hey guys, just looking for some feedback on this deck is all, having some trouble getting some mana fixing for this but at same time keeping cycling.someone suggested that i get rid of the three basic and add Unknown Shores as a possibility. Any feedback would be dope or any ideas on what could be improved would be great.
Creatures:
4 Fangren Marauder
2 Ulamog's Crusher
4 Maul Splicer
4 Kozilek's Predator
4 Aurochs Horde
4 Mulldrifter
I actually had Utopia Sprawls within this deck i removed it for lighting bolt because i need a bit of burn to help keep me alive in case i get stuck in the early stages. i think the problem with the elves that i might have to change is that they are really prone to boardwipes, i might switch out a set for Blood Briar. Also i need faster ramp, rather than large ramp if i can get that fast ramp going by turn two or three i can lock my opponent out hopefully.
Ive definetly had people reply to me and tell that it isnt very effective, but ive played this deck with plenty of other people and have had some decent success. i think the limiting factor here is if i can get enough mana by turn two or three to completely negate the opponents moves by destroying their lands.
That being said i do really like blastoderm and frenzied tillings those seem like much more viable options! i also didnt know about icefall and that seems like it would be a great help when it comes to keeping creatures on the field of play! thanks!
Hey new to MTG salvation here, had the idea to create a R/G Land destruction deck. I was looking for some feedback because ive fixed the ramp problem that i had with this deck now the only real problem here is that i get creature starved at times or i get flooded. Maybe i need something to cycle not exactly sure what though any help would be awesome. I want to be able to burn someones land ideally by turn two because going from 2 mana to only 1 is huge when going into turn three. The goal of the overall deck was to be able to lock people out by turn three and by turn four be able to either stall their attack enough to where i could summon imperiosaur which is a 5/5 creature for about 4 mana and finish them off hopefully.
Creatures:
4 Fangren Marauder
2 Ulamog's Crusher
4 Maul Splicer
4 Kozilek's Predator
4 Aurochs Horde
4 Mulldrifter
Spells:
4 Chromatic Sphere
3 Seek the Wilds
1 Prophetic Prism
4 Chromatic Star
4 Expedition Map
1 Rolling Thunder
4 Ancient Stirrings
Lands:
1 Sejiri Steppe
4 Urza's Power Plant
4 Urza's Tower
4 Urza's Mine
1 Haunted Fengraf
2 Khalni Garden
2 Slippery Karst
3 Forest
That being said i do really like blastoderm and frenzied tillings those seem like much more viable options! i also didnt know about icefall and that seems like it would be a great help when it comes to keeping creatures on the field of play! thanks!
Creatures:
4 Elvish mystics
4 Llanowar elves
4 Imperiosaur
4 Nest Invaders
4 Orcish Lumberjacks
Spells:
4 Lightning bolts
4 Mwonvuli Acid Moss
3 Reap and Sow
4 Khalni Heart Expedition
4 Molten Rain
2 Rolling terrain
Lands:
5 Mountains
2 Gruul Guildgate
4 Evolving wilds
8 Forests