I just wanted to let you know I appreciate this decklist. 99% of Gitrog posts are about cEDH combo, and I've been looking for a value engine list for awhile.
Probably better if your deck is good at clearing both hands and boards. Could be testable with mass discard. That being said, you don't need mass discard to make this work if X is something ridiculous like 20.
However, I have played Exsanguinates for 8 just to save my bacon by gaining some life, so there are upsides to both cards.
There is 2 common desert lands with cycling from Hour of Devastation worth looking at.
More the merrier I think.
Also Ash Barrens is not cycling per se. It cycles for a basic only, which is still awesome.
Scavengers grounds is probably not optimal because nuking your own graveyard is a downside. Plus, we do have a ton of ways of fetching and recurring Bojuka Bog
The cycling deserts are legit but I want to first get some zen fetches in there to reduce the ETB tapped land count. That being said, I can always cut unnecessary nonlands to make room for them. Going up to 44-45 lands isn't that bad when you have 7 draw 2s in your landbsae.
Thoughts on Excavator as a way to gain reach against other GB decks?
The only creature where it is realistically feasible to do this with is Ob Nixilis, the Fallen, and honestly, if he's gotten big enough for this to be a great play, then he's already sort of doing his job.
So, got the new cards. Tested them today. Also tested most of my new additions.
This was one of the games.
Turn 4: Hour of Promise for Cabal Coffers and Urborg, Tomb of Yawgmoth.
Turn 5: The Gitrog Monster into Crucible of Worlds then play two fetchlands.
Someone else's turn 5: wipe all nonland permanents (With gitrog and crucible, that alone is worth doing!)
Turn 6: Ugin, the Spirit Dragon into Mindslicer + sac. No one has hands. I have a coffers, urborg, and a Ghost Quarter for next turn. I also play Dakmor Salvage
Turn 7: Ugin shoots a dude and is about to ult next turn with a 6/6 frog out and I Quarter my own salvage for cards to get probably three cards out of the deal. Everyone scoops right as I GQ my own land.
Speaking of which, I have never enjoyed ghost quartering my own lands as much as I do here. I've said it before, but it makes Aggressive Mining look even more trash than it already is.
I threw in Torment of Hailfire to the test list. It is an easier kill than Exsanguinate by a mile. If I'm casting exsang just for lifegain I'm losing anyway. Especially in a deck like this with both permanent and hand control. Plus, the deck's pressure is inconsistent making exsanguinate weaker than torment in here.
I've been very pleased with Mindslicer. There are times where losing your own hand does suck, but one big upside is that it messes up the blue decks hard if they don't have a counter to the creature. I'll take any advantage over them that I can get.
Oh yeah, excavator has been stupid every time it has seen itself played, but who didn't see that coming?
In a deck like this, you'll have enough cards and low cmc spells to cast that getting essentially 4 mana spread across two phases is better than ramping by 2 with only landfall (and land count) benefits.
It's also pretty good against stax, as it turns out. It allows you to still play cards even when Winter Orb is out. With this (and Lotus Cobra) and the deck's ability to easily play multiple lands per turn, you are surprisingly resilient to resource lockdown.
The card is very underrated and I feel like I'm the only person who plays it.
I managed to get an opportunity to acquire these without too much expense myself, so making the change is well worth it.
This deck remains my strongest active deck without question. It still has a weakness of having few win conditions, but many win conditions are ill-suited for fighting even just one opponent, much less multiple opponents. Also, it plays the control game pretty well with just a tiny bit of setup.
I also currently have Nissa, Vital Force instead of Sensei's Divining Top mostly because going through top activations in this deck is an extreme time sink, even if you can do it in two seconds like I can simply from all the fetchland activations. However, top will remain in the list because I think it is the better card. Nissa is better early but starts losing potency later in the game.
new to the forum, long time fan of gitrog. Got bored of my other decks so I'm building this. I'm assuming my list is pretty typical which I'm ok with. Still missing some key cards like dark depths but all in good time.
thoughts: shizo is pretty strong, I'm surprised it sees little play. I wanted to diversify a lot of my plays so I'm not going super deep on combo or dredging, etc. I want to be able to play the game if there is something like a leyline or RIP in play (admittedly those things are still an absolute beating). Smallpox and cloud are personal pet cards but turns out are still pretty great with our general game plan. Those cards are pretty high variance but mostly they are either fine to absolute blowouts which I like. The deck has so many small cool interactions with itself. This deck is a hell of a lot of fun, my biggest complain is it's slow as all holy hell. I'm not sure a way to speed it up if that's even possible. One nice thing about that is unless you are doing broken land based things, most people leave you alone.
