What else is Deserted Temple doing besides untapping Maze's End? This tactic isn't even similar to the Thawing Glaciers because picking up Maze is part of the cost.
Playing a colorless land is a huge cost.
I Disagree. Playing a land that doesn't tap for any mana is a huge cost. Diamond Valley for me falls into this category, which is why I'm not afraid to cut it. In addition to Deserted Temple untapping Maze End (and I know this may be a stretch) it allows you to bait your opponents. Your opponents will quickly learn what your enablers are, and if they become tapped they may believe that the tool used to sac CoA isn't available. As it has been for me many times, it has allowed me to untap my enabler and blow up the board, effectively baiting the opponents into a false sense of security. Its uses go beyond that, but I have thoroughly enjoyed the utility it can bring.
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GBR Elves UBR ANT R Burn
UR Gift Storm GB/GR/GW/G Karn Tron GW Aura RW Burn
GBWUR Child of Alara BWR Kaalia of the Vast UWR Narset, Enlightened Master GWR Uril, the Miststalker
"Whether you think you can, or think you can't, you're right." - Henry Ford
I see what you did there. I understand why you would bring up Diamond Valley in this discussion. It doesn't tap for mana on its own. However, it doesn't cost mana to activate. So it kinda makes mana compared to Miren, the Moaning Well or Grim Backwoods and the like. Plus, it often gains 20 life on activation for zero mana (and when the life gain is absolutely crucial, it beats paying 3 for sure). So that's the trade off for me, I play Diamond Valley (along with High Market & Phyrexian Tower) despite it not making mana, because I value life gain and to me the efficiency over Miren is worthwhile.
I believe that there are so many ways to build the deck, everyone can run different cards and still have high-functioning lists.
You said it yourself, opponents falling for "on-board" trick due to you untapping with Deserted Temple is quite a stretch and shouldn't be considered a plus. However, if Rings of Brighthearth is playable then Deserted Temple is definitely as close to a land version of that as we can get for now.
I'll just stick with my suggestion that running it primarily for Maze's End isn't enough. And that it's not worth it for Cabal Coffers either.
We can definitely agree that every CoA pilot has their goals to achieve, game to game with the deck. It isn't one of those decks that 90 cards will always be set in stone. I will say this, that having the Maze End win con does reduce the amount of cards we can really play with. I believe that if a deck runs Maze End to win, at least this one where we are very effecive at assembling it, I believe it should be me more of an all-in. But of course that is my approach, I have come across plenty of pilots in online channels that just kind of have it.
I use Diamond Valley, but I have cut it to try other things (it is currently in the binder now), however to be honest if I had to go somewhere where it was an extremely competitive multiplayer environment, I'm running it. That being said, I would also be running Deserted Temple. I guess for me, I approach each game with a similar plan. #1 Play CoA asap with enabler, #2 Establish CoA lock if not already, #3 Maze End win con. Temple for me is just another piece of that puzzle with some added synergy.
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GBR Elves UBR ANT R Burn
UR Gift Storm GB/GR/GW/G Karn Tron GW Aura RW Burn
GBWUR Child of Alara BWR Kaalia of the Vast UWR Narset, Enlightened Master GWR Uril, the Miststalker
"Whether you think you can, or think you can't, you're right." - Henry Ford
Digs for a land and puts it into play, probably worth trying out
I don't think I'll be testing it out anytime soon. I do think its a decent card, I'm not sure it has a home here. I suppose for me its limited itself to the top 5 and possibly losing another tool. I can see this in builds with less access to other tools though. Guess I'd rather do something else when I play a 3 mana creature. Just me though, I don't think this is awful.
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GBR Elves UBR ANT R Burn
UR Gift Storm GB/GR/GW/G Karn Tron GW Aura RW Burn
GBWUR Child of Alara BWR Kaalia of the Vast UWR Narset, Enlightened Master GWR Uril, the Miststalker
"Whether you think you can, or think you can't, you're right." - Henry Ford
I like the card. However, this deck usually doesn't have much use for the 1/1 body that it leaves behind. So while ETB effects are normally very strong in most EDH deck lists, they aren't as strong here.
I love having Dark Confidant. However, I think that I'm in the minority. Having early plays is crucial in EDH. Most players do absolutely nothing during turns 1-3. Dark Confidant is a free-roll for me in my meta.
