My sideboard needs some more work really (it is a bit dated) but I'm pretty happy with my main deck. I'm going for higher consistency of a combo kill over having disruption main deck. Happy to answer any questions.
Thanks for the list I've been goldfishing a lot, trying different cards. But one thing I couldn't understand on the first page scenario 1 how do you cast the rampant growth on turn 2?
Yeah I think it was an error, the deck had changed and I was updating the scenario, and I guess I had thought there was another land in there somewhere.
Scenario 1
Turn 1: Reveal Chancellor of the Tangle, Lay of the Land, Forest, Safewright Quest
Turn 2: Forest, Wall of Roots, activate Wall and cast Utopia Sprawl, tap Sprawled land and cast Rampant Growth.
Turn 3: tap 2 Forest (1 with Utopia Sprawl and activate Wall, Goblin Charbelcher
Opponent's Turn 3: Exile Simian Spirit Guide, tap remaining Forest, activate Wall of Roots, FIRE THE BELCHER!
I think the iteration before had arbor elf in the opening hand and it looked more like this:
Turn 1: Reveal Chancellor of the Tangle, Lay of the Land, Forest, Arbor Elf
Turn 2: Safewright Quest, Forest, Utopia Sprawl, Untap with Arbor Elf, Wall of Roots
Turn 3: tap 2 Forests (1 with Utopia Sprawl) and activate Wall, Goblin Charbelcher
Opponent's Turn 3: Untap Sprawled land with Arbor Elf, activate Wall of Roots, FIRE THE BELCHER!
But then at the time I think Arbor Elf fell out of favor for Simian Spirit Guide and I wasn't gold fishing as much so I tried mentally replacing Arbor Elf with Spirit Guide in the scenario and seeing how it played out. I got tripped up and put myself a land further ahead and that's where that error came from.
Moral of this story, Arbor Elf is faster than Simian Spirit Guide but also more vulnerable to removal.
Thanks for the list I've been goldfishing a lot, trying different cards. But one thing I couldn't understand on the first page scenario 1 how do you cast the rampant growth on turn 2?
That was just a mistake. I wrote a new sequence that has come up in games before and still includes the T3 Belcher firing.
I've been away from this deck for a while now so plz excuse my question if it's silly, but why is madcap experiment good? I get it can find belcher and emperion, but doesn't it do too much damage to us when it doesn't find the emperion?
That is a fair question. Not everyone has moved to Experiment (at least as far as I can tell), but I've gone there because it is just another way to find Belcher. I have died to it a couple of times which is a real feel bad, but in those situations I probably had no outs anyway, and with Belcher being so far into my deck I wasn't going to be winning any time soon regardless. There is a decent chance it isn't right, but it isn't horrible either.
The cost of not playing it is too high, at least in my mind. The deck is already about a turn too slow so we need all the help we can get finding the Belcher as that is always the hardest part (for me).
Pros: you find Belcher more often and sometimes Emperyon = Free win
Cons: sometimes you Madcap on 20 life and just die to it.
Its got some variance issues I guess
I still like it on the basis that we're already a deck that is trying to run the variance gambit (all those times you have to Belcher for lethal with 3 lands in the deck!). If we had better options for getting to Belcher more consistently I wouldn't bother with it tbh, but atm its Madcap or Fabricate, and I don't think the blue splash is good enough.
This deck looks like a lot of fun. I may want to build it. How has this deck been doing in recent tournaments? What is best matchup for this deck and also the worst?
Game 2: Opp mulls to 4, win through elf and batterskull beatdown
Side: None
Game 3: We both start off nicely, managed to tutor 3 lands in the first turn, but surprise sideboard from my opp with Thought Knot Seer stealing away my only choke, leading to death by eldrazi
Match 2 vs Colourless Tron (1-2)Loss
Game 1: Dies to Chalice at 1
Side: -4 vessel, +2 Grudge, +2 Stone Rain
Game 2: Manage to stone rain his tron lands in t2, slowing him down enough to ramp out for a Belcher win
Side: None
Game 3: Chalice at 1 kills me again, this time couldn't find my answers thus death to anything he throws at me.
