I built this deck to play casual with my friends but it became to powerful and I had to stop it, I wonder if it would be competitive in modern. If so I need help figuring out good anti removal spells.
The general rule of thumb for modern decks is this:
1) You need to be able to win by turn 4 (or turn 5) Burn, Scapeshift, dredge, affinity etc
2) You are a disruption + apply pressure deck (Jund, Humans, Spirits etc)
3) You are a pure control deck that has a gameplan to stop everything your opponent is doing
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I'm actively maintaining a comprehensive article to help explain to new cube players how some complex vintage level cards work in a cube environment. Vintage Cube Cards Explained
In the current state the deck is way to slow and also lacks disruption. Mono green needs to be very fast in order to compete.
I don’t think this is ever going to be a top tier deck but it could become a Grindy midrange deck. I’d recommend adding black if you can. I think life from the loam and a sac outlet would be great. Black provides discard and creature removal.
I have a red/green landfall deck that I run strictly for fun not competitive (but would) love to make it competitive someday. I think your deck has some great ideas, but is generally to slow to develop for how I understand the modern tournament game. I would suggest looking at the following cards some are easier than others to obtain.
Skyline Cascade
Azusa Lost But Seeking
Eternity Vessel
Courser of Kruphix
Crucible of The World
Scapeshift
Ramunap Excavator
Sylvan Awakening
Mortuary Mire
I really like Sylvan scrying as it doesn't limit you to basic lands and can make your deck become a swiss army knife for lands. Opponent has a creature get skyline cascade, various deserts etc...
Again I don't think anything here will make the deck top tier competitive, but looking at some scapeshift decks might give you some other ideas. It may be possible to build something that can take your local tournament depending on how competitive those tournaments are. Adding to Breathe1234's comments I would say the hard thing in a landfall deck is to achieve consistency and speed both needed to make a deck competitive.
I just realized the cards aren't hyper linked, so I need to figure that out before I post again, sorry.
Consistency is key, friend. Here are some pointers to help on that front:
-If you're using 25 land, you should find cards that will help you exploit your land drops even more than you are. Lotus Cobra comes to mind, immediately. It generates mana from just chillin' whenever you drop a land. A fetchland helps it produce 2 mana of any color. Add that free mana to other big mana synergies like using Arbor Elf + Utopia Sprawl, or Garruk Wildspeaker + Trace of Abundance/Utopia Sprawl, you fin yourself well ahead by turn three. I suggest looking up all landfall-esque cards and taking it from there.
-wincons are very important. A Primeval Titan on turn three can very easily turn into a "search your library for 3 land cards and put them onto the battlefield tapped," because of a Path to Exile. The value still isn't bad, plus you hit one of their removal cards. But, you always find yourself wanting to draw another Prime Time. That might just be me, though... P. Titan, i think, should be running your show, as well. Add in some utility lands like Kessig Wolf Run and Inkmoth Nexus, you find yourself threatening lethal damage by turn 4.
-Find all the lines. Figure out your deck, get your best sequences figured out, then you'll know what you need/want to have on the battlefield and on what urns. This comes with learning what the metagame is like where you'll be competing at. Different metas call for different main-deck answers. So you'll have to optimize your list accordingly.
-Sweepers. Cards that will straight up hose other decks. There seems to be lots of humans, dredge, and aggro decks out there. Cue Anger of the Gods. Control decks hate Thrun, the Last Troll. Etc.
I like it better, but it is fairly one dimensional for a tournament level deck, really scapeshift and selesnya charm combine with your creatures to be lethal, but if someone blocks or negates one of those and they can limit your ability to win the game. Also only two scapeshifts means you need more disruption to stay around till it is meaningful consistently or a better way to hunt that card out. I think sylvan awakening would work as an alternative kill mechanism that fits your deck theme.
The plan of the deck is to get out Adventuring Gear, Vinelasher Kudzu or Tirelss Tracker, and pump it each turn by getting a lot of lands into play, it uses Summoner's Pact to fetch either Primeval Titan or one of the other creatures. It can reliably kill a goldfish turn four.
