I've posted in a couple other lists of bory that I've seen, but I figured I'd post mine to get a couple critiques. First two games were had with the list the other day and I go absolutely trounced.
Edit for refined version!
Version 2.0 includes 19 more lands than my previous version. It's rather similar to XeroxedFool's list, as I basically just took the best draw spells in the colors, land hunting cards, and then threw in some pieces for a scapeshift kill just in case. This version is heavily invested in accelerating Borb into play very quickly and then dumping my hand to try and kill off players, whereas 1.0 was looking like more of a midrange deck this seems like it will be a bit faster. I'll goldfish a little later tonight.
Currently running Chord of Calling in GSZ's spot right now as I don't have one!
Game 1: bory got removed immediately the first time, and I had to waste a scapeshift to get the Urza's lands in order to even cast him a second time. At which point I had no hand left to do anything with. I ended up losing to someone casting my avenger of zendikar from my grave, and he lost to Thraximundar getting in with Savage beating
Game 2: I got bory out and maelstrom wanderer came at me for 19, then tried to steal bory (which was stopped by pitching one land). I did nothing on my turn except attack and get 0 lands, putting destructive force in grave. Wanderer played vigor, then cast destructive force from grave hitting me for 19 + another 20. That was game.
TLDR; I need more draw or something to get more cards / land to hand.
I need to find more fetches and I need a crucible of worlds, but I don't have the money or value for that. I'm contemplating throwing thawing glaciers, evolving wilds, and terramorphic expanse in for the hell of it as crucible would let me assemble a manabase without having to expend land from hand, and terramorphic the same.
With 19 instants and sorceries I'm considering adding past in flames.
I run over 60 lands. I haven't had time to test it yet, but so far it seems to be running smooth in goldfishing. This has 0 meaning, but I'm excited to get some real games in.
Boundless Realms is bad. Just think, all of those lands are now in play and its harder to use them as Bolts when they are on the battlefield. Storm Cauldron is an epic thing, but I don't know how consistent that is going to be. Just my 2 cents.
Bloodbraid Elf is just goodstuff. I don't think it promotes your game plan in any way. Its not bad, but it is a slot that could be used for synergy.
Are the 'each player sacs x lands' spells working for you?
I really like Mulch, what do you think? I'm also running Gaea's Touch but I've got a lot more basics due to my high land count.
Scouting Trek is a card that I looked at, then set aside because I didn't think it would be that useful. After a few runs with the deck, I think it would actually be pretty decent. I'm going to have to slot it in. Quirion Ranger I'm not huge on, but Sylvan Ranger may come in. The effect is decent, it gives me a blocker, and can be used at all points of the game. My only problem with the rangers is that their effect is rather small.
Seer's Sundial could definitely be solid for the turns where I'm ramping up, but I only see it being useful between 5-7 mana. It will likely go on the watch list. I still have a hardon for t-don since he is better at knocking out one opponents permanents, though the ramp could definitely help with the high cmc general. I would view him more as a ramp spell than I would removal, and that's why I slotted in the don. Azusa vs. Bloom is a $6 difference, that's why I went with bloom
I run over 60 lands. I haven't had time to test it yet, but so far it seems to be running smooth in goldfishing. This has 0 meaning, but I'm excited to get some real games in.
Boundless Realms is bad. Just think, all of those lands are now in play and its harder to use them as Bolts when they are on the battlefield. Storm Cauldron is an epic thing, but I don't know how consistent that is going to be. Just my 2 cents.
Bloodbraid Elf is just goodstuff. I don't think it promotes your game plan in any way. Its not bad, but it is a slot that could be used for synergy.
Are the 'each player sacs x lands' spells working for you?
I really like Mulch, what do you think? I'm also running Gaea's Touch but I've got a lot more basics due to my high land count.