Match 3 vs Jeskai Control(2-0)Win
Game 1: Opponent seems to be caught off guard as he lets me ramp uninterrupted and I finish him off with the belcher as he tapped out
Game 2: Opponent this time decides to save up counters for my belcher, but winces as i cast Gaea's Revenge followed by a Batterskull beatdown after he counters a belcher attempt, dies to a Gaea's Batterskull beatdown
Summary: Belcher is definitely fun, and I feel it is rather consistent. Matchup with tron is impossible if they reach natural tron, as they can just exile your lands making it hard to belcher in time, or just exiles the belcher before any serious damage is done.
Control is a better matchup as we can play around counters. So far, i am thinking of replacing Wurmcoil engine as It feels like a "6 mana search your library for a basic land card".Gaea's Revenge is definitely house against control.
I hope you guys enjoy this report, and give me feedbacks if any
Summary: Belcher is definitely fun, and I feel it is rather consistent. Matchup with tron is impossible if they reach natural tron, as they can just exile your lands making it hard to belcher in time, or just exiles the belcher before any serious damage is done.
Control is a better matchup as we can play around counters. So far, i am thinking of replacing Wurmcoil engine as It feels like a "6 mana search your library for a basic land card".Gaea's Revenge is definitely house against control.
I hope you guys enjoy this report, and give me feedbacks if any
thank you for the tournament report!
i use Primeval Titan in my deck because it usually sets me up for a win when resolved. even if he gets removed, i already gained the 2 lands in play advantage for the set up.
i am not sure on how to sideboard against tron. maybe Pithing Needle: karn. my deck has Vessel of Nascency which would help me tutor it out.
consider stone rain + Surgical Extraction. problem with this combo is it requires critical mass sideboarding, meaning 3-4 stone rains + 3-4 surgical extractions. my deck runs a hell lot of cantrips so i think i can draw into them if i open with a playable hand without one of the cards.
Nice deck, i find that heroic intervention was pretty cool cause sometimes against random landy decks and artifact removal, you can protect 2 for 1 thus keeping the combo alive. Revenge is just to make sure i can stay as uninterrupted as possible.
So far tron matchups i just have to slow them down with stone rains and probably need to add some blood moons to my sideboard package.
Primal command is also a hidden gem in drawn out games, deals with any hate like stony silence, etc and also lets u tutor for a beatdown, plus delays burn..
Hey guys, tested out multiform wonder to replace my wurmcoil engines and here are some of my thoughts
Pros: Resilient to bolt, 3 modes makes adapting for a finish good, handy blocker, comes out 1 turn earlier
Cons: Becomes a 5 mana grab a basic land thanks to path, terminate makes it less value than wurmcoil, you can run out of energy if games goes too long, which means u die.
After my testing i considered if i just want to play 3 batterskulls or add in 2 karns and 1 batterskull instead as multiform wonder wasnt doing what i needed.
Soooooooo.... after months and months of Grixis variants and Storm I've decided to come home to Belcher. For my FMN this week I want to play a Belcher list and here is where I'm at at the moment:
The astute amongst you will notice this leaves me three cards short. At the moment that would be 2 Explore, 1 Vessel of Nacency. Explore is good when you have those awkward all Lay of the Land no ramp hands, and vessel is just Stirrings number 5.
Any thoughts on Wildfire as an alternate ramp goal, either maindeck or out of the board? (Again, in mono-red, with Talismans and Mind Stones etc.)
Might try both tonight and see what happens.
Anyways could someone kindly supply me with an updated RG belcher list.
I've really been looking for a list that is fun to play and is in a sense combo. And with having my deck banned it turns me away from top tier decks.
4 Birds of Paradise
4 Wall of Roots
4 Sakura-Tribe Elder
4 Simian Spirit Guide
4 Chancellor of the Tangle
4 Platinum Emperion
Spells
4 Safewright Quest
4 Caravan Vigil
4 Traverse the Ulvenwald
4 Ancient Stirrings
4 Utopia Sprawl
1 Recross the Paths
4 Goblin Charbelcher
4 Madcap Experiment
6 Forest
1 Stomping Ground
1 Fracturing Gust
2 Firespout
1 Choke
3 Nature's Claim
2 Blood Moon
3 Kitchen Finks
3 Autumn's Veil
My sideboard needs some more work really (it is a bit dated) but I'm pretty happy with my main deck. I'm going for higher consistency of a combo kill over having disruption main deck. Happy to answer any questions.
