I'm not the only person who likes green. I'm not the only person that saw this card and was like, whoh, I want this card in my deck. Right before I realized lands in modern are mediocre.
And yet here I am... again. Trying to abuse this card in some way. And I think I have the core to it:
Does this look like aggro to you? It shouldn't. You already have powerful cards. You don't need Kessig, Valakut, or Emeria, or lands that are good past turn 5 in general. You need to beat aggro and that can be done with combat tricks. The kind of stuff that will make your opponent guess whether he can even attack you.
Here's some lands that are not very powerful, but can be effective in a Tricksy deck:
You'll notice something about the majority of these lands: they can put themselves in a graveyard.
I want to talk about some more cards that hose aggro aside from Quicksand
1. Qasali Ambusher a 2/3 creature with reach for 3 mana is mediocre. A 2/3 crature with reach for zero mana is incredible. Not to mention how it combines with Quicksand.
2. Harm's Way You shock my scout? Nah, let's kill Bob with it, for a 2 for 1 card advantage. Not to mention how it combines with Quicksand. Another good card could be Gideon's Reproach.
I was watching a Sigarda's Aid/Puresteel Paladin deck. And paladin's draw ability was far superior to Sigarda's flash. This leads me to believe that we can get our combat tricks elsewhere, like flashing in lands with Sakura Scout, Harm's Way, lands into graveyard for KotR etc.
You already get +2/+2 on KotR at instant speed. Playing a GQ can make it 3/3 or even 4/4 if on self. Rustic is +4/+4 if reinforced. Are they really going to let you play Quicksand or Desert? Or Sejiri Steppe? Could make Realms a 4-of and make this a 4-2-2-2-2-2 package with 28 lands? Mouth of Ronom, although slow, is recurrable with Loam. Mystifying Maze could also be used... and you're starting to see a deck that has all kinds of tricks early on for aggro and the resilience to grind a game out. You might even want Arena assuming of course that we have some creature with first strike buffed with deathtouch, or a super big kotR or something.
I feel like I need card draw. And the Paladin leads one to equipments deck. I saw how disgusting it is to attach all your equipments to an attacker, and then attach them to a defender. And the draw was pretty good, in front of it. More lands, more equipments, more options.
Idea 2: Turbofog
Deck is going to want to draw cards, and prevent damage (playing multiple "utility" lands). So it kind of makes sense to play something like Rights of Flourishing
Additionally, cards like Divine Deflection and Hail of Arrows can give us some interesting ways of powering up Quicksand and company.
Idea 3: Go red + Seismic Assault Lightning Bolt + Quicksand: stuffs pretty much every early creature, much likes Harm's Way. Assault Loam both extends and closes out a game.
Idea 4: Combat damage "Damned if you block, damned if you don't"
If can set opponent up to be afraid to attack/block its going to be a headache to have to make that decision.
Can u guys please help me with this, I bought the core of the deck but I can't spend a whole lot of money to test each idea. Right now, I'm leaning towards Quicksand/Harm's Way/Divine Deflection package stuff.
I'm not the only person who likes green. I'm not the only person that saw this card and was like, whoh, I want this card in my deck. Right before I realized lands in modern are mediocre.
And yet here I am... again. Trying to abuse this card in some way. And I think I have the core to it:
Does this look like aggro to you? It shouldn't. You already have powerful cards. You don't need Kessig, Valakut, or Emeria, or lands that are good past turn 5 in general. You need to beat aggro and that can be done with combat tricks. The kind of stuff that will make your opponent guess whether he can even attack you.
Here's some lands that are not very powerful, but can be effective in a Tricksy deck:
Quicksand
Desert
Rustic Clachan
Ghost Quarter
Tectonic Edge
Sejiri Steppe
Windswept Heath
You'll notice something about the majority of these lands: they can put themselves in a graveyard.
I want to talk about some more cards that hose aggro aside from Quicksand
1. Qasali Ambusher a 2/3 creature with reach for 3 mana is mediocre. A 2/3 crature with reach for zero mana is incredible. Not to mention how it combines with Quicksand.