That be a lot of lands! I had 50-55 in my first draft of the list, but really wanted to slot in more things. I was thinking of boundless realms as a good card for one of two conditions. A) I have Borborygmos in play and storm cauldron in hand. Realms gets me up to 16+ land, and then I can use cauldron to alpha strike someone. B) Borboryg costs a lot of mana, and that's mana I don't have. While it may be pulling lands out of the deck, I certainly can't ping anyone if he isn't in play.
Elf: I saw it in someone else's list and thought it was cute. The idea (in my opinion at least) was that everything in the < 4 CMC slot is solid, and just digging into it would be nice. I could certainly replace this with something else I'm sure, but I liked the idea.
Thoughts of ruin and the other pieces of land d haven't really been very useful for me, and are probably coming out.
Mulch, Clear the Land, and Gaea's Touch were all cards I avoided due to my lower land count.
I really like the higher land count. It makes it really hard to miss when you swing with the general. It also makes it so that Keen Sense and Snake Umbra miss a lot less. If you get them both on the big ol cyclops you can possibly combo off without Abundance.
All the spells that allow you to play extra lands or draw only lands get better with a higher land density as well. Oracle of Mul Daya is so good I'm running Green Sun's Zenith to go find it and Hermit Druid. Speaking of HD, Fa'adiyah Seer basically reads Tap: Draw a card. When you have more lands. Tilling Treefolk is a card as well, I'm not in love with it but who knows.
So, in my oponion, you're running like 2 or 3 more lands then whats normal for a deck but you're running a general and a large amount of spells that care a lot about lands.
How has Hermit Druid been for you? I've been considering cutting him. Additionally, I'd like to see you're list if you're up for showing it. It seems like you run a lot of cards, but don't run many cards at all
Hermit Druid has been great for me but I run a lot more lands so he operates differently. Lol I'm not trying to say that you're not running any 'real' cards, I'm just saying that you're going in multiple directions. You've got some good red and/or green cards and some 'lands matter' cards. So you can't really expect explosiveness from the general if you aren't willing to commit to him 100%.
I'm not in love with any card next to a *
My deck is just for fun so I don't mind having some weaknesses. I like building around the theme and the general. So I understand that you have a different idea about what to do here, but if you really want Borborygmos Enraged to shine you have to devote yourself to him. Think of him like a Talrand, Azusa, Jhoria. You can use them without going all in, but they become better wincons when you are devoted.
Abundance seems like it would be worlds better than elfhame sanctuary.
While it wont get you the basic land you want, it can atleast get you nonbasics, and lets you get the kind of card you want instead of having to get a land, or taking your draw and maybe getting either
I was thinking of running Gamble and Faithless Looting. The only reason I'm not running Gamble is that I don't have a lot of extra copies of it. But Looting was a card I wasn't sure I have space for. I really want to keep the high land density. Last night I was able to get Mr Enraged out on turn 3 with Burgeoning and Cultivate. Having a boat-load of lands made this possible and I was able to get everyone down to 10-15 life before losing to Defense of the Heart. I think I could test Faithless Looting in the place of Magus of the Library. What do you guys think?
I'm curious about Clear the Land. I saw it in my binder and I was considering adding it. Let me know how that goes. I was considering running Journey of Discover as well, so ditto on that one.
I played a game on Wednesday where I was able to get Borborygmos out on turn three via Burgeoning and Cultivate. I would have won that game if I had played my Abundance but I tried to win without the combo. I eventually lost to Defense of the Heart into Molten Primordial and Rune-Scarred Demon. He tutored for Greater Good and killed me with my own general. High Market might be something to consider.
Let me know how the deck goes with more lands. I really like it, but its all in on the general this way.
I'm curious about Clear the Land. I saw it in my binder and I was considering adding it. Let me know how that goes. I was considering running Journey of Discover as well, so ditto on that one.
I played a game on Wednesday where I was able to get Borborygmos out on turn three via Burgeoning and Cultivate. I would have won that game if I had played my Abundance but I tried to win without the combo. I eventually lost to Defense of the Heart into Molten Primordial and Rune-Scarred Demon. He tutored for Greater Good and killed me with my own general. High Market might be something to consider.
