Bored at work. And I've been fighting hard to come up with a good blue green deck. This one is a little unconventional for this standard. Interested in playtesting it. What does everyine think?
I think it would work pretty okay if you had a way to draw cards. Otherwise, after you get rid of your hand, you're stuck with top decking, which kills most landfall decks. Ior Ruin Expedition and even Khalni Heart Expedition would be pretty effective in a landfall deck.
Run Khalni Heart Expedition and you'll have the same core ramp engine as the "Magical Christmasland" deck. After that i'd cut the Seaside Citadel's, a couple of basics and 1 non land card and put in the other 4 on color fetchlands(or at least 4 Terramorphic Expanse's), fetchlands are important to consistantly get the most out of Cobra, Expedition and all your landfall cards.
The rest of the deck is okay, but i'd question the Unsummon's(too weak, maybe worth sideboarding against hyper aggressive decks), The Living Tsunami's(yes bouncing a land to get an extra use out of landfall is okay in theory but in practice it's better to just have better draw or land fetch instead of a relatively weak creature(4/4's without protection die to pretty much everything)), and the Roil Elemental's (stealing all your opponents creatures sounds really cool but when it's condition on a 2 toughness creature without protection staying alive then it becomes highly unlikely to remain effctive for more than even 1 turn).
I'd definitely consider cutting some of those cards for the previously mentioned Khalni Heart Expedition's, and extra copies of Rampaging Baloths(insanely strong in this type of deck where you can accelerate into it very quickly and produce a massive amount of tokens, if you even produce 1 token it's very similar to the incredibly playable Broodmate Dragon), Oracle of Mul Daya(helps increase the landfall as well as helping you dig through land clumps so that you only tend to draw spells).
You might also want to consider Grazing Gladeheart, it's not a brilliant card but it's cheap and it's landfall ability can help make the lifeloss from fetchlands into life gain as well as just gaining you a help of life of things like harrow and expedition, all of which is pretty good at stalling against aggro until you get something better on line.
After that i'd cut the Seaside Citadel's, a couple of basics and 1 non land card and put in the other 4 on color fetchlands(or at least 4 Terramorphic Expanse's), fetchlands are important to consistantly get the most out of Cobra, Expedition and all your landfall cards.
Actually I'd cut the Scalding Tarns and the Citadel's for the 4x Expanses. There's no need to waste money and space on fetchlands when you have only the option to fetch one land type... At least the Expanses can fetch you the needed Forest OR Island, while being useful. The Scalding Tarn's only fetch you an Island.
Wow great ideas. I didn't see a lot of what you said until I played it. Roil needs to be replaced. I like the glazing suggestion. What about acidic slime or stag or master of the wild hunt? Unsummon does work really really well. Bounce is underrated. 1 or 2 extrs turns is all this deck needs. But I'll definitely be trying khalni for insane combos. Maybe in place of unsummon. Into the roil is a great card btw. So useful in so many situatuions. And finally what about mind spring? With huge mana its a great draw card. However I do like the enchant and it goes well with the theme. I need a little more as far as threats go. Once again, great suggestions. I'm getting excited for its potential.
Top post edited for most current build.
I really am struggling taking out unsummon, as this deck doesn't really have a way to deal with creatures. The deck always ramps insane amounts, so the 7 for the sphinx is cake, and the one of mind spring for a little extra draw. Overall there is now 7 options to draw, which I think should be plenty. Plus one doubles up as a good creatures.
I feel the main deck is getting there, I've playtested this a ton today. It's actually very very effective, and fun to play! I need to start working on the sideboard, I'm thinking something like this.
I added a couple more fetch lands. I tried 12 total, but then I usually didn't have enough basic lands to even pull out if the game goes late. This deck is much much more solid without roil elemental and living tsunami. So thank you for those suggestions.
Here was my original build. I like to keep the most current at top for people who are clicking on the thread, to make it more intriguing and there's less digging involved.
4x lotus cobra
2x Sphinx of Lost Truths
4x rampaging baloth
2x oracle of muldai
1x thornling
4x Scute Mob
spells - 20
4x negate
4x harrow
4x vines of vastwood
4x into the roil
3x Khalni Heart Expedition
1x Mind Spring
4x misty rainforest
3x scalding tarn
3x verdant catacombs
6x forest
7x island
4x Unsummon
1x Oracle of MulDai
4x Sleep
1x Mind Spring
4x Grazing Gladeheart
1x Time Warp
Bored at work. And I've been fighting hard to come up with a good blue green deck. This one is a little unconventional for this standard. Interested in playtesting it. What does everyine think?