Having a source of gas or a tutor is essential to me keeping my opening hand, more so than Exploration.
Never ran Dark Confidant, that being said I would. I just haven't had a need for it. I agree with umtiger that it is likely an outstanding early turn play.
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GBR Elves UBR ANT R Burn
UR Gift Storm GB/GR/GW/G Karn Tron GW Aura RW Burn
GBWUR Child of Alara BWR Kaalia of the Vast UWR Narset, Enlightened Master GWR Uril, the Miststalker
"Whether you think you can, or think you can't, you're right." - Henry Ford
I can't afford to run Confidant in my list because of the many high cmc cards I play. My list for reference: Child of Alara's Circus of Values. It's changed a bit since the last time and the primer is still in there so take a peep if you want. Anyway, I've recently been thinking of building a different version of this lands deck with more of a focus on Scapeshift, Valakut, and Maze's End. I'm not sure how this will change how my deck will be constructed, so I'm here to ask you all that play a Maze's End list to share with me your insights into the matter. I used to run Maze's End a long time ago when I first built the deck but eventually it just got cut for a bunch more utility spots. So, is Valakut a reasonable way to try and win games with this deck? Considering it requires prismatic omen most of the time to get the full benefit, it sounds like it would be hard to abuse. But I could see a strategy involving sacrificing all your lands and bringing them back every turn to close out games. I could see going heavier on the ramp/extra land drop cards.
In other news, a buddy of mine has recently created a lands discord for the discussion of all lands based archetypes in Magic and we'd be glad if you'd stop by and say hi. This isn't meant to be a replacement for this thread of course, just an additional place for discussion and more importantly, cross-pollination, if you will, of the ideas of different decks. Here's the link if anyone is interested: https://discord.gg/PbBaFX5
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What is treesgobark playing right now?
Modern
Esper Control
Emeria Titan
EDH
Child of Alara Lands.dec
Paradox Sisay
Legacy
LED Dredge
Dreadstill
I can't afford to run Confidant in my list because of the many high cmc cards I play. My list for reference: Child of Alara's Circus of Values. It's changed a bit since the last time and the primer is still in there so take a peep if you want. Anyway, I've recently been thinking of building a different version of this lands deck with more of a focus on Scapeshift, Valakut, and Maze's End. I'm not sure how this will change how my deck will be constructed, so I'm here to ask you all that play a Maze's End list to share with me your insights into the matter. I used to run Maze's End a long time ago when I first built the deck but eventually it just got cut for a bunch more utility spots. So, is Valakut a reasonable way to try and win games with this deck? Considering it requires prismatic omen most of the time to get the full benefit, it sounds like it would be hard to abuse. But I could see a strategy involving sacrificing all your lands and bringing them back every turn to close out games. I could see going heavier on the ramp/extra land drop cards.
In other news, a buddy of mine has recently created a lands discord for the discussion of all lands based archetypes in Magic and we'd be glad if you'd stop by and say hi. This isn't meant to be a replacement for this thread of course, just an additional place for discussion and more importantly, cross-pollination, if you will, of the ideas of different decks. Here's the link if anyone is interested: https://discord.gg/PbBaFX5
Maze's End as a win-con:
Pros: 1.) Easy to setup. Gates fix mana and since this is a really slow deck, tapped lands aren't devastating to our tempo. Plus our general Child of Alara helps us catch up on tempo. So with gates, just play lands and there are times where you can naturally get there. 2.) Sometimes it's difficult for opponents to disrupt (Wasteland, Stifle, etc.). You're not using combat damage or have to resolve spells. 3.) When you Scapeshift for this and go for the win, you win. You don't have to eliminate the rest of the table.
Cons: 1.) Takes up 11 slots in the deck, and another +1 for Amulet of Vigor. 2.) Gates have no added utility beyond fixing mana and they do a poor job of it, all of the lands come into play tapped. 3.) Graveyard hate can exile a wayward Gate. Then there goes your plan. This goes counter to just using Life from the Loam as often as possible; and LftL is a main engine so...
Valakut as a win-con:
Pros: 1.) Very compact in deck construction. All of the cards that go with it, you'd be playing anyways. 2.) You don't have to go all-in on Valakut. You can pick off creatures and planeswalkers when needed.
