Doran, the Siege Tower EDH
(100 Card Cube)
Blog Posts (20+)
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Notes:

  • Claim the Precious: maybe okay but single target removal is maybe just too low impact
  • Woodvine Elemental: might be nice combination of card flow, body, and board buff
  • Benevolent Bodyguard: theory is better to have damage threatening redundancy over pure protection / deterrent
  • Enrage Huorn: just does not look super impressive but could be tested more
  • Task Force: could use more testing but I suspect there are just not enough targeting cards to make this feel amazing. It feels like a soft combo card that is weak on its own; previous note about how a lot of equipment are already strong enough to make its creatures threatening still sounds true. It might also want to hog the targeting effects, making them less flexible.
  • Arboreal Grazer: the dream of turn 2 Doran is exciting enough to test

Notes:

  • Eland Umbra: never quite felt strong enough to be worth a card. also invites unaffected removal

Notes:

  • A slight synergy has been starting to take shape of untapping/giving vigilance to mana dorks to enable them to attack and produce mana. This is fun to see, but need to see if I can protect them sufficiently so they aren't at risk of dying in combat. If I can get this to stick, it would add a nice unique spin and feel to the deck
  • Skullport Merchant: maybe okay, but sustained card draw is preferable. This deck generally does not want to sacrifice creatures and pay to do it
  • Abzan Charm: okay for flexibility, but this deck would rather not spend mana for no tempo card draw. Since this is in a land slot, replacing with mana ramp
  • Gods' Hall Guardian: unimpressive. Takes up the mid-mana slot even after discount for a somewhat larger body, but no other benefit. The discount isn't enough to take it down one tier in terms of mana curve (4 mana for just 6 toughness and nothing else often still doesn't trump playing other 4 mana-ish cards), and I still have to pay the foretell so it's not really even a discount
  • Spectral Gateguards: testing out to see if it helps with enabling mana dorks to attack and thus have more tempo
  • Loam Larva: very unimpressive. basically a tiny card when I have sufficient mana, which should be the case more often than not
Mainboard Changelist+1, -1

Notes:

  • Dauntless Dismantler: okay, but disrupting opponents not all that interesting
  • Gods' Hall Guardian: testing, hopefully allows for more efficient mana utilization

Notes:

  • Fertile Ground: slight devotion synergy
  • Bombadil's Song: Does not feel worth a card when played proactively
  • Ulvenwald Captive: might be okay, but by the time it can flip, probably don't need more mana. And flipping is probably not that great mana wise. So defender might actually be a significant downside
  • Loam Larva: testing, might be too weak
  • Scars of the Veteran: too reactive, conditional, and clunky
  • Great Oak Guardian: Testing again for synergy with mana dorks. In theory may allow for developing and attacking, keeping up the pressure
  • Llanowar Augur: upkeep is probably a substantial restriction. Might be too low impact otherwise

Notes:

  • Bosk Banneret: body feels too small and "fake" mana does not feel good enough even when I had more treefolk
  • Timberland Ancient: winding down treefolk theme. doesn't feel like it will feel good to play
  • Nature's Lore: there are better options (like Arcane Signet), but leaving for now as placeholder. It is fun even if no better to find dual land type
  • Galadhrim Bow: +2 feels too minor on its own. This deck has plenty of untap surprises
  • Druid's Familiar: testing this out. not exactly thematic but feels like it might be good for midrange beatdown
  • Totem-Guide Hartebeest: Buried in the Garden gives this more flexibility
  • Wispmare: suspecting this won't feel that amazing, since I may have situations where I want to play it but there are no targets, and thus is not actually good value
Mainboard Changelist+1, -1

Notes:

  • Leaf-Crowned Elder: statistically just unlikely to do anything

Notes:

  • Somewhat winding back the push to make a Treefolk theme. A lot of the individual cards are just not particularly strong nor is the theme consistently sufficiently rewarding.
  • Ohran Viper: not actually that reliable for card draw. also 3 CMC is awkward
  • Kagha, Shadow Archdruid: a little slow on card draw and potentially not reliable. Has always felt a little underwhelming in stats and card draw. I guess card draw tied to combat is not great for this deck, as it tends to need card draw more desperately when it cannot win combat, making such cards more like win-more cards.
  • Llanowar Augur: Nice proactive body that can get damage in early
  • Acrobatic Leap: A bit reactive, conditional, and often not impactful. This deck actually has more than enough untap instant speed effects too
  • Warden of the Woods: okay but really not much more than a big body with good typing. Expensive enough that it likely takes the whole turn and all I get is a medium sized body.
  • Task Force: Even with just one activation, it's still one of the better cost to toughness ratios.
    -Treefolk Harbinger: Need to keep an eye on whether this tutor effect is too samey, but worth trying especially since it is taking up a land slot and is an early body. It's also maybe okay given that there isn't always a single best card to tutor: there is at least one offensive, defensive, and mana ramp choice.
  • Moment of Valor: nice reactive card that can be played proactively
  • Great Oak Guardian: maybe okay, but the body leftover is not very impressive and the temporary effect is also not very impressive, leaving a middling, generally uninspiring card. Untap reactive surprise potential is a bit squandered by the large cost. This deck still already has other reactive untap surprise cards.
  • Blessed Orator: not sure if relevant enough, but probably a reasonable replacement for Great Oak Guardian (smaller but persistent effect, cheaper)
  • Rootgrapple: cost high enough that it often takes the whole turn, which is not ideal.

Notes:

  • Palace Sentinels: might be okay to add back in, untested
  • Provoke: A bit awkward in general, but also this deck wants to get damage through so even more awkward.
  • Herbology Instructor: mostly just trying to increase treefolk quantity
Mainboard Changelist+1, -1

Taking for Jon Irenicus

Notes:

  • Safewright Quest: helps land turn 3 Doran
  • Village Bell-Ringer: underwhelming, because the creatures in this deck are not that big that a surprise untap without buff is beneficial in most scenarios
  • Sun Clasp: the tempo loss (mana and turn to attack) feels bad, though haven't actually tested
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