Basically, you control the board while ramping and disrupting your opponent until you have a certain amount of lands in play (depending on your opponent's life total, if he's at 30 you need 11 lands), tutor for scapeshift / bring to light, play it and search for Valakut + X mountains for the kill. BFZ added some very important pieces for this deck: more mountain duals and bring to light
Judging by my experience, you will VERY RARELY need the 11 lands (to search for 10 mountains + Valakut for 30 damage) because opponents often play fetchlands and/or shocklands, and you have some spells that can damage your opponent(Tribal Flames, Rolling Earthquake, Last Stand, your commander). Most of the times you will need 9 - 10 lands to go off.
Your commander can act as a sweeper or sometimes attack for 6, again lowering the threshold for going off (remember that for it to act as a sweeper it must go to the graveyard and not back to the command zone).
The deck is very consistent, it's rare to get color-screwed, even against slight land destruction. It does scoop against mass land destruction, so be careful with that. Color priority obviously depends on the situation, but usually goes Green > Blue > Black > White > Red.
One red dual in play is enough, but you want to have two because of a possible wasteland / dust bowl if you don't have a basic mountain, avoid fetching for more because that may kill your combo (you only have 15 mountains in the deck).
I thought about a similar Scapeshift idea yesterday. I like many things but I would like to propose some changes.
Prismatic Omen turns any land into Valakut mountain so you can put it instead of Wrath of God (why do you need so many Wrath effects when your general does the same?). Allied Strategies is not a great card either (I understand Domain theme, but still). Maybe Mystic Confluence instead? To have options of countering, drawing and bouncing. And obviously Phyrexian Tower to sacrifice Child itself. You can also add cheap Nature's Claim to deal with Blood Moon. Another tech card is Bound/Determined which allows to sacrifice Child, clear board and return up to 5 cards from a graveyard or you can protect your combo from counters.
I have divined your fate. You shall find your nemesis, a catastrophic clash. Devastation, misery for all, the unleashing of horrible curses and ferocious powers. Ruin, such ruin that I dream each night of blessed peace, assured that the universe is in balance once more...
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Basically, you control the board while ramping and disrupting your opponent until you have a certain amount of lands in play (depending on your opponent's life total, if he's at 30 you need 11 lands), tutor for scapeshift / bring to light, play it and search for Valakut + X mountains for the kill. BFZ added some very important pieces for this deck: more mountain duals and bring to light
Judging by my experience, you will VERY RARELY need the 11 lands (to search for 10 mountains + Valakut for 30 damage) because opponents often play fetchlands and/or shocklands, and you have some spells that can damage your opponent(Tribal Flames, Rolling Earthquake, Last Stand, your commander). Most of the times you will need 9 - 10 lands to go off.
Your commander can act as a sweeper or sometimes attack for 6, again lowering the threshold for going off (remember that for it to act as a sweeper it must go to the graveyard and not back to the command zone).
The deck is very consistent, it's rare to get color-screwed, even against slight land destruction. It does scoop against mass land destruction, so be careful with that. Color priority obviously depends on the situation, but usually goes Green > Blue > Black > White > Red.
One red dual in play is enough, but you want to have two because of a possible wasteland / dust bowl if you don't have a basic mountain, avoid fetching for more because that may kill your combo (you only have 15 mountains in the deck).
Here's a detailed list of my card choices
Tutors
Dimir House Guard (searches for scapeshift)
Clutch of the Undercity (searches for scapeshift)
Lim-Dul's Vault
Mystical Teachings (toolbox + searches for clutch of the undercity)
Brainspoil (searches for bring to light)
Demonic Tutor
Grim Tutor
Personal Tutor
Ramp + Land "draw"
Primeval Titan
Wood Elves
Yavimaya Dryad
Oracle of Mul Daya
Burgeoning
Exploration
Crucible of Worlds
Realms Uncharted
Courser of Kruphix
Tithe (fixes your mana, can search for up to 2 white duals)
Explore
Farseek
Hunting Wilds
Nature's Lore (one of the best ramp spellsin the deck, searches for any green dual and puts it into the battlefield untapped)
Ranger's path
Restore (this will be almost as good as Nature's Lore most of the times by returning a fetch untapped)
Skyshroud Claim (this is the best ramp spell in the deck, two green duals untapped)
Three Visits (nature's lore #2)
Card draw + selection
Brainstorm
Dig Through Time
Sylvan Library
Allied Strategies (draw 5 cards)
Painful Truths
Preordain
Ponder
Serum Visions
Countermagic + combo protection
Condescend
Counterspell
Dispel
Force of Will
Misdirection (force of will #2)
Pact of Negation (protects your combo the turn you go off)
Teferi, Mage of Zhalfir (enables you to go off without fearing any kind of disruption, also great versus blue decks in general)
Hand disruption
Thoughtseize
Voices from the Void (opponent discards 5 cards)
Removal
Slaughter Pact
Tribal Flames (kills almost everything, can deal damage to op)
Damnation (wrath #2)
Rolling Earthquake (wrath #3, deals damage to op)
Supreme Verdict (wrath #4)
Terminus (wrath #4, great with personal tutor, brainstorm, etc.)