Cons:
1.) If you want to eliminate even one opponent, you have to set it up. It doesn't naturally fall in line as much as just having 10 gates.
2.) Eliminating more than one opponent from 40 life can be difficult.
I resisted Valakut for a long time, because I didn't have a Prismatic Omen and felt it wasn't worth it. But eventually I got one and tried it. It was better than I thought. One of the best plays I've had with the deck was setting up this combo: Manabond + Trade Routes + Thespian Stage + Valakut.
In order to make the Valakut package work, I use all 10 ABU duals + 7 of the Mountain/Forest shocks + Sheltered Thicket.
I just went ahead and build a second lands deck with Lord Windgrace at the helm. Gave me a place to put all of the cards that I have cut from child or that I still had nonfoil versions of.
I haven't been able to spend as much time tinkering with Lands.dec lately. I haven't been to my LGS for a while and the playgroup that I have been attending (and my attendance is infrequent) doesn't/can't/won't appreciate the deck as much as I would like them to.
There's only so much theory-crafting I can do without games against other players. Unfortunately, I don't think there's too many cards that will go in this time. I really feel like we missed out on a lot of sweet potential with the Ixalan flip-lands (how great would Conqueror's Stronghold have been as something other than a vehicle). And with this set, the most hyped card is an ultra-premium-pushed removal spell- the exact type of card we don't need.
However, Child is a 5-color deck and you can include lots of different cards to fit your play style.
Here's the types of cards that I, personally, look for from spoilers and some recent examples of includes:
1.) Non-basic lands that are very good (e.g Azcanta, the Sunken Ruin). I don't think any of the new Gates would go in. But I have high hopes for a new gate eventually going in if they will continue to explore that design space. I might get a foil set of the guild gates in their new art and use them in during the fall.
2.) A spell/permanent that deals with lands (e.g. Splendid Reclamation). Of course, they tend to be easy to spot because they are mostly GGreenG. Circuitous Route can go into some lower-power lists, but I feel that even there, its place would be tenuous.
3.) A spell/permanent that aligns extremely well with Child of Alara (e.g. Journey to Eternity). Recurring child was actually the first reason why I built the deck since removal for planeswalkers used to be nonexistent.
4.) A spell/permanent that can recur and/or goes well with Life from the Loam (e.g. Sheltered Thicket). Once the Loam engine gets going, you can ride it and you're going to bin a lot of cards. You don't want to include a potential game-plan in your deck that cannot survive getting milled.
5.) A spell/permanent that just has power-level so high you cannot justify not running it or if your meta has changed and you need a new tactic. Before I stopped playing the deck, I put Cyclonic Rift into the slot that I had for Terminus. I used Terminus to get rid of indestructible stuff because things like Darksteel Forge and Avacyn, Angel of Hope were really good against the Child plan. But eventually, I decided to just play the best card in EDH because the only time Terminus was better was when you could miracle it (very doable in a tutor heavy deck with top, but I'd just rather pay 6U.
Muldrotha and Child lands.dec is going to play out drastically different because Planar Cleansing isn't going to be in your command.
Since you've already played Child, why not try Muldrotha out? I haven't noticed a deck list for sultai lands posted yet. Pros would be you get to try something and learn something new. I don't think cons really even matter since you're not trying to win a tournament.
Hi Taleran, Nice to see you're still trying new things and contributing here. I took a slight hiatus (normal routine) from posting but am back for now. I found it interesting that you mentioned CoA had a lack of mass removal (previous post). My strategy, game dependent of course, is typically focused on getting CoA on the battlefield as soon possible, with enabler (Sac outlet or something)...but at least on the field. The board wipe then typically occurs on its own. With adequate ramp, it isn't uncommon to see CoA on turn 3.
Anyway, how has it treated you?
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GBR Elves UBR ANT R Burn
UR Gift Storm GB/GR/GW/G Karn Tron GW Aura RW Burn
GBWUR Child of Alara BWR Kaalia of the Vast UWR Narset, Enlightened Master GWR Uril, the Miststalker
"Whether you think you can, or think you can't, you're right." - Henry Ford
Hi Taleran, Nice to see you're still trying new things and contributing here. I took a slight hiatus (normal routine) from posting but am back for now. I found it interesting that you mentioned CoA had a lack of mass removal (previous post). My strategy, game dependent of course, is typically focused on getting CoA on the battlefield as soon possible, with enabler (Sac outlet or something)...but at least on the field. The board wipe then typically occurs on its own. With adequate ramp, it isn't uncommon to see CoA on turn 3.
