There are many ways this deck could have gone. If i hadn't of disallowed colorless mana lands, the deck would be flooded with Mutavault, Mishra's Factorys, Blinkmoth Nexus and the like, and save for Treetop Village- arguably one of the best colored man lands- nothing else would have been added.
Also, when Crucible of Worlds added, the deck shifted focus.
going bant would have been interesting, though i prefer Sacred Ground over Terra Eternal.
Sacred Ground doesn't protect your manlands from dying in combat or dying to burn spells though. I think disallowing colorless lands was a fine choice it was just the constant voting out of nongreen spells that bugged me. The lands lined up for Sultai very early on but blue and black cards just kept getting voted out immediately.
Unfortunately every try hard from Sacramento to Shanghai preaches from the top of their 27 lands + Mana Reflection that Tooth and Nail and Time Stretch are fine to play in the same turn but Armageddon is unfair.
Social Experiment- This GMaD was all about bringing attention to a deck's mana base.
Quote from Vault756 »
Sacred Ground doesn't protect your manlands from dying in combat or dying to burn spells though. I think disallowing colorless lands was a fine choice it was just the constant voting out of nongreen spells that bugged me. The lands lined up for Sultai very early on but blue and black cards just kept getting voted out immediately.
Sacred Ground does protect our lands from burn. Terra Eternal, imo, is a cheap way to protect our lands.
Voting down two Sylvan Advocate- we've got Earth Surge to boost our lands, and this guy takes a while to come on line.
Voting down Rude Awakening- i agree, this is a kill card. we'd rather not have them clutter our hand.
voting down Life of the Loam- i like this card until we get Crucible/Bond underway. Voting down by 1.
voting down Abundance to cut down on redundancy.
I feel that Amulet of Vigor is important to this deck, especially if we get Crucible/Bond underway- a good number of our lands enters tapped.
Voting down Faerie Conclave, i prefer we try to open up slots for other lands. it's a good
SELVAXRI! 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.
Sacred Ground does not protect manlands from burn. Burn spells can deal lethal damage to our lands but it is ultimately state based effects that kill them in the end. See this thread for discussion.
Voting up Dryad Arbor. This seems like a no brainer. Voting down Rude Awakening, I thought we were already at two copies honestly and I was wondering why people wanted to cut it to 1. Voting against 1 Faerie Conclave, this just seems like a weak mainland IMO, I can't imagine ever wanting over our other lands. Voting to cut all the Baleful Strix from the deck. There is nothing wrong with it really but it's the only thing holding us in Sultai and I don't think it's worth it. Maybe if we had some other blue and black spells to go with it than it would be worth keeping but as is it just complicates the mana. If we cut it we can tweak the manabase without any color restrictions.
Unfortunately every try hard from Sacramento to Shanghai preaches from the top of their 27 lands + Mana Reflection that Tooth and Nail and Time Stretch are fine to play in the same turn but Armageddon is unfair.
I'm going to vote to remove all life from the loam. Given crucible of worlds I don't think it is needed. If I understand the combination on negatives rules established that will remove one and leave one vote at -2. If incorrect please feel free to tell me
Unfortunately every try hard from Sacramento to Shanghai preaches from the top of their 27 lands + Mana Reflection that Tooth and Nail and Time Stretch are fine to play in the same turn but Armageddon is unfair.
I'll also vote against all life from the loam. We have crucible, ways to tutor crucible and tons of card draw with Horn of Greed, Abundance and Sylvan. I don't think life from the loam is needed anymore.
It would remove one but we should have (2 @-2) since two people voted to remove all and 1 person voted to remove one.
I believe this is correct, so I'm just going to cut them all from the deck.
I feel like we should have a couple basic lands in here, and I really don't like Faerie Conclave, so I'm going to vote against all copies. We're currently (2 @ -1), with my vote 1 @ -3 going to cut 1 and leave a 1 @ -2 vote.
I could also see going down to only two lumbering falls, so I'll throw a vote to remove one copy of that as well. Again to free up land spaces for lands that enter untapped or basics.
I don't think we need two rude awakening. It's a nice finisher, but we should be able to win without it and early game it's just going to clog up our hand. I vote to cut one.
I don't think Realms Uncharted lost any utility. We need the fetch to get the deck on line as quickly as possible, especially when Crop Rotation is considered the "best" fetch in the deck. [I disagree, but the majority has spoken :/].
