As most have posted here, this is, admittedly, a slow deck. If someone has posted a fast version and I missed it, apologies, this thread is pretty big.
Given that this is a slow deck, have you considered the following package?
People typically think of the two orbs in terms of stacks or prison, but in general, they're great cards for slowing the game down for more mid-range and value decks that don't have explosive starts. With all the land tutors, it's easy to grab Blinkmoth Well to break parity on the two Orbs. It's something I'm testing in my non-combo Gitrog deck, but could see the value of here as well. Another possible upside is how crazy Blinkmoth Well can be against other stax/prison decks. There are games where I've had nothing better to do turns 3-5 than tap down someone else's sol ring, not that exciting, but effective.
The obvious downside is that they're more permanents that get blown up by CoA (but can be recurred with Academy and Buried Ruins).
This also may have been mentioned, but is there a reason more decks aren't running Faith's Reward or Second Sunrise?
At the very least, it's easy to squeeze value from Faith's Reward, especially if you're running with multiple fetches. Sac'ing CoA, blowing up the board, grabbing a few lands (and if you're running zuran orb, gain some life) and casting Faith's Reward puts you in a really strong position with CoA back on the board to reset again if needs be.
Oh yeah, and it's instant speed, so you can save it for the jerk who plays armageddon and laugh at the end of his turn :).
*edit2* after further searching, I realized these cards have been discussed. Still, none of the primers on the first page run
faith's reward - I find that surprising, given the versatility of the card and how quickly this type of deck folds to ruination-type effects.
As most have posted here, this is, admittedly, a slow deck. If someone has posted a fast version and I missed it, apologies, this thread is pretty big.
Given that this is a slow deck, have you considered the following package?
People typically think of the two orbs in terms of stacks or prison, but in general, they're great cards for slowing the game down for more mid-range and value decks that don't have explosive starts. With all the land tutors, it's easy to grab Blinkmoth Well to break parity on the two Orbs. It's something I'm testing in my non-combo Gitrog deck, but could see the value of here as well. Another possible upside is how crazy Blinkmoth Well can be against other stax/prison decks. There are games where I've had nothing better to do turns 3-5 than tap down someone else's sol ring, not that exciting, but effective.
The obvious downside is that they're more permanents that get blown up by CoA (but can be recurred with Academy and Buried Ruins).
If you want to prison/stax/lock someone out of the game, you can achieve that with Azusa/Exploration/Oracle + Crucible + Strip Mine/Wasteland.
Corpse Dance + sac' land will also instant speed lock the board out of permanents each turn. Corpse Dance is also difficult to interact with other than with Counter-Magic since it won't fizzle.
The artifacts are effective. However, they're not going to be very efficient in the build without lots of changes. You want to be tapping lands.
This also may have been mentioned, but is there a reason more decks aren't running Faith's Reward or Second Sunrise?
At the very least, it's easy to squeeze value from Faith's Reward, especially if you're running with multiple fetches. Sac'ing CoA, blowing up the board, grabbing a few lands (and if you're running zuran orb, gain some life) and casting Faith's Reward puts you in a really strong position with CoA back on the board to reset again if needs be.
Oh yeah, and it's instant speed, so you can save it for the jerk who plays armageddon and laugh at the end of his turn :).
*edit2* after further searching, I realized these cards have been discussed. Still, none of the primers on the first page run
faith's reward - I find that surprising, given the versatility of the card and how quickly this type of deck folds to ruination-type effects.
Splendid Reclamation does more and doesn't require the same setup.
If people are going to play Ruination, you're going to lose. Keeping 3W untapped each turn plus Faith's Reward in your hand is a dream. Just attack the red player first each game. Red cannot beat Marit Lage.
