TLDR; looking for some card ideas that slot into this archetype and general feedback on archetype viability.
Preface:
GW continues to be unexciting in my cube and my playgroup hasn't had much interest in traditional ramp decks. Over the past week I've been pondering over a Cryptolith Rite-style archetype, especially with Katilda, Dawnhart Prime making its debut in MID (and later remembering that Earthcraft exists). In short, I want to create a unique experience for my players in GW/Gx decks and forego more traditional ramp options. The proposed plan is to remove traditional non-creature ramp cards, add in the engine cards, and determine the best way for players to use those engines without it being an all-in strategy.
Concerns:
1) On the surface, this archetype compares to an A+B(+C) mechanic, like madness. You need creatures to tap, one of your engine cards, and a payoff for the mana. How does this setup provide a better experience than simply playing mana dorks and finishers? Is there a way to provide this experience in less steps or with greater consistency?
2) This archetype is at the mercy of having creatures available to tap for mana. Similar to aggro, having your early creatures picked off, or a boardwipe on later turns, is a large loss of tempo; unlike aggro, you haven't pressured your opponent's life total and are instead trying to race to a large threat or sink your mana into a relevant ability. How can this tempo loss be mitigated while taking a turn to set up the engine?
Potential Solutions:
1) Despite Cryptolith Rite being the card knocking around in my head over the last week, it's probably the worst of the engines. Conversely, Katilda, Dawnhart Prime and Rishkar, Peema Renegade provide a body which creates its own mana unlike C. Rite, and Earthcraft ignores summoning sickness, allowing the player to chain off plays and gain a tempo boost. It's best to focus on these more impactful cards as the engines.
2) Tutors like Green Sun's Zenith and Finale of Devastation can be used to find early mana creatures and large threats, providing more consistency. Secure the Wastes and Finale of Glory can provide provide a few bodies early or fill up the board once you have plenty of mana.
3) This plan should be used in tandem with another strategy, like go-wide or Natural Order, so a deck doesn't fall apart when it's missing an engine piece.
4) Convoke cards such as March of the Multitudes and Chord of Calling bypass an engine card.
5) Provide some mana dumps so there's something to do when a finisher isn't in-hand. Level up a Ranger Class or crack clues with Tireless Tracker.
6) If the archetype feels like it's a piece short, or a card like Katilda is too restrictive, a custom card may be the solution.
Current considerations by type:
Engines
Double-duty cards (Enabler + Payoff)
There are way too many token/mana generators to list, so I'll call out only a few efficient players:
A fun one that buffs the team, but can also provide a Copperhorn Scout effect:
Another way to put the dorks to use when you need more to do with your mana:
I'm hoping that there's enough here to give this legs and keep it playing nice with adjacent archetypes. Any thoughts on the archetype or potential includes are appreciated!
Preface:
GW continues to be unexciting in my cube and my playgroup hasn't had much interest in traditional ramp decks. Over the past week I've been pondering over a Cryptolith Rite-style archetype, especially with Katilda, Dawnhart Prime making its debut in MID (and later remembering that Earthcraft exists). In short, I want to create a unique experience for my players in GW/Gx decks and forego more traditional ramp options. The proposed plan is to remove traditional non-creature ramp cards, add in the engine cards, and determine the best way for players to use those engines without it being an all-in strategy.
Concerns:
1) On the surface, this archetype compares to an A+B(+C) mechanic, like madness. You need creatures to tap, one of your engine cards, and a payoff for the mana. How does this setup provide a better experience than simply playing mana dorks and finishers? Is there a way to provide this experience in less steps or with greater consistency?
2) This archetype is at the mercy of having creatures available to tap for mana. Similar to aggro, having your early creatures picked off, or a boardwipe on later turns, is a large loss of tempo; unlike aggro, you haven't pressured your opponent's life total and are instead trying to race to a large threat or sink your mana into a relevant ability. How can this tempo loss be mitigated while taking a turn to set up the engine?
Potential Solutions:
1) Despite Cryptolith Rite being the card knocking around in my head over the last week, it's probably the worst of the engines. Conversely, Katilda, Dawnhart Prime and Rishkar, Peema Renegade provide a body which creates its own mana unlike C. Rite, and Earthcraft ignores summoning sickness, allowing the player to chain off plays and gain a tempo boost. It's best to focus on these more impactful cards as the engines.
2) Tutors like Green Sun's Zenith and Finale of Devastation can be used to find early mana creatures and large threats, providing more consistency. Secure the Wastes and Finale of Glory can provide provide a few bodies early or fill up the board once you have plenty of mana.
3) This plan should be used in tandem with another strategy, like go-wide or Natural Order, so a deck doesn't fall apart when it's missing an engine piece.
4) Convoke cards such as March of the Multitudes and Chord of Calling bypass an engine card.
5) Provide some mana dumps so there's something to do when a finisher isn't in-hand. Level up a Ranger Class or crack clues with Tireless Tracker.
6) If the archetype feels like it's a piece short, or a card like Katilda is too restrictive, a custom card may be the solution.
Current considerations by type:
Engines
Double-duty cards (Enabler + Payoff)
There are way too many token/mana generators to list, so I'll call out only a few efficient players:
A fun one that buffs the team, but can also provide a Copperhorn Scout effect:
Another way to put the dorks to use when you need more to do with your mana:
I'm hoping that there's enough here to give this legs and keep it playing nice with adjacent archetypes. Any thoughts on the archetype or potential includes are appreciated!