Crawling Sensation:When I was going through my binders to make a stupid madness deck I saw this beauty. At first when I read this I thought it was a lot better then it really was because I thought it said you get a 1/1 insect token whenever a land goes to your grave from anywhere rather than whenever a land goes to your grave from anywhere for the FIRST time each turn you get a 1/1 insect token. But even though I had misread what it did it still did everything that this deck would ever want it gives good consistent mill, provides a body consistently, and just synergizes really well with the rest of the deck.
The Gitrog Monster:This guy here has always been a personal favorite of mine, I have tried standard decks with him before and have a really fun commander deck with him at the helm. Gitrog does a lot for this deck, he provides card draw, additional land drops, and provides great strength on the board being a 6/6 deathtouch. Since we run 30 lands it should never be very hard to get that 2nd land drop per turn. The sacrificing of land every turn isn't to much to worry about since we have many ways to bring back the land or get enough land to where it doesn't matter.
Splendid Reclamation:This card is quite possibly the strongest ramp card in the deck. It is most times good at every point of the game from early game to late game. Early game you are able to bring back your evolving wilds and any lands that go to grave from an early crawling sensations most times hitting anywhere from 1-3 lands and bringing them back into play. Mid game you are able to bring back everything you could early game plus any more of the hits from the crawling sensations and the lands that gitrog has sacced. Late game again you have just more of the last two. The last thing about splendid reclamation is that if you get multiples of it in a game it is still really good because you will always have lands in grave from either gitrog or crawling sensations.
The Win Cons
World Breaker:It's time for the first of the eldrazi. World Breaker is the all around safety card for enemy gameplans as when you cast it he exiles artifacts, enchantments, and if your opponent isn't playing either of those then you can always just get rid of a land. He also helps against flyers seeing as he is a 5/7 with reach. The reach really does matter because this deck has issues with flyers since it doesn't have many cards with reach or flying. And lastly to make world breaker the biggest annoyance of them all he also has recursion by saccing a land returning it to my hand.
Ulamog, The Ceaseless Hunger:This bad boy can help close out games by getting rid of anything on the board that is stalling the game out or by just milling the opponent out. You should practically always be able to pull a win out if your opponents board state is slightly ahead or if you are ahead. Really the card that will end a game that is at a stalemate.
Emrakul, The Promised End:Practically the same as Ulamog except it lets you deal with the major problems your opponents have on board through sabotage.
Value Town
Tireless Tracker:This card is quite nice as for this deck it can end up giving us a pseudo emblem of pay 2 draw a card. The main problem with this card for us is that it is very susceptible to burn removal early since it is a 3 drop with only 2 toughness. Although, this card can do a lot on its own if it survives to 4 toughness by growing till it gets into one shot territory.
Retreat to Kazandu:This card helps you come back from the brink of death or pull a win out of no where. There are many scenarios to where you can get 3-5 landfall triggers in a turn and gain either a crud ton of life or get more damage on board. It could end up letting you get either a huge cushion of life or build up your military by getting 2+ triggers each turn.
Nissa, Vital Force:This planeswalker is filling many slots for this deck. She is ramp with her +1 by untapping a land, provides a creature with +1, can bring us back anything except radiant flames and splendid reclamation from our grave to hand with -3, and the ever so glorious ultimate that we can proc the turn after it comes out with the -6. The ultimate being an emblem that is landfall - draw a card. That emblem can end up ensuring 2+ land drops per turn and help us dig for our win cons.
Being Tested
Mina and Denn, Wildborn:This duo is really just the weaker, but still good, version of gitrog. They give you an additional land drop, an ability to bring land back to hand from play so you can abuse landfall triggers, a way to give trample to your creatures(mainly to gitrog since he has deathtouch), and it's a good body being a 4/4.
Deathcap Cultivator:This is a very good utility creature for the early game and mid game. It helps us get our key cards out early to speed up our game plan. Deathcap suffers from the same problem that tracker does in the fact that burn of any type can kill it. In mid to late game though if we're able to get the delirium then it can trade with a much more valuable creature of your opponents.
Drownyard Temple:The bread and butter land of this deck. This land is gitrog's repeatable sac each turn. Also it can be additional ramp if it gets milled from crawling sensations.
Evolving Wilds:Bread and butter land #2 of this deck. Early game this land gives good mana fixing by letting us get any basic we need. It also provides us for a good splendid reclamation early if we get one or two in grave before turn 4, and it also leads into future splendid reclamations by replacing itself in play and going into grave. Mid to late game it gives us major amounts of worth by becoming a cantrip if gitrog is out and giving two landfall triggers.
Westvale Abbey:The last of the major win cons of this deck. This land combos quite nicely with crawling sensations (especially if you get multiples out) as it makes transforming the land quite easy. The flip side gives you a flying indestructible lifelink haste 9/7 creature that is very hard to deal with if your opponent doesn't have exile or bounce ready. Also it can give you a 1/1 for 5 mana... I know it matters a lot.
