Battleship Magic with Panglacial Wurm

(This deck is designed for multiplayer play for 2-4 players with a shared library and graveyard.)

When I designed the original 2-player monogreen deck, I felt compelled to include Panglacial Wurm because it introduced an interesting interaction for the shared library mechanic. However, green has very bad removal and supporting a 9/5 without making it an autowin was a tall order. It ultimately was too much of a strain to support and had to go. That deck would later be almost entirely overhauled and ended up at a great place.

When I removed it from that deck I promised myself I would design a deck specifically to support it. I ended up with a 2-player GW ramp deck. The deck was interesting for what it did, though I no longer have the exact list. The strongest card in it was probably Seedcradle Witch, which would be bonkers insane when paired with any mana-producing creature. The deck also was the only ever iteration of a deck to include Oust, which I'd like to try again some time since it's white's version of Metamophose in 2-player and made those combo shenanigans easier to put together.

Anyway, after putting this deck together, I'd been playing live FNM for a while and I'd been mulling over the idea of a multiplayer deck. I don't remember whether I expanded the mill deck first or not, but this deck plays far more Magic-like than the mill deck, making it easier for people to get the hang of the dynamics.

In the expanding, I added a lot of different card types that I don't normally use. Hallowed Burial and Austere Command introduced the first legitimate board wipes to any of my stacks. Hallowed Burial in particular keeps Panglacial Wurm active. Cards that get out of hand like Vitu-Ghazi Guildmage and Rhys the Redeemed have more opposing players to answer them. Vow of Duty and Vow of Wildness help add to the big bruisers theme. I've also been more willing to include 2-for-1s a bit more and have been happy with the inclusion of Divine Deflection.

I should note at this point that the starting life totals that I use are 20 which tend to drop in large chunks.

He's the deck presently:

Panglacial RampMagic OnlineOCTGN2ApprenticeBuy These Cards
Creatures (37)
1x Joraga Treespeaker
1x Bloomtender
1x Werebear
1x Dawntreader Elk
1x Chronomaton
1x Caravan Escort
1x Seedcradle Witch
1x Rhys the Redeemed
1x Seeker of Skybreak
1x Auriok Bladewarden
1x Phyrexian Revoker
1x Selesnya Guildmage
1x Ambush Viper
1x Knight of the Skyward Eye
1x Knight of Cliffhaven
1x Vitu-Ghazi Guildmage
1x Qasali Pridemage
1x Oracle of Nectars
1x Dawnglare Invoker
1x Serrated Biskelion
1x Mul Daya Channelers
1x Wolfir Avenger
1x Wilt-Leaf Cavaliers
1x Feral Hydra
1x Wildheart Invoker
1x Briarhorn
1x Golgari Decoy
1x Kavu Primarch
1x Hundred-Handed One
1x Coalition Honor Guard
1x Apex Hawks
1x Acidic Slime
1x Voidstone Gargoyle
1x Pale Recluse
1x Krosan Tusker
1x Panglacial Wurm
1x Gigantomancer

Lands (37)
1x Temple Garden
1x Sunpetal Grove
1x Razorverge Thicket
1x Stirring Wildwood
1x Selesnya Sanctuary
1x Terramorphic Expanse
1x Evolving Wilds
1x Grasslands
1x Krosan Verge
1x Saltcrusted Steppe
1x Ghost Quarter
1x Nantuko Monastery
1x Grove of the Guardian
7x Forest
1x Sapseep Forest
1x Mosswort Bridge
1x Treetop Village
1x Tranquil Thicket
1x Llanowar Reborn
7x Plains
1x Mistveil Plains
1x Windbrisk Heights
1x Forbidding Watchtower
1x Secluded Steppe
1x Sejiri Steppe

Spells (26)
1x Safewright Quest
1x Expedition Map
1x Selesnya Keyrune
1x Brittle Effigy
1x Contagion Clasp
1x Detainment Spell
1x Lignify
1x Prison Term
1x Faith's Fetters
1x Vow of Wildness
1x Vow of Duty
1x Oblivion Ring
1x Beast Within
1x Martial Law
1x Radiant's Judgment
1x Selesnya Charm
1x Vines of Vastwood
1x Awe Strike
1x Test of Faith
1x Angelsong
1x Divine Deflection
1x Evolution Charm
1x Marshal's Anthem
1x Primal Command
1x Austere Command
1x Hallowed Burial

The first thing to note is that the 37 lands have to be shared among all players and I want everyone to be able to reach 8 mana. In addition to the land count, several creatures produce or can be exchanged for lands and some of the spells as well and the fourteen basic lands will get tutored consistently and provide a noticeable thinning effect over the course of the game.