Let me know how the deck goes with more lands. I really like it, but its all in on the general this way.
That's why I threw in skapeshift as a "Well, if he didn't work" kind of deal. High Market and Homeward Path would probably both be great options. Clear the Land was recommended in one of those other threads somewhere, and it looks pretty awesome for early game plays. Not something I'd consider using once he was on the table (unless storm cauldron was in play) but it seems pretty strong. Also really funny to do after someone puts top on top of their library.
RFGing crucial cards with Clear the Land seems bad. If you accidently exile life from the loam or abundance - or just any integral piece its just a bummer.
Before playing the card I'd take a good look at the deck and decide what the worst cards to lose would be, and make sure you can play w/o them if need be.
RFGing crucial cards with Clear the Land seems bad. If you accidently exile life from the loam or abundance - or just any integral piece its just a bummer.
Before playing the card I'd take a good look at the deck and decide what the worst cards to lose would be, and make sure you can play w/o them if need be.
That's probably a good point, I'll give the card a few try's and then see what to do with it. Really any of Life from the Loam, Counsel, or Creeping Renaissance would be a huge loss. Additionally the two aura's would be a huge burden to lose. Though that's 5 cards of 99, the probability isn't super high, but it's definitely possible.
Additionally, it just came to my attention that I somehow removed praetor's counsel from my list. Unsure how, but I must fix this!
Edit for refined version!
Version 2.0 includes 19 more lands than my previous version. It's rather similar to XeroxedFool's list, as I basically just took the best draw spells in the colors, land hunting cards, and then threw in some pieces for a scapeshift kill just in case. This version is heavily invested in accelerating Borb into play very quickly and then dumping my hand to try and kill off players, whereas 1.0 was looking like more of a midrange deck this seems like it will be a bit faster. I'll goldfish a little later tonight.
Here's the list
V2.0
1 Borborygmos Enraged
Land (60)
1x Command Tower
1x Fire-Lit Thicket
22x Forest
1x Glacial Chasm
1x Gruul Turf
1x Hall of the Bandit Lord
1x Kessig Wolf Run
1x Kher Keep
1x Miren, the Moaning Well
1x Mosswort Bridge
19x Mountain
1x Rootbound Crag
1x Strip Mine
1x Temple of the False God
1x Thespian's Stage
1x Urza's Mine
1x Urza's Power Plant
1x Urza's Tower
1x Valakut, the Molten Pinnacle
1x Vesuva
1x Winding Canyons
1x Clear the Land
1x Creeping Renaissance
1x Cultivate
1x Explore
1x Gamble
1x Green Sun's Zenith
1x Harmonize
1x Journey of Discovery
1x Kodama's Reach
1x Life from the Loam
1x Mulch
1x Reap and Sow
1x Reforge the Soul
1x Scapeshift
1x Scouting Trek
1x Summer Bloom
1x Wheel of Fortune
Instant (2)
1x Beast Within
1x Constant Mists
Enchantment (10)
1x Abundance
1x Burgeoning
1x Exploration
1x Gaea's Touch
1x Gratuitous Violence
1x Keen Sense
1x Land's Edge
1x Seismic Assault
1x Snake Umbra
1x Sylvan Library
1x Eternal Witness
1x Fa'adiyah Seer
1x Groundskeeper
1x Hermit Druid
1x Oracle of Mul Daya
1x Yavimaya Elder
Artifact (4)
1x Horn of Greed
1x Memory Jar
1x Seer's Sundial
1x Storm Cauldron
Currently running Chord of Calling in GSZ's spot right now as I don't have one!
Game 1: bory got removed immediately the first time, and I had to waste a scapeshift to get the Urza's lands in order to even cast him a second time. At which point I had no hand left to do anything with. I ended up losing to someone casting my avenger of zendikar from my grave, and he lost to Thraximundar getting in with Savage beating
Game 2: I got bory out and maelstrom wanderer came at me for 19, then tried to steal bory (which was stopped by pitching one land). I did nothing on my turn except attack and get 0 lands, putting destructive force in grave. Wanderer played vigor, then cast destructive force from grave hitting me for 19 + another 20. That was game.
