So with the Ravnica printings of Thousand-Year Storm and Growth Spiral along with the Dominaria printing of Tatyova, Benthic Druid made me want to make something, something land focused however I have made the controlling land deck and wanted to try something a bit more explosive.
The main idea is to chain some extra land drop spells alongside cantrips and rituals to create an obscene amount of land drops for a turn to churn out immense advantage through things in the deck that trigger off of those land drops. Striking the exact balance of all the pieces of this deck outside of the core bits seems like a very fluid science and I am excited to try it out to see where this monstrosity goes.
For example it might be a consideration to run a couple/handful of bouncelands ala Simic Growth Chamber because they allow for all lands drops to be hit without necessarily need to guarantee that they are all drawn into (in the right circumstances the deck also can ritual mana with them like their modern / legacy use).
There is currently a single infinite in the deck being Azusa, Lost but Seeking, Walk the Aeons + Land Recursion + 3 Islands. Technically if the deck gets to a certain point it can loop Nexus of Fate if it is the last card left but I hope it never actually comes down to that. The deck is also specifically avoiding certain interactions with The Gitrog Monster because I don't like resolving the cycling that results from it plus either Underrealm Lich or Dakmor Salvage & Discard Outlet. I also deliberately didn't want to go into some form of Landfall = Tokens because that seems to be the first thing gone towards.
The original idea behind this deck that I may return to was going to be to trying and find a way to get the Storm Count high enough so I could Crop Rotation a single land into all the Gates + Maze's End that I needed to win on the spot but that manabase in a deck that doesn't want to run 50+ lands and also be 5 colors is a tricky thing to work out.
Thanks for taking a look, this deck is still very very early so I have no idea if it really does anything at this point, it is made up of a bunch of cards that I like so the only thing left is to try.
I don't think you have enough lands to really take advantage of cards that let you play extra lands. Also, no Sol Ring?
It should probably go in the Manabond spot the weakest of those cards with the number of lands that I have.
As for the other point generally I would agree with you however I have played a bunch of land decks with various methods and I have found that at least this number is the breaking point, the goal of those extra land drops is to be right on curve until of course they are part of a very large pile of bull***** that is Thousand-Year Storm at which point there is so much other stuff going on that I am typically either flush with lands in hand, or lands in grave and a way to play them from there or flush with lands exiled with a Mind's Desire that I can play from there.
There are generally 3 times I cast Explore and its ilk, early when I have the extra lands in hand, as part of a much bigger thing, or in desperation.
What about lotus bloom, ancestral vision and wheel of fate? Cascading in to these let’s you play them for free. Not to mention the value you get with thousand year storm. Eye of the storm and aetherflux reservoir along with storm cards such as tendrils of agony and grape shot offer ways to outright win the game. Here’s a general somewhat affordable list. https://www.mtggoldfish.com/deck/1595223#paper
I feel like the land idea is good. But in order to close the game early you need artifact and creature ramp and car draw you can cascade into. Yidris is more of a spellslinger commander, less of a lands commander, as his ability benefits of spells not landfall triggers.
I feel like the land idea is good. But in order to close the game early you need artifact and creature ramp and car draw you can cascade into. Yidris is more of a spellslinger commander, less of a lands commander, as his ability benefits of spells not landfall triggers.
I am pretty sure 43/100 of the cards in the deck being spells will be more than enough.
Yidris is largely the Commander of the colors and not abilities however there are times when that cascade will be useful for sure.
I’ve got a pretty similar deck, but I am playing Kynaios and Tiro to get white instead of black. That gives me access to Enlightened Tutor and Academy Rector as extra copies of the big enchantment instead of the black tutors.
Looks like you’re only using black for Gitrog and the tutor package, and K&T ramping and drawing cards works really well with getting off a big Thousand-Year Storm turn. Just a thought.
I’ve got a pretty similar deck, but I am playing Kynaios and Tiro to get white instead of black. That gives me access to Enlightened Tutor and Academy Rector as extra copies of the big enchantment instead of the black tutors.
Looks like you’re only using black for Gitrog and the tutor package, and K&T ramping and drawing cards works really well with getting off a big Thousand-Year Storm turn. Just a thought.