I would say my top end is still something I'm working on. I've liked the hydra so for now it will keep a slot. Garruk is fine but I do also like the idea of ugin. 7-8 cmc is a big deal but the relative power levels of the cards are also vastly different. Killing walkers has been pretty important so far but I'm far from being 100% sure. mazirek has been hit or miss but the games she's good, she's REALLY good especially with avenger or worm harvest.
I want to try out hour of promise it seems super sweet although I doubt the second ability would trigger often. Maybe it's worth trying out some more deserts but probably not. Dunes of the dead has been super awesome for me especially since I run the cloud/pox as well.
Thankfully I have a solid 4ish cards in my flex slots to play around with (most of them being creatures). I could see going up to 42 lands.
Side note: the funnest moment I've had was a splendid reclamation combined with lotus cobra and death cloud. tap lands to float a bunch of mana, reclamation into cobra triggers then cloud for a bunch but saving enough to cast something post cloud. I ended way up on lands, a clear board and whatever I ended up casting (I forgot what it was sadly).
Hour of Promise is a boss. You may not own a Dark Depths, but the main two that this card gets is Urborg-Coffers. The desert clause might as well be trinket text.. We won't be caring about that.
Getting urborg-coffers is so powerful because you have insane drawpower. You will always be able to spend what you have, so having more mana is amazing. Also, you have an unprecedented ability to get these lands back or even protect them from exile effects if you're careful! Lastly, one way they can shut down the deck's draw engine is by killing the frog a million times. With coffers, you can effortless pay tax and keep in mind that every time they kill frog during their turn, you basically gain a land drop from not being required to pay upkeep. This makes coffers scale to ridiculousness very quickly and when combined with Seasons Past, Yawgmoth's Will, or an X-spell, it will end games.
One thing I noticed about this build is that you probably want more instant speed removal. One thing that will beat this deck are combos, or even just insanely strong synergies. If you keep hitting your land drops, you'll be more likely to spare the mana to respond to people and still develop your board.
I think decent cuts for these are cards like Satyr Wayfinder. Again, if our CA is in the landbase, we're not really hurting much for it. The mana is the main constraint.
I personally like Ugin. Good exile removal is hard to find, and I like that it is a sweeper. I don't usually have much going other than lands.
I think a high priority include to get for this deck is Glacial Chasm. Unlike Maze, this stops everyone's attacks, rather than just one creature, and is applicable to direct damage win conditions too. No reason to fear Purphoros, God of the Forge when you have this out. Side note: Do not rely on it to save you against Malignus or Banefire
Other people have also reported Mazirek being a hit or miss. It is very synergistic with the deck's plan, but the main issue is having the right boardstate for it to support, as our cards are geared towards the lands plan rather than going wide.
As for speeding it up, maybe more ramp could help, although I'm unsure as to what your meta is.
Lastly, my group considers this deck very very broken. It is not even meant to play against competitive decks, yet the fact that it can do so speaks to the power of the frog.
World Breaker is okay in my list, but I don't think it's an all star. I could see the slot going to Acidic Slime though. I've only recurred World Breaker once or twice and meh. The uncounterable exile is nice though.
I must protest the cutting of Realms Uncharted. The card has been absolutely bonkers in my list. Given that we run so many ways to recur lands and run lots of utility lands, you can get some incredible splits. Hour of Promise is probably the stronger card, but that doesn't make Realms Uncharted not worth running. Plus you get to draw a card with Realms if Froggy is in play!
Otherwise I really like your list and it informed some of my choices, so thanks!
I think World Breaker is fine, however you probably want to value the 5/7 body and recursion as paying seven to exile one thing is quite a lot to ask for.