Anyway, how has it treated you?
It wasn't that Child didn't have removal what I said was "the lack of having removal in Child (as my Commander)" opened the door for playing Permanents, Child is plenty removal typically.
That latest Child deck worked well enough but I have found out that I really hate resolving all the The Gitrog MonsterDakmor Salvage discard outlet gameplan so I cut a bunch of non-lands and finally picked up a set of Gates and a Maze and the last form of the deck I played look like this.
I ended up blowing up so many Clues in the games I played with this because but this seems to hit the right land balance along with ramp and draw for me.
I just watched it go nuts with 2x Exploration in a Legacy game.
Better late then never. I have a friend that plays lands in legacy, he's spoke to me about the card. I also see some storm variants using Experimental Frenzy as well. I thought about it, and I like it but I can't figure out what to use. I mean, I very often feel like I don't have a full hand anyway, and being able to see the card at any point lets us know when its time to kill it.
Future Sight seems a bit hard to cast, even with our deck mana fixing. Have you tried EF in the last 2 months?
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GBR Elves UBR ANT R Burn
UR Gift Storm GB/GR/GW/G Karn Tron GW Aura RW Burn
GBWUR Child of Alara BWR Kaalia of the Vast UWR Narset, Enlightened Master GWR Uril, the Miststalker
"Whether you think you can, or think you can't, you're right." - Henry Ford
I haven't played the deck in a while because I've been going deep into other builds at the moment. Child of Alara uses pretty much all of my foil lands so I don't want to swap back and forth.
But I really do want to try it out. That and Growth Spiral. Cards like that are like giving the deck Sol Rings.
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Thanks for the insight. As per a previous post, I've only now come around to considering Rings of Brighthearth.
However, I must say that Deserted Temple + Cabal Coffers + Urborg, Tomb of Yawgmoth + Rings of Brighthearth is quite a crazy combo to assemble. It doesn't seem worthwhile in this type of deck. Infinite mana isn't even great in my build.
I Disagree. Playing a land that doesn't tap for any mana is a huge cost. Diamond Valley for me falls into this category, which is why I'm not afraid to cut it. In addition to Deserted Temple untapping Maze End (and I know this may be a stretch) it allows you to bait your opponents. Your opponents will quickly learn what your enablers are, and if they become tapped they may believe that the tool used to sac CoA isn't available. As it has been for me many times, it has allowed me to untap my enabler and blow up the board, effectively baiting the opponents into a false sense of security. Its uses go beyond that, but I have thoroughly enjoyed the utility it can bring.
UBR ANT
R Burn
GB/GR/GW/G Karn Tron
GW Aura
RW Burn
BWR Kaalia of the Vast
UWR Narset, Enlightened Master
GWR Uril, the Miststalker
I see what you did there. I understand why you would bring up Diamond Valley in this discussion. It doesn't tap for mana on its own. However, it doesn't cost mana to activate. So it kinda makes mana compared to Miren, the Moaning Well or Grim Backwoods and the like. Plus, it often gains 20 life on activation for zero mana (and when the life gain is absolutely crucial, it beats paying 3 for sure). So that's the trade off for me, I play Diamond Valley (along with High Market & Phyrexian Tower) despite it not making mana, because I value life gain and to me the efficiency over Miren is worthwhile.
I believe that there are so many ways to build the deck, everyone can run different cards and still have high-functioning lists.
You said it yourself, opponents falling for "on-board" trick due to you untapping with Deserted Temple is quite a stretch and shouldn't be considered a plus. However, if Rings of Brighthearth is playable then Deserted Temple is definitely as close to a land version of that as we can get for now.
I'll just stick with my suggestion that running it primarily for Maze's End isn't enough. And that it's not worth it for Cabal Coffers either.
I use Diamond Valley, but I have cut it to try other things (it is currently in the binder now), however to be honest if I had to go somewhere where it was an extremely competitive multiplayer environment, I'm running it. That being said, I would also be running Deserted Temple. I guess for me, I approach each game with a similar plan. #1 Play CoA asap with enabler, #2 Establish CoA lock if not already, #3 Maze End win con. Temple for me is just another piece of that puzzle with some added synergy.