Utility Lands
Blighted Fen:A good late game land that can completely shut down any creature strategy that a control deck has. Also you sac the land when you use the ability so if gitrog is out while using it they sac a creature and you draw, also since it goes into grave it can be brought back with splendid reclamation to be reused.
Hissing Quagmire:A man land with deathtouch that can put us over the top with the two more damage it can provide. Also provides good mana fixing.
Mortuary Mire:The one of land that could. This land is in here to help us late game bring back a win con like ulamog or emrakul that ended up in the grave somehow through out the game. The main problems with this card is that it only taps for black (our least used color), enters tapped, and only puts the creature from grave back on top of library. The nice thing about this land though is that you can repeat its etb by having gitrog eat it then use splendid reclamation to bring it back and get another creature back from grave.
Things that still need to be done: list of cards that aren't in here but could go in here, why play this deck section, how to play this deck section, Multiple different decklists, deck experience, finish formatting, finishing touches, and fix sideboard.
I'm thinking about taking out the Tireless Trackers or Mina and Denn, Wildborn from the decks to possibly make room for Grapple with the Past and Eliminate the Competition to help the deck reach delirium a bit more consistently and taking it out in the jund deck for probably more removal like Lightning Axe and/or Eliminate the Competition. Also thinking about maybe taking out the two Chandras from sideboard in the jund deck for 2 Eliminate the Competition. I have been really liking eliminate the competition for the deck since it just provides the best board wipe for this deck by letting us just sac all of our insect tokens while leaving our gitrog or huge eldrazi out practically securing the game. Another card I wanna try is Nissa, Voice of Zendikar. She helps spam plants to help with defending and the cryptolith rites and eliminate the competition plans.
You don't have a single card in your sixty that lines up decently against Fleetwheel Cruiser
I would say I do. I have tireless tracker that can trade with it even it 3 tramples over that threat is gone and gitrog can just kill it without dying, also I'm going to be probably trying a build without radiant flames and deathcap cultivator and instead run 2 Cryptolith Rite, 2 Lightning Axe, 2 Nahiri's Wrath. So I'll have a few more ways to deal with creatures, but when playing this deck I never felt that vehicles were a major problem for me.
I really like the deck concept. Seems fun. I worry about the speed though. The first 3 turns you really can't do much. No 1 mana cards. Three 2 mana cards and they are all 1 health mana dorks. Turn 3, your enchantments have no immediate impact. Maybe if you are lucky, you can catch a player who is over extending with a radiant flames. But, just playing the odds here, your deck doesn't seem to start coming online until turn 5+ and you have very little in the way of interaction until then. Any halfway decent aggro deck should have you dead or close to it by then. Any decent control deck should have more answers than you have threats. I would still have fun running this on mtgo though. Thanks for sharing.
I really like the deck concept. Seems fun. I worry about the speed though. The first 3 turns you really can't do much. No 1 mana cards. Three 2 mana cards and they are all 1 health mana dorks. Turn 3, your enchantments have no immediate impact. Maybe if you are lucky, you can catch a player who is over extending with a radiant flames. But, just playing the odds here, your deck doesn't seem to start coming online until turn 5+ and you have very little in the way of interaction until then. Any halfway decent aggro deck should have you dead or close to it by then. Any decent control deck should have more answers than you have threats. I would still have fun running this on mtgo though. Thanks for sharing.
Yeah the speed really is the problem. I was thinking that for sideboard I would just cram a ton of burn/removal in so that I could deal with the aggro decks. Also yeah having people test this on mtgo or anything would be great cause my problem with this deck is that I'm going to be going back to commander on friday nights since C16 is out today. See I have playtested this deck about 40 times against my three other decks (5c Panharmonicon, G/R Pummeler combo, and U/R Fevered Visions), but I never got to play it at an fmn, but my friend needed a deck so I let him use it. He said he went 1-1-2 throughout the night and going into ties because other people were playing really grindy decks aswell (also he said he was missing triggers like a madman).
Why have red at all? It seems like it's only there for 2 Mina and Denn and some Radiant Flames. Seems like a large investment on the mana base with a small payoff in spells. I'd drop red and probably move more to a BG delirium shell. Instead of worrying about sweepers, just have something like Ishkanah, Grafwidow clog the board up until you can let Big G and his card advantage dig you into your big eldrazi and finish the game.
Others are right too. You're missing out on some early plays. I think you could pick those up with more of a delirium build. Grapple and Flayer are great early game plays and can definitely speed your own strategy along.
Finally, thanks for trying to do something with Big G. I made a Gitrog/Molten Vortex combo deck with him last season about 10 days before rotation happened. I'm sad that inspiration struck me so slowly last season. Hopefully, before he rotates out they'll give me some more ways to combo with him. I really liked that Vortex deck. With Gitrog, it was a machine gun lol.