2. Harm's Way You shock my scout? Nah, let's kill Bob with it, for a 2 for 1 card advantage. Not to mention how it combines with Quicksand. Another good card could be Gideon's Reproach.
maybe Brigid, Hero of Kinsbaile? Archer type of deck?
or Sigarda's Aid?
Equipments, maybe?
1 Darksteel Plate
1 Deathrender
1 Kusari-Gama
1 Leering Emblem
1 Mask of Avacyn
1 Neko-te
1 No-Dachi
1 Ogre's Cleaver
1 Runechanter's Pike
1 Scythe of the Wretched
1 Slab Hammer
1 Spellbinder
1 Sword of the Animist
1 Sword of Vengeance
1 Viridian Longbow
Here's what I have so far:
4 Sakura-Tribe Scout
4 Qasali Ambusher
4 Knight of the Reliquary
Sorcery
3 Life from the Loam
3 Edge of Autumn
4 Harm's Way
4 Realms Uncharted
Land
4 Windswept Heath
4 Quicksand
4 Desert
2 Sejiri Steppe
2 Ghost Quarter
1 Rustic Clachan
1 Stirring Wildwood
I was thinking Benalish Knight might also be a good card to play
Thanks for guidance
I'm nonetheless still excited at the prospect of casting Realms Uncharted to find this KotR package:
Windswept Heath
Quicksand
Desert
Rustic Clachan
Ghost Quarter
Sejiri Steppe
You already get +2/+2 on KotR at instant speed. Playing a GQ can make it 3/3 or even 4/4 if on self. Rustic is +4/+4 if reinforced. Are they really going to let you play Quicksand or Desert? Or Sejiri Steppe? Could make Realms a 4-of and make this a 4-2-2-2-2-2 package with 28 lands? Mouth of Ronom, although slow, is recurrable with Loam. Mystifying Maze could also be used... and you're starting to see a deck that has all kinds of tricks early on for aggro and the resilience to grind a game out. You might even want Arena assuming of course that we have some creature with first strike buffed with deathtouch, or a super big kotR or something.
I feel like I need card draw. And the Paladin leads one to equipments deck. I saw how disgusting it is to attach all your equipments to an attacker, and then attach them to a defender. And the draw was pretty good, in front of it. More lands, more equipments, more options.
Idea 1: first strike/archer/equipment stuff
Basically get a bunch of creatures with first strike and plop equipment onto them. Additionally deathtouch is great on both first strike and on archers
Scattershot Archer
Brigid, Hero of Kinsbaile
Mirri, Cat Warrior
Basilisk Collar
Viridian Longbow
Scythe of the Wretched
Ogre's Cleaver
Since, we want to prevent creatures from attacking the face of combat tricks, it only makes sense to have a package of Planeswalkers:
Ajani Steadfast
Garruk Relentless / Garruk, the Veil-Cursed
Gideon Jura
Nissa, Vital Force
Idea 2: Turbofog
Deck is going to want to draw cards, and prevent damage (playing multiple "utility" lands). So it kind of makes sense to play something like Rights of Flourishing
Additionally, cards like Divine Deflection and Hail of Arrows can give us some interesting ways of powering up Quicksand and company.
Idea 3: Go red + Seismic Assault
Lightning Bolt + Quicksand: stuffs pretty much every early creature, much likes Harm's Way. Assault Loam both extends and closes out a game.
Idea 4: Combat damage "Damned if you block, damned if you don't"
If can set opponent up to be afraid to attack/block its going to be a headache to have to make that decision.
because Puresteel Paladin Knight of the Reliquary and Brigid, Hero of Kinsbaile all demand removal. God forbid KotR stays down to find lands or a Basilisk Collar finds its way onto Brigid. And even moreso, a Gaddock Teeg.
Quicksand
Desert
Ghost Quarter
Tectonic Edge
is gross. *hint: They all sac themselves.