Here is what came out the other end:
1 Yidris, Maelstrom Wielder
Creature
1 Birds of Paradise
1 Azusa, Lost but Seeking
1 Realmwright
1 Lotus Cobra
1 Oracle of Mul Daya
1 Laboratory Maniac
1 Eternal Witness
1 Ramunap Excavator
1 Tunneling Geopede
1 Tireless Tracker
1 Tatyova, Benthic Druid
1 Mina and Denn, Wildborn
1 The Gitrog Monster
Enchantment
1 Burgeoning
1 Manabond
1 Trade Routes
1 Prismatic Omen
1 Exploration
1 Retreat to Hagra
1 Thousand-Year Storm
Land
1 Barren Moor
1 Forgotten Cave
1 Lonely Sandbar
1 Tranquil Thicket
1 Arid Mesa
1 Misty Rainforest
1 Valakut, the Molten Pinnacle
1 Command Tower
1 Blood Crypt
1 Overgrown Tomb
1 Steam Vents
1 Breeding Pool
1 Stomping Ground
1 Watery Grave
1 Bloodstained Mire
1 Flooded Strand
1 Polluted Delta
1 Windswept Heath
1 Wooded Foothills
1 Marsh Flats
1 Fetid Pools
1 Canyon Slough
1 Sheltered Thicket
2 Island
1 Swamp
1 Mountain
3 Forest
1 Scroll Rack
1 Crucible of Worlds
1 Sensei's Divining Top
1 Amulet of Vigor
1 Chromatic Lantern
1 Horn of Greed
Instant
1 Mystical Tutor
1 Worldly Tutor
1 Intuition
1 Crop Rotation
1 Frantic Search
1 Brainstorm
1 Dark Ritual
1 Cabal Ritual
1 Seething Song
1 Manamorphose
1 Noxious Revival
1 Mystic Confluence
1 Vampiric Tutor
1 Cyclonic Rift
1 Nexus of Fate
1 Mission Briefing
1 Growth Spiral
Sorcery
1 Demonic Tutor
1 Summer Bloom
1 Time Spiral
1 Yawgmoth's Will
1 Reanimate
1 Mind's Desire
1 Journey of Discovery
1 Inner Fire
1 Walk the Aeons
1 Scapeshift
1 Ponder
1 Explore
1 Preordain
1 Devastation Tide
1 Life from the Loam
1 Urban Evolution
1 Dark Petition
1 Animist's Awakening
1 Mizzix's Mastery
1 Splendid Reclamation
1 Coastal Breach
1 Farseek
1 Regrowth
1 Enter the Unknown
1 Pirate's Pillage
1 Bonus Round
The main idea is to chain some extra land drop spells alongside cantrips and rituals to create an obscene amount of land drops for a turn to churn out immense advantage through things in the deck that trigger off of those land drops. Striking the exact balance of all the pieces of this deck outside of the core bits seems like a very fluid science and I am excited to try it out to see where this monstrosity goes.
For example it might be a consideration to run a couple/handful of bouncelands ala Simic Growth Chamber because they allow for all lands drops to be hit without necessarily need to guarantee that they are all drawn into (in the right circumstances the deck also can ritual mana with them like their modern / legacy use).
There is currently a single infinite in the deck being Azusa, Lost but Seeking, Walk the Aeons + Land Recursion + 3 Islands. Technically if the deck gets to a certain point it can loop Nexus of Fate if it is the last card left but I hope it never actually comes down to that. The deck is also specifically avoiding certain interactions with The Gitrog Monster because I don't like resolving the cycling that results from it plus either Underrealm Lich or Dakmor Salvage & Discard Outlet. I also deliberately didn't want to go into some form of Landfall = Tokens because that seems to be the first thing gone towards.
The original idea behind this deck that I may return to was going to be to trying and find a way to get the Storm Count high enough so I could Crop Rotation a single land into all the Gates + Maze's End that I needed to win on the spot but that manabase in a deck that doesn't want to run 50+ lands and also be 5 colors is a tricky thing to work out.
Thanks for taking a look, this deck is still very very early so I have no idea if it really does anything at this point, it is made up of a bunch of cards that I like so the only thing left is to try.
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It should probably go in the Manabond spot the weakest of those cards with the number of lands that I have.
As for the other point generally I would agree with you however I have played a bunch of land decks with various methods and I have found that at least this number is the breaking point, the goal of those extra land drops is to be right on curve until of course they are part of a very large pile of bull***** that is Thousand-Year Storm at which point there is so much other stuff going on that I am typically either flush with lands in hand, or lands in grave and a way to play them from there or flush with lands exiled with a Mind's Desire that I can play from there.
There are generally 3 times I cast Explore and its ilk, early when I have the extra lands in hand, as part of a much bigger thing, or in desperation.
https://www.mtggoldfish.com/deck/1595223#paper
I am pretty sure 43/100 of the cards in the deck being spells will be more than enough.
Yidris is largely the Commander of the colors and not abilities however there are times when that cascade will be useful for sure.
Looks like you’re only using black for Gitrog and the tutor package, and K&T ramping and drawing cards works really well with getting off a big Thousand-Year Storm turn. Just a thought.
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I don't doubt that would work rather well, however it is more than Demonic Tutor and Vampiric Tutor it is also Dark Ritual and Cabal Ritual and Yawgmoth's Will and Retreat to Hagra a not that bad way for this deck to close out games if it gets to speed.