So I was playing around with a mono-green landfall/land matters deck last night. I was using cards like Harrow, Rampart Growth and Khalni Heart Expedition to ramp into cards like Rampaging Baloths, Baloth Woodcrasher, and Howl of the Night Pack. On one turn I managed to get a 24/24 Baloth Woodcrasher last night. Now granted, it was removed by Path to Exile after it was declared as an attacker. So this got me into thinking, how could I use that mana ramp for something useful? This is the first deck list that I have come up with:
I haven't had a chance to play test this yet, but I think that there is potential for a deck here. I can reliably crack one of the expeditions the turn I drop it, which helps a lot. The only cards that I dislike are Pithing Needle and anything that can kill the enchantments, they are really important.
So I was playing around with a mono-green landfall/land matters deck last night. I was using cards like Harrow, Rampart Growth and Khalni Heart Expedition to ramp into cards like Rampaging Baloths, [/c]Baloth Woodcrasher[/c], and Howl of the Night Pack. On one turn I managed to get a 24/24 Baloth Woodcrasher last night. Now granted, it was removed by Path to Exile after it was declared as an attacker. So this got me into thinking, how could I use that mana ramp for something useful? This is the first deck list that I have come up with:
I haven't had a chance to play test this yet, but I think that there is potential for a deck here. I can reliably crack one of the expeditions the turn I drop it, which helps a lot. The only cards that I dislike are Pithing Needle and anything that can kill the enchantments, they are really important.
I'd run Wall of Frost. Your deck looks like it couldn't stand up to an aggro rush, and something like an early game wall could draw away removal from later bombs.
So I was playing around with a mono-green landfall/land matters deck last night. I was using cards like Harrow, Rampart Growth and Khalni Heart Expedition to ramp into cards like Rampaging Baloths, [/c]Baloth Woodcrasher[/c], and Howl of the Night Pack. On one turn I managed to get a 24/24 Baloth Woodcrasher last night. Now granted, it was removed by Path to Exile after it was declared as an attacker. So this got me into thinking, how could I use that mana ramp for something useful? This is the first deck list that I have come up with:
I haven't had a chance to play test this yet, but I think that there is potential for a deck here. I can reliably crack one of the expeditions the turn I drop it, which helps a lot. The only cards that I dislike are Pithing Needle and anything that can kill the enchantments, they are really important.
It's an interesting idea, but why Magosi? I'd also suggest more Scalding Tarn and Verdant Catacombs to abuse the landfall.
Unfortunately, I just can't see how this wins vs. Aggro.
That's where Glazing Gladehart comes in. It alone can nullify an alpha strike. Unsummon helps here as well. Magosi, the Waterveil is here if I have the ability to kill. When you have just cast a Baloth Woodcrasher with a bunch of Harrows in hand, you can kill them. If you just dropped Rampaging Baloths and created a bunch of tokens the same turn, I can take an extra turn and kill them.
Try some gold fishing with the deck, it has potential. I know gold fishing is one thing, but it really can get some insane plays going. The real questions is how it would hold up in an actual match up, which as I stated I haven't had a chance to do yet.
That's where Glazing Gladehart comes in. It alone can nullify an alpha strike. Unsummon helps here as well. Magosi, the Waterveil is here if I have the ability to kill. When you have just cast a Baloth Woodcrasher with a bunch of Harrows in hand, you can kill them. If you just dropped Rampaging Baloths and created a bunch of tokens the same turn, I can take an extra turn and kill them.
Try some gold fishing with the deck, it has potential. I know gold fishing is one thing, but it really can get some insane plays going. The real questions is how it would hold up in an actual match up, which as I stated I haven't had a chance to do yet.
Oh.
Yeah, I can see how Magosi would be epic win in goldfishing.
Gladeheart is a beast in limited, but if you are trying to use it to nullify aggro, I feel a few more fetches are called for.
You also got to remember though, I already have 12 spells that fetch basic lands, and 8 of them fetch two lands. Maybe if I take the Rampart Growth out, then maybe I go with four more fetch lands.
Another negative about the fetches is that they drain my life, which will not help my match up against aggro decks, which already looks to be a major weakness.
You also got to remember though, I already have 12 spells that fetch basic lands, and 8 of them fetch two lands. Maybe if I take the Rampart Growth out, then maybe I go with four more fetch lands.
Another negative about the fetches is that they drain my life, which will not help my match up against aggro decks, which already looks to be a major weakness.
I'm going to fit Lavaball Trap in here some where as well.
I see you've run into the same issue I have... Every time I build this deck, it turns into Valakut Control. Even when I start over with the intention of staying away from that. A red splash for Pyroclasm and Earthquake turns into an entirely new, and more efficient deck pretty quickly.