However, that brings me to a point I'd like to discuss with other current players active with the deck:
How does your meta response to playing against you? I recently had a player come to the LGS where I play 3-4 times a month comment that there is no way to meaningfully interact against my deck other than to play Blood Moon, Magus of the Moon, Back to Basics, Wave of Vitriol type cards. I did point out that he essentially said that he must basically lock me out of playing to interact with me. It surprised me that that was his response to losing the game. This is a well-seasoned player who plays old formats. I just play EDH nowadays, and I figured that a Lands.dec would actually be something he'd like to see.
My build is strong. I take pride in that. I've been working on this build for 5+ years (and my duals are from 10+ years ago so I have access to some cards that others don't). However, I still assert that the deck my deck is more than fair and the only fair deck actually played at the store (no Sol Ring, no Mana Crypt, no infinite loops, no locks a la Teferi+Pool). Much fairer than decks we regularly play against, even though Lands.dec gets a lot of games.
I'm leaning towards retiring the deck if that's a common sentiment shared among your opponents.
That sounds like an over-reaction. There's plenty of ways to shut that list down that don't involve blood moon and wave of vitriol effects. Just targeted land removal and graveyard hate in combination - two things most people should play a little of regardless - can put a kink in a number of win-cons.
Unless your meta is super casual. Lands are, generally, the most durable permanent type in EDH, so he may be having difficulty interacting with your deck outside of mass land destruction?
Very much yes. Being able to cast spells at instant speed is insanely powerful. Threatening to be able to nuke child at any point even while she's in the command zone is also very political. This works especially well with tutors.
@umtiger - I'm not sure how up to date your deck list is on the first page, but have you ever considered switching the tranquil thicket, lonely sandbar and barren moor with some of the new bicycle lands? I'm running a list very similar to yours, most of the changes are meta calls. I've put in Irrigated Farmland, Scattered Groves, and Sheltered Thicket and I haven't looked back. I chose those three because I run Emeria, the Sky Ruin as another way to recur Child, and having two extra plains in the deck never hurts (Knight of the Reliquary doens't mind the extra plains/forests either).
Another card I'm testing that you're not running is Spitting Image. I have a foil and I just love the card, so I'm willing to run it as a sub-optimal pick, but I really enjoy its interaction with Sun Titan. Pitch a land, copy Sun Titan, put the land you just pitched into play - it's a strong engine late game. I love Spitting Image because it's so much value late game. If I don't need it, it just sits in my graveyard, but it does give the deck another line of play. Gitrog allowing you to cantrip off Spitting Image is also nice.
@epoa - thanks for the feedback! I feel like it's one of the stronger utility lands, I've included it to test.
And another question - this one not aimed at any one particular deck in here. If you are in a creature heavy meta (think, lots of lab maniacs and small combo creatures, lots of small utility creatures, etc.) would you consider running Punishing Fire and Grove of the Burnwillows? I know most people won't consider 2 damage relevant, but 2 damage kills a surprising amount of generals in my meta as well. I want to test it out but some friends suggested it's too weak for EDH.
@umtiger - I'm not sure how up to date your deck list is on the first page, but have you ever considered switching the tranquil thicket, lonely sandbar and barren moor with some of the new bicycle lands? I'm running a list very similar to yours, most of the changes are meta calls. I've put in Irrigated Farmland, Scattered Groves, and Sheltered Thicket and I haven't looked back. I chose those three because I run Emeria, the Sky Ruin as another way to recur Child, and having two extra plains in the deck never hurts (Knight of the Reliquary doens't mind the extra plains/forests either).
Another card I'm testing that you're not running is Spitting Image. I have a foil and I just love the card, so I'm willing to run it as a sub-optimal pick, but I really enjoy it's interaction with Sun Titan. Pitch a land, copy Sun Titan, put the land you just pitched into play - it's a strong engine late game. I love Spitting Image because it's so much value late game. If I don't need it, it just sits in my graveyard, but it does give the deck another line of play. Gitrog allowing you to cantrip off Spitting Image is also nice.
@epoa - thanks for the feedback! I feel like it's one of the stronger utility lands, I've included it to test.