That being said, World Breaker is actually very good AGAINST us as it exiles the lands and we don't have too much in the way of pressure to punish someone tapping seven just to eat a very important land of ours.
Realms Uncharted is a neat card that I like when we have the land recursion we need and pretty meh when we don't. It's not at all a bad card, but it feels like a roleplayer more than anything else and it just grabs recursion lands when you don't have any easy recursion. That being said, if getting salvage is what you're aiming for, this works pretty well. Maybe Traverse the Ulvenwald is cuttable but Traverse is pretty strong if our graveyard doesn't get tampered with.
I guess what I like about World Breaker is twofold: first, it is a repeatable source of exile, but second (and this is where I've found Breaker valuable to the deck) is that once out, he can protect our must-have lands. He adds another way to sac our important lands at instant speed, which is currently only done by Crop Rotation (a one-shot, and usually used defensively in my games) and Sylvan Safekeeper. I like the redundancy, and that he adds a big recurrable body.
I guess what I like about World Breaker is twofold: first, it is a repeatable source of exile, but second (and this is where I've found Breaker valuable to the deck) is that once out, he can protect our must-have lands. He adds another way to sac our important lands at instant speed, which is currently only done by Crop Rotation (a one-shot, and usually used defensively in my games) and Sylvan Safekeeper. I like the redundancy, and that he adds a big recurrable body.
traverse the outlands seems like a sweet "combo" kind of card with the landfall creatures we run.
is the potential to get 4-6+ basics better than say searching for any 2 lands? (hour of promise), I think this is the only thing of real interest for this deck out of the set so far but I do like bloodforged battle-axe
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Current Decks:
Modern: BG eldrazi midrange BWG Abzan value evolution BUG BUG Midrange
Have you ever considered Deadbridge Chant? I've always hung on to one, because it looks like a cool card. It's probably too little of an effect to find a spot in the card, but it will draw you a card when it comes into play when your commander out, and will recur you a card every turn. Unfortunately this deck makes the yard huge, so the chances of recurring especially important pieces is pretty low.
Have you ever considered Deadbridge Chant? I've always hung on to one, because it looks like a cool card. It's probably too little of an effect to find a spot in the card, but it will draw you a card when it comes into play when your commander out, and will recur you a card every turn. Unfortunately this deck makes the yard huge, so the chances of recurring especially important pieces is pretty low.
It's basically random recursion, and while it is passable in straight B/G, Gitrog just draws so many cards to just find the cards you want.
I'd say if you want insane recursion, run Seasons' Past.
I like deadbridge chant a lot personally. Mostly in the sense it helps find things I may need. I run plenty of recursion in nissa, vital force, seasons past, eternal witness, greenwarden, crucible effects, couple dredgers and meren. Sure, it's not always going to get you what you need when you need it but it's great for incremental value.
If you don't really have a good way to utilize the card it is very underwhelming. I like it but it is pretty hit or miss. I'll replace it when something better comes along as it's one of the cards in my flex slots.
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Current Decks:
Modern: BG eldrazi midrange BWG Abzan value evolution BUG BUG Midrange
Tiny Leaders: BW Athreos Zombies
Commander: BG Gitrog Monster
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Padeem, Consul of Innovation - Artifact value/combo.
Sidisi, Brood Tyrant - Sultai zombie reanimator.
Currently Playing:
Multiplayer EDH Lists (click italics for a link to the thread!)
[Primer] Lord of Tresserhorn - Don't Tell Me What I Can't Do[Primer] Roon of the Hidden Realm - Rhino Blink
5 Color Tribal Guide (Slivers, Atogs, Allies, Spirits)
Also Playing (most decklists can be found on my profile)
MarathGeistKamahlGrenzoBolasThassaGitrog
PiratesZurVial Smasher&ThrasiosYennettJhoira(cEDH)Strix(Pauper)
Legacy: Maverick
Modern:
Melira PodRIP 1/19/15GWHatebearsProbably better if your deck is good at clearing both hands and boards. Could be testable with mass discard. That being said, you don't need mass discard to make this work if X is something ridiculous like 20.