Valakut just ends up doing so much with this strategy... I'll provide an example.
Quick deck note: Yes, I know Terramorphic sucks, but in the three color version I want to be able to fetch forest/mountain at any time. If they make allied fetchlands, I'm all for replacing it!
I've also tinkered with variations ditching white for blue (mostly because I LOVE Ior Ruin Expedition) which comes much closer to your strategy (and overall control+ strategy).
Basically, I can't help but feeling Valakut is the better engine to work off of, when compared with the Baloths win condition. Valakut cannot be countered, and in this format, cannot be removed, and will give you so much more overall than any single creature not named Baneslayer.
My only suggestion at this point is that you drop back Magosi to two MAX. I used to run two and had to scale back to ONE just to not screw myself. The last thing you ever ever want is an Island that CIPT.
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3 Baloth Woodcrasher
1 Rampaging Baloths
2 Sphinx of Jwar Isle
Enchantments-8
4 Khalni Heart Expedition
4 Ior Ruin Expedition
Instants-18
4 Essence Scatter
4 Into the Roil
4 Harrow
4 Negate
2 Vines of Vastwood
4 Rampart Growth
Non-Basic Lands-8
4 Misty Rainforest
4 Magosi, the Waterveil
Basic Lands-16
6 Island
10 Forest
4 Spell Pierce
2 Vines of Vastwood
4 Unsummon
4 Grazing Gladehart
I haven't had a chance to play test this yet, but I think that there is potential for a deck here. I can reliably crack one of the expeditions the turn I drop it, which helps a lot. The only cards that I dislike are Pithing Needle and anything that can kill the enchantments, they are really important.
I'd run Wall of Frost. Your deck looks like it couldn't stand up to an aggro rush, and something like an early game wall could draw away removal from later bombs.
It's an interesting idea, but why Magosi? I'd also suggest more Scalding Tarn and Verdant Catacombs to abuse the landfall.
Unfortunately, I just can't see how this wins vs. Aggro.
Try some gold fishing with the deck, it has potential. I know gold fishing is one thing, but it really can get some insane plays going. The real questions is how it would hold up in an actual match up, which as I stated I haven't had a chance to do yet.
Oh.
Yeah, I can see how Magosi would be epic win in goldfishing.
Gladeheart is a beast in limited, but if you are trying to use it to nullify aggro, I feel a few more fetches are called for.
Another negative about the fetches is that they drain my life, which will not help my match up against aggro decks, which already looks to be a major weakness.
If we drop the Rampart Growths, maybe splash white for Day of Judgement and/or Path to Exile or maybe splash red for Pyroclasm and/or Volcanic Fallout (probably the better choice). Red also provides Earthquake and Zektar Shrine Expedition, but that might be getting a little too fancy.
If I got that route, I think I drop the 4 Rampart Growths, add 4 Volcanic Fallout, drop 4 Forest, 2 Islands, and 1 Magosi, the Waterveil and add 4 Scalding Tarn and 3 Mountain. Then in the one open slot in the sideboard, I could add maybe Earthquake?
I'm going to fit Lavaball Trap in here some where as well.
I see you've run into the same issue I have... Every time I build this deck, it turns into Valakut Control. Even when I start over with the intention of staying away from that. A red splash for Pyroclasm and Earthquake turns into an entirely new, and more efficient deck pretty quickly.
Valakut just ends up doing so much with this strategy... I'll provide an example.
1 Magma Phoenix
Non-Creature Spells (33)
3 Armillary Sphere
4 Burst Lightning
2 Chandra Nalaar
1 Earthquake
1 Expedition Map
1 Fireball
3 Harrow
2 Khalni Heart Expedition
2 Lavaball Trap
4 Lightning Bolt
4 Path to Exile
4 Pyroclasm
2 Volcanic Fallout
1 Forest
13 Mountain
4 Naya Panorama
1 Plains
3 Terramorphic Expanse
4 Valakut, the Molten Pinnacle
3 Celestial Purge
1 Earthquake
4 Dragon's Claw
3 Oblivion Ring
4 Punishing Fire
Quick deck note: Yes, I know Terramorphic sucks, but in the three color version I want to be able to fetch forest/mountain at any time. If they make allied fetchlands, I'm all for replacing it!
I've also tinkered with variations ditching white for blue (mostly because I LOVE Ior Ruin Expedition) which comes much closer to your strategy (and overall control+ strategy).
Basically, I can't help but feeling Valakut is the better engine to work off of, when compared with the Baloths win condition. Valakut cannot be countered, and in this format, cannot be removed, and will give you so much more overall than any single creature not named Baneslayer.