UBR ANT
R Burn
GB/GR/GW/G Karn Tron
GW Aura
RW Burn
BWR Kaalia of the Vast
UWR Narset, Enlightened Master
GWR Uril, the Miststalker
WURG Thrasios, Triton Hero + Bruse Tarl, Boorish Herder
UBR Inalla, Archmage Ritualist
I don't think I'll be testing it out anytime soon. I do think its a decent card, I'm not sure it has a home here. I suppose for me its limited itself to the top 5 and possibly losing another tool. I can see this in builds with less access to other tools though. Guess I'd rather do something else when I play a 3 mana creature. Just me though, I don't think this is awful.
UBR ANT
R Burn
GB/GR/GW/G Karn Tron
GW Aura
RW Burn
BWR Kaalia of the Vast
UWR Narset, Enlightened Master
GWR Uril, the Miststalker
WURG Thrasios, Triton Hero + Bruse Tarl, Boorish Herder
UBR Inalla, Archmage Ritualist
Having a source of gas or a tutor is essential to me keeping my opening hand, more so than Exploration.
UBR ANT
R Burn
GB/GR/GW/G Karn Tron
GW Aura
RW Burn
BWR Kaalia of the Vast
UWR Narset, Enlightened Master
GWR Uril, the Miststalker
In other news, a buddy of mine has recently created a lands discord for the discussion of all lands based archetypes in Magic and we'd be glad if you'd stop by and say hi. This isn't meant to be a replacement for this thread of course, just an additional place for discussion and more importantly, cross-pollination, if you will, of the ideas of different decks. Here's the link if anyone is interested: https://discord.gg/PbBaFX5
Modern
Esper Control
Emeria Titan
EDH
Child of Alara Lands.dec
Paradox Sisay
Legacy
LED Dredge
Dreadstill
Maze's End as a win-con:
Pros:
1.) Easy to setup. Gates fix mana and since this is a really slow deck, tapped lands aren't devastating to our tempo. Plus our general Child of Alara helps us catch up on tempo. So with gates, just play lands and there are times where you can naturally get there.
2.) Sometimes it's difficult for opponents to disrupt (Wasteland, Stifle, etc.). You're not using combat damage or have to resolve spells.
3.) When you Scapeshift for this and go for the win, you win. You don't have to eliminate the rest of the table.
Cons:
1.) Takes up 11 slots in the deck, and another +1 for Amulet of Vigor.
2.) Gates have no added utility beyond fixing mana and they do a poor job of it, all of the lands come into play tapped.
3.) Graveyard hate can exile a wayward Gate. Then there goes your plan. This goes counter to just using Life from the Loam as often as possible; and LftL is a main engine so...
Valakut as a win-con:
Pros:
1.) Very compact in deck construction. All of the cards that go with it, you'd be playing anyways.
2.) You don't have to go all-in on Valakut. You can pick off creatures and planeswalkers when needed.
Cons:
1.) If you want to eliminate even one opponent, you have to set it up. It doesn't naturally fall in line as much as just having 10 gates.
2.) Eliminating more than one opponent from 40 life can be difficult.
I resisted Valakut for a long time, because I didn't have a Prismatic Omen and felt it wasn't worth it. But eventually I got one and tried it. It was better than I thought. One of the best plays I've had with the deck was setting up this combo: Manabond + Trade Routes + Thespian Stage + Valakut.
In order to make the Valakut package work, I use all 10 ABU duals + 7 of the Mountain/Forest shocks + Sheltered Thicket.
https://www.mtgsalvation.com/cards/commander-2018/35171-lord-windgrace
http://tappedout.net/mtg-decks/lord-windgrace-do-lands-matter/
WURG Thrasios, Triton Hero + Bruse Tarl, Boorish Herder
UBR Inalla, Archmage Ritualist
There's only so much theory-crafting I can do without games against other players. Unfortunately, I don't think there's too many cards that will go in this time. I really feel like we missed out on a lot of sweet potential with the Ixalan flip-lands (how great would Conqueror's Stronghold have been as something other than a vehicle). And with this set, the most hyped card is an ultra-premium-pushed removal spell- the exact type of card we don't need.