However, I have played Exsanguinates for 8 just to save my bacon by gaining some life, so there are upsides to both cards.
The Unidentified Fantastic Flying Girl.
EDH
Xenagos, the God of Stompy
The Gitrog Monster: Oppressive Value.
Marchesa, Marionette Master - Undying Robots
Yuriko, the Hydra Omnivore
I make dolls as a hobby.
More the merrier I think.
Also Ash Barrens is not cycling per se. It cycles for a basic only, which is still awesome.
C Kozilek C
GB Gitrog GB
G Titania G
WU Brago WU
GB MerenGB
Duel Commander Decks
UR Keranos UR
BRG Jund BRG
GR Tron GR GW Tron GW
C Eldrazi Tron (SB) C
BG Lantern Control BG
UW Control (SB) UW
I like Dunes of the Dead, though.
The cycling deserts are legit but I want to first get some zen fetches in there to reduce the ETB tapped land count. That being said, I can always cut unnecessary nonlands to make room for them. Going up to 44-45 lands isn't that bad when you have 7 draw 2s in your landbsae.
The Unidentified Fantastic Flying Girl.
EDH
Xenagos, the God of Stompy
The Gitrog Monster: Oppressive Value.
Marchesa, Marionette Master - Undying Robots
Yuriko, the Hydra Omnivore
I make dolls as a hobby.
C Kozilek C
GB Gitrog GB
G Titania G
WU Brago WU
GB MerenGB
Duel Commander Decks
UR Keranos UR
BRG Jund BRG
GR Tron GR GW Tron GW
C Eldrazi Tron (SB) C
BG Lantern Control BG
UW Control (SB) UW
The only creature where it is realistically feasible to do this with is Ob Nixilis, the Fallen, and honestly, if he's gotten big enough for this to be a great play, then he's already sort of doing his job.
So, got the new cards. Tested them today. Also tested most of my new additions.
This was one of the games.
Turn 4: Hour of Promise for Cabal Coffers and Urborg, Tomb of Yawgmoth.
Turn 5: The Gitrog Monster into Crucible of Worlds then play two fetchlands.
Someone else's turn 5: wipe all nonland permanents (With gitrog and crucible, that alone is worth doing!)
Turn 6: Ugin, the Spirit Dragon into Mindslicer + sac. No one has hands. I have a coffers, urborg, and a Ghost Quarter for next turn. I also play Dakmor Salvage
Turn 7: Ugin shoots a dude and is about to ult next turn with a 6/6 frog out and I Quarter my own salvage for cards to get probably three cards out of the deal. Everyone scoops right as I GQ my own land.
Speaking of which, I have never enjoyed ghost quartering my own lands as much as I do here. I've said it before, but it makes Aggressive Mining look even more trash than it already is.
The Unidentified Fantastic Flying Girl.
EDH
Xenagos, the God of Stompy
The Gitrog Monster: Oppressive Value.
Marchesa, Marionette Master - Undying Robots
Yuriko, the Hydra Omnivore
I make dolls as a hobby.
I've been very pleased with Mindslicer. There are times where losing your own hand does suck, but one big upside is that it messes up the blue decks hard if they don't have a counter to the creature. I'll take any advantage over them that I can get.
Oh yeah, excavator has been stupid every time it has seen itself played, but who didn't see that coming?
The tests have passed
- Farseek
- Words of Waste (It costs a LOT to maintain usage of this card, spare resources that you may not have)
- Exsanguinate
+ High Market
+ Mindslicer
+ Torment of Hailfire
Lastly, beating Winter Orb in a land based list feels good.
The Unidentified Fantastic Flying Girl.
EDH
Xenagos, the God of Stompy
The Gitrog Monster: Oppressive Value.
Marchesa, Marionette Master - Undying Robots
Yuriko, the Hydra Omnivore
I make dolls as a hobby.
In a deck like this, you'll have enough cards and low cmc spells to cast that getting essentially 4 mana spread across two phases is better than ramping by 2 with only landfall (and land count) benefits.
It's also pretty good against stax, as it turns out. It allows you to still play cards even when Winter Orb is out. With this (and Lotus Cobra) and the deck's ability to easily play multiple lands per turn, you are surprisingly resilient to resource lockdown.