And another question - this one not aimed at any one particular deck in here. If you are in a creature heavy meta (think, lots of lab maniacs and small combo creatures, lots of small utility creatures, etc.) would you consider running Punishing Fire and Grove of the Burnwillows? I know most people won't consider 2 damage relevant, but 2 damage kills a surprising amount of generals in my meta as well. I want to test it out but some friends suggested it's too weak for EDH.
I have 10 duals and 4 mountain shocks and 3 forest shocks. All for Valakut. So I also have Sheltered Thicket as well. It's the only bicycle land that I play. 2cc to cycle is too expensive for me so I play none of the other ones.
I only choose to play secluded Steepe and tranquil thicket because of riftstone portal. I cut barren moor when I cut cut Urborg.
Punishing fire is definitely worth the inclusion in certain metas. My meta is durdle good-stuff and planeswalkers, so I don't run it. It kills deathrite which is a pain.
Spitting Image is also worth a look. I used to play it but cut it for Villianous Wealth.
Hey guys I've been following the thread for quite a while this is my first post have been playing this deck for a while a really enjoy it. I do play O-kagachi as my general cuz I think he is awesome so there are some inherent differences between my deck and the child deck but the goal is the same to win via Lands. Still working on getting a Scapeshift once I do it replaces Realm Seeker which actually is a good Primeval Titan replacement that I haven't seen mentioned yet. But ya I would love some feedback for my list thanks guys!
Edit: I know a lot of basics but that's just how I prefer it and I'm a budget player so dont have a lot of extra for Duals and Fetches, but it's allowed me to play around back to basics and it's ilk a lot better than you would think.
I think our Child lands deck has a new favorite card
Yup!
For maximum grossness, attach this to Child itself. When she dies you get your board wipe, your transform land, and your Child back in play. I'll be taking out Conqueror's Galleon for this ASAFP.
For maximum grossness, attach this to Child itself. When she dies you get your board wipe, your transform land, and your Child back in play. I'll be taking out Conqueror's Galleon for this ASAFP.
Conqueror's Galleon is difficult to transform, making it overall a mediocre card for the deck (despite how awesome the land side is). I'm running it because I like to have a backup Child recursion engine, and Conqueror's Foothold is better than Haunted Fengraf IMO.
Still working on getting a Scapeshift once I do it replaces Realm Seeker which actually is a good Primeval Titan replacement that I haven't seen mentioned yet.
Welcome to the forum.
I recently discovered Realm Seeker and it is currently residing in my side (wishing) board. It's a good card late game,xwith the potential to find a tonne of lands. I really don't know how I missed this for so long.
I know a lot of basics but that's just how I prefer it and I'm a budget player so dont have a lot of extra for Duals and Fetches, but it's allowed me to play around back to basics and it's ilk a lot better than you would think.
Volcanic Fallout, Ruination, and Wave Of Vitroil are going to crush us every time. But B2B and Moon effects can be played around, especially if you set up early. Ash Barrens is really good for this because it finds any basic through Blood moon, and can be recurred and reused. If you can get just 1 of each colour online you can at least play your spells (and General) and try to find an answer.
Realm Seeker was discussed quite a bit back when it first came out. I played it for a long while. It eventually came out while I was streamlining the deck, but I may add it back in a future iteration.
tl;dr: When do redundant land effects become harmful to our deck? And how many redundant lands do you guys run? Hopefully this sparks some more discussion about the deck and how we all build it. (And secretly helps me decide which land to cut)
This is a good topic.
There are definite advantages for us to run redundant lands vs running extra tutors:
Tutors require an additional tempo investment.
It's easier to just drop a land because we can dedicate the mana (if we even have it) to something else. The more land drops we have in a turn, the more this is true.
We want a high land count.
Loam, Into The Wilds, The Great Aurora, etc, all like to flip lands, not tutors.
Lands cannot be countered.
Not every tutor can be Tolaria West.
Not all doubles are redundant.
eg, usually you won't need to activate Diamond Valley and High market in the same turn. Not so with Wasteland and Strip Mine!
