There's a couple spots open in the deck still, and i believe this wont be enough for a win condition. I was also debating on putting in Seer's Sundial Let me know
Undiscovered Paradise would be a good replacement for Ghost Town, or at least an option in addition to. It helps with getting three colors reliably and with the additional land drops with Azusa and such, the drawback shouldn't really be a big deal.
Horn of Greed might not be a bad idea either. Last I checked, drawing cards never hurts. Yeah it helps the other guy, but you should be able to take better advantage of it than they can.
js593: Hedron Crab should only be played if you plan winning on mill, and as of now you have both mill and aggro components so you need to decide which one to go with.
If you go the aggro route than Rampaging Baloths is one of the strongest landfall cards out there. Also while technically not a landfall card Scute Mob can be very strong in aggressive land fall strategy decks.
Also just an F.Y.I. B stands for Black and U stands for Blue.
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js593: Hedron Crab should only be played if you plan winning on mill, and as of now you have both mill and aggro components so you need to decide which one to go with.
If you go the aggro route than Rampaging Baloths is one of the strongest landfall cards out there. Also while technically not a landfall card Scute Mob can be very strong in aggressive land fall strategy decks.
Also just an F.Y.I. B stands for Black and U stands for Blue.
Lol, sorry about that. totally forgot blue/black both started with B.... *derrrrrr*
Ive got a set of Scrute mob's that can replace my Crab's, but i was hoping on keeping them in there. Minaly they are for taking focus off my other creatures. I'll add in both and see what happens in a test.
Well, I WAS going to say that you should cut Azusa because you don't have a lot of lands in play, but then I realized how well she combo's with those "return to your hand" lands, which is pretty cool.
Having said that, It looks like you're going to be getting most, if not, all of your landall from that combo alone, which is not enough in a deck where everything depends on landfall in my opinion. It's a great engine, but it looks like it could use some support.
I play a mono-green oldskool landfall deck where everything revolves around Baru, Fist of Krosa. I run 28 lands in the deck and 4 Oracle of Mul Daya, who is just so amazing. She helps me play more lands and she helps me dig into my library when I need more landfall. I also use her somewhat as a utility tool when I need to find answers, as I have a lot of shuffling effects in the deck. With the oracle I can see what I'll draw next so I can keep shuffling to try and find the card I need. I would definitely consider running her in the deck (assuming you increase your land count).
I think if you ran a good number of lands (including your bouncing lands) and added a playset of oracle with an Azusa or two, you would be able to hit landfall much more consistently. As it stands, you're only going to have real landfall shenanigans if you have Azusa, but with no support, your engine won't be able to do it's job.
Well, I WAS going to say that you should cut Azusa because you don't have a lot of lands in play, but then I realized how well she combo's with those "return to your hand" lands, which is pretty cool.
Having said that, It looks like you're going to be getting most, if not, all of your landall from that combo alone, which is not enough in a deck where everything depends on landfall in my opinion. It's a great engine, but it looks like it could use some support.
I play a mono-green oldskool landfall deck where everything revolves around Baru, Fist of Krosa. I run 28 lands in the deck and 4 Oracle of Mul Daya, who is just so amazing. She helps me play more lands and she helps me dig into my library when I need more landfall. I also use her somewhat as a utility tool when I need to find answers, as I have a lot of shuffling effects in the deck. With the oracle I can see what I'll draw next so I can keep shuffling to try and find the card I need. I would definitely consider running her in the deck (assuming you increase your land count).
I think if you ran a good number of lands (including your bouncing lands) and added a playset of oracle with an Azusa or two, you would be able to hit landfall much more consistently. As it stands, you're only going to have real landfall shenanigans if you have Azusa, but with no support, your engine won't be able to do it's job.
My single, and only concern with Oracle, she plays with it revealed. Yes, if its a land, it doesnt matter. But if its a creature, or an enchantment thats neccessary for your deck, while playing in a multiplayer game, your creatures have a much greater chance of getting pew pew'd, and none of your stuff goes off. My cousin actually seen that with Oracle, he had 2 in his deck, he pulled them out for search lands, just because it gives you a shuffle, and 2 lands, I can't remember the name of the card (will text him for it), but he said his deck is WAY faster without her, and far more effective.
In some decks, getting extra land out is incredible, along with ensuring that your draws will not be land (since if a land is revealed, presumably your second land drop from her will be moving that off the top of your deck). Sure, it leaves a card revealed, but I think the advantage is worth that.
My suggestion remains pretty much the same for any landfall deck: Scapeshift. Fixes your entire mana base, and gives huge landfall triggers.
I love scapeshift myself. I went to the store, showed them my build, also suggested Oracle to me. Im still puzzled as to why people think this card is this great... If played in multiplayer, it gives everyone else an advantage..