The card is very underrated and I feel like I'm the only person who plays it.
The Unidentified Fantastic Flying Girl.
EDH
Xenagos, the God of Stompy
The Gitrog Monster: Oppressive Value.
Marchesa, Marionette Master - Undying Robots
Yuriko, the Hydra Omnivore
I make dolls as a hobby.
- Terramorphic Expanse
- Evolving Wilds
+ Verdant Catacombs
+ Misty Rainforest
I managed to get an opportunity to acquire these without too much expense myself, so making the change is well worth it.
This deck remains my strongest active deck without question. It still has a weakness of having few win conditions, but many win conditions are ill-suited for fighting even just one opponent, much less multiple opponents. Also, it plays the control game pretty well with just a tiny bit of setup.
I also currently have Nissa, Vital Force instead of Sensei's Divining Top mostly because going through top activations in this deck is an extreme time sink, even if you can do it in two seconds like I can simply from all the fetchland activations. However, top will remain in the list because I think it is the better card. Nissa is better early but starts losing potency later in the game.
The Unidentified Fantastic Flying Girl.
EDH
Xenagos, the God of Stompy
The Gitrog Monster: Oppressive Value.
Marchesa, Marionette Master - Undying Robots
Yuriko, the Hydra Omnivore
I make dolls as a hobby.
1 deathrite shaman
1 sylvan safekeeper
1 grim flayer
1 lotus cobra
1 sakura-tribe elder
1 satyr wayfinder
1 scavenging ooze
1 azusa, lost but seeking
1 courser of kruphix
1 eternal witness
1 nissa, vastwood seer
1 nyx weaver
1 ramunap excavator
1 stinkweed imp
1 tireless tracker
1 yavimaya elder
1 meren of clan nel toth
1 oracle of mul daya
1 solemn simulacrum
1 acidic slime
1 mazirek, kraul death priest
1 the gitrog monster
1 titania, protector of argoth
1 greenwarden of murasa
1 ulvenwald hydra
1 avenger of zendikar
spells
1 mox diamond
1 crop rotation
1 green sun's zenith
1 mana vault
1 sol ring
1 traverse the ulvenwald
1 abrupt decay
1 black sun's zenith
1 constant mists
1 demonic tutor
1 golgari signet
1 grisly salvage
1 life from the loam
1 profane command
1 smallpox
1 survival of the fittest
1 sylvan library
1 umezawa's jitte
1 crucible of worlds
1 death cloud
1 harrow
1 maelstrom pulse
1 pernicious deed
1 realms uncharted
1 toxic deluge
1 damnation
1 splendid reclamation
1 nissa, vital force
1 worm harvest
1 deadbridge chant
1 seasons past
1 garruk, apex predator
1 ancient tomb
1 ash barrens
1 barren moor
1 bloodstained mire
1 blooming marsh
1 bojuka bog
1 cabal coffers
1 command tower
1 dakmor salvage
1 dark depths
1 desert of the glorified
1 desert of the indomitable
1 dunes of the dead
6 forest
1 hissing quagmire
1 marsh flats
1 maze of ith
1 misty rainforest
1 overgrown tomb
1 polluted delta
1 shizo, death's storehouse
1 strip mine
4 swamp
1 tainted wood
1 temple of malady
1 thespian's stage
1 tranquil thicket
1 urborg, tomb of yawgmoth
1 verdant catacombs
1 wasteland
1 windswept heath
1 wooded foothills
thoughts: shizo is pretty strong, I'm surprised it sees little play. I wanted to diversify a lot of my plays so I'm not going super deep on combo or dredging, etc. I want to be able to play the game if there is something like a leyline or RIP in play (admittedly those things are still an absolute beating). Smallpox and cloud are personal pet cards but turns out are still pretty great with our general game plan. Those cards are pretty high variance but mostly they are either fine to absolute blowouts which I like. The deck has so many small cool interactions with itself. This deck is a hell of a lot of fun, my biggest complain is it's slow as all holy hell. I'm not sure a way to speed it up if that's even possible. One nice thing about that is unless you are doing broken land based things, most people leave you alone.