Cards get exiled.
Or taken control of. Even merely destroyed lands can be difficult to access sometimes.
In general, I like to run 2 copies of my stronger, more important utility lands (and sometimes a 3rd in the board).
Take High Market and Phyrexian Tower for example. Should they both be in a deck or are they similar enough in function that High Market should be eschewed?
Definitely you want 2 of these lands! I run both as well as Diamond Valley, but I am strongly considering moving High Market to the board. I agree with Umtiger that High Market is the card you'd want earliest, so that argues for putting a different one in the board. But I feel that factor is overruled by the fact that the other 2 lands are just so much better for this deck.
If you want even more of this effect. Grim Backwoods is the other option.
Same with Strip Mine/Wasteland/Tectonic Edge/Ghost Quarter. If a deck already plays Strip Mine, is it worth it to run Wasteland? And if the deck already plays both of those, are Tectonic Edge and/or Ghost quarter worth it? Tectonic edge is worse Wasteland, but it's still another Wasteland, whereas Ghost quarter is a much worse Strip Mine but with added utility of fetching a basic in exchange for a land.
Mana denial is a big part of my list (running cards like Sunder, Tabernacle, Storm Cauldron, and Mana Vortex), so I like an extra Strip Mine. I'm running Dust Bowl main deck because it's the only LD land that can hit multiple targets with out access to my graveyard. Wasteland is in the SB because it seems too good a target not to include. I don't switch them because I like my wishing targets to be easy to use right away.
I completely agree. Even ignoring his first ability, he is huge for this deck. The fact that he dies go Child can be a huge advantage as well.
I cannot decide how to fit him in though. Any suggestions on what he could replace? Or should he be in the wish list?
P.S. Although this is my first post, I have been following this discussion for over a year now and currently play a variation of this deck. I'll post my deck list soon if anyone is interested. I'd like to thank everyone who posts here regularly for all the deck advice. This is really an awesome and informative thread.
P.P.S I have been toying with the idea of a more budget oriented GR version of the deck. With more focus on landfall. Does anyone have any suggestions or know of another relevant thread they could recommend?
Any suggestions on what he could replace? Or should he be in the wish list?
I think he's too good for the wish list. I will likely move High Market to the SB, then cut a SB card. Maybe I don't need Realm Seekers and Ulvenwald Hydra?
I hate to go down to 52 lands.
When I started, I had 59 or 60, which in theory I prefer. I suppose I'm okay as long as I'm above 50. I sort of feel like Ramunap Escavator should be MD too, and I'm not sure what to cut/move.
P.S. Although this is my first post, I have been following this discussion for over a year now and currently play a variation of this deck. I'll post my deck list soon if anyone is interested.
Welcome!
It would certainly help if you are looking for advice as to what to cut. For instance, High Market is not a good cut IMO if you are not running Diamond Valley.
P.P.S I have been toying with the idea of a more budget oriented GR version of the deck. With more focus on landfall. Does anyone have any suggestions or know of another relevant thread they could recommend?
That's another good option for our Horizon Canopy / Tranquil Thicket slots. It doesn't fix colour, and it costs quite a bit more to activate (not to mention the 10 permanent clause. But the ability to activate multiple times without graveyard access could be very good - especially those games when we are dropping lots of lands but finding a lot of business cards.
We got another card spoiled as well:
WotC are treating us nicely. Perhaps an apology for the Desert lands?
P.P.S I have been toying with the idea of a more budget oriented GR version of the deck. With more focus on landfall. Does anyone have any suggestions or know of another relevant thread they could recommend?
Yes!
Go to the first post of this thread under the Heading "Decks" and find the spoiler labeled "Other land-based or Child-led Archetypes" There are links to thread/lists for Omnath, Locus Of Rage, Mina and Denn, Wildborn, and Boborygmos Enraged.[/quote]
Sorry to barge in, but I tried going to the Mina and Denn link, and it doesn't work for some reason. I'm not sure how many links don't work in your thread, but you might want to check that out.