TLDR; I need more draw or something to get more cards / land to hand.
Sorcery (23)
1x Blasphemous Act
1x Boundless Realms
1x Creeping Renaissance
1x Cultivate
1x Destructive Force
1x Explore
1x Harmonize
1x Journey of Discovery
1x Kodama's Reach
1x Life from the Loam
1x Reap and Sow
1x Reforge the Soul
1x Rites of Spring
1x Rude Awakening
1x Scapeshift
1x Seize the Day
1x Skyshroud Claim
1x Soul's Majesty
1x Summer Bloom
1x Sylvan Scrying
1x Thoughts of Ruin
1x Wheel of Fortune
1x Wildfire
Planeswalker (2)
1x Garruk, Primal Hunter
1x Garruk Wildspeaker
1x Command Tower
1x Fire-Lit Thicket
11x Forest
1x Glacial Chasm
1x Gruul Turf
1x Hall of the Bandit Lord
1x Kessig Wolf Run
1x Kher Keep
1x Miren, the Moaning Well
1x Mosswort Bridge
11x Mountain
1x Rootbound Crag
1x Strip Mine
1x Temple of the False God
1x Thespian's Stage
1x Urza's Mine
1x Urza's Power Plant
1x Urza's Tower
1x Valakut, the Molten Pinnacle
1x Vesuva
1x Winding Canyons
Artifact (7)
1x Horn of Greed
1x Illusionist's Bracers
1x Lightning Greaves
1x Memory Jar
1x Oblivion Stone
1x Sensei's Divining Top
1x Storm Cauldron
1x Abundance
1x Aggravated Assault
1x Burgeoning
1x Exploration
1x Gratuitous Violence
1x Keen Sense
1x Land's Edge
1x Prismatic Omen
1x Seismic Assault
1x Snake Umbra
1x Sylvan Library
Creature (10)
1x Acidic Slime
1x Avenger of Zendikar
1x Bloodbraid Elf
1x Eternal Witness
1x Groundskeeper
1x Hermit Druid
1x Oracle of Mul Daya
1x Sakura-Tribe Elder
1x Terastodon
1x Yavimaya Elder
Instant (5)
1x Beast Within
1x Crop Rotation
1x Realms Uncharted
1x Savage Beating
1x Sprouting Vines
I need to find more fetches and I need a crucible of worlds, but I don't have the money or value for that. I'm contemplating throwing thawing glaciers, evolving wilds, and terramorphic expanse in for the hell of it as crucible would let me assemble a manabase without having to expend land from hand, and terramorphic the same.
With 19 instants and sorceries I'm considering adding past in flames.
Quirion Ranger and Sylvan Ranger might help you get landfall triggers, and untap things like Hermit Druid. Seer's Sundial might be pretty good.
For your deck, I like Sylvan Primordial more than Terastadon. Azusa, Lost But Seeking is better than Summer Bloom.
Boundless Realms is bad. Just think, all of those lands are now in play and its harder to use them as Bolts when they are on the battlefield. Storm Cauldron is an epic thing, but I don't know how consistent that is going to be. Just my 2 cents.
Bloodbraid Elf is just goodstuff. I don't think it promotes your game plan in any way. Its not bad, but it is a slot that could be used for synergy.
Are the 'each player sacs x lands' spells working for you?
I really like Mulch, what do you think? I'm also running Gaea's Touch but I've got a lot more basics due to my high land count.
GWUBAtraxa, Praetor's Voice PrimerGWUB
GWURoon Bant Blink WhateverGWU
BRGLord Windgrace LandsBRG
Scouting Trek is a card that I looked at, then set aside because I didn't think it would be that useful. After a few runs with the deck, I think it would actually be pretty decent. I'm going to have to slot it in. Quirion Ranger I'm not huge on, but Sylvan Ranger may come in. The effect is decent, it gives me a blocker, and can be used at all points of the game. My only problem with the rangers is that their effect is rather small.