See when building the deck I was wanting to try and keep with the idea of get a bunch of land drops. Mina and Denn was included into that for the reason of I wanted to get additional land drops. Then I felt I needed to get a board wipe in the deck but there were no board wipes in black so red was the other option and I already wanted mina and denn so I decided to do a slight splash for red. But I see what your saying I'll try a different B/G delirium decklist.
Well I have updated the thread. I added two different variants for this gitrog deck and playtested both of them against a few of my other decks. I'll probably be updating this more throughout thanksgiving break.
Hey! A few days ago I put together a deck that was remarkably similar to this deck. Anyway, there were a few key differences; in my deck, the main strategy is to go for more landfall effects and less of a delirium theme (and crawling sensation is actually one of the first things that I sideboard out). What are your thoughts on this?
I'll explain my reasons for some of the different card choices.
Sylvan advocate is a pretty strong card that does well to prevent some early ago, and later on it probably becomes activated. It is also a great target for Retreat to Kazandu since it has vigilance, as well as providing a minor buff to Nissa.
Dragonmaster outcast is a 1-drop bomb. You usually are going to wait to play this until you can play it activated. Usually the opponent will have some answer to it, but that is actually fine since we are probably playing it on the same turn as another very strong card that your opponent will have trouble with if not removed.
Wild Wandered is fairly self-explanatory in this deck, as it puts a body on the field while triggering landfalls.
Devour in flames is in the sideboard to deal with planeswalkers. They aren't generally too much of a problem, but Devour in flames does help.
Netcaster Spider is there to deal with decks with a ton of flyers.
Blossoming defense acts largely as a counter to burn spells, although it can certainly be used as a combat trick when needed.
By the way, have you considered replacing Jaddi Offshoot with Primal Druid? It is 1 more mana, but I think that the acceleration is perhaps more valuable than the life gain with Jaddi.
So I like your deck as a more aggro gitrog deck, but I don't really feel that it is a gitrog deck; it is just a deck that uses gitrog for some value rather than abusing gitrog for every last bit of value possible. Like you run a bit of mill with the crawling sensations but then you have nothing to do with the cards that go to grave other than using gitrog to draw and to possibly hit a drownyard. I feel that instead of the Wild Wanderer you should really try out splendid reclamation. That card on practically always hits 2+ lands and with a t3 crawling sensations it can lead to crazy t4/t5 splendid reclamations .
Now for the card choices.
So sylvan advocate was a card that I was planning on using in the shell when making the gitrog deck, but when building I was thinking what is sylvan good for 1. is a cheap creature 2. scales into late game 3. has vigilance. Seems like everything this deck would want right? Very wrong; the deck's main problem was flyers, not really small creatures on the ground. Going against copters and skyspawners where the main concern for the deck cause we didn't have many answers to them mainboard other than some red removal and sideboard for spooders and some artifact hate for the copters. Also late game this deck really wouldn't care to draw a big creature that is just value instead it would want to draw an eldrazi to end the game.
Then there is Dragonmaster Outcast. When I was thumbing throw my binders I saw him and said yeah he is a possibility, but I never really saw a whole lot of pros to him after playing traverse the ulvenwald. They both fell into the category of putting me down a card till I can get assured worth out of it because I really only wanted to use traverse to either get a land answer or an eldrazi to end the game, but outcast would just sit there till I got 6 lands which wouldn't be too bad, but I would rather have an eldrazi that wins me the game once i get 6+ lands or have a tireless tracker or gitrog that lets me draw into a win con.
Wild Wanderer I feel would just be better replaced by splendid reclamation.
Devour in Flames does help, but nahiri's wrath does the same thing imo and hits creatures
I like Netcaster Spider but Probably won't use it since it only trades with copter in combat to where clip wings deals with them any time, is cheaper, and can kill skysovereign.
Blossoming defenses is a idk type of a card cause I don't really care about them killing anything but gitrog which has a mighty toughness of 6 keeping it out of practically all single card burn removal.
Jaddi offshoot has proven to be really good for the lifegain. I have gained around 10 life each game that I play it t1 and a one drop green card that sets aggro back that far I think is better than just a maybe ramp card.
I'm also going to use this post to have a small update. Been playing quite a few test games against multiple brews that I have with a friend and the deck has been performing very well using the jund variant. Just getting one lightning axe or nahiri's wrath in a game can make or break the game. Using lightning axe to discard a drownyard early to get the ramp or using it late to discard a land with gitrog can just let you use it as a real easy cantrip. Also Cryptolith Rites is freaking bonkers in this deck; it gives you so much mana to where you can t4 or t5 an ulamog if you start with a creature heavy hand or get a t3 crawling sensations out. Also some cards I'm thinking about testing are Nissa, Voice of Zendikar, Liliana, the Last Hope, Grapple with the Past.