I could use my OP-hammer to close the deck <-1 Realms Uncharted, -1 Exploration, -2 Sylvan Advocate, -1 Faerie Conclave, +3 Undiscovered Paradise- done and done.>, but for now, I think that I'll add 2 Undiscovered Paradise to our landbase- it synergizes well with Horn of Green and Fastbond, and we can use it for the mana we need.
This deck will get screwed over if someone is crazy enough to play Back to Basics or Ruination...
SELVAXRI! 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.
and in with one more Undiscovered Paradise. And with that, this deck is finished, would be interesting to see if this build actually works or is total garbage with our janky land base.
SELVAXRI! 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.
Exactly 0 basics..... that's a first..... I'm with you on if this will work
well, with a 30 land slots available, and at least 10 of them saved for possible possible man-lands, the rest of our mana base went to awkward utility. Fair to fetch artifacts, ruins to keep around our artifacts, chasm to protect us, et al.
imho, the deck didn't really focus around Earth Surge, though itself is a hard card to build around as you have three options- run man-lands, run mass animators, or run a ton single target animators.
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SELVAXRI! 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.
I think we went too far into man lands. The conclaves and the quagmires seemed unnecessary and slow. I think we should have had some basic forests and some fetches to grab dryad arbors, but the land base became tight so fast.
Unfortunately every try hard from Sacramento to Shanghai preaches from the top of their 27 lands + Mana Reflection that Tooth and Nail and Time Stretch are fine to play in the same turn but Armageddon is unfair.
However - there were some cool ideas passed about in this thread and I feel that even if the deck may not have turned out as some people envisioned we still came up with some great ideas that people could develop outside of this thread. That's one of the great things about GMAD.
I don't think there is any rule about continued discussion of a GMAD after its completion. So why not use this thread?
There have been previous GMAD's that I've hosted where they didn't turn out like I hoped. I would then put a decklist in the thread for the way I thought it should have turned out.
Sacred Ground doesn't protect your manlands from dying in combat or dying to burn spells though. I think disallowing colorless lands was a fine choice it was just the constant voting out of nongreen spells that bugged me. The lands lined up for Sultai very early on but blue and black cards just kept getting voted out immediately.
4 Earth Surge
2 Exploration
1 Fastbond
3 Abundance (2 @ -1)
2 Sylvan Library
Creatures (8):
4 Sylvan Advocate
4 Baleful Strix
Instants (4):
2 Crop Rotation
2 Realms Uncharted
Sorceries (7):
1 Sylvan Scrying (1 @ -1)
3 Rude Awakening (1 @ -1)
3 Life from the Loam (1 @ -3)
1 Nissa, Vital Force
Artifacts (8):
2 Crucible of Worlds (1 @ -1)
2 Horn of Greed
3 Amulet of Vigor (1 @ -3)
1 Zuran Orb
Lands (30):
2 Hissing Quagmire
4 Treetop Village
4 Creeping Tar Pit
3 Lumbering Falls (1 @ -1)
1 Glacial Chasm
1 Academy Ruins
1 Strip Mine
1 Inventors' Fair
1 Dryad Arbor (1 @ +3)
1 Yavimaya Hollow
1 Urborg, Tomb of Yawgmoth
3 Faerie Conclave
7 couldabeen Mutavault
Sacred Ground does protect our lands from burn. Terra Eternal, imo, is a cheap way to protect our lands.
Voting down two Sylvan Advocate- we've got Earth Surge to boost our lands, and this guy takes a while to come on line.
Voting down Rude Awakening- i agree, this is a kill card. we'd rather not have them clutter our hand.
voting down Life of the Loam- i like this card until we get Crucible/Bond underway. Voting down by 1.
voting down Abundance to cut down on redundancy.
I feel that Amulet of Vigor is important to this deck, especially if we get Crucible/Bond underway- a good number of our lands enters tapped.
Voting down Faerie Conclave, i prefer we try to open up slots for other lands. it's a good
I like the idea of voting up Dyrad Arbor.
Since we have Urborg, what are people thoughts about running Tainted Isle and/or Tainted Woods?
Adding 2 Opulent Palace for mana fixing.
