So the intro deck plays out good,refining it does great, when it hits.ive added power with 3 oran-rief hydra 3 akoum hellkiteand a single omnath, locus of rage. I've also added 3 nissa's renewal and one of each of shaman of the great huntsword of the animistnissa's revelationanimist's awakening.looking for some help on direction.
weenies?slows deck down,longer to get out power and get land cycle cards.
Bolts?dont know if that's enough for competitive with this deck.have the mana, maybe fireballs too?
Boosts for instant power?is it enough in modern for this?
Limited as to the basic land base needed to, no special lands please as it runs 22 basics and 3 blighted woodland now and it's not enough basics.
And more bigger guys seems to hurt the deck,i took out a few of the landfall weenies and it ruined the deck,put them back and they are 50% win con for me.had four of each of of big guys,three works better,but I'm struggling for early board drops as my hands usually take a few turns to drop something,im leaning towards bolts because of this.I have a ton of land digging cards,11 and then the 3 non-basic lands.
I'm using 4 tunneling geopede and I like them but are they fast enough?the 4 makindi sliderunner are a must stay,huge power!fast!!!but defense in the deck is the pits an it can get murdered fast if I can't get it to move faster.
My green cards are minimal but I have thousands of red.
Thanks ahead of time.
Try posting this in the deck creation thread. This thread is for decks that have proven they have competitive viability and for them to develop, well, competitively. Deck creation is for decks that are just starting out to develop.
As for this deck, you can take this two different directions. The first is ramping BEFORE you cast your guys to slam huge dudes on the table. The second is to ramp AFTER you play creatures to get Lndfall. The latter is most likely better than the former, so cutting anything above four mana is a good idea. Turn yourself into an agfro deck. Mind posting the list? I loce helping rogue brews and seing the decklist would be more helpful.
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Sorry wasn't sure where to post as I am trying to make it competitive.
I didn't post a list because it's a BFZ intro deck with some mods.I mentioned most of the mods I've made and was wondering if anyone had any suggestions to make that particular theme deck viable,and or if it's worth trying and give up before I sink to much into it.
It drops straight beats right out of the box.with the changes I've made the mid game is my win.problem is I need big mana and I want to speed it up without compromising power,and it gets its power from basic lands dropping.
I don't have the deck with me atm,ill try and post it tonight after work but until then it's basically the intro deck as a base and I'm using the suggested cards from the instructions.
Yes to ramping early so I can drop the big ones. Normally I like the weeny guys but the deck is fun if you can get the big guys out so that's why I'm curious if it can go competitive like the beasts of the old when they just destroyed all.
I read all the posts in here I could find about it and they all used very little of the landfall ability and relied on prowess.
My goal is to try and keep it with all landfall abilities for creatures to maximize power and keep it r/g without splashing in another color.Its slow creature wise to start,but a few spells later and I have a ton of land dropping.Ive put some smaller stuff in and it only washed out the deck and slowed it down.it likes turn 3 the best for its creatures to drop and swinging for kills on four.
In all the games though its usually the sliderunner sneaking in for the kill.
I'm not familiar with the intro deck but Gruul landfall jank is my jam ^^
I would consider Harrow over the blighted woodlands - still busts a land but cheaper (and still instant) and right up your alley with basics into play untapped
if you can upgrade the mankindi sliderunner to a Plated Geopede (cheap card but maybe not easy to find - dunno your circumstance) - that harrow can make plated bolt proof in response
I would definitely run a playset of lightning Bolt and also consider Atarka's Command (might be a bit pricey if you don't already have some)
I'm also a big fan of Burning-Tree Emissary - it's janky but dropping multiple cards early could help you put the pressure on (only if the deck has useful targets for the mana ability though)
I wouldn't bother with the fireballs - if anything I'd look at Banefire because of the uncounterable clause
I would cut some of the fat from the top-end - maybe the akoum hellkite and omnath?
you could always keep the oran-rief hydra and even throw in a sneaky fling or 2 for the lulz
Brew hard! Ride the Jank-Tank to victory!
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weenies?slows deck down,longer to get out power and get land cycle cards.
Bolts?dont know if that's enough for competitive with this deck.have the mana, maybe fireballs too?
Boosts for instant power?is it enough in modern for this?
Limited as to the basic land base needed to, no special lands please as it runs 22 basics and 3 blighted woodland now and it's not enough basics.
And more bigger guys seems to hurt the deck,i took out a few of the landfall weenies and it ruined the deck,put them back and they are 50% win con for me.had four of each of of big guys,three works better,but I'm struggling for early board drops as my hands usually take a few turns to drop something,im leaning towards bolts because of this.I have a ton of land digging cards,11 and then the 3 non-basic lands.
I'm using 4 tunneling geopede and I like them but are they fast enough?the 4 makindi sliderunner are a must stay,huge power!fast!!!but defense in the deck is the pits an it can get murdered fast if I can't get it to move faster.
My green cards are minimal but I have thousands of red.
Thanks ahead of time.
As for this deck, you can take this two different directions. The first is ramping BEFORE you cast your guys to slam huge dudes on the table. The second is to ramp AFTER you play creatures to get Lndfall. The latter is most likely better than the former, so cutting anything above four mana is a good idea. Turn yourself into an agfro deck. Mind posting the list? I loce helping rogue brews and seing the decklist would be more helpful.
I didn't post a list because it's a BFZ intro deck with some mods.I mentioned most of the mods I've made and was wondering if anyone had any suggestions to make that particular theme deck viable,and or if it's worth trying and give up before I sink to much into it.
It drops straight beats right out of the box.with the changes I've made the mid game is my win.problem is I need big mana and I want to speed it up without compromising power,and it gets its power from basic lands dropping.
I don't have the deck with me atm,ill try and post it tonight after work but until then it's basically the intro deck as a base and I'm using the suggested cards from the instructions.
I read all the posts in here I could find about it and they all used very little of the landfall ability and relied on prowess.
My goal is to try and keep it with all landfall abilities for creatures to maximize power and keep it r/g without splashing in another color.Its slow creature wise to start,but a few spells later and I have a ton of land dropping.Ive put some smaller stuff in and it only washed out the deck and slowed it down.it likes turn 3 the best for its creatures to drop and swinging for kills on four.
In all the games though its usually the sliderunner sneaking in for the kill.
I would consider Harrow over the blighted woodlands - still busts a land but cheaper (and still instant) and right up your alley with basics into play untapped
if you can upgrade the mankindi sliderunner to a Plated Geopede (cheap card but maybe not easy to find - dunno your circumstance) - that harrow can make plated bolt proof in response
I would definitely run a playset of lightning Bolt and also consider Atarka's Command (might be a bit pricey if you don't already have some)
I'm also a big fan of Burning-Tree Emissary - it's janky but dropping multiple cards early could help you put the pressure on (only if the deck has useful targets for the mana ability though)
I wouldn't bother with the fireballs - if anything I'd look at Banefire because of the uncounterable clause
I would cut some of the fat from the top-end - maybe the akoum hellkite and omnath?
you could always keep the oran-rief hydra and even throw in a sneaky fling or 2 for the lulz
Brew hard! Ride the Jank-Tank to victory!