Scenario 1
Turn 1: Reveal Chancellor of the Tangle, Lay of the Land, Forest, Safewright Quest
Turn 2: Forest, Wall of Roots, activate Wall and cast Utopia Sprawl, tap Sprawled land and cast Rampant Growth.
Turn 3: tap 2 Forest (1 with Utopia Sprawl and activate Wall, Goblin Charbelcher
Opponent's Turn 3: Exile Simian Spirit Guide, tap remaining Forest, activate Wall of Roots, FIRE THE BELCHER!
I think the iteration before had arbor elf in the opening hand and it looked more like this:
Turn 1: Reveal Chancellor of the Tangle, Lay of the Land, Forest, Arbor Elf
Turn 2: Safewright Quest, Forest, Utopia Sprawl, Untap with Arbor Elf, Wall of Roots
Turn 3: tap 2 Forests (1 with Utopia Sprawl) and activate Wall, Goblin Charbelcher
Opponent's Turn 3: Untap Sprawled land with Arbor Elf, activate Wall of Roots, FIRE THE BELCHER!
But then at the time I think Arbor Elf fell out of favor for Simian Spirit Guide and I wasn't gold fishing as much so I tried mentally replacing Arbor Elf with Spirit Guide in the scenario and seeing how it played out. I got tripped up and put myself a land further ahead and that's where that error came from.
Moral of this story, Arbor Elf is faster than Simian Spirit Guide but also more vulnerable to removal.
GModern Belcher
GGreen Deck Wins
3I'm the King
RBlazeTron
That was just a mistake. I wrote a new sequence that has come up in games before and still includes the T3 Belcher firing.
Pros: you find Belcher more often and sometimes Emperyon = Free win
Cons: sometimes you Madcap on 20 life and just die to it.
Its got some variance issues I guess
I still like it on the basis that we're already a deck that is trying to run the variance gambit (all those times you have to Belcher for lethal with 3 lands in the deck!). If we had better options for getting to Belcher more consistently I wouldn't bother with it tbh, but atm its Madcap or Fabricate, and I don't think the blue splash is good enough.
Anecdotal, but I've never killed myself with Madcap personally. I also liked to run 2 Wurmcoil Engines and 1 Pelakka Wurm to recoup the life loss.
EDH DECKS
[to be updated
OTHER DECKS
6 forest
1 mountain
Spells
4 Lay of the land
4 Attune to aether
4 Recross the paths
1 Primal command
4 Ancient Stirrings
4 Caravan Vigil
2 Rampant Growth
2 Wurmcoil Engine
4 Simian Spirit Guide
4 Chancellor of the tangle
4 Sakura-Tribe Elder
4 Elvish mystic
Enchantment
4 Utopia Sprawl
4 Vessel of nascency
1 Batterskull
Sidedeck:(10)
1 Choke
2 Heroic Intervention
3 Gaea's Revenge
2 Stone Rain
2 Ancient Grudge
Region: Malaysia
Tourney report from my recent Modern event at local tourney
Meta Breakdown:
U/W Control
U/W Tron and GR Tron
Colourless Eldrazi Tron
Bantdrazi
Bant Knightfall
Grixis Control
Jund Shadow
Jeskai Control
And others janks
Match 1 vs Esper Thopter Foundry (1-2)(Loss)
Game 1: Loss to Thopter foundry and sword of the meek combo, couldn't race in time to belcher out
Side: -1 recross, -4 vessel, +1 choke, +2 ancient grudge, +2 Heroic Intervention
Game 2: Opp mulls to 4, win through elf and batterskull beatdown
Side: None
Game 3: We both start off nicely, managed to tutor 3 lands in the first turn, but surprise sideboard from my opp with Thought Knot Seer stealing away my only choke, leading to death by eldrazi
Match 2 vs Colourless Tron (1-2)Loss
Game 1: Dies to Chalice at 1
Side: -4 vessel, +2 Grudge, +2 Stone Rain
Game 2: Manage to stone rain his tron lands in t2, slowing him down enough to ramp out for a Belcher win
Side: None
Game 3: Chalice at 1 kills me again, this time couldn't find my answers thus death to anything he throws at me.