Anyone given this any thought? Its not difficult to kill it amidst a child wipe, and a stream of 4/4s is good on offence and defence.
It has to die later on in the turn after activating its ability; just killing it isn't enough. So it either has to do due to the fight or die sometimes after the fight during that same turn in which it fought.
My YouTube Channel: The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
Anyone given this any thought? Its not difficult to kill it amidst a child wipe, and a stream of 4/4s is good on offence and defence.
I'm not personally excited about spitting out vanilla 4/4s. But I've given thought to all the transform lands. Now that they are fully spoiled, I plan to rank or review them (in the context of this deck, of course).
Given that this is a slow deck, have you considered the following package?
Winter Orb
Static Orb
Blinkmoth Well
People typically think of the two orbs in terms of stacks or prison, but in general, they're great cards for slowing the game down for more mid-range and value decks that don't have explosive starts. With all the land tutors, it's easy to grab Blinkmoth Well to break parity on the two Orbs. It's something I'm testing in my non-combo Gitrog deck, but could see the value of here as well. Another possible upside is how crazy Blinkmoth Well can be against other stax/prison decks. There are games where I've had nothing better to do turns 3-5 than tap down someone else's sol ring, not that exciting, but effective.
The obvious downside is that they're more permanents that get blown up by CoA (but can be recurred with Academy and Buried Ruins).
At the very least, it's easy to squeeze value from Faith's Reward, especially if you're running with multiple fetches. Sac'ing CoA, blowing up the board, grabbing a few lands (and if you're running zuran orb, gain some life) and casting Faith's Reward puts you in a really strong position with CoA back on the board to reset again if needs be.
Oh yeah, and it's instant speed, so you can save it for the jerk who plays armageddon and laugh at the end of his turn :).
*edit* It also makes scapeshift disgusting.
*edit2* after further searching, I realized these cards have been discussed. Still, none of the primers on the first page run
faith's reward - I find that surprising, given the versatility of the card and how quickly this type of deck folds to ruination-type effects.
If you want to prison/stax/lock someone out of the game, you can achieve that with Azusa/Exploration/Oracle + Crucible + Strip Mine/Wasteland.
Corpse Dance + sac' land will also instant speed lock the board out of permanents each turn. Corpse Dance is also difficult to interact with other than with Counter-Magic since it won't fizzle.
The artifacts are effective. However, they're not going to be very efficient in the build without lots of changes. You want to be tapping lands.
Splendid Reclamation does more and doesn't require the same setup.
If people are going to play Ruination, you're going to lose. Keeping 3W untapped each turn plus Faith's Reward in your hand is a dream. Just attack the red player first each game. Red cannot beat Marit Lage.
However, that brings me to a point I'd like to discuss with other current players active with the deck:
How does your meta response to playing against you? I recently had a player come to the LGS where I play 3-4 times a month comment that there is no way to meaningfully interact against my deck other than to play Blood Moon, Magus of the Moon, Back to Basics, Wave of Vitriol type cards. I did point out that he essentially said that he must basically lock me out of playing to interact with me. It surprised me that that was his response to losing the game. This is a well-seasoned player who plays old formats. I just play EDH nowadays, and I figured that a Lands.dec would actually be something he'd like to see.
My build is strong. I take pride in that. I've been working on this build for 5+ years (and my duals are from 10+ years ago so I have access to some cards that others don't). However, I still assert that the deck my deck is more than fair and the only fair deck actually played at the store (no Sol Ring, no Mana Crypt, no infinite loops, no locks a la Teferi+Pool). Much fairer than decks we regularly play against, even though Lands.dec gets a lot of games.
I'm leaning towards retiring the deck if that's a common sentiment shared among your opponents.
Unless your meta is super casual. Lands are, generally, the most durable permanent type in EDH, so he may be having difficulty interacting with your deck outside of mass land destruction?
