I think green/black + splashes might work out better here. You have some OK white, but not enough for a primary color I think.
I will give some comments on the cards you listed and then try to come up with a suggested list.
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Originally Posted by MediaPA
One More - Last One for a while (this is addicting)
I really don't want to play white, green with a splash of black (maybe red) again. I relied heavily on tricks. Countermagic seems like a huge factor during end game. I feel like I have cards that can allow me to be a little out there. The Springleaf Drum, Fertlid, Elvish Harbinger, Vivid Crag.
Maybe I'm way off. I'm going on memory since the server is down. I don't have any real 'solid' interactions that I noticed. I feel like I have ok small guys. Not much towards the middle/end. Probably looking at something like
I'm thinking I can get away with 16 lands, 16 creatures, 8 spells, but I may be way off base.
Spells/Artifacts (alot seem fairly useful to me)
Neck Snap, Soaring Hope, Hunting Triad, Gilt-Leaf Ambush, Deglamer. (Violet Pail x2 against non-black decks) Needle Drop, Roar of the crowd
Soaring hope shouldn't be played, it is just too expensive to be worth it. Deglamer is probably only for the sideboard.
Roar of the crowd is really iffy, but it might work since you have some elf token generators.
Needle Drop is kinda filler, usually won't make the cut.
Violet Pall should be maindecked and only taken out if your opponent is reaally heavy in black.
Gilt-leaf ambush is good, and Hunting triad is awesome.
For white, you left out Surge of Thoughtweft, which is really good as long as you have a few kithkins. It is especially good with token generator cards.
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The springleaf to splash, the runed stalactite for Alchemist/Sniper.
I agree on springleaf, especially since I can see playing at least 4 colors counting splashes. Runed Stalactite is really iffy for me.
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Creatures:
First Phase (1-3 mana):
1. Cenns Tactician (just because he can be a pain)
2. Goldmeadow Harrier (board control)
3. Shinewend (enchantments)
4. Fertlid (basically a land sacrifice)
5. Elvish Harbinger (mana splash potential)
6. Springjack Knight/Harpoon Sniper (attack/defense)
Shinewend should really only be sideboard for extreme cases. Enchantments aren't a big part of the block, really. Springjack knight is also iffy, but Sniper can be played even if you don't have that many merfolks.
Elvish harbinger is awesome, as he fixes/accelerates mana but also puts Nath, hunting triad, any good changeling on top, etc.
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Second Phase (I feel real weak here 4-5 mana drops (feel like my pool is incredibly weak here)
7. Kinballe Balloonist (evasion)
8. Meadowboon (not sure what this does honestly)
9. Burrenton Shield Bearers (attacking defensive help)
10. Nath's Elite (I like him)
11. Oakgnarl Warrior (helpful if I get the mana acceleration from fertid)
12. Nath of the Gilt Leaf (card removal - should be minimal cards in hand unless playing a blue deck)
(Ok, I'm struggling)
Meadowboon - definitely good. You either play him normally, and he is a 3/3, and when he dies, all of your remaining creatures get a +1/+1 counter. Alternately, you can evoke him, which makes him die immediately, giving the +1/+1 counters right away. Another card that is good with your token elves.
Burrenton Shield Bearers don't really do enough for their high cost. Anything 5 mana and more should really be strong.
Nath of the Gilt Leaf is a bomb.
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Possibles:
Battletide Alchemist
Elvish Warrior
Everbark Shaman
Elvish warrior is a pretty solid early drop.
Other cards you didn't consider (in green/white) that could be good:
Kithkin Daggerdare: This guy doesn't look like much, but is great in an aggro deck, helping your 2/2 and 2/3 type guys keep punching through in the mid-game.
Kinsbaile Balloonist: This guy also helps the mid/late game for a green/white type deck that doesn't have a lot of evasion. He can send Nath or someone through the air.
Jagged-Scar Archers: These guys are very good. With only one other elf in play, they can kill 80% of the flyers you will see. With Ambush/hunting triad, they can kill the other 20% and do some beating.
Here is a build I came up with. Basically 5-color Red/Green elementals.
Non-creature spells (6):
Final Revels (Mass removal or a finisher, awesome card)
2 Violet Pall (Solid removal)
Hunting Triad
Gilt-Leaf Ambush
Springleaf Drum
Creatures (17):
2cc
Oona's Prowler
Brighthearth Banneret
Smokebraider - mvp, this guy makes elemental decks work
Soulbright flamekin - staple in elemental decks, can accelerate stuff out, especially good to get hostility out
Sunflare Shaman - creature early, removal later
3cc
Elvish Harbinger
Fertilid
Rage Forger
Inner-flame Acolyte
4cc
War-spike changeling - These 3 guys all come out on turn 3 with smokebraider
Turtleshell Changeling
Meadowboon
5cc
Warren Pilferers - solid body + card advantage
Mulldrifer - This guy should be played in 95% of decks regardless of color
Nath's Elite
Hostility
Nath of the Gilt-Leaf
Lands (17):
Primal Beyond - 12 of our dudes are elementals, inc. the splashed cards
Vivid Crag
7 mountain
5 forest
3 swamp
Other relevant cards:
Blades of Velis Vel - this is a nice trick (and an elemental). Could possibly play this over Nath's Elite since you have so many 5-drops already. I dunno