Gonna try this at fmn tonight with slight changes in main and side for the jund variant. The changes are both Mina and Denn, Wildborn out of main and a mountain out for one Geier Reach Sanitarium and added in 1 more Lightning Axe and a Eliminate the Competition to main. Sideboard changes are both chandras out and 2 Noose Constrictors in. The deck has more removal now in main and more ways of dealing with aggro in the side so hopefully I can withstand all the copters. After fmn i'll edit this post with the results.
Deck Update: Just had a super FMN at my LGS and I played gitrog with a few small differences. Moved both Nahiri's Wrath to sideboard and replaced them with Radiant Flames in mainboard, and I also took out 3 basics for 3 Painful Truths. The deck went 3-2 for 5 rounds and I placed 10th out of 30~ players. It performed pretty well I would say and the cards I traded out really did make the deck more consistent.
As for how the rounds went:
Round 1. Played against a Refurbish Reanimator deck and lost 2-1. The first game I mulled to 6 from getting a 1 land hand and then got a 2 colorless land hand and then only drew colorless mana while my opponent got the nut draw of having 3 Prized Amalgams in grave with a gearhulk refurbishing t4 where I then scoop. Game 2 I win from just grinding the game out then westvale abbey for the win. Game 3 was a close game but I screwed up in the end, opponent had lethal on board and All I had was Emrakul and a land in hand, and I thought I was 1 mana short of casting emrakul but my crawling sensations milled a crawling sensations and made emrakul 1 cheaper to cast so that was my bad.
Round 2. Played against a kid who was pretty new to the game and won 2-0. His deck was VERY budget vehicles and since there weren't any copters to deal with it wasn't hard to win those games, but I was able to Noose Constrictor storm it up to a 26/26 which was GREAT!.
Round 3. Played against B/G Delirium and won 1-0-1. The game goes to where I get 2 crawling sensations out and my opponent just couldn't get through them past t5, their only answers Grim flayer and Mindwrack Demon were both very susceptible to Noose Constrictor, Lightning Axe, and as for ishkanah she only served as slight defense against my flipped westvale and emrakul that I dropped later. After using emrakul to take over their turn I was able to clear most of their board, but my opponent got a few good top decks like 1 ishkanah after getting rid of 2 and their own emrakul which ended up stalling the game out. In the end I was able to make them sac emrakul and get in for the win with Blighted Fen. When we went to game 2 we only had 10 minutes. Game 2 I get out jaddi offshoot and crawling sensations and my opponent couldnt get through it quick enough and we draw that game.
Round 4. Played against R/G Energy aggro in which i lost 2-1. Was a pretty hard matchup mainly because of Bristling Hydra practically always having hexproof and Blossoming Defense making a good bit of my removal useless. The first game I lost to the t4 nut draw for the Electrostatic Pummeler 2 Larger than Life and Blossoming Defense. Game 2 I won mainly because of blighted fen being able to take card of hexproof hydras gitrog being an amazing blocker, also in the end I tried to storm off with noose constrictor having 7 cards in hand (2 lands 5 non lands) and I am only able to give +5/+5 while having no more lands in hand and hit them down to 13. On their turn they attack with a hydra and I block with gitrog and trade with the hydra. Next turn I crack a fen get rid of their last creature and crack 3 clues discard my whole hand (11 after clues) and hit them for lethal exact. Game 3. Opponent sides in more harnessed lightings and kills my gitrogs with no discrimination and just overruns me.
Round 5. Played against a good friend who was playing U/W Flash control Variant and won 2-1. first game I land t3 crawling sensations and that was when he practically lost. I continue to get a 2nd crawling sensations not much later and westvale kill him. Game 2. My opponent sides in much more enchantment hate to deal with crawling sensations. t3 I attempt a crawling sensations gets countered. t4 attempt crawling sensations gets countered. T5 attempt crawling sensations lands and my opponent is livid since on their previous turn they tap out to play gideon. t6 nissa resolves and make a land to block gideon token. t7 get the 4th crawling sensations and my opponent is just done XD. He goes on to win that match since he just drew more threats (spell quellers, avacyn, 2nd gideon) than me and countered my later gitrog. Game 3. I t2 Noose constrictor, t3 tireless tracker go in for beats, t4 tireless and it gets spell quellered then trades with tireless tracker and i get tracker from it. I end up winning around t6 just from beats and my opponent couldnt get double white for mana and couldnt play his wipes or snares.
Cards that performed the most throughout the night: Noose Constrictor, Nissa, Vital Force, The Gitrog Monster, Blighted Fen, Crawling Sensation. Crawling sensations and blighted fen I would say were the most impactful cards throughout the night as there were a number of decks that just couldn't deal with make a 1/1 green insect every turn, and blighted fen helped me clear stall outs and survive blowout turns.
So overall I feel the deck did pretty good, but could've done better if I didn't do some slight misplays(also I didn't play against a single deck running copter that night!). As for changes that will be happening to the deck I will be keeping the changes I made at the beginning of this post, and I will be slotting World Breaker out of sideboard for something more relevant as I never felt the need/want to have another huge costing win con in the deck and the reach wasn't very important for taking care of copter or any other threat mainly because it would take too long for it to come down.