Very much yes. Being able to cast spells at instant speed is insanely powerful. Threatening to be able to nuke child at any point even while she's in the command zone is also very political. This works especially well with tutors.
Another card I'm testing that you're not running is Spitting Image. I have a foil and I just love the card, so I'm willing to run it as a sub-optimal pick, but I really enjoy its interaction with Sun Titan. Pitch a land, copy Sun Titan, put the land you just pitched into play - it's a strong engine late game. I love Spitting Image because it's so much value late game. If I don't need it, it just sits in my graveyard, but it does give the deck another line of play. Gitrog allowing you to cantrip off Spitting Image is also nice.
@epoa - thanks for the feedback! I feel like it's one of the stronger utility lands, I've included it to test.
And another question - this one not aimed at any one particular deck in here. If you are in a creature heavy meta (think, lots of lab maniacs and small combo creatures, lots of small utility creatures, etc.) would you consider running Punishing Fire and Grove of the Burnwillows? I know most people won't consider 2 damage relevant, but 2 damage kills a surprising amount of generals in my meta as well. I want to test it out but some friends suggested it's too weak for EDH.
I have 10 duals and 4 mountain shocks and 3 forest shocks. All for Valakut. So I also have Sheltered Thicket as well. It's the only bicycle land that I play. 2cc to cycle is too expensive for me so I play none of the other ones.
I only choose to play secluded Steepe and tranquil thicket because of riftstone portal. I cut barren moor when I cut cut Urborg.
Punishing fire is definitely worth the inclusion in certain metas. My meta is durdle good-stuff and planeswalkers, so I don't run it. It kills deathrite which is a pain.
Spitting Image is also worth a look. I used to play it but cut it for Villianous Wealth.
Edit: I know a lot of basics but that's just how I prefer it and I'm a budget player so dont have a lot of extra for Duals and Fetches, but it's allowed me to play around back to basics and it's ilk a lot better than you would think.
1x Academy Ruins
1x Alchemist's Refuge
1x Arcane Lighthouse
1x Azorius Guildgate
1x Blighted Fen
1x Bojuka Bog
1x Boros Guildgate
1x Boseiju, Who Shelters All
1x Command Tower
1x Dark Depths
1x Desolate Lighthouse
1x Dimir Guildgate
1x Drownyard Temple
1x Evolving Wilds
8x Forest
1x Forgotten Cave
1x Ghost Quarter
1x Glacial Chasm
1x Golgari Guildgate
1x Grove of the Burnwillows
1x Gruul Guildgate
1x Haunted Fengraf
4x Island
1x Izzet Guildgate
1x Lonely Sandbar
1x Maze of Ith
1x Maze's End
2x Mountain
1x Orzhov Guildgate
2x Plains
1x Rakdos Guildgate
1x Reliquary Tower
1x Riftstone Portal
1x Secluded Steppe
1x Selesnya Guildgate
1x Simic Guildgate
1x Strip Mine
1x Swamp
1x Terramorphic Expanse
1x Thespian's Stage
1x Tolaria West
1x Tranquil Thicket
1x Beast Within
1x Constant Mists
1x Crop Rotation
1x Echoing Truth
1x Forbid
1x Intuition
1x Krosan Grip
1x Mystical Tutor
1x Path to Exile
1x Punishing Fire
1x Reality Shift
1x Realms Uncharted
1x Sphinx's Revelation
1x Swords to Plowshares
1x Teferi's Response
1x Wear / Tear
Creature (10)
1x Azusa, Lost but Seeking
1x Courser of Kruphix
1x Eternal Witness
1x Mina and Denn, Wildborn
1x Oracle of Mul Daya
1x Ramunap Excavator
1x Realm Seekers
1x Sakura-Tribe Scout
1x The Gitrog Monster
1x Tireless Tracker
Planeswalker (1)
1x Nissa, Vital Force
Sorcery (10)
1x Austere Command
1x Bring to Light
1x Increasing Ambition
1x Life from the Loam
1x Merciless Eviction
1x Mystic Retrieval
1x Seasons Past
1x Splendid Reclamation
1x Sylvan Scrying
1x Tempt with Discovery
1x Amulet of Vigor
1x Crucible of Worlds
1x Door to Nothingness
1x Expedition Map
1x Sensei's Divining Top
Enchantment (3)
1x Burgeoning
1x Exploration
1x Manabond
For maximum grossness, attach this to Child itself. When she dies you get your board wipe, your transform land, and your Child back in play. I'll be taking out Conqueror's Galleon for this ASAFP.
