is pretty good card that can make lands matter in a big way.
A.Ghost Quarter / Tectonic Edge
-Anything that locks down opponent searching their library makes it lockdown (I know some options in both blue and white)
B.Dunes of the Dead
- Cycling an Edge of Autumn is incredible value, and Ramunapping it every turn, greenly for 3 mana, isn't a bad trade-off for +3/+3 and another 2/2 (Hashep Oasis)
- Harrow
C. Fetchlands
- It's pretty good value to pull a land out of your deck every turn regardless. It's probably best in landfall which is a strictly limited mechanic.
It's also tutorable, unlike Crucible.
Hour of Promise It's not overpowering, but its good fodder that can find ANY land.
I came across Binding Mummy and it seems like a pretty decent card here. Probably better in a black deck though :\
Beast Within was already good as an any permanent destroyer. But it just added an extra use: 5 damage to the face next turn if you board wipe creatures... WITH all open mana. (Dunes)
Merciless Eternal could be good? It's a zombie cleric after all. What does Lure do to Merciless Eternal? Do multiple creatures blocking it affect afflict?
I've mentioned a few cards here. Do you have any ideas on how to advance the deck further? Or possibly know of a thread that isn't cluttered with Gitrog?
I can't help but think that Rhonas the Indomitable needs to be in this deck[/card] along with Edge of Autumn. There are a handful of ways to animate lands lands at instant speed and pump them up. It doubles as a finisher and is difficult to remove.
I'm torn on going into black for Gitrog and discard. The lack of control aside from some neat combat tricks almost demands excessive card advantage. Either way, drawing an extra card AND creating an extra 2/2 with Dunes for FREE every turn is incredibly good.
I think you guys are underestimating Elemental Uprising.
Pro's:
-can kill any creature 3/3 or less without dying on turn 2(the mana dorks leave the land open)
-it's "must be blocked" clause allows for opportunities to kill a newborn creature.
-it can be used effectively late game as a "chump attacker"... When you're both top-decking and have a creature out each?
-attaching it to a dunes means that if you do get 2-1'd you get a 2/2 zombie as a consolation prize.
-a land creature is far harder to remove with spells than a creature
Con's:
-it's a combat trick, any combat trick can get 2 for 1'd.
To summarize, it has a use early, mid, and late game. It can be 2 for 1'd, but not by anything that says "non-land".
Harrow'ing a Dunes is good man. It's really good. In contrast, Here's Civic Wayfinder. Meh, bad card. Here's the difference between the 2:
+flash. Worst case scenario, you chump. Best case you kill one of their little guys.
+trim your deck of 2 lands instead of 1
+lands come into play untapped leaving more shenanigans open.
Harrow'ing is probably best because you can 5-drop on turn 3. It's still nice to have consistent and varied responses to aggro.
-The mana curve is kind of high though it is a 1 color deck at the moment. I should use 23 lands?
-How many dorks should I be using?
-How many Oasis should I use?
-I should include a copy of Cradle of the Accursed? There's a plethora of sac and animation options. Or is it just better to include a Gitrog?
-Is Hour of Promise good here? It's kind of expensive and doesn't really end the game. Realms Uncharted finds lands better no?
-Is the cycling on Desert of the Indomitable worthwhile? It seems kind of average without Loam. And 2 mana isn't cheap for a one time effect.
-Tectonic Edge Does this card have a place in modern? It's not like I'm using white/blue search hate, so I'll never get a lock on lands. Nonethless, hitting an important land is worth at least a one-of each?
-Haunted Fengraf seems nuts with the Excavator, this is an auto-include?
-Any etb lands? Garden? Bog? Sideboard graveyard hate? Which is best?
-Genju of the Cedars seems interesting. Is it better than Elemental Uprising? Its a potentially repeatable sink after all. Is it better to go 2 on each?
-Quicksand well, maybe, it can keep ground creatures with 2 toughness or less from attacking. Seems good to me
-what about Sunscorched Desert: It's basically still a shock at some point. I mean the wincon is basically animating lands for Rhonas to attack alongside a 4+ power trampler.