I would say my top end is still something I'm working on. I've liked the hydra so for now it will keep a slot. Garruk is fine but I do also like the idea of ugin. 7-8 cmc is a big deal but the relative power levels of the cards are also vastly different. Killing walkers has been pretty important so far but I'm far from being 100% sure. mazirek has been hit or miss but the games she's good, she's REALLY good especially with avenger or worm harvest.
I want to try out hour of promise it seems super sweet although I doubt the second ability would trigger often. Maybe it's worth trying out some more deserts but probably not. Dunes of the dead has been super awesome for me especially since I run the cloud/pox as well.
Thankfully I have a solid 4ish cards in my flex slots to play around with (most of them being creatures). I could see going up to 42 lands.
Side note: the funnest moment I've had was a splendid reclamation combined with lotus cobra and death cloud. tap lands to float a bunch of mana, reclamation into cobra triggers then cloud for a bunch but saving enough to cast something post cloud. I ended way up on lands, a clear board and whatever I ended up casting (I forgot what it was sadly).
Modern: BG eldrazi midrange
BWG Abzan value evolution
BUG BUG Midrange
Tiny Leaders: BW Athreos Zombies
Commander: BG Gitrog Monster
Getting urborg-coffers is so powerful because you have insane drawpower. You will always be able to spend what you have, so having more mana is amazing. Also, you have an unprecedented ability to get these lands back or even protect them from exile effects if you're careful! Lastly, one way they can shut down the deck's draw engine is by killing the frog a million times. With coffers, you can effortless pay tax and keep in mind that every time they kill frog during their turn, you basically gain a land drop from not being required to pay upkeep. This makes coffers scale to ridiculousness very quickly and when combined with Seasons Past, Yawgmoth's Will, or an X-spell, it will end games.
One thing I noticed about this build is that you probably want more instant speed removal. One thing that will beat this deck are combos, or even just insanely strong synergies. If you keep hitting your land drops, you'll be more likely to spare the mana to respond to people and still develop your board.
I think decent cuts for these are cards like Satyr Wayfinder. Again, if our CA is in the landbase, we're not really hurting much for it. The mana is the main constraint.
I personally like Ugin. Good exile removal is hard to find, and I like that it is a sweeper. I don't usually have much going other than lands.
I think a high priority include to get for this deck is Glacial Chasm. Unlike Maze, this stops everyone's attacks, rather than just one creature, and is applicable to direct damage win conditions too. No reason to fear Purphoros, God of the Forge when you have this out. Side note: Do not rely on it to save you against Malignus or Banefire
Other people have also reported Mazirek being a hit or miss. It is very synergistic with the deck's plan, but the main issue is having the right boardstate for it to support, as our cards are geared towards the lands plan rather than going wide.
As for speeding it up, maybe more ramp could help, although I'm unsure as to what your meta is.
Lastly, my group considers this deck very very broken. It is not even meant to play against competitive decks, yet the fact that it can do so speaks to the power of the frog.
The Unidentified Fantastic Flying Girl.
EDH
Xenagos, the God of Stompy
The Gitrog Monster: Oppressive Value.
Marchesa, Marionette Master - Undying Robots
Yuriko, the Hydra Omnivore
I make dolls as a hobby.
Currently Playing:
Multiplayer EDH Lists (click italics for a link to the thread!)
[Primer] Lord of Tresserhorn - Don't Tell Me What I Can't Do[Primer] Roon of the Hidden Realm - Rhino Blink
5 Color Tribal Guide (Slivers, Atogs, Allies, Spirits)
Also Playing (most decklists can be found on my profile)
MarathGeistKamahlGrenzoBolasThassaGitrog
PiratesZurVial Smasher&ThrasiosYennettJhoira(cEDH)Strix(Pauper)
Legacy: Maverick
Modern:
Melira PodRIP 1/19/15GWHatebearsC Kozilek C
GB Gitrog GB
G Titania G
WU Brago WU
GB MerenGB
Duel Commander Decks
UR Keranos UR
BRG Jund BRG
GR Tron GR GW Tron GW
C Eldrazi Tron (SB) C
BG Lantern Control BG
UW Control (SB) UW
I must protest the cutting of Realms Uncharted. The card has been absolutely bonkers in my list. Given that we run so many ways to recur lands and run lots of utility lands, you can get some incredible splits. Hour of Promise is probably the stronger card, but that doesn't make Realms Uncharted not worth running. Plus you get to draw a card with Realms if Froggy is in play!