Match 3 vs Jeskai Control(2-0)Win
Game 1: Opponent seems to be caught off guard as he lets me ramp uninterrupted and I finish him off with the belcher as he tapped out
Side: -2 wurmcoil, -1 recross, -1 Vessel, +1 choke, +3 Gaea's Revenge
Game 2: Opponent this time decides to save up counters for my belcher, but winces as i cast Gaea's Revenge followed by a Batterskull beatdown after he counters a belcher attempt, dies to a Gaea's Batterskull beatdown
Summary: Belcher is definitely fun, and I feel it is rather consistent. Matchup with tron is impossible if they reach natural tron, as they can just exile your lands making it hard to belcher in time, or just exiles the belcher before any serious damage is done.
Control is a better matchup as we can play around counters. So far, i am thinking of replacing Wurmcoil engine as It feels like a "6 mana search your library for a basic land card".Gaea's Revenge is definitely house against control.
I hope you guys enjoy this report, and give me feedbacks if any
thank you for the tournament report!
i use Primeval Titan in my deck because it usually sets me up for a win when resolved. even if he gets removed, i already gained the 2 lands in play advantage for the set up.
i am not sure on how to sideboard against tron. maybe Pithing Needle: karn. my deck has Vessel of Nascency which would help me tutor it out.
consider stone rain + Surgical Extraction. problem with this combo is it requires critical mass sideboarding, meaning 3-4 stone rains + 3-4 surgical extractions. my deck runs a hell lot of cantrips so i think i can draw into them if i open with a playable hand without one of the cards.
fyi, i am still running this version:
4 Chancellor of the Tangle
4 Sakura-Tribe Elder
4 Wall of Roots
4 Birds of Paradise
1 Primeval Titan
4 Caravan Vigil
4 Traverse the Ulvenwald
4 Abundant Growth
4 Unbridled Growth
4 Vessel of Nascency
4 Renegade Map
5 Forest
1 Stomping Ground
1 Wastes
i like how you included Gaea's Revenge and Recross the Paths. Heroic Intervention is a nice touch too!
Active thread contributor of Jeskai Prowess Tempo
So far tron matchups i just have to slow them down with stone rains and probably need to add some blood moons to my sideboard package.
Primal command is also a hidden gem in drawn out games, deals with any hate like stony silence, etc and also lets u tutor for a beatdown, plus delays burn..
Pros: Resilient to bolt, 3 modes makes adapting for a finish good, handy blocker, comes out 1 turn earlier
Cons: Becomes a 5 mana grab a basic land thanks to path, terminate makes it less value than wurmcoil, you can run out of energy if games goes too long, which means u die.
After my testing i considered if i just want to play 3 batterskulls or add in 2 karns and 1 batterskull instead as multiform wonder wasnt doing what i needed.
1 Stomping Grounds
7 Forest
The usual spells/ramp
4 Ancient Stirrings
4 Safewright Quest
4 Utopia Sprawl
4 Caravan Vigil
4 Traverse the Ulvenwald
4 Birds of Paradise
4 Wall of Roots
4 Sakura-Tribe Elder
4 Simian Spirit Guide
1 Recross the Paths
2 Blood Moon
4 Goblin Charbelcher
3 Wurmcoil Engine
4 Chancellor of the Tangle
The astute amongst you will notice this leaves me three cards short. At the moment that would be 2 Explore, 1 Vessel of Nacency. Explore is good when you have those awkward all Lay of the Land no ramp hands, and vessel is just Stirrings number 5.
That said, I am interested in other options. Namely these would be Search for Tomorrow, Arbor Elf or possibly (unlikely) Nissa's Pilgrimage. I might even consider Haze of Pollen, although it seems pretty bad...
Any thoughts on my list/what my final three could be?