Seer's Sundial could definitely be solid for the turns where I'm ramping up, but I only see it being useful between 5-7 mana. It will likely go on the watch list. I still have a hardon for t-don since he is better at knocking out one opponents permanents, though the ramp could definitely help with the high cmc general. I would view him more as a ramp spell than I would removal, and that's why I slotted in the don. Azusa vs. Bloom is a $6 difference, that's why I went with bloom
That be a lot of lands! I had 50-55 in my first draft of the list, but really wanted to slot in more things. I was thinking of boundless realms as a good card for one of two conditions. A) I have Borborygmos in play and storm cauldron in hand. Realms gets me up to 16+ land, and then I can use cauldron to alpha strike someone. B) Borboryg costs a lot of mana, and that's mana I don't have. While it may be pulling lands out of the deck, I certainly can't ping anyone if he isn't in play.
Elf: I saw it in someone else's list and thought it was cute. The idea (in my opinion at least) was that everything in the < 4 CMC slot is solid, and just digging into it would be nice. I could certainly replace this with something else I'm sure, but I liked the idea.
Thoughts of ruin and the other pieces of land d haven't really been very useful for me, and are probably coming out.
Mulch, Clear the Land, and Gaea's Touch were all cards I avoided due to my lower land count.
Thanks for the posts so far guys!
Edit: Updated the OP with some potential changes.
All the spells that allow you to play extra lands or draw only lands get better with a higher land density as well. Oracle of Mul Daya is so good I'm running Green Sun's Zenith to go find it and Hermit Druid. Speaking of HD, Fa'adiyah Seer basically reads Tap: Draw a card. When you have more lands. Tilling Treefolk is a card as well, I'm not in love with it but who knows.
So, in my oponion, you're running like 2 or 3 more lands then whats normal for a deck but you're running a general and a large amount of spells that care a lot about lands.
GWUBAtraxa, Praetor's Voice PrimerGWUB
GWURoon Bant Blink WhateverGWU
BRGLord Windgrace LandsBRG
My List:
1x Sylvan Library
1x Seismic Assault
1x Abundance
1x Snake Umbra
1x Burgeoning
1x Keen Sense
1x Gaea's Touch
1x Seer's Sundial
1x Storm Cauldron
1x Memory Jar
1x Crucible of Worlds
1x Horn of Greed
1x Mulch
1x Kodama's Reach
1x Wheel of Fortune
1x Praetor's Council
1x Harmonize
1x Life from the Loam
1x Green Sun's Zenith
1x Cultivate
1x Creeping Renaissance
1x Punishing Fire
1x Solemn Simulacrum *
1x Magus of the Library *
1x Azusa, Lost but Seeking
1x Oracle of Mul Daya
1x Tilling Treefolk
1x Fa'adiyah Seer
1x Wood Elves *
1x Yavimaya Dryad *
1x Nantuko Cultivator *
1x Yavimaya Elder
1x Eternal Witness
1x Pilgrim's Eye *
1x Hermit Druid
1x Groundskeeper
26x Forest
17x Mountian
1x Fire-Lit Thicket
1x Terramorphic Expanse
1x Maze of Ith
1x Grove of the Burnwillows
1x Spinerock Knoll
1x Kessig Wolf Run
1x Rogue's Passage
1x Rootbound Crag
1x Mossfire Valley
1x Stomping Ground
1x Windswept Heath
1x Taiga
1x Valakut, the Molten Pinnnacle
1x Tranquil Thicket
1x Mosswort Bridge
1x Forgotten Cave
1x Command Tower
1x Wooded Foothills
I'm not in love with any card next to a *
My deck is just for fun so I don't mind having some weaknesses. I like building around the theme and the general. So I understand that you have a different idea about what to do here, but if you really want Borborygmos Enraged to shine you have to devote yourself to him. Think of him like a Talrand, Azusa, Jhoria. You can use them without going all in, but they become better wincons when you are devoted.