However, Child is a 5-color deck and you can include lots of different cards to fit your play style.
Here's the types of cards that I, personally, look for from spoilers and some recent examples of includes:
1.) Non-basic lands that are very good (e.g Azcanta, the Sunken Ruin). I don't think any of the new Gates would go in. But I have high hopes for a new gate eventually going in if they will continue to explore that design space. I might get a foil set of the guild gates in their new art and use them in during the fall.
2.) A spell/permanent that deals with lands (e.g. Splendid Reclamation). Of course, they tend to be easy to spot because they are mostly GGreenG. Circuitous Route can go into some lower-power lists, but I feel that even there, its place would be tenuous.
3.) A spell/permanent that aligns extremely well with Child of Alara (e.g. Journey to Eternity). Recurring child was actually the first reason why I built the deck since removal for planeswalkers used to be nonexistent.
4.) A spell/permanent that can recur and/or goes well with Life from the Loam (e.g. Sheltered Thicket). Once the Loam engine gets going, you can ride it and you're going to bin a lot of cards. You don't want to include a potential game-plan in your deck that cannot survive getting milled.
5.) A spell/permanent that just has power-level so high you cannot justify not running it or if your meta has changed and you need a new tactic. Before I stopped playing the deck, I put Cyclonic Rift into the slot that I had for Terminus. I used Terminus to get rid of indestructible stuff because things like Darksteel Forge and Avacyn, Angel of Hope were really good against the Child plan. But eventually, I decided to just play the best card in EDH because the only time Terminus was better was when you could miracle it (very doable in a tutor heavy deck with top, but I'd just rather pay 6U.
Since you've already played Child, why not try Muldrotha out? I haven't noticed a deck list for sultai lands posted yet. Pros would be you get to try something and learn something new. I don't think cons really even matter since you're not trying to win a tournament.
The lack of mass removal in Child and the lack of having to play 5 colors just opened up room for more control so the list ended up looking like this:
1 The Mimeoplasm
Creature
1 Azusa, Lost but Seeking
1 Deathrite Shaman
1 Sylvan Safekeeper
1 Wood Elves
1 Snapcaster Mage
1 Eternal Witness
1 Ramunap Excavator
1 Tatyova, Benthic Druid
1 Jin-Gitaxias, Core Augur
1 Titania, Protector of Argoth
1 Sire of Stagnation
1 World Breaker
1 Sheoldred, Whispering One
1 The Gitrog Monster
1 Ulamog, the Ceaseless Hunger
1 Kozilek, the Great Distortion
Enchantment
1 Sylvan Library
1 Greater Good
1 Exploration
1 As Foretold
1 Journey to Eternity
Land
3 Forest
2 Island
2 Swamp
1 Strip Mine
1 City of Brass
1 Volrath's Stronghold
1 High Market
1 Cephalid Coliseum
1 Deserted Temple
1 Cabal Coffers
1 Miren, the Moaning Well
1 Dark Depths
1 Vesuva
1 Eye of Ugin
1 Inkmoth Nexus
1 Bojuka Bog
1 Command Tower
1 Cavern of Souls
1 Overgrown Tomb
1 Breeding Pool
1 Thespian's Stage
1 Watery Grave
1 Academy Ruins
1 Mana Confluence
1 Urborg, Tomb of Yawgmoth
1 Bloodstained Mire
1 Flooded Strand
1 Polluted Delta
1 Windswept Heath
1 Wooded Foothills
1 Command Beacon
1 Crucible of Worlds
1 Sensei's Divining Top
1 Rings of Brighthearth
1 Amulet of Vigor
1 Sol Ring
1 Chromatic Lantern
1 Walking Ballista
1 Conqueror's Galleon
Instant
1 Arcane Denial
1 Force of Will
1 Mystical Tutor
1 Corpse Dance
1 Intuition
1 Crop Rotation
1 Frantic Search
1 Harrow
1 Chain of Vapor
1 Stifle
1 Goryo's Vengeance
1 Remand
1 Commandeer
1 Hurkyl's Recall
1 Mindbreak Trap
1 Nature's Claim
1 Chord of Calling
1 Vampiric Tutor
1 Entomb
1 Abrupt Decay
1 Cyclonic Rift
1 Commit // Memory
1 Mana Drain
1 Krosan Grip
1 Demonic Tutor
1 Yawgmoth's Will
1 Scapeshift
1 Devastation Tide
1 Life from the Loam
1 Toxic Deluge
1 Sylvan Scrying
1 Crush of Tentacles
1 Splendid Reclamation
1 Damnation
1 Farseek
Haven't gotten to play it yet.
