Essentially, the deck is trying to mimic old Aggro Loam strategies that I loved to play during old Extended. The deck is designed to take advantage of symmetric effects to end up with a large board advantage with creatures, mana, or both. A lot of the creatures can easily get to 4 toughness to avoid Firespout, Starstorm and Devastating Dreams. Mana ramp can help power out Tectonic Break or an early Scorched Earth for 2+ lands. The deck also has some Life from the Loam engines with cycling lands and Seismic Assault, plus can return man lands in super long games.
Radha is also a great general here, since it plays well with the ramp strategy and the cycling lands. Radha can cycle 4 of the 5 lands with her attack trigger, which helps to move the deck along and power cards like Terravore, Werebear, Countryside Crusher, and Tarmogoyf.
Overall, the deck has pretty good game against the fair decks. Usually some combination of the damage spells and big creatures keeps them contained until the card advantage overwhelms them. Against the unfair decks, it gets harder. That said, the land destruction can sometimes sneak out wins against the better midrange decks (Anafenza) and the creature removal can work against the tribal decks (Ezuri).
In terms of cards I'd like to add, the #1 choice is Gamble because it has amazing synergy with Life from the Loam and works well with all the regrowth effects. I'd also be happy adding Taiga, Grove of the Burwillows (with Punishing Fire), but those are not immediate goals.
The sideboard is undetermined because the Gainesville, FL metagame isn't super detailed, but I'd like to be well-prepared for any of the top decks, since I feel decent about beating most of the fair decks.
Of course, I welcome any suggestions and ideas for the deck. Thanks!
URGImperial AnimarGRU BRGProssh, Tokenmaker of KherGRB WURNarset NostalgicRUW UBR"I like your deck better" JelevaRBU UBlue BraidsU GAzusa, Lost but RampingG
WUHanna, Pillowfort's NavigatorUW WBRAleshacratsBRW UBRGrixis Pew PewRBU URGYasova the ThreateningGRU BGGlissa the ArticiferGB WUSygg MerfolkUW RSquee, Value NabobR
I've liked Mortars a lot because it's sometimes hard to deal with creatures above 3 toughness. I could try a swap for Flame Jab. My initial worry with that was the amount of red mana needed to use it, but it's comparable to both Seismic Assault and Mortars. I should probably proxy the Wasteland out of my cube for this deck too.
1 Radha, Heir to Keld
Lands (23)
5 Mountain
3 Forest
1 Arid Mesa
1 Bloodstained Mire
1 Misty Rainforest
1 Scalding Tarn
1 Windswept Heath
1 Wooded Foothills
1 Blasted Landscape
1 Forgotten Cave
1 Slippery Karst
1 Smoldering Crater
1 Tranquil Thicket
1 Command Tower
1 Stomping Ground
1 Raging Ravine
1 Treetop Village
1 Joraga Treespeaker
1 Gyre Sage
1 Overgrown Battlement
1 Scavenging Ooze
1 Tarmogoyf
1 Vinelasher Kudzu
1 Wall of Roots
1 Werebear
1 Ainok Survivalist
1 Countryside Crusher
1 Courser of Kruphix
1 Den Protector
1 Eternal Witness
1 Reclamation Sage
1 Terravore
1 Firestorm
1 Lightning Bolt
1 Devastating Dreams
1 Life from the Loam
1 Mizzium Mortars
1 Regrowth
1 Firespout
1 Seismic Assault
1 Scorched Earth
1 Starstorm
1 Tectonic Break
Essentially, the deck is trying to mimic old Aggro Loam strategies that I loved to play during old Extended. The deck is designed to take advantage of symmetric effects to end up with a large board advantage with creatures, mana, or both. A lot of the creatures can easily get to 4 toughness to avoid Firespout, Starstorm and Devastating Dreams. Mana ramp can help power out Tectonic Break or an early Scorched Earth for 2+ lands. The deck also has some Life from the Loam engines with cycling lands and Seismic Assault, plus can return man lands in super long games.
Radha is also a great general here, since it plays well with the ramp strategy and the cycling lands. Radha can cycle 4 of the 5 lands with her attack trigger, which helps to move the deck along and power cards like Terravore, Werebear, Countryside Crusher, and Tarmogoyf.
Overall, the deck has pretty good game against the fair decks. Usually some combination of the damage spells and big creatures keeps them contained until the card advantage overwhelms them. Against the unfair decks, it gets harder. That said, the land destruction can sometimes sneak out wins against the better midrange decks (Anafenza) and the creature removal can work against the tribal decks (Ezuri).
In terms of cards I'd like to add, the #1 choice is Gamble because it has amazing synergy with Life from the Loam and works well with all the regrowth effects. I'd also be happy adding Taiga, Grove of the Burwillows (with Punishing Fire), but those are not immediate goals.
The sideboard is undetermined because the Gainesville, FL metagame isn't super detailed, but I'd like to be well-prepared for any of the top decks, since I feel decent about beating most of the fair decks.
Of course, I welcome any suggestions and ideas for the deck. Thanks!
https://cubecobra.com/cube/list/peasantsnowcube
-- Updated with Outlaws of Thunder Junction
The PioneWer Peasant CUbe
https://cubecobra.com/cube/list/pionewer
-- Updated with Murders at Karlov Manor
Living End Contributor and Enthusiast
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Rules Advisor
Modern: BRGLiving EndGRB
Legacy: UBGShardless BUGGBU
BRGProssh, Tokenmaker of KherGRB
WURNarset NostalgicRUW
UBR"I like your deck better" JelevaRBU
UBlue BraidsU
GAzusa, Lost but RampingG
WBRAleshacratsBRW
UBRGrixis Pew PewRBU
URGYasova the ThreateningGRU
BGGlissa the ArticiferGB
WUSygg MerfolkUW
RSquee, Value NabobR
https://cubecobra.com/cube/list/peasantsnowcube
-- Updated with Outlaws of Thunder Junction
The PioneWer Peasant CUbe
https://cubecobra.com/cube/list/pionewer
-- Updated with Murders at Karlov Manor