Please help, I don't have the money to test 100 cards nor do I have Cockatrice or whatever.
PS: I wish they didn't make Hashep Oasis sorcery speed.
I had long considered Flagstones, but I don't plan on splashing white that much. There's no reason to add Flagstones, when I can GQ my own land to have a similar effect. There's a lot of reasons to splash white, a lot of them I don't have the money for(looking at you Voice). But the biggest one imo is KotR and disruption. Sounds a lot like Hatebears, or maybe Maverick. But this deck is built way different. It's built around activating Rhonas, land tricks, and a bunch of beaters. There's a variety of plays to make on turn 2 depending on hand and matchup. But the deck gets exciting on turns 3, 4, and 5. It's mid-range, it's fun, it's green.
After some tinkering, I was considering for the final 4 slots in the deck: Knight of the Reliquary Scavenging Ooze Loxodon Smiter Bloodbriar Tireless Tracker
and maybe a couple others I'm forgetting(E-Wit = Fengraf). But that in a nutshell is the order I put them in: Power for Rhonas, finding a land toolbox, and GY hate.
Tireless Tracker is too slow. Bloodbriar is faster, but is just a vanilla grow creature at the end of the day. Smiter is good, but its better sideboard material imo. And Ooze loses to KotR because KotR can find Bojuka Bog, which I can reuse.
is pretty good card that can make lands matter in a big way.
A.Ghost Quarter / Tectonic Edge
-Anything that locks down opponent searching their library makes it lockdown (I know some options in both blue and white)
B.Dunes of the Dead
- Cycling an Edge of Autumn is incredible value, and Ramunapping it every turn, greenly for 3 mana, isn't a bad trade-off for +3/+3 and another 2/2 (Hashep Oasis)
- Harrow
C. Fetchlands
- It's pretty good value to pull a land out of your deck every turn regardless. It's probably best in landfall which is a strictly limited mechanic.
It's also tutorable, unlike Crucible.
Hour of Promise It's not overpowering, but its good fodder that can find ANY land.
I came across Binding Mummy and it seems like a pretty decent card here. Probably better in a black deck though :\
Beast Within was already good as an any permanent destroyer. But it just added an extra use: 5 damage to the face next turn if you board wipe creatures... WITH all open mana. (Dunes)
Merciless Eternal could be good? It's a zombie cleric after all. What does Lure do to Merciless Eternal? Do multiple creatures blocking it affect afflict?
I've mentioned a few cards here. Do you have any ideas on how to advance the deck further? Or possibly know of a thread that isn't cluttered with Gitrog?
Pretty much this with the mentioned lands ^^
-Beast Within creates a 2/2 and a 3/3 for 3 mana by targeting the dunes.
-Elemental Uprising not bad either
-Fog and similar ilk. This doesn't appear to be an aggro deck, but it seems like it can get gross with value.
-Realms Uncharted If they're not aggro this can be a nice way to set up Ramunap Hydra
-Nissa, Vital Force Garruk Wildspeaker: a lot of good stuff going on between these two
-Gargoyle Castle more anti-wrath
-Hour of Promise more zombies and desert support!
-Embodiment of Insight Animating the dunes for value is no joke. In fact its beyond gross if you can manage to do it defensively.
-Harrow + Natural Connection
3 Birds of Paradise
4 Ramunap Excavator
4 Ramunap Hydra
2 Embodiment of Insight
4 Harrow
4 Beast Within
3 Nissa, Vital Force
3 Hashep Oasis
1 Gargoyle Castle
that's 32 cards and 8 lands so far, but you get the idea
I'm torn on going into black for Gitrog and discard. The lack of control aside from some neat combat tricks almost demands excessive card advantage. Either way, drawing an extra card AND creating an extra 2/2 with Dunes for FREE every turn is incredibly good.
I think you guys are underestimating Elemental Uprising.
Pro's:
-can kill any creature 3/3 or less without dying on turn 2(the mana dorks leave the land open)
-it's "must be blocked" clause allows for opportunities to kill a newborn creature.