https://fieldmarshalshandbook.wordpress.com/
RUGLegacy Lands.dec
RUGBLegacy Lands.dec
RGLegacy Lands.dec
WUBRG EDH Lands.dec
UBR EDH Artificer Prodigy
B EDH Relentless Rats
Why not both?
WURG Thrasios, Triton Hero + Bruse Tarl, Boorish Herder
UBR Inalla, Archmage Ritualist
With Atzal, Cave Of Eternity in the deck, there is less incentive to run Conqueror's Galleon at all, so it's the obvious cut to me.
https://fieldmarshalshandbook.wordpress.com/
RUGLegacy Lands.dec
RUGBLegacy Lands.dec
RGLegacy Lands.dec
WUBRG EDH Lands.dec
UBR EDH Artificer Prodigy
B EDH Relentless Rats
http://mythicspoiler.com/rix/cards/worldshaper.html
https://fieldmarshalshandbook.wordpress.com/
RUGLegacy Lands.dec
RUGBLegacy Lands.dec
RGLegacy Lands.dec
WUBRG EDH Lands.dec
UBR EDH Artificer Prodigy
B EDH Relentless Rats
I recently discovered Realm Seeker and it is currently residing in my side (wishing) board. It's a good card late game,xwith the potential to find a tonne of lands. I really don't know how I missed this for so long.
Volcanic Fallout, Ruination, and Wave Of Vitroil are going to crush us every time. But B2B and Moon effects can be played around, especially if you set up early. Ash Barrens is really good for this because it finds any basic through Blood moon, and can be recurred and reused. If you can get just 1 of each colour online you can at least play your spells (and General) and try to find an answer.
https://fieldmarshalshandbook.wordpress.com/
RUGLegacy Lands.dec
RUGBLegacy Lands.dec
RGLegacy Lands.dec
WUBRG EDH Lands.dec
UBR EDH Artificer Prodigy
B EDH Relentless Rats
There are definite advantages for us to run redundant lands vs running extra tutors:
In general, I like to run 2 copies of my stronger, more important utility lands (and sometimes a 3rd in the board).
Definitely you want 2 of these lands! I run both as well as Diamond Valley, but I am strongly considering moving High Market to the board. I agree with Umtiger that High Market is the card you'd want earliest, so that argues for putting a different one in the board. But I feel that factor is overruled by the fact that the other 2 lands are just so much better for this deck.
If you want even more of this effect. Grim Backwoods is the other option.
I also recommend to everyone a back-up for Volrath's Stronghold. Options are Haunted Fengraf, and Conqueror's Foothold. Probably don't need to mention this, because we will all be running Cave Of Eternity soon enough.
Mana denial is a big part of my list (running cards like Sunder, Tabernacle, Storm Cauldron, and Mana Vortex), so I like an extra Strip Mine. I'm running Dust Bowl main deck because it's the only LD land that can hit multiple targets with out access to my graveyard. Wasteland is in the SB because it seems too good a target not to include. I don't switch them because I like my wishing targets to be easy to use right away.
Again, this is powerful defensive effect in our slower (soft to aggro) prison deck.
I run Maze & Island Of Wak-Wak (and Spires Of Orazca too). I'd like to find space for Kor Haven, although I prefer the cheaper activations on the other lands (also why I don't run Prahv).