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3x Jaddi Offshoot
3x Tireless Tracker
2x Mina and Denn, Wildborn
3x The Gitrog Monster
2x World Breaker
1x Ulamog, The Ceaseless Hunger
1x Emrakul, The Promised End
Planeswalkers (2)
2x Nissa, Vital Force
Enchantments (6)
4x Crawling Sensation
2x Cryptolith Rite
Sorceries (5)
2x Nahiri's Wrath
3x Splendid Reclamation
2x Lightning Axe
Lands (30)
2x Blighted Fen
2x Cinder Glade
4x Drownyard Temple
4x Evolving Wilds
6x Forest
4x Hissing Quagmire
1x Mortuary Mire
3x Mountain
1x Swamp
2x Westvale Abbey
1x Sanctum of Ugin
2x Pick the Brain
2x Clip Wings
1x Fall of the Titans
2x Ishkanah, Grafwidow
3x Radiant Flames
3x Appetite for the Unnatural
1x Chandra, Flamecaller
1x Chandra, Torch of Defiance
The Gitrog Monster:This guy here has always been a personal favorite of mine, I have tried standard decks with him before and have a really fun commander deck with him at the helm. Gitrog does a lot for this deck, he provides card draw, additional land drops, and provides great strength on the board being a 6/6 deathtouch. Since we run 30 lands it should never be very hard to get that 2nd land drop per turn. The sacrificing of land every turn isn't to much to worry about since we have many ways to bring back the land or get enough land to where it doesn't matter.
Splendid Reclamation:This card is quite possibly the strongest ramp card in the deck. It is most times good at every point of the game from early game to late game. Early game you are able to bring back your evolving wilds and any lands that go to grave from an early crawling sensations most times hitting anywhere from 1-3 lands and bringing them back into play. Mid game you are able to bring back everything you could early game plus any more of the hits from the crawling sensations and the lands that gitrog has sacced. Late game again you have just more of the last two. The last thing about splendid reclamation is that if you get multiples of it in a game it is still really good because you will always have lands in grave from either gitrog or crawling sensations.
World Breaker:It's time for the first of the eldrazi. World Breaker is the all around safety card for enemy gameplans as when you cast it he exiles artifacts, enchantments, and if your opponent isn't playing either of those then you can always just get rid of a land. He also helps against flyers seeing as he is a 5/7 with reach. The reach really does matter because this deck has issues with flyers since it doesn't have many cards with reach or flying. And lastly to make world breaker the biggest annoyance of them all he also has recursion by saccing a land returning it to my hand.
Ulamog, The Ceaseless Hunger:This bad boy can help close out games by getting rid of anything on the board that is stalling the game out or by just milling the opponent out. You should practically always be able to pull a win out if your opponents board state is slightly ahead or if you are ahead. Really the card that will end a game that is at a stalemate.
Emrakul, The Promised End:Practically the same as Ulamog except it lets you deal with the major problems your opponents have on board through sabotage.
Tireless Tracker:This card is quite nice as for this deck it can end up giving us a pseudo emblem of pay 2 draw a card. The main problem with this card for us is that it is very susceptible to burn removal early since it is a 3 drop with only 2 toughness. Although, this card can do a lot on its own if it survives to 4 toughness by growing till it gets into one shot territory.
Retreat to Kazandu:This card helps you come back from the brink of death or pull a win out of no where. There are many scenarios to where you can get 3-5 landfall triggers in a turn and gain either a crud ton of life or get more damage on board. It could end up letting you get either a huge cushion of life or build up your military by getting 2+ triggers each turn.
Nissa, Vital Force:This planeswalker is filling many slots for this deck. She is ramp with her +1 by untapping a land, provides a creature with +1, can bring us back anything except radiant flames and splendid reclamation from our grave to hand with -3, and the ever so glorious ultimate that we can proc the turn after it comes out with the -6. The ultimate being an emblem that is landfall - draw a card. That emblem can end up ensuring 2+ land drops per turn and help us dig for our win cons.
Mina and Denn, Wildborn:This duo is really just the weaker, but still good, version of gitrog. They give you an additional land drop, an ability to bring land back to hand from play so you can abuse landfall triggers, a way to give trample to your creatures(mainly to gitrog since he has deathtouch), and it's a good body being a 4/4.
Deathcap Cultivator:This is a very good utility creature for the early game and mid game. It helps us get our key cards out early to speed up our game plan. Deathcap suffers from the same problem that tracker does in the fact that burn of any type can kill it. In mid to late game though if we're able to get the delirium then it can trade with a much more valuable creature of your opponents.
Radiant Flames:This is a card that is filling a slot of board control, but I'm still testing other options of removal like Lightning Axe, Kozilek's Return, and Nahiri's Wrath.