Toxic Deluge (wrath #5)
Wrath of God
Other utility
Bribery
Last Stand (this usually reads as: loot 3 - 5 cards, target opponent loses 6 - 10 life, deal 2 - 4 damage to target creature, put 4 - 7 saproling tokens into the battlefield, gain 4 - 8 life)
Regrowth
Snapcaster Mage
Combo
Scapeshift
Bring to Light (Toolbox + Scapeshift #2)
Lands
((basic))
5 Mountain
((duals))
Watery Grave
Breeding Pool
Hallowed Fountain
Temple Garden
Godless Shrine
Overgrown Tomb
Tundra
Underground Sea
Tropical Island
Savannah
Scrubland
Bayou
Breeding Pool
Blood Crypt (mountain)
Cinder Glade (mountain)
Smoldering Marsh (mountain)
Plateau (mountain)
Sacred Foundry (mountain)
Steam Vents (mountain)
Stomping ground (mountain)
Taiga (mountain)
Volcanic Island (mountain)
Badlands (mountain)
((fetchlands))
Scalding Tarn
Misty Rainforest
Flooded Strand
Polluted Delta
Wooded Foothills
Windswept Heath
Verdant Catacombs
Marsh Flats
Bloodstained Mire
Arid Mesa
Krosan Verge
((5 color))
Command Tower
Mana Confluence
((combo))
Valakut, the Molten Pinnacle
DECKLISTS
1 Bring to Light
1 Smoldering Marsh
1 Cinder Glade
1 Stomping Ground
1 Blood Crypt
1 Volcanic Island
1 Plateau
1 Taiga
1 Badlands
1 Steam Vents
1 Sacred Foundry
5 Mountain
1 Demonic Tutor
1 Personal Tutor
1 Grim Tutor
1 Force of Will
1 Misdirection
1 Valakut, the Molten Pinnacle
1 Primeval Titan
1 Life from the Loam
1 Crucible of Worlds
1 Tithe
1 Exploration
1 Burgeoning
1 Farseek
1 Restore
1 Nature's Lore
1 Wood Elves
1 Oracle of Mul Daya
1 Three Visits
1 Skyshroud Claim
1 Painful Truths
1 Pact of Negation
1 Explore
1 Dig Through Time
1 Snapcaster Mage
1 Counterspell
1 Serum Visions
1 Ponder
1 Sylvan Library
1 Preordain
1 Thoughtseize
1 Teferi, Mage of Zhalfir
1 Bribery
1 Dimir House Guard
1 Brainspoil
1 Clutch of the Undercity
1 Lim-Dûl's Vault
1 Watery Grave
1 Breeding Pool
1 Hallowed Fountain
1 Temple Garden
1 Godless Shrine
1 Overgrown Tomb
1 Tundra
1 Underground Sea
1 Tropical Island
1 Savannah
1 Scrubland
1 Scalding Tarn
1 Misty Rainforest
1 Flooded Strand
1 Polluted Delta
1 Wooded Foothills
1 Windswept Heath
1 Verdant Catacombs
1 Marsh Flats
1 Bloodstained Mire
1 Arid Mesa
1 Mana Confluence
1 Rolling Earthquake
1 Allied Strategies
1 Voices from the Void
1 Supreme Verdict
1 Tribal Flames
1 Yavimaya Dryad
1 Courser of Kruphix
1 Condescend
1 Bayou
1 Regrowth
1 Brainstorm
1 Damnation
1 Realms Uncharted
1 Dispel
1 Hunting Wilds
1 Wrath of God
1 Terminus
1 Mystical Teachings
1 Command Tower
1 Toxic Deluge
1 Slaughter Pact
1 Ranger's Path
1 Last Stand
1 Krosan Verge
Suggestions?
Prismatic Omen turns any land into Valakut mountain so you can put it instead of Wrath of God (why do you need so many Wrath effects when your general does the same?). Allied Strategies is not a great card either (I understand Domain theme, but still). Maybe Mystic Confluence instead? To have options of countering, drawing and bouncing. And obviously Phyrexian Tower to sacrifice Child itself. You can also add cheap Nature's Claim to deal with Blood Moon. Another tech card is Bound/Determined which allows to sacrifice Child, clear board and return up to 5 cards from a graveyard or you can protect your combo from counters.