Be sure to run Glacial Chasm too!
This is a less important effect, I'm running only Horizon Canopy. If you want to allocate colour fixing slots, more cycle lands can make sense though.
https://fieldmarshalshandbook.wordpress.com/
RUGLegacy Lands.dec
RUGBLegacy Lands.dec
RGLegacy Lands.dec
WUBRG EDH Lands.dec
UBR EDH Artificer Prodigy
B EDH Relentless Rats
I completely agree. Even ignoring his first ability, he is huge for this deck. The fact that he dies go Child can be a huge advantage as well.
I cannot decide how to fit him in though. Any suggestions on what he could replace? Or should he be in the wish list?
P.S. Although this is my first post, I have been following this discussion for over a year now and currently play a variation of this deck. I'll post my deck list soon if anyone is interested. I'd like to thank everyone who posts here regularly for all the deck advice. This is really an awesome and informative thread.
P.P.S I have been toying with the idea of a more budget oriented GR version of the deck. With more focus on landfall. Does anyone have any suggestions or know of another relevant thread they could recommend?
I think he's too good for the wish list. I will likely move High Market to the SB, then cut a SB card. Maybe I don't need Realm Seekers and Ulvenwald Hydra?
I hate to go down to 52 lands.
When I started, I had 59 or 60, which in theory I prefer. I suppose I'm okay as long as I'm above 50. I sort of feel like Ramunap Escavator should be MD too, and I'm not sure what to cut/move.
Welcome!
It would certainly help if you are looking for advice as to what to cut. For instance, High Market is not a good cut IMO if you are not running Diamond Valley.
Yes!
Go to the first post of this thread under the Heading "Decks" and find the spoiler labeled "Other land-based or Child-led Archetypes" There are links to thread/lists for Omnath, Locus Of Rage, Mina and Denn, Wildborn, and Boborygmos Enraged.
https://fieldmarshalshandbook.wordpress.com/
RUGLegacy Lands.dec
RUGBLegacy Lands.dec
RGLegacy Lands.dec
WUBRG EDH Lands.dec
UBR EDH Artificer Prodigy
B EDH Relentless Rats
WURG Thrasios, Triton Hero + Bruse Tarl, Boorish Herder
UBR Inalla, Archmage Ritualist
We got another card spoiled as well:
WotC are treating us nicely. Perhaps an apology for the Desert lands?
https://fieldmarshalshandbook.wordpress.com/
RUGLegacy Lands.dec
RUGBLegacy Lands.dec
RGLegacy Lands.dec
WUBRG EDH Lands.dec
UBR EDH Artificer Prodigy
B EDH Relentless Rats
Go to the first post of this thread under the Heading "Decks" and find the spoiler labeled "Other land-based or Child-led Archetypes" There are links to thread/lists for Omnath, Locus Of Rage, Mina and Denn, Wildborn, and Boborygmos Enraged.[/quote]
Sorry to barge in, but I tried going to the Mina and Denn link, and it doesn't work for some reason. I'm not sure how many links don't work in your thread, but you might want to check that out.
The other links are all working. For Mina and Denn I've linked an EDHREC page with several lists.
https://fieldmarshalshandbook.wordpress.com/
RUGLegacy Lands.dec
RUGBLegacy Lands.dec
RGLegacy Lands.dec
WUBRG EDH Lands.dec
UBR EDH Artificer Prodigy
B EDH Relentless Rats
WURG Thrasios, Triton Hero + Bruse Tarl, Boorish Herder
UBR Inalla, Archmage Ritualist
It has to die later on in the turn after activating its ability; just killing it isn't enough. So it either has to do due to the fight or die sometimes after the fight during that same turn in which it fought.
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
https://fieldmarshalshandbook.wordpress.com/
RUGLegacy Lands.dec
RUGBLegacy Lands.dec
RGLegacy Lands.dec
WUBRG EDH Lands.dec
UBR EDH Artificer Prodigy
B EDH Relentless Rats