4 Earth Surge
2 Exploration
1 Fastbond
2 Abundance
2 Sylvan Library
Creatures (8):
4 Sylvan Advocate (1 @ -2)
4 Baleful Strix
Instants (4):
2 Crop Rotation
2 Realms Uncharted
Sorceries (7):
1 Sylvan Scrying (1 @ -1)
3 Rude Awakening (2 @ -1)
3 Life from the Loam (1 @ -3, 1 @ -1)
1 Nissa, Vital Force
Artifacts (8):
2 Crucible of Worlds (1 @ -1)
2 Horn of Greed
3 Amulet of Vigor (1 @ -3, 1 @ -1)
1 Zuran Orb
Lands (30):
2 Hissing Quagmire
4 Treetop Village
4 Creeping Tar Pit
3 Lumbering Falls (1 @ -1)
3 Faerie Conclave (1 @ -1)
1 Dryad Arbor (2 @ +3)
2 Opulent Palace
1 Glacial Chasm
1 Academy Ruins
1 Strip Mine
1 Inventors' Fair
1 Yavimaya Hollow
1 Urborg, Tomb of Yawgmoth
5 couldabeen Mutavault
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.
http://www.mtgsalvation.com/forums/magic-fundamentals/magic-rulings/magic-rulings-archives/291575-sacred-ground
Voting up Dryad Arbor. This seems like a no brainer. Voting down Rude Awakening, I thought we were already at two copies honestly and I was wondering why people wanted to cut it to 1. Voting against 1 Faerie Conclave, this just seems like a weak mainland IMO, I can't imagine ever wanting over our other lands. Voting to cut all the Baleful Strix from the deck. There is nothing wrong with it really but it's the only thing holding us in Sultai and I don't think it's worth it. Maybe if we had some other blue and black spells to go with it than it would be worth keeping but as is it just complicates the mana. If we cut it we can tweak the manabase without any color restrictions.
4 Earth Surge
2 Exploration
1 Fastbond
2 Abundance
2 Sylvan Library
Creatures (8):
4 Sylvan Advocate (1 @ -2)
4 Baleful Strix (1 @ -4)
Instants (4):
2 Crop Rotation
2 Realms Uncharted
Sorceries (6):
1 Sylvan Scrying (1 @ -1)
2 Rude Awakening
3 Life from the Loam (1 @ -3, 1 @ -1)
1 Nissa, Vital Force
Artifacts (8):
2 Crucible of Worlds (1 @ -1)
2 Horn of Greed
3 Amulet of Vigor (1 @ -3, 1 @ -1)
1 Zuran Orb
Lands (30):
2 Hissing Quagmire
4 Treetop Village
4 Creeping Tar Pit
3 Lumbering Falls (1 @ -1)
3 Faerie Conclave (2 @ -1)
4 Dryad Arbor
2 Opulent Palace
1 Glacial Chasm
1 Academy Ruins
1 Strip Mine
1 Inventors' Fair
1 Yavimaya Hollow
1 Urborg, Tomb of Yawgmoth
2 couldabeen Mutavault
4 Earth Surge
2 Exploration
1 Fastbond
2 Abundance
2 Sylvan Library
Creatures (8):
4 Sylvan Advocate (1 @ -2)
4 Baleful Strix (2 @ -4)
Instants (4):
2 Crop Rotation
2 Realms Uncharted
Sorceries (6):
1 Sylvan Scrying (1 @ -1)
2 Rude Awakening
3 Life from the Loam (1 @ -3, 1 @ -1)
1 Nissa, Vital Force
Artifacts (8):
2 Crucible of Worlds (1 @ -1)
2 Horn of Greed
3 Amulet of Vigor (1 @ -3, 1 @ -1)
1 Zuran Orb
Lands (30):
2 Hissing Quagmire
4 Treetop Village
4 Creeping Tar Pit
3 Lumbering Falls (1 @ -1)
3 Faerie Conclave (2 @ -1)
4 Dryad Arbor
2 Opulent Palace
1 Glacial Chasm
1 Academy Ruins
1 Strip Mine
1 Inventors' Fair
1 Yavimaya Hollow
1 Urborg, Tomb of Yawgmoth
2 couldabeen Mutavault
I agree with the assessment of baleful strix. Good but not good enough to keep the splash. Voting down all 4
4 Earth Surge
2 Exploration
1 Fastbond
2 Abundance
2 Sylvan Library
Creatures (8):
4 Sylvan Advocate (1 @ -2)
4 Baleful Strix (1 @ -4)
Instants (4):
2 Crop Rotation
2 Realms Uncharted
Sorceries (6):
1 Sylvan Scrying (1 @ -1)
2 Rude Awakening
3 Life from the Loam (1 @ -3, 1 @ -1)
1 Nissa, Vital Force
Artifacts (7):
2 Crucible of Worlds (1 @ -1)
2 Horn of Greed
2 Amulet of Vigor (1 @ -2)
1 Zuran Orb
Lands (30):
2 Hissing Quagmire
4 Treetop Village
4 Creeping Tar Pit
3 Lumbering Falls (1 @ -1)
3 Faerie Conclave (2 @ -1)
4 Dryad Arbor
2 Opulent Palace
1 Glacial Chasm
1 Academy Ruins
1 Strip Mine
1 Inventors' Fair
1 Yavimaya Hollow
1 Urborg, Tomb of Yawgmoth
1 Maze of Ith
1 couldabeen Mutavault
These are the decks that I have constructed, and are ready to play:
01. Ankh Sligh to be exact.
4 Earth Surge
2 Exploration
1 Fastbond
2 Abundance
2 Sylvan Library
Creatures (8):
4 Sylvan Advocate (1 @ -2)
4 Baleful Strix (1 @ -4)
Instants (4):
2 Crop Rotation
2 Realms Uncharted
Sorceries (5):
1 Sylvan Scrying (1 @ -1)
2 Rude Awakening
2 Life from the Loam (1 @ -2)
1 Nissa, Vital Force
Artifacts (7):
2 Crucible of Worlds (1 @ -1)
2 Horn of Greed
2 Amulet of Vigor (1 @ -2)
1 Zuran Orb
Lands (30):
2 Hissing Quagmire
4 Treetop Village
4 Creeping Tar Pit
3 Lumbering Falls (1 @ -1)
3 Faerie Conclave (2 @ -1)
4 Dryad Arbor
2 Opulent Palace
1 Glacial Chasm
1 Academy Ruins
1 Strip Mine
1 Inventors' Fair
1 Yavimaya Hollow
1 Urborg, Tomb of Yawgmoth
1 Maze of Ith
1 couldabeen Mutavault
I'm going to vote to remove all life from the loam. Given crucible of worlds I don't think it is needed. If I understand the combination on negatives rules established that will remove one and leave one vote at -2. If incorrect please feel free to tell me
I believe this is correct, so I'm just going to cut them all from the deck.
I feel like we should have a couple basic lands in here, and I really don't like Faerie Conclave, so I'm going to vote against all copies. We're currently (2 @ -1), with my vote 1 @ -3 going to cut 1 and leave a 1 @ -2 vote.
I could also see going down to only two lumbering falls, so I'll throw a vote to remove one copy of that as well. Again to free up land spaces for lands that enter untapped or basics.
I don't think we need two rude awakening. It's a nice finisher, but we should be able to win without it and early game it's just going to clog up our hand. I vote to cut one.
4 Earth Surge
2 Exploration
1 Fastbond
2 Abundance
2 Sylvan Library
Creatures (8):
4 Sylvan Advocate (1 @ -2)
4 Baleful Strix (1 @ -4)
Instants (4):
2 Crop Rotation
2 Realms Uncharted
Sorceries (3):
1 Sylvan Scrying (1 @ -1)
2 Rude Awakening (1 @ -1)
1 Nissa, Vital Force
Artifacts (7):
2 Crucible of Worlds (1 @ -1)
2 Horn of Greed
2 Amulet of Vigor (1 @ -2)
1 Zuran Orb
Lands (30):
2 Hissing Quagmire
4 Treetop Village
4 Creeping Tar Pit
3 Lumbering Falls (2 @ -1)
2 Faerie Conclave (1 @ -2)
4 Dryad Arbor
2 Opulent Palace
1 Glacial Chasm
1 Academy Ruins
1 Strip Mine
1 Inventors' Fair
1 Yavimaya Hollow
1 Urborg, Tomb of Yawgmoth
1 Maze of Ith
2 couldabeen Mutavault
I don't think Realms Uncharted lost any utility. We need the fetch to get the deck on line as quickly as possible, especially when Crop Rotation is considered the "best" fetch in the deck. [I disagree, but the majority has spoken :/].
I could use my OP-hammer to close the deck <-1 Realms Uncharted, -1 Exploration, -2 Sylvan Advocate, -1 Faerie Conclave, +3 Undiscovered Paradise- done and done.>, but for now, I think that I'll add 2 Undiscovered Paradise to our landbase- it synergizes well with Horn of Green and Fastbond, and we can use it for the mana we need.
This deck will get screwed over if someone is crazy enough to play Back to Basics or Ruination...