Anyways, I picked up 2 Azuza, Lost but Seeking Scapeshift all the common's i needed, as well as one Rampaging Baloth. Everything else i had in my box. Im interested to see if i can get anymore draw in this deck, to help Burgeoning come out a bit faster... Any suggestions?
Also, they had suggested an artifact (that was amazing, yet expensive) that lets you play your land from your graveyard, as it was from your hand. Does anyone remember the name of this card? That w/ Scapeshift would be an ultimate combo!
That would be it, Thanks! Im gonna be grabbin 2 of these off Ebay, strictly for this deck, then replace half the basic lands, with fetch lands. Should be fun
Did some deck testing over the weekend. Went very well. This deck Kicked some serious booty in the first 5 rounds. Fast landfall, easy kills, and lots of unseen damage.
At one point, my friend had brought out his Mirror, not knowing what i was going to do. Needless to say, 2 Azuza's, 1 Burgeoning, and 2 Oboro's constantly bouncing, i had more then enough damage to take them out in a single turn. Definitly a good move making this deck. And the Hedron Crab definitly look away some attention from the rest of the deck.
They never knew what hit them. I will post a decklist when i get home. Regardless of how it played out, i know i need a few more things to change.
This deck doesn't need blue in it at all. The only blue your using is the Hedron Crab which makes no sense at all here and also using blue for draw. Well you can make up for the draw in green by using Harmonize and Explore and the Hedron Crab just need to go anyways. I would either add more stuff that is actually useful for blue or just go ahead and take blue out of the deck.
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Needs more land. 22 isn't enough if you're planning on dropping up to 3 a turn.
Other cards that could be fun: Horn of Greed/Seer's Sundial - sundial lets you draw off burgeoning, search for tomorrow, cultivate, and scapeshift, but requires a mana investment. Rites of Spring - trade cards for basic lands.
Rav Bouncelands - the synergy between these and extra land drops is just too good to miss out on. Terramorphic Expanse/Evolving Wilds - fetches. two land drops for the price of one.
This seems really wierd to me.. Blue is great for draw, especially with the Blue Sun Zenith... Any other recomendations that can be green, that can draw that much?
Well Harmonize is really the only true draw card green has to offer, that I am aware of. It does however have Sylvan Library which I would argue is better than draw. The reason the Library is so good is that it essentially improves the quality of the card you draw each turn times three for the rest of the game since you get to draw three cards and keep one of them. It can really really help you find what you need.
If you do decide to keep blue just for draw I'd recommend not using Blue Sun's Zenith as it isn't exactly efficient. I mean it takes:
4 mana to draw 1 card
5 mana to draw 2 cards
6 mana to draw 3 cards
7 mana to draw 4 cards
(I'm gonna stop there because you will hardly ever have X be higher than 4)
In comparison to the Blue Sun's Zenith you have Mulldrifter for the same 5 mana that draws 2 cards for you and you get a 2/2 flying creature. Concentrate draws three cards for four mana vs the six mana needed for Zenith and Tidings draws four cards for five mana compared to the seven mana needed for Zenith.
After much consideration, and careful choices of cards, ive come up with a pretty solid build.
All im short of is a Crucible of worlds x2 to bring back my basic land into the game.
Here's the build.
When i get the Crucibles, im just going to add them to the list, i wont be removing anything. So it will be a few over 60 cards, but it will still function correctly with the amount of mana included in this build..
I've been tweaking this deck. Its just fine as G/W but i think the control will allow me to adjust better to new things i meet at tournament so i splashed a few blue control ideas in it. I still think it needs a little work, but its been doing good for me so far and it'll get a road test tomorrow.
have you considered Treva's Ruins? it fixes mana and enables Landfall.
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4 Ghost Town
4 Simic Growth Chamber
4 Plains
4 Island
4 forest
4 Hedron Crab
4 Grazing Gladehart
4 Emeria Angel
2 Azusa, Lost but Seeking
Enchantments
4 Ior Ruin Expedition
4 Rest for the Weary
4 Khalni Heart Expedition
2 Burgeoning
4 Search for tomorrow
There's a couple spots open in the deck still, and i believe this wont be enough for a win condition. I was also debating on putting in Seer's Sundial Let me know
Thanks!
Thanks to Mcheif111 for the Sig banner!
Horn of Greed might not be a bad idea either. Last I checked, drawing cards never hurts. Yeah it helps the other guy, but you should be able to take better advantage of it than they can.
If you go the aggro route than Rampaging Baloths is one of the strongest landfall cards out there. Also while technically not a landfall card Scute Mob can be very strong in aggressive land fall strategy decks.
Also just an F.Y.I. B stands for Black and U stands for Blue.