Otherwise I really like your list and it informed some of my choices, so thanks!
[Primer] Erebos, God of the Dead
HONK HONK
That being said, World Breaker is actually very good AGAINST us as it exiles the lands and we don't have too much in the way of pressure to punish someone tapping seven just to eat a very important land of ours.
Realms Uncharted is a neat card that I like when we have the land recursion we need and pretty meh when we don't. It's not at all a bad card, but it feels like a roleplayer more than anything else and it just grabs recursion lands when you don't have any easy recursion. That being said, if getting salvage is what you're aiming for, this works pretty well. Maybe Traverse the Ulvenwald is cuttable but Traverse is pretty strong if our graveyard doesn't get tampered with.
The Unidentified Fantastic Flying Girl.
EDH
Xenagos, the God of Stompy
The Gitrog Monster: Oppressive Value.
Marchesa, Marionette Master - Undying Robots
Yuriko, the Hydra Omnivore
I make dolls as a hobby.
Currently Playing:
Multiplayer EDH Lists (click italics for a link to the thread!)
[Primer] Lord of Tresserhorn - Don't Tell Me What I Can't Do[Primer] Roon of the Hidden Realm - Rhino Blink
5 Color Tribal Guide (Slivers, Atogs, Allies, Spirits)
Also Playing (most decklists can be found on my profile)
MarathGeistKamahlGrenzoBolasThassaGitrog
PiratesZurVial Smasher&ThrasiosYennettJhoira(cEDH)Strix(Pauper)
Legacy: Maverick
Modern:
Melira PodRIP 1/19/15GWHatebearsIf you can afford to, Constant Mists does this too.
This is also a good reason to keep Ghost Quarter on standby.
The Unidentified Fantastic Flying Girl.
EDH
Xenagos, the God of Stompy
The Gitrog Monster: Oppressive Value.
Marchesa, Marionette Master - Undying Robots
Yuriko, the Hydra Omnivore
I make dolls as a hobby.
is the potential to get 4-6+ basics better than say searching for any 2 lands? (hour of promise), I think this is the only thing of real interest for this deck out of the set so far but I do like bloodforged battle-axe
Modern: BG eldrazi midrange
BWG Abzan value evolution
BUG BUG Midrange
Tiny Leaders: BW Athreos Zombies
Commander: BG Gitrog Monster
Currently Playing:
Multiplayer EDH Lists (click italics for a link to the thread!)
[Primer] Lord of Tresserhorn - Don't Tell Me What I Can't Do[Primer] Roon of the Hidden Realm - Rhino Blink
5 Color Tribal Guide (Slivers, Atogs, Allies, Spirits)
Also Playing (most decklists can be found on my profile)
MarathGeistKamahlGrenzoBolasThassaGitrog
PiratesZurVial Smasher&ThrasiosYennettJhoira(cEDH)Strix(Pauper)
Legacy: Maverick
Modern:
Melira PodRIP 1/19/15GWHatebearsIt's basically random recursion, and while it is passable in straight B/G, Gitrog just draws so many cards to just find the cards you want.
I'd say if you want insane recursion, run Seasons' Past.
The Unidentified Fantastic Flying Girl.
EDH
Xenagos, the God of Stompy
The Gitrog Monster: Oppressive Value.
Marchesa, Marionette Master - Undying Robots
Yuriko, the Hydra Omnivore
I make dolls as a hobby.
If you don't really have a good way to utilize the card it is very underwhelming. I like it but it is pretty hit or miss. I'll replace it when something better comes along as it's one of the cards in my flex slots.
Modern: BG eldrazi midrange
BWG Abzan value evolution
BUG BUG Midrange
Tiny Leaders: BW Athreos Zombies
Commander: BG Gitrog Monster