Drownyard Temple:The bread and butter land of this deck. This land is gitrog's repeatable sac each turn. Also it can be additional ramp if it gets milled from crawling sensations.
Evolving Wilds:Bread and butter land #2 of this deck. Early game this land gives good mana fixing by letting us get any basic we need. It also provides us for a good splendid reclamation early if we get one or two in grave before turn 4, and it also leads into future splendid reclamations by replacing itself in play and going into grave. Mid to late game it gives us major amounts of worth by becoming a cantrip if gitrog is out and giving two landfall triggers.
Westvale Abbey:The last of the major win cons of this deck. This land combos quite nicely with crawling sensations (especially if you get multiples out) as it makes transforming the land quite easy. The flip side gives you a flying indestructible lifelink haste 9/7 creature that is very hard to deal with if your opponent doesn't have exile or bounce ready. Also it can give you a 1/1 for 5 mana... I know it matters a lot.
Hissing Quagmire:A man land with deathtouch that can put us over the top with the two more damage it can provide. Also provides good mana fixing.
Mortuary Mire:The one of land that could. This land is in here to help us late game bring back a win con like ulamog or emrakul that ended up in the grave somehow through out the game. The main problems with this card is that it only taps for black (our least used color), enters tapped, and only puts the creature from grave back on top of library. The nice thing about this land though is that you can repeat its etb by having gitrog eat it then use splendid reclamation to bring it back and get another creature back from grave.
3x Jaddi Offshoot
4x Grim Flayer
3x Tireless Tracker
3x The Gitrog Monster
2x World Breaker
1x Ulamog, The Ceaseless Hunger
1x Emrakul, The Promised End
Planeswalkers (2)
2x Nissa, Vital Force
Enchantments (8)
2x Cryptolith Rite
4x Crawling Sensation
2x Retreat to Kazandu
3x Splendid Reclamation
Lands (30)
2x Blighted Fen
2x Shrine of the Forsaken Gods
4x Drownyard Temple
4x Evolving Wilds
6x Forest
4x Hissing Quagmire
1x Mortuary Mire
4x Swamp
2x Westvale Abbey
1x Sanctum of Ugin
2x Transgress the Mind
2x Clip Wings
2x Pick the Brain
2x Ishkanah, Grafwidow
3x Appetite for the Unnatural
2x Eliminate the Competition
2x Harsh Scrutiny
2x Jaddi Offshoot
3x Servant of the Conduit
3x Architect of the Untamed
3x The Gitrog Monster
1x World Breaker
1x Ulamog, The Ceaseless Hunger
1x Emrakul, The Promised End
1x Demon of Dark Schemes
Planeswalkers (2)
2x Nissa, Vital Force
Enchantments (6)
2x Cryptolith Rite
4x Crawling Sensation
3x Aetherworks Marvel
Sorceries (3)
3x Splendid Reclamation
Lands (30)
4x Aether hub
2x Blighted Fen
4x Drownyard Temple
4x Evolving Wilds
5x Forest
4x Hissing Quagmire
1x Mortuary Mire
3x Swamp
2x Westvale Abbey
1x Sanctum of Ugin
2x Transgress the Mind
2x Clip Wings
2x Pick the Brain
2x Harsh Scrutiny
2x Ishkanah, Grafwidow
3x Appetite for the Unnatural
2x Eliminate the Competition
Things that still need to be done: list of cards that aren't in here but could go in here, why play this deck section, how to play this deck section, Multiple different decklists, deck experience, finish formatting, finishing touches, and fix sideboard.
11/30 Changed Sideboards slightly. Changed out Essence Extraction for 1 more Eliminate the Competition and 2 Harsh Scrutiny in the energy and Delirium variants.
I'm thinking about taking out the Tireless Trackers or Mina and Denn, Wildborn from the decks to possibly make room for Grapple with the Past and Eliminate the Competition to help the deck reach delirium a bit more consistently and taking it out in the jund deck for probably more removal like Lightning Axe and/or Eliminate the Competition. Also thinking about maybe taking out the two Chandras from sideboard in the jund deck for 2 Eliminate the Competition. I have been really liking eliminate the competition for the deck since it just provides the best board wipe for this deck by letting us just sac all of our insect tokens while leaving our gitrog or huge eldrazi out practically securing the game. Another card I wanna try is Nissa, Voice of Zendikar. She helps spam plants to help with defending and the cryptolith rites and eliminate the competition plans.
I would say I do. I have tireless tracker that can trade with it even it 3 tramples over that threat is gone and gitrog can just kill it without dying, also I'm going to be probably trying a build without radiant flames and deathcap cultivator and instead run 2 Cryptolith Rite, 2 Lightning Axe, 2 Nahiri's Wrath. So I'll have a few more ways to deal with creatures, but when playing this deck I never felt that vehicles were a major problem for me.