This is what came out
1 Child of Alara
Creature
1 Azusa, Lost but Seeking
1 Knight of the Reliquary
1 Oracle of Mul Daya
1 Snapcaster Mage
1 Eternal Witness
1 Ramunap Excavator
1 Wild Mongrel
1 Tireless Tracker
1 World Shaper
1 Tatyova, Benthic Druid
1 Underrealm Lich
1 The Gitrog Monster
Enchantment
1 Squandered Resources
1 Burgeoning
1 Manabond
1 Seismic Assault
1 Prismatic Omen
1 Exploration
1 Journey to Eternity
Land
1 Strip Mine
1 City of Brass
1 Volrath's Stronghold
1 Forest
1 Island
1 Mountain
1 Plains
1 Swamp
1 High Market
1 Deserted Temple
1 Cabal Coffers
1 Mikokoro, Center of the Sea
1 Miren, the Moaning Well
1 Dark Depths
1 Tolaria West
1 Arid Mesa
1 Misty Rainforest
1 Valakut, the Molten Pinnacle
1 Inkmoth Nexus
1 Kessig Wolf Run
1 Alchemist's Refuge
1 Cavern of Souls
1 Vesuva
1 Blood Crypt
1 Hallowed Fountain
1 Overgrown Tomb
1 Steam Vents
1 Temple Garden
1 Breeding Pool
1 Godless Shrine
1 Sacred Foundry
1 Stomping Ground
1 Thespian's Stage
1 Watery Grave
1 Academy Ruins
1 Dakmor Salvage
1 Mana Confluence
1 Urborg, Tomb of Yawgmoth
1 Bloodstained Mire
1 Flooded Strand
1 Polluted Delta
1 Windswept Heath
1 Wooded Foothills
1 Bojuka Bog
1 Geier Reach Sanitarium
1 Marsh Flats
1 Irrigated Farmland
1 Scattered Groves
1 Fetid Pools
1 Canyon Slough
1 Sheltered Thicket
1 Horizon Canopy
1 Command Tower
1 Phyrexian Tower
1 Zuran Orb
1 Crucible of Worlds
1 Sensei's Divining Top
1 Rings of Brighthearth
1 Expedition Map
1 Amulet of Vigor
1 Horn of Greed
1 Chromatic Lantern
Instant
1 Corpse Dance
1 Intuition
1 Crop Rotation
1 Dark Ritual
1 Goryo's Vengeance
1 Ad Nauseam
1 Vampiric Tutor
1 Entomb
1 Cyclonic Rift
1 Teferi's Protection
Sorcery
1 Demonic Tutor
1 Reanimate
1 Scapeshift
1 Life from the Loam
1 Toxic Deluge
1 Green Sun's Zenith
1 Splendid Reclamation
1 Gaea's Blessing
Bit more Combo, trying out some newer cards to see how I like them.
This is the stuff that was also in consideration
1 Mistveil Plains
1 Cephalid Coliseum
1 Deathrite Shaman
1 Serra's Sanctum
1 Mystic Remora
1 Worldly Tutor
1 Angel's Grace
1 Realms Uncharted
1 Mystical Tutor
1 Pyroblast
1 Burnt Offering
1 Enlightened Tutor
1 Sylvan Library
1 Sylvan Safekeeper
1 Weathered Wayfarer
1 Realmwright
1 Borborygmos Enraged
1 Lotus Cobra
1 Horn of Greed
1 Avenger of Zendikar
1 Rubblehulk
1 Scroll Rack
1 Sol Ring
1 Sylvan Scrying
1 Eldritch Evolution
1 Farseek
1 Explore
1 Survival of the Fittest
1 Stony Silence
Anyway, how has it treated you?
UBR ANT
R Burn
GB/GR/GW/G Karn Tron
GW Aura
RW Burn
BWR Kaalia of the Vast
UWR Narset, Enlightened Master
GWR Uril, the Miststalker
It wasn't that Child didn't have removal what I said was "the lack of having removal in Child (as my Commander)" opened the door for playing Permanents, Child is plenty removal typically.