Edited: Most current deck as of 11/28/09
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EDIT: Soul's Majesty even...
Creatures [28]
4x Extractor Demon
4x Rotting Rats
4x Dregscape Zombie
3x Fatestitcher
4x Viscera Dragger
4x Hedron Crab
2x Kederekt Leviathan
3x Corpse Connoisseur
4x Spell Pierce
2x Consume Spirit
2x Tome Scour
3x Grim Discovery
Lands [23]
4x Terramorphic Expanse
3x Crypt of Agadeem
2x Grixis Panorama
2x Swamp
12x Island
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The rest of the deck is okay, but i'd question the Unsummon's(too weak, maybe worth sideboarding against hyper aggressive decks), The Living Tsunami's(yes bouncing a land to get an extra use out of landfall is okay in theory but in practice it's better to just have better draw or land fetch instead of a relatively weak creature(4/4's without protection die to pretty much everything)), and the Roil Elemental's (stealing all your opponents creatures sounds really cool but when it's condition on a 2 toughness creature without protection staying alive then it becomes highly unlikely to remain effctive for more than even 1 turn).
I'd definitely consider cutting some of those cards for the previously mentioned Khalni Heart Expedition's, and extra copies of Rampaging Baloths(insanely strong in this type of deck where you can accelerate into it very quickly and produce a massive amount of tokens, if you even produce 1 token it's very similar to the incredibly playable Broodmate Dragon), Oracle of Mul Daya(helps increase the landfall as well as helping you dig through land clumps so that you only tend to draw spells).
You might also want to consider Grazing Gladeheart, it's not a brilliant card but it's cheap and it's landfall ability can help make the lifeloss from fetchlands into life gain as well as just gaining you a help of life of things like harrow and expedition, all of which is pretty good at stalling against aggro until you get something better on line.
Machius proudly supports R_E's right to Rumour!
Actually I'd cut the Scalding Tarns and the Citadel's for the 4x Expanses. There's no need to waste money and space on fetchlands when you have only the option to fetch one land type... At least the Expanses can fetch you the needed Forest OR Island, while being useful. The Scalding Tarn's only fetch you an Island.
Creatures [28]
4x Extractor Demon
4x Rotting Rats
4x Dregscape Zombie
3x Fatestitcher
4x Viscera Dragger
4x Hedron Crab
2x Kederekt Leviathan
3x Corpse Connoisseur
4x Spell Pierce
2x Consume Spirit
2x Tome Scour
3x Grim Discovery
Lands [23]
4x Terramorphic Expanse
3x Crypt of Agadeem
2x Grixis Panorama
2x Swamp
12x Island
Check out my SELLING LIST of great pricing!
Top post edited for most current build.
I really am struggling taking out unsummon, as this deck doesn't really have a way to deal with creatures. The deck always ramps insane amounts, so the 7 for the sphinx is cake, and the one of mind spring for a little extra draw. Overall there is now 7 options to draw, which I think should be plenty. Plus one doubles up as a good creatures.
I feel the main deck is getting there, I've playtested this a ton today. It's actually very very effective, and fun to play! I need to start working on the sideboard, I'm thinking something like this.
4x Unsummon
1x Oracle of MulDai
4x Sleep
1x Mind Spring
4x Grazing Gladeheart
1x Time Warp
I added a couple more fetch lands. I tried 12 total, but then I usually didn't have enough basic lands to even pull out if the game goes late. This deck is much much more solid without roil elemental and living tsunami. So thank you for those suggestions.
Here was my original build. I like to keep the most current at top for people who are clicking on the thread, to make it more intriguing and there's less digging involved.
4x lotus cobra
3x rampaging baloth
3x Roil Elemental
3x Living Tsunami
3x oracle of muldai
1x thornling
4x negate
4x harrow
4x vines of vastwood
4x into the roil
4x Unsummon
4x misty rainforest
2x scalding tarn
2x verdant catacombs
2x Seaside citadel
6x forest
7x island
Once again, this was the original build. Most current is at top.
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