-it can be used effectively late game as a "chump attacker"... When you're both top-decking and have a creature out each?
-attaching it to a dunes means that if you do get 2-1'd you get a 2/2 zombie as a consolation prize.
-a land creature is far harder to remove with spells than a creature
Con's:
-it's a combat trick, any combat trick can get 2 for 1'd.
To summarize, it has a use early, mid, and late game. It can be 2 for 1'd, but not by anything that says "non-land".
Harrow'ing a Dunes is good man. It's really good. In contrast, Here's Civic Wayfinder. Meh, bad card. Here's the difference between the 2:
+flash. Worst case scenario, you chump. Best case you kill one of their little guys.
+trim your deck of 2 lands instead of 1
+lands come into play untapped leaving more shenanigans open.
Harrow'ing is probably best because you can 5-drop on turn 3. It's still nice to have consistent and varied responses to aggro.
3 Elvish Mystic
4 Ramunap Excavator
3 Ramunap Hydra
3 Rhonas the Indomitable
4 Beast Within
3 Elemental Uprising
3 Harrow
2 Explore
2 Nissa, Vital Force
2 Garruk Wildspeaker
4 Dunes of the Dead
2 Hashep Oasis
1 Tectonic Edge
1 Haunted Fengraf
1 Quicksand
1 Sunscorched Desert
13 Forest
Q and A
-The mana curve is kind of high though it is a 1 color deck at the moment. I should use 23 lands?
-How many dorks should I be using?
-How many Oasis should I use?
-I should include a copy of Cradle of the Accursed? There's a plethora of sac and animation options. Or is it just better to include a Gitrog?
-Is Hour of Promise good here? It's kind of expensive and doesn't really end the game. Realms Uncharted finds lands better no?
-Is the cycling on Desert of the Indomitable worthwhile? It seems kind of average without Loam. And 2 mana isn't cheap for a one time effect.
-Tectonic Edge Does this card have a place in modern? It's not like I'm using white/blue search hate, so I'll never get a lock on lands. Nonethless, hitting an important land is worth at least a one-of each?
-Haunted Fengraf seems nuts with the Excavator, this is an auto-include?
-Any etb lands? Garden? Bog? Sideboard graveyard hate? Which is best?
-Genju of the Cedars seems interesting. Is it better than Elemental Uprising? Its a potentially repeatable sink after all. Is it better to go 2 on each?
-Quicksand well, maybe, it can keep ground creatures with 2 toughness or less from attacking. Seems good to me
-Stirring Wildwood still good?
-what about Sunscorched Desert: It's basically still a shock at some point. I mean the wincon is basically animating lands for Rhonas to attack alongside a 4+ power trampler.
Please help, I don't have the money to test 100 cards nor do I have Cockatrice or whatever.
PS: I wish they didn't make Hashep Oasis sorcery speed.
After some tinkering, I was considering for the final 4 slots in the deck:
Knight of the Reliquary
Scavenging Ooze
Loxodon Smiter
Bloodbriar
Tireless Tracker
and maybe a couple others I'm forgetting(E-Wit = Fengraf). But that in a nutshell is the order I put them in: Power for Rhonas, finding a land toolbox, and GY hate.
Tireless Tracker is too slow. Bloodbriar is faster, but is just a vanilla grow creature at the end of the day. Smiter is good, but its better sideboard material imo. And Ooze loses to KotR because KotR can find Bojuka Bog, which I can reuse.
So here's what I'll be testing, hopefully soon:
4 Birds of Paradise
3 Avacyn's Pilgrim
4 Knight of the Reliquary
4 Rhonas the Indomitable
4 Ramunap Excavator
3 Ramunap Hydra
2 The Gitrog Monster
4 Dunes of the Dead
2 Hashep Oasis
1 Ghost Quarter
1 Haunted Fengraf
1 Sunscorched Desert
1 Bojuka Bog
10 Forest
2 Plains
1 Swamp
4 Harrow
2 Beast Within
Sorcery(4)
4 Edge of Autumn
Planeswalker(3)
3 Nissa, Vital Force