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"STAY CLEAR OF WHITE POWDER"
311 "Who's Got the Herb"
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Lol, sorry about that. totally forgot blue/black both started with B.... *derrrrrr*
Ive got a set of Scrute mob's that can replace my Crab's, but i was hoping on keeping them in there. Minaly they are for taking focus off my other creatures. I'll add in both and see what happens in a test.
Rampaging Baloths will also go in depending on how cheap they are.
Thanks to Mcheif111 for the Sig banner!
Having said that, It looks like you're going to be getting most, if not, all of your landall from that combo alone, which is not enough in a deck where everything depends on landfall in my opinion. It's a great engine, but it looks like it could use some support.
I play a mono-green oldskool landfall deck where everything revolves around Baru, Fist of Krosa. I run 28 lands in the deck and 4 Oracle of Mul Daya, who is just so amazing. She helps me play more lands and she helps me dig into my library when I need more landfall. I also use her somewhat as a utility tool when I need to find answers, as I have a lot of shuffling effects in the deck. With the oracle I can see what I'll draw next so I can keep shuffling to try and find the card I need. I would definitely consider running her in the deck (assuming you increase your land count).
I think if you ran a good number of lands (including your bouncing lands) and added a playset of oracle with an Azusa or two, you would be able to hit landfall much more consistently. As it stands, you're only going to have real landfall shenanigans if you have Azusa, but with no support, your engine won't be able to do it's job.
My single, and only concern with Oracle, she plays with it revealed. Yes, if its a land, it doesnt matter. But if its a creature, or an enchantment thats neccessary for your deck, while playing in a multiplayer game, your creatures have a much greater chance of getting pew pew'd, and none of your stuff goes off. My cousin actually seen that with Oracle, he had 2 in his deck, he pulled them out for search lands, just because it gives you a shuffle, and 2 lands, I can't remember the name of the card (will text him for it), but he said his deck is WAY faster without her, and far more effective.
Thanks to Mcheif111 for the Sig banner!
In some decks, getting extra land out is incredible, along with ensuring that your draws will not be land (since if a land is revealed, presumably your second land drop from her will be moving that off the top of your deck). Sure, it leaves a card revealed, but I think the advantage is worth that.
Scapeshift. Fixes your entire mana base, and gives huge landfall triggers.
"Do not regret growing older. It is a privilege denied to many."
I love scapeshift myself. I went to the store, showed them my build, also suggested Oracle to me. Im still puzzled as to why people think this card is this great... If played in multiplayer, it gives everyone else an advantage..
Anyways, I picked up 2 Azuza, Lost but Seeking Scapeshift all the common's i needed, as well as one Rampaging Baloth. Everything else i had in my box. Im interested to see if i can get anymore draw in this deck, to help Burgeoning come out a bit faster... Any suggestions?
Also, they had suggested an artifact (that was amazing, yet expensive) that lets you play your land from your graveyard, as it was from your hand. Does anyone remember the name of this card? That w/ Scapeshift would be an ultimate combo!
Thanks to Mcheif111 for the Sig banner!
That would be it, Thanks! Im gonna be grabbin 2 of these off Ebay, strictly for this deck, then replace half the basic lands, with fetch lands. Should be fun
Thanks to Mcheif111 for the Sig banner!
At one point, my friend had brought out his Mirror, not knowing what i was going to do. Needless to say, 2 Azuza's, 1 Burgeoning, and 2 Oboro's constantly bouncing, i had more then enough damage to take them out in a single turn. Definitly a good move making this deck. And the Hedron Crab definitly look away some attention from the rest of the deck.
They never knew what hit them. I will post a decklist when i get home. Regardless of how it played out, i know i need a few more things to change.
Here's the decklist, as i said before.
4 Plains
4 Island
4 Forest
4 Ghost Town
2 Graypelt Refuge
2 Azorius Chancery
3 Emeria Angel
1 Rampaging Baloths
2 Azusa, Lost but Seeking
4 Grazing Gladeheart
2 Scute Mob
4 Hedron Crab
4 Ior Ruin Expedition
4 Rest for the Weary
4 Khalni Heart Expedition
1 Burgeoning
Spells
4 Search for Tomorrow
2 Scapeshift
2 Cultivate
2 Blue Sun Zenith
Here's what the deck should look like by next week.
4 Plains
4 Island
4 Forest
4 Ghost Town
4 Graypelt Refuge
2 Azorius Chancery
4 Emeria Angel
2 Rampaging Baloths
2 Baloth Woodcrasher
2 Azusa, Lost but Seeking
4 Grazing Gladeheart
4 Scute Mob
4 Hedron Crab
4 Ior Ruin Expedition
4 Khalni Heart Expedition
2 Burgeoning
Spells
2 Search for Tomorrow
4 Scapeshift
4 Blue Sun Zenith
Also, when i get a Crucible of Worlds, that will be going in (would like to get 2 of them...)