The core mechanic is Panglacial Wurm, which requires a lot of mana and a search effect. It conveniently lets you turn your excess land search effects into a 9/5 when you reach 8-9 mana which plays quite well. I want to make sure to include removal that helps reinforce the use of Panglaical Wurm's ability. I'm waiting for a white Griptide that puts the creature on the bottom. Having Mistveil Plains gives you some control.

(One of the common power plays in the 2-player version was to Sylvan Scrying for Ghost Quarter and then Ghost Quarter your own land later on to get an EOT Panglacial Wurm.)

I find it pleasing that Vow of Duty and Vow of Wildness grow creatures into range of Selesnya Charm and Radiant's Judgment.

Mul Daya Channelers is a subgame I really like and this deck plays it very well. There's a decent number of cards with cycling in the deck and with shuffle effects combined with these, people can have a time fighting over who gets or who doesn't get certain cards. This also broadcasts upcoming board wipes and also beats down or ramps for its controller. It just does a lot of cool things.

It plays well that there are many lands that upgrade into spells and spells that can substitute as mana. There are lands with cycling, lands that have hideaway, lands that turn into creatures. Creatures that can cycle for lands, creatures that upgrade when you get a bunch of mana, creatures that use all of your mana forever. Getting stuck with several expensive cards in your hand shouldn't be a problem encountered much.


Bloom Tender is the weaker of the three mana-creatures. It does tap for two, but you have to have multiple permanents to do so which can be hard after a board wipe. Werebear at least is a 4/4 when you don't need the mana and Joraga Treespeaker becomes a midsized wall. Bloom Tender just offers no late-game utility and is still just as vulnerable to board wipes, possibly moreso.

Awe Strike is out of place somewhat. I still need to find a copy of Pariah, so it will probably replace Awe Strike at that point. What I do like is that it offers a degree of flexibility in keeping a player alive, helping group blocks, and fogging a large creature attacking you for two turns. Celestial Flare would be difficult to cast, but might be worth considering here.

Angelsong is somewhat of a filler. I feel like I want a couple of cards to help stop alpha strikes to allow a reversal to happen. I imagine it being conditionally useful and political. If this didn't have cycling, it wouldn't be in the deck though since it's almost always bad except on very specific board states. It could be that it's still just bad anyway.

Auriok Bladewarden is a holdover from the 2-player deck. It doesn't do much and essentially requires you to combo it with something, at which point it still doesn't do much and is also vulnerable to 2-for-1s. Not exactly sure what I want to replace it with, but it's a nagging thorn to look at. I do very much like the card, but it's not doing anything relevant here.

Seeker of Skybreak isn't quite doing it for me. The idea is that it helps you untap a big creature to block with or to untap mana producers to make more mana. Sometimes you can use it to help an opponent that's being attacked, but if you have a 2/1, it's probably you. There aren't any tappers that this helps deal with either and many of the good creatures have vigilance anyway. I wouldn't be sad to see this go.

Apex Hawks is a mana sink, yes, but isn't ever spectacular at all. It has evasion though, which there is now not much of and can be very useful when dealing with groundling tokens, but it's never efficient and is never spectacular at any CMC except in top deck mode after a board wipe. It's a worse version of Voidstone Gargoyle. Would consider replacing it with Celestial Archon.

Kavu Primarch is similar to Apex Hawks, but at least it's a 7/7 almost all of the time. If you're under early pressure or mana light, it's a fairly easy to cast 3/3 which isn't terrible. I would at least consider Nylea's Emissary here, though am not sure if that would be an actual improvement. Trample is surely good for getting past 1/1 tokens, but Pacifism and detain make it more of a 2-for-1 material. Though it does handle the board wipes well.

Selesnya Guildmage is just too weak too much of the time. It's at its strongest on the play on turn 2 and then beating down with activation mana up, then transitioning into 4-mana chump forever mode. However, none of this is ever efficient and there are almost always better things to do with your mana. If these modes were each 1 less, I'm sure the card would play fine here. As it is, I think Jade Mage would be superior to this card almost all of the time.

Vitu-Ghazi Guildmage is actually probably too strong. It comes in at a weird angle and makes 3/3s for 4 mana, sometimes 8/8s. Rhys is faaaar easier to deal with and taps, so you can interact with it. It's too small to get hit by some removal spells and it's never in combat. It's certainly possible to deal with it, but the problem is that it HAS to be dealt with and is awkward to do so. It provides the same amount of pressure to every player that doesn't have a board wipe in hand and is the only card in the deck that provides this level of pressure without being a pure combat-card.
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