Yeah the speed really is the problem. I was thinking that for sideboard I would just cram a ton of burn/removal in so that I could deal with the aggro decks. Also yeah having people test this on mtgo or anything would be great cause my problem with this deck is that I'm going to be going back to commander on friday nights since C16 is out today. See I have playtested this deck about 40 times against my three other decks (5c Panharmonicon, G/R Pummeler combo, and U/R Fevered Visions), but I never got to play it at an fmn, but my friend needed a deck so I let him use it. He said he went 1-1-2 throughout the night and going into ties because other people were playing really grindy decks aswell (also he said he was missing triggers like a madman).
Others are right too. You're missing out on some early plays. I think you could pick those up with more of a delirium build. Grapple and Flayer are great early game plays and can definitely speed your own strategy along.
Finally, thanks for trying to do something with Big G. I made a Gitrog/Molten Vortex combo deck with him last season about 10 days before rotation happened. I'm sad that inspiration struck me so slowly last season. Hopefully, before he rotates out they'll give me some more ways to combo with him. I really liked that Vortex deck. With Gitrog, it was a machine gun lol.
2 Mina and Denn, Wildborn
4 Sylvan Advocate
4 Dragonmaster Outcast
4 Tireless Tracker
2 The Gitrog Monster
4 Wild Wanderer
Planes walkers (2)
2 Nissa, Vital Force
Instants (4)
4 Galvanic Bombardment
4 Crawling Sensation
4 Retreat to Kazandu
Lands (26)
4 Evolving Wilds
4 Cinder Glade
1 Swamp
3 Mountain
4 Aether Hub
6 Forest
4 Drownyard Temple
3 Appetite for the Unnatural
4 Devour in Flames
4 Netcaster Spider
4 Blossoming Defense
EDIT:
I'll explain my reasons for some of the different card choices.
Sylvan advocate is a pretty strong card that does well to prevent some early ago, and later on it probably becomes activated. It is also a great target for Retreat to Kazandu since it has vigilance, as well as providing a minor buff to Nissa.
Dragonmaster outcast is a 1-drop bomb. You usually are going to wait to play this until you can play it activated. Usually the opponent will have some answer to it, but that is actually fine since we are probably playing it on the same turn as another very strong card that your opponent will have trouble with if not removed.
Wild Wandered is fairly self-explanatory in this deck, as it puts a body on the field while triggering landfalls.
Devour in flames is in the sideboard to deal with planeswalkers. They aren't generally too much of a problem, but Devour in flames does help.
Netcaster Spider is there to deal with decks with a ton of flyers.
Blossoming defense acts largely as a counter to burn spells, although it can certainly be used as a combat trick when needed.
By the way, have you considered replacing Jaddi Offshoot with Primal Druid? It is 1 more mana, but I think that the acceleration is perhaps more valuable than the life gain with Jaddi.
Now for the card choices.
So sylvan advocate was a card that I was planning on using in the shell when making the gitrog deck, but when building I was thinking what is sylvan good for 1. is a cheap creature 2. scales into late game 3. has vigilance. Seems like everything this deck would want right? Very wrong; the deck's main problem was flyers, not really small creatures on the ground. Going against copters and skyspawners where the main concern for the deck cause we didn't have many answers to them mainboard other than some red removal and sideboard for spooders and some artifact hate for the copters. Also late game this deck really wouldn't care to draw a big creature that is just value instead it would want to draw an eldrazi to end the game.
Then there is Dragonmaster Outcast. When I was thumbing throw my binders I saw him and said yeah he is a possibility, but I never really saw a whole lot of pros to him after playing traverse the ulvenwald. They both fell into the category of putting me down a card till I can get assured worth out of it because I really only wanted to use traverse to either get a land answer or an eldrazi to end the game, but outcast would just sit there till I got 6 lands which wouldn't be too bad, but I would rather have an eldrazi that wins me the game once i get 6+ lands or have a tireless tracker or gitrog that lets me draw into a win con.
Wild Wanderer I feel would just be better replaced by splendid reclamation.
Devour in Flames does help, but nahiri's wrath does the same thing imo and hits creatures
I like Netcaster Spider but Probably won't use it since it only trades with copter in combat to where clip wings deals with them any time, is cheaper, and can kill skysovereign.
Blossoming defenses is a idk type of a card cause I don't really care about them killing anything but gitrog which has a mighty toughness of 6 keeping it out of practically all single card burn removal.
Jaddi offshoot has proven to be really good for the lifegain. I have gained around 10 life each game that I play it t1 and a one drop green card that sets aggro back that far I think is better than just a maybe ramp card.
I feel you should try to fit in some more graveyard matters cards like Grapple with the past, Splendid Reclamation, Liliana, the Last Hope. And as for creatures you should try I say Hanweir garrison and maybe Gnarlwood Dryad. I also feel you should try Lightning Axe, and maybe Incidiery flow instead of the Galvanic Bombardments.