GWUBAtraxa, Praetor's Voice PrimerGWUB
GWURoon Bant Blink WhateverGWU
BRGLord Windgrace LandsBRG
They're not the best tutors ever, but you do have access to Gamble and Planar Portal.
EDH Decks
BGGlissa, the TraitorGB
URTibor and LumiaRU
WUBOloro, Ageless AsceticBUW
UBSygg, River CutthroatBU
RGXenagos, God of RevelsGR
UGVorel of the Hull CladeGU
GBSavra, Queen of the GolgariBG
URGMaelstrom WandererGRU
Gamble always gets lftl
Abundance seems like it would be worlds better than elfhame sanctuary.
While it wont get you the basic land you want, it can atleast get you nonbasics, and lets you get the kind of card you want instead of having to get a land, or taking your draw and maybe getting either
Mimeoplasm Midrange, CHAINER CHAINER HIGH VOLTAGE
Rafiq of the Astral Slide, 67land.dec Child of Alara, Gisela <3 Sunforger
TRADE!?WUBRGMy Pauper Cube
Sek'Kuar, Deathkeeper, Phage the Uncastable, Azusa Lost but Stompy, Crosis Combo Breaker, All-In-Skullbriar, Rafiq/Jenara ETB army, Hazezon Swarm, Glissa Voltron!, Jarad Zombie Tribal, Zedruu Pillowfort, Reaper King Artifact Shenanagains
GWUBAtraxa, Praetor's Voice PrimerGWUB
GWURoon Bant Blink WhateverGWU
BRGLord Windgrace LandsBRG
I played a game on Wednesday where I was able to get Borborygmos out on turn three via Burgeoning and Cultivate. I would have won that game if I had played my Abundance but I tried to win without the combo. I eventually lost to Defense of the Heart into Molten Primordial and Rune-Scarred Demon. He tutored for Greater Good and killed me with my own general. High Market might be something to consider.
Let me know how the deck goes with more lands. I really like it, but its all in on the general this way.
GWUBAtraxa, Praetor's Voice PrimerGWUB
GWURoon Bant Blink WhateverGWU
BRGLord Windgrace LandsBRG
That's why I threw in skapeshift as a "Well, if he didn't work" kind of deal. High Market and Homeward Path would probably both be great options. Clear the Land was recommended in one of those other threads somewhere, and it looks pretty awesome for early game plays. Not something I'd consider using once he was on the table (unless storm cauldron was in play) but it seems pretty strong. Also really funny to do after someone puts top on top of their library.
Before playing the card I'd take a good look at the deck and decide what the worst cards to lose would be, and make sure you can play w/o them if need be.
Mimeoplasm Midrange, CHAINER CHAINER HIGH VOLTAGE
Rafiq of the Astral Slide, 67land.dec Child of Alara, Gisela <3 Sunforger
TRADE!?WUBRGMy Pauper Cube
Sek'Kuar, Deathkeeper, Phage the Uncastable, Azusa Lost but Stompy, Crosis Combo Breaker, All-In-Skullbriar, Rafiq/Jenara ETB army, Hazezon Swarm, Glissa Voltron!, Jarad Zombie Tribal, Zedruu Pillowfort, Reaper King Artifact Shenanagains
That's probably a good point, I'll give the card a few try's and then see what to do with it. Really any of Life from the Loam, Counsel, or Creeping Renaissance would be a huge loss. Additionally the two aura's would be a huge burden to lose. Though that's 5 cards of 99, the probability isn't super high, but it's definitely possible.
Additionally, it just came to my attention that I somehow removed praetor's counsel from my list. Unsure how, but I must fix this!
GWUBAtraxa, Praetor's Voice PrimerGWUB
GWURoon Bant Blink WhateverGWU
BRGLord Windgrace LandsBRG