3 Undergrowth Champion
4 Tireless Tracker
4 Vinelasher Kudzu
Titan Retreval
2 Summoner's Pact
Fetchlands (Double Landfall)
4 Wooded Foothills
4 Windswept Heath
3 Evolving Wilds
4 Treetop Village
1 Ulvenwald Hydra
1 Primeval Titan
Ramp
4 Sakura-Tribe Scout
2 Llanowar Elves
4 Cultivate
4 Harmonize
2 Kodama's Reach
14 Forest
I would like help modifying this and making it more competitive.
1) You need to be able to win by turn 4 (or turn 5) Burn, Scapeshift, dredge, affinity etc
2) You are a disruption + apply pressure deck (Jund, Humans, Spirits etc)
3) You are a pure control deck that has a gameplan to stop everything your opponent is doing
Vintage Cube Cards Explained
Here are some other articles I've written about fine tuning your cube:
1. Minimum Archetype Support
2. Improving Green Archetypes
3. Improving White Archetypes
4. Matchup Analysis
5. Cube Combos (Work in Progress)
Draft my Cube - https://cubecobra.com/cube/overview/d8i
In the current state the deck is way to slow and also lacks disruption. Mono green needs to be very fast in order to compete.
I don’t think this is ever going to be a top tier deck but it could become a Grindy midrange deck. I’d recommend adding black if you can. I think life from the loam and a sac outlet would be great. Black provides discard and creature removal.
Skyline Cascade
Azusa Lost But Seeking
Eternity Vessel
Courser of Kruphix
Crucible of The World
Scapeshift
Ramunap Excavator
Sylvan Awakening
Mortuary Mire
I really like Sylvan scrying as it doesn't limit you to basic lands and can make your deck become a swiss army knife for lands. Opponent has a creature get skyline cascade, various deserts etc...
Again I don't think anything here will make the deck top tier competitive, but looking at some scapeshift decks might give you some other ideas. It may be possible to build something that can take your local tournament depending on how competitive those tournaments are. Adding to Breathe1234's comments I would say the hard thing in a landfall deck is to achieve consistency and speed both needed to make a deck competitive.
I just realized the cards aren't hyper linked, so I need to figure that out before I post again, sorry.
-If you're using 25 land, you should find cards that will help you exploit your land drops even more than you are. Lotus Cobra comes to mind, immediately. It generates mana from just chillin' whenever you drop a land. A fetchland helps it produce 2 mana of any color. Add that free mana to other big mana synergies like using Arbor Elf + Utopia Sprawl, or Garruk Wildspeaker + Trace of Abundance/Utopia Sprawl, you fin yourself well ahead by turn three. I suggest looking up all landfall-esque cards and taking it from there.
-wincons are very important. A Primeval Titan on turn three can very easily turn into a "search your library for 3 land cards and put them onto the battlefield tapped," because of a Path to Exile. The value still isn't bad, plus you hit one of their removal cards. But, you always find yourself wanting to draw another Prime Time. That might just be me, though... P. Titan, i think, should be running your show, as well. Add in some utility lands like Kessig Wolf Run and Inkmoth Nexus, you find yourself threatening lethal damage by turn 4.
-Find all the lines. Figure out your deck, get your best sequences figured out, then you'll know what you need/want to have on the battlefield and on what urns. This comes with learning what the metagame is like where you'll be competing at. Different metas call for different main-deck answers. So you'll have to optimize your list accordingly.
-Sweepers. Cards that will straight up hose other decks. There seems to be lots of humans, dredge, and aggro decks out there. Cue Anger of the Gods. Control decks hate Thrun, the Last Troll. Etc.
I hope some of this info helps you out
4 Steppe Lynx
4 Scythe Leopard
3 Undergrowth Champion
3 Knight of the Reliquary
Land
1 Sejiri Steppe
4 Windswept Heath
3 Evolving Wilds
3 Khalni Garden
6 Plains
9 Forest
4 Adventuring Gear
Instant
4 Dromoka's Command
2 Harrow
4 Selesnya Charm
4 Crop Rotation
2 Scapeshift
What about this one?