That latest Child deck worked well enough but I have found out that I really hate resolving all the The Gitrog Monster Dakmor Salvage discard outlet gameplan so I cut a bunch of non-lands and finally picked up a set of Gates and a Maze and the last form of the deck I played look like this.
1 Child of Alara
Creature
1 Azusa, Lost but Seeking
1 Knight of the Reliquary
1 Oracle of Mul Daya
1 Snapcaster Mage
1 Eternal Witness
1 Ramunap Excavator
1 Tireless Tracker
1 Tatyova, Benthic Druid
1 Underrealm Lich
1 The Gitrog Monster
Enchantment
1 Squandered Resources
1 Burgeoning
1 Manabond
1 Survival of the Fittest
1 Seismic Assault
1 Prismatic Omen
1 Exploration
1 Journey to Eternity
Land
1 Strip Mine
1 Glacial Chasm
1 City of Brass
1 Winding Canyons
1 Volrath's Stronghold
1 Forest
1 Island
1 Swamp
1 Mikokoro, Center of the Sea
1 Miren, the Moaning Well
1 Dark Depths
1 Tolaria West
1 Arid Mesa
1 Misty Rainforest
1 Valakut, the Molten Pinnacle
1 Inkmoth Nexus
1 Kessig Wolf Run
1 Cavern of Souls
1 Vesuva
1 Blood Crypt
1 Hallowed Fountain
1 Overgrown Tomb
1 Steam Vents
1 Temple Garden
1 Breeding Pool
1 Godless Shrine
1 Sacred Foundry
1 Stomping Ground
1 Thespian's Stage
1 Watery Grave
1 Maze's End
1 Academy Ruins
1 Mana Confluence
1 Urborg, Tomb of Yawgmoth
1 Bloodstained Mire
1 Flooded Strand
1 Polluted Delta
1 Windswept Heath
1 Wooded Foothills
1 Bojuka Bog
1 Geier Reach Sanitarium
1 Marsh Flats
1 Irrigated Farmland
1 Scattered Groves
1 Fetid Pools
1 Canyon Slough
1 Sheltered Thicket
1 Horizon Canopy
1 Command Tower
1 Gruul Guildgate
1 Orzhov Guildgate
1 Rakdos Guildgate
1 Simic Guildgate
1 Azorius Guildgate
1 Boros Guildgate
1 Dimir Guildgate
1 Izzet Guildgate
1 Selesnya Guildgate
1 Golgari Guildgate
1 Phyrexian Tower
1 Zuran Orb
1 Crucible of Worlds
1 Sensei's Divining Top
1 Expedition Map
1 Amulet of Vigor
1 Horn of Greed
1 Chromatic Lantern
Instant
1 Corpse Dance
1 Intuition
1 Crop Rotation
1 Goryo's Vengeance
1 Ad Nauseam
1 Vampiric Tutor
1 Entomb
1 Cyclonic Rift
Sorcery
1 Demonic Tutor
1 Yawgmoth's Will
1 Scapeshift
1 Life from the Loam
1 Green Sun's Zenith
1 Splendid Reclamation
I ended up blowing up so many Clues in the games I played with this because but this seems to hit the right land balance along with ramp and draw for me.
Maybe Experimental Frenzy or Future Sight was the card that I should have been looking for?
I just watched it go nuts with 2x Exploration in a Legacy game.
Better late then never. I have a friend that plays lands in legacy, he's spoke to me about the card. I also see some storm variants using Experimental Frenzy as well. I thought about it, and I like it but I can't figure out what to use. I mean, I very often feel like I don't have a full hand anyway, and being able to see the card at any point lets us know when its time to kill it.
Future Sight seems a bit hard to cast, even with our deck mana fixing. Have you tried EF in the last 2 months?
UBR ANT
R Burn
GB/GR/GW/G Karn Tron
GW Aura
RW Burn
BWR Kaalia of the Vast
UWR Narset, Enlightened Master
GWR Uril, the Miststalker
I haven't played the deck in a while because I've been going deep into other builds at the moment. Child of Alara uses pretty much all of my foil lands so I don't want to swap back and forth.
But I really do want to try it out. That and Growth Spiral. Cards like that are like giving the deck Sol Rings.