13, 2010 11:05 am    Post subject: Reply with quote

Insom wrote:
If woolly thoctar wasn't playable in naya I have doubts about a creature that is 2/2 60%+ of the time you want to swing and can only produce mana 40% of the time you aren't attacking. Fetches make it significantly better but the 1GG cost limits the number of fetches you can run to a small extent.


Woolly Thoctar will never start tapping for two of any color.
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Insom



Joined: 19 Dec 2008
Posts: 433

PostPosted: Tue Apr 13, 2010 9:04 pm    Post subject: Reply with quote

Durango wrote:
With 4 Misty Rainforest and 4 Verdant Catacombs you can have the same sort of uptime that you would have with Vampire Nocturnus.


Nocturnus is a house when he is up.

jonproject wrote:
Woolly Thoctar will never start tapping for two of any color.


Is having your thoctar randomly turn into a grizzly bear or greenweaver druid a plus?
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Insom



Joined: 19 Dec 2008
Posts: 433

PostPosted: Wed Apr 14, 2010 9:46 am    Post subject: Reply with quote

KotR is continuously big after he is able to tap, always has his ability available and has tons of utility. This guy just randomly tweaks. I am aware of the casting costs I was simply saying that in naya he is worse than a card that doesn't see play. In other colors there are far better 3 drops that do see play, especially in jund which has some of the best in the game. I am not really sure what point you are addressing when you point out a draw step isn't sudden.
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