4 Earth Surge
2 Exploration
1 Fastbond
2 Abundance
2 Sylvan Library
Creatures (8):
4 Sylvan Advocate (1 @ -2)
4 Baleful Strix (1 @ -4)
Instants (4):
2 Crop Rotation
2 Realms Uncharted (1 @ -2)
Sorceries (3):
1 Sylvan Scrying
2 Rude Awakening (1 @ -1)
1 Nissa, Vital Force
Artifacts (7):
2 Crucible of Worlds (1 @ -1)
2 Horn of Greed
2 Amulet of Vigor (1 @ -2)
1 Zuran Orb
Lands (30):
2 Hissing Quagmire
4 Treetop Village
4 Creeping Tar Pit
3 Lumbering Falls (2 @ -1)
2 Faerie Conclave (1 @ -2)
4 Dryad Arbor
2 Opulent Palace
1 Glacial Chasm
1 Academy Ruins
1 Strip Mine
1 Inventors' Fair
1 Yavimaya Hollow
1 Urborg, Tomb of Yawgmoth
1 Maze of Ith
2 Undiscovered Paradise
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.
4 Earth Surge
2 Exploration
1 Fastbond
2 Abundance
2 Sylvan Library
Creatures (8):
4 Sylvan Advocate (1 @ -2)
4 Baleful Strix (1 @ -4)
Instants (4):
2 Crop Rotation
2 Realms Uncharted (1 @ -2)
Sorceries (3):
1 Sylvan Scrying
2 Rude Awakening (1 @ -1)
1 Nissa, Vital Force
Artifacts (7):
2 Crucible of Worlds (1 @ -1)
2 Horn of Greed (1 @ -1)
2 Amulet of Vigor (1 @ -2)
1 Zuran Orb
Lands (30):
2 Hissing Quagmire
4 Treetop Village
4 Creeping Tar Pit
3 Lumbering Falls (2 @ -1)
2 Faerie Conclave (1 @ -2)
4 Dryad Arbor
2 Opulent Palace
1 Glacial Chasm
1 Academy Ruins
1 Strip Mine
1 Inventors' Fair
1 Yavimaya Hollow
1 Urborg, Tomb of Yawgmoth
1 Maze of Ith
2 Undiscovered Paradise
I'm voting to remove one horn of greed, because I don't like effects that help the opponent.
Also, with one copy we can still fetch it if needed.
These are the decks that I have constructed, and are ready to play:
01. Ankh Sligh to be exact.
Out-
2 Sylvan Advocate
1 Rude Awakening
1 Horn of Greed
1 Lumbering Falls
and in with one more Undiscovered Paradise. And with that, this deck is finished, would be interesting to see if this build actually works or is total garbage with our janky land base.
4 Earth Surge
2 Exploration
1 Fastbond
2 Abundance
2 Sylvan Library
Creatures (6):
2 Sylvan Advocate
4 Baleful Strix
Instants (4):
2 Crop Rotation
2 Realms Uncharted
Sorceries (2):
1 Sylvan Scrying
1 Rude Awakening
1 Nissa, Vital Force
Artifacts (7):
2 Crucible of Worlds
1 Horn of Greed
2 Amulet of Vigor
1 Zuran Orb
Lands (30):
2 Hissing Quagmire
4 Treetop Village
4 Creeping Tar Pit
2 Lumbering Falls
2 Faerie Conclave
4 Dryad Arbor
2 Opulent Palace
1 Glacial Chasm
1 Academy Ruins
1 Strip Mine
1 Inventors' Fair
1 Yavimaya Hollow
1 Urborg, Tomb of Yawgmoth
1 Maze of Ith
3 Undiscovered Paradise
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.
well, with a 30 land slots available, and at least 10 of them saved for possible possible man-lands, the rest of our mana base went to awkward utility. Fair to fetch artifacts, ruins to keep around our artifacts, chasm to protect us, et al.
As i said earlier, this deck would have been built a lot faster and possibly different if the "no Mutavault, etc" stipulation wasn't there.
4 Dryad Arbor, 4 Treetop Village, 4 Mutavault, 4 Mishra's Factory, 4 Creeping Tar Pit, 4 Oppulent Palace, X Forest- done and done.
imho, the deck didn't really focus around Earth Surge, though itself is a hard card to build around as you have three options- run man-lands, run mass animators, or run a ton single target animators.
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.
I don't think there is any rule about continued discussion of a GMAD after its completion. So why not use this thread?
1. kamakazi339
2. CalvinSchwa
3. RabidVacin
4. GumgodMTG
5. Corinthius99
6. FTW1987
7. Macius
8. Cault756
9. Quilt
10. BlackVise
Removed cards in cutting phase:
11. BlackVise
12. GumgodMTG
13. CalvinSchwa
14. FTW1987
15. kamakazi339
16. Vault756
17. Quilt
Sending PM now.