Any thoughts? Blue sun's are strictly in there for draw, is like to be able to pretty much play as much land as possible..
Thanks to Mcheif111 for the Sig banner!
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"STAY CLEAR OF WHITE POWDER"
311 "Who's Got the Herb"
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Other cards that could be fun:
Horn of Greed/Seer's Sundial - sundial lets you draw off burgeoning, search for tomorrow, cultivate, and scapeshift, but requires a mana investment.
Rites of Spring - trade cards for basic lands.
Rav Bouncelands - the synergy between these and extra land drops is just too good to miss out on.
Terramorphic Expanse/Evolving Wilds - fetches. two land drops for the price of one.
4 Terramorphic Expanse
6 Plains
6 Forest
2 Ghost Town
4 Graypelt Refuge
4 Selesnya Sanctuary
4 Emeria Angel
3 Rampaging Baloths
2 Azusa, Lost but Seeking
4 Oracle of Mul Daya
4 Scute Mob
4 Sakura-Tribe Elder
4 Khalni Heart Expedition
2 Burgeoning
Artifacts: 2
2 Horn of Greed
Spells: 5
3 Harmonize
2 Scapeshift
Lyzolda, the Blood Witch | Maga, Traitor to Mortals | Mayael the Anima | Rafiq of the Many | Rhys the Redeemed
Sasaya, Oorochi Ascendant | Sygg, River Cutthroat | Thada Adel, Acquisitor | Ulamog, the Infinite Gyre
Thanks to Mcheif111 for the Sig banner!
If you do decide to keep blue just for draw I'd recommend not using Blue Sun's Zenith as it isn't exactly efficient. I mean it takes:
4 mana to draw 1 card
5 mana to draw 2 cards
6 mana to draw 3 cards
7 mana to draw 4 cards
(I'm gonna stop there because you will hardly ever have X be higher than 4)
In comparison to the Blue Sun's Zenith you have Mulldrifter for the same 5 mana that draws 2 cards for you and you get a 2/2 flying creature. Concentrate draws three cards for four mana vs the six mana needed for Zenith and Tidings draws four cards for five mana compared to the seven mana needed for Zenith.
If you do keep blue just for draw I would recommend this as your draw package:
4 Ior Ruin Expedition
1 Brainstorm
1 Concentrate
1 Tidings
1 Blue Sun's Zenith (because it shuffles back into deck carrying one wouldn't hurt)
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"STAY CLEAR OF WHITE POWDER"
311 "Who's Got the Herb"
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All im short of is a Crucible of worlds x2 to bring back my basic land into the game.
Here's the build.
4 Terramorphic Expanse
2 Evolving Wilds
6 Plains
6 Forest
4 Ghost Town
2 Greypelt Refuge
2 Oboro, Palace in the clouds
4 Emeria Angel
2 Rampaging Baloths
2 Azusa, lost but seeking
4 Grazing Gladehart
3 Scute Mob
Spells
4 Rest for the Weary
2 Cultivate
2 Scapeshift
3 Search for tomorrow
4 Khalni Heart Expedition
1 Burgeoning
Artifacts
2 Seer's Sundial
2 Explorer's Scope
2 Adventuring Gear
When i get the Crucibles, im just going to add them to the list, i wont be removing anything. So it will be a few over 60 cards, but it will still function correctly with the amount of mana included in this build..
Lemme know what you all think
Thanks to Mcheif111 for the Sig banner!
Land:
Mystifying Maze-3
Eye of Ugin-1
Evolving wilds...soon misty rainforest-3
sunpetal grove-4
Island-2
Plains-2
Razorverge thicket-1
Forest-7
Total:23
Creatures:
Bird of Paradise-4
Lotus Cobra-4
Baneslayer Angel-2
Wall of Omens-2
Oracle of Mul Daya-1 want more
Primeval Titan-2
Sun Titan-1
Gaea's Revenge-1
Elesh Norn, Grand Cenobite-1
Vorinclex, Voice of Hunger-1
Emrakul, the Aeons Torn-1
Spells:
Rite of Replication-1
Summoning Trap-3
G-Wave-3
Harrow-3
Khalni Heart Expedition-3
Artifacts-
Eldrazi Monument-1
Sword of Feast and Famine-1
Sword of Body and Mind-1
Planes Walkers:
Venser the sojourner-1
Gideon Jura-1
Jace the Mind Sculptor-2
Any help would be great. Thank you
Sideboarded:
Spellskite-3
Spine-1
surgical extraction-2 if needed, probably not though
Gaea's revenge-2
summoning trap-1
King of Misfortune & Master of Rocket Launchers
"Do ya feel lucky? Because you'd better start runnin' while you still can."
375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev)
Edgar Rice Burroughs, forgotten legend of the word.