I'm also going to use this post to have a small update. Been playing quite a few test games against multiple brews that I have with a friend and the deck has been performing very well using the jund variant. Just getting one lightning axe or nahiri's wrath in a game can make or break the game. Using lightning axe to discard a drownyard early to get the ramp or using it late to discard a land with gitrog can just let you use it as a real easy cantrip. Also Cryptolith Rites is freaking bonkers in this deck; it gives you so much mana to where you can t4 or t5 an ulamog if you start with a creature heavy hand or get a t3 crawling sensations out. Also some cards I'm thinking about testing are Nissa, Voice of Zendikar, Liliana, the Last Hope, Grapple with the Past.
As for how the rounds went:
Round 1. Played against a Refurbish Reanimator deck and lost 2-1. The first game I mulled to 6 from getting a 1 land hand and then got a 2 colorless land hand and then only drew colorless mana while my opponent got the nut draw of having 3 Prized Amalgams in grave with a gearhulk refurbishing t4 where I then scoop. Game 2 I win from just grinding the game out then westvale abbey for the win. Game 3 was a close game but I screwed up in the end, opponent had lethal on board and All I had was Emrakul and a land in hand, and I thought I was 1 mana short of casting emrakul but my crawling sensations milled a crawling sensations and made emrakul 1 cheaper to cast so that was my bad.
Round 2. Played against a kid who was pretty new to the game and won 2-0. His deck was VERY budget vehicles and since there weren't any copters to deal with it wasn't hard to win those games, but I was able to Noose Constrictor storm it up to a 26/26 which was GREAT!.
Round 3. Played against B/G Delirium and won 1-0-1. The game goes to where I get 2 crawling sensations out and my opponent just couldn't get through them past t5, their only answers Grim flayer and Mindwrack Demon were both very susceptible to Noose Constrictor, Lightning Axe, and as for ishkanah she only served as slight defense against my flipped westvale and emrakul that I dropped later. After using emrakul to take over their turn I was able to clear most of their board, but my opponent got a few good top decks like 1 ishkanah after getting rid of 2 and their own emrakul which ended up stalling the game out. In the end I was able to make them sac emrakul and get in for the win with Blighted Fen. When we went to game 2 we only had 10 minutes. Game 2 I get out jaddi offshoot and crawling sensations and my opponent couldnt get through it quick enough and we draw that game.
Round 4. Played against R/G Energy aggro in which i lost 2-1. Was a pretty hard matchup mainly because of Bristling Hydra practically always having hexproof and Blossoming Defense making a good bit of my removal useless. The first game I lost to the t4 nut draw for the Electrostatic Pummeler 2 Larger than Life and Blossoming Defense. Game 2 I won mainly because of blighted fen being able to take card of hexproof hydras gitrog being an amazing blocker, also in the end I tried to storm off with noose constrictor having 7 cards in hand (2 lands 5 non lands) and I am only able to give +5/+5 while having no more lands in hand and hit them down to 13. On their turn they attack with a hydra and I block with gitrog and trade with the hydra. Next turn I crack a fen get rid of their last creature and crack 3 clues discard my whole hand (11 after clues) and hit them for lethal exact. Game 3. Opponent sides in more harnessed lightings and kills my gitrogs with no discrimination and just overruns me.
Round 5. Played against a good friend who was playing U/W Flash control Variant and won 2-1. first game I land t3 crawling sensations and that was when he practically lost. I continue to get a 2nd crawling sensations not much later and westvale kill him. Game 2. My opponent sides in much more enchantment hate to deal with crawling sensations. t3 I attempt a crawling sensations gets countered. t4 attempt crawling sensations gets countered. T5 attempt crawling sensations lands and my opponent is livid since on their previous turn they tap out to play gideon. t6 nissa resolves and make a land to block gideon token. t7 get the 4th crawling sensations and my opponent is just done XD. He goes on to win that match since he just drew more threats (spell quellers, avacyn, 2nd gideon) than me and countered my later gitrog. Game 3. I t2 Noose constrictor, t3 tireless tracker go in for beats, t4 tireless and it gets spell quellered then trades with tireless tracker and i get tracker from it. I end up winning around t6 just from beats and my opponent couldnt get double white for mana and couldnt play his wipes or snares.
Cards that performed the most throughout the night: Noose Constrictor, Nissa, Vital Force, The Gitrog Monster, Blighted Fen, Crawling Sensation. Crawling sensations and blighted fen I would say were the most impactful cards throughout the night as there were a number of decks that just couldn't deal with make a 1/1 green insect every turn, and blighted fen helped me clear stall outs and survive blowout turns.
So overall I feel the deck did pretty good, but could've done better if I didn't do some slight misplays(also I didn't play against a single deck running copter that night!). As for changes that will be happening to the deck I will be keeping the changes I made at the beginning of this post, and I will be slotting World Breaker out of sideboard for something more relevant as I never felt the need/want to have another huge costing win con in the deck and the reach wasn't very important for taking care of copter or any other threat mainly because it would take too long for it to come down.