You need to run a ton of Mountains and you likely wouldn't get there until much later in a game. I am not sure how viable that is. Perhaps in a RG build that is much heavier on the red. It could likely be done, but I wouldn't personally try it as you would need to run minimal fetches and a lot of mountains. If you have any starting hand without green, it could throw you off. You also will end up limited in the removal that you could run.
I see that this is a rough draft, this is my critique:
You have 10 mountains... Many of the Valakut builds are running 12 and they have 4 search for tomorrow, 4 sakura-tribe elder, 4 primeval titan, some number of farseek, and also summoners pact for primeval titan. That is why they get away with running only 12 mountains. You have 10 with 0 ways to search your library other than fetch lands. If you wanted to do it loam oriented you are likely best to look to the RG Valakut decks and take some notes from there for your build.
I see your point. but I was thinking of going more a long game/controlling route. I might need to up my mountain count. but the idea is to control the board with assault. then dome your opponent with loam/valakut
One thing I will say is that your deck needs to be optimized for a long game. At the moment you have cards that are great for tempo early but completely drop off as the game progresses. Cards like remand and izzet charm are tough to keep up for the long game. Remand is great but later it's not great since your opponent will just recast whatever you countered originally. Same with izzet charm. The modes are great early, other than looting mode it's really bad later. You're likely better off running desperate ravings or faithless looting in that slot if you want to get some additional value and filtering. As for counter magic either mana leak, spell snare or a couple copies of cryptic command can bring you a long way.only issue with cryptic is obviously the cost. You can at least mitigate that since you are trying to fill your graveyard with mountains for splendid reclamation. There is a lot more things of this nature to consider. I don't think your idea is terrible by any means. It obviously being a rough draft needs some refining
I initially tried out a straight R/G deck with Reclamation and Valakut but it wasn't very good unless Reclamation was in my opening hand, because otherwise you have to make the choice of getting the Loam engine going, or trying to draw into a Reclamation.
If you can cast a spell, you're doing well, If you can't, that's okay, too. It usually takes a few turns before you have enough mana to do anything. Meanwhile, you should figure out whether you need to discard (p.11). Then announce the end of your turn, and let your opponent have a go.
So I am not a giant fan of Saffron Olive for his views towards Legacy in his "No reserved list legacy" idea. But that deck is actually pretty sweet. However, I do think that is a great starting place for the deck. I like the idea behind the essential "8" copies of Splendid Reclamation, plus having Blue and therefore running Steam Vents is a great way to add to the mountain count.
so how would you "rework" his deck? I feel that it lacks some kind of interaction.
no I haven't seen that mtggoldfish deck before. but cool:) I'm kinda caught in a limbo. I really wanna play magic. I just can't find the right deck. I had my thoughts on scapeshift. the loam+assault is just too cool to pass
2 Rakdos Charm
3 Kitchen Finks
2 Feed the Clan
1 Abrupt Decay
1 Flame Jab
1 Raven's Crime
1 Ghost Quarter
2 Ancient Grudge
1 Anger of the Gods
Grim flayer was insane every game I played with him. One of the things I disliked about the old versions of aggro loam that played Bob was how weak bob was in matchups where I really wanted him. Bob often disappointed, due to the aggressiveness of the format and his inability to block or swing into chump blockers. Grim flayer was outstanding in the bob slot, and allowed the deck to go much larger than anything I was playing against.
Every creature in the deck is just always going to be larger then what the opponent is playing. Each creature will swing for at least 4, and the synergy and library manipulation offered by crusher and grim flayer give you information that is vital towards determining whether to loam or not. The build is less reliant on seismic assault and flame jab on keepingthe board clear, because your mostly playing the jund game of targeted discard into proactive threat. Loam becomes more of a value package instead of the main strategy, allowing you critical card advantage in liliana mirrors and the ability to get lands you filter out with crusher back into your hand.
I was initially worried the deck would have a problem killing other creatures and problem permanents, as abrupt decay needs to do a lot of work and you only run so many terminates and seismic assaults now. In the fnm, my worries were almost true. But quite often this was solved by just merely swinging with huge dudes every turn. The delver player I played against dropped a blood moon on me. I in turn played two crusher back to back. They both became larger then any creature in his deck and he died to both within a few turns. The nahiri chordplayer in the finals played a nahiri in each game and not once did it get close to 8 counters with the amount of pressure the creatures the deck can apply.
I'm not sure if the Liliana, the last Hope should be a Liliana of the Veil or Kolaghans Command, more testing is needed and the sideboard is always in flux depending on what I'm expecting. The dryad arbor in the main was cute tech to help get delirium faster, I was able to get someone once by dredging it over and attacking with two grim flayers. He allowed the damage through not realizing the creature type on arbor made both flayers 4/4's. Obviously this is just a small local result but the build is really sweet if anyone is interested to take it for a whirl.
It's definitely a goodie. I like that I can discard loam and crime to it or lands and if it gets countered, whatever. If it doesn't then I get to replace 1 draw with dredge and draw cards as well. Very good card
I have been testing a modern version of loam knight in legacy, and have had much success.
The deck runs off of not one but two toolboxes: lands and creatures.
This is the card that makes 2 toolboxes possible.
It is a predominantly green, with a touch of white and raven's crime.
It EXCELS at grindy games off of an interesting card advantage engine and enduring creatures that can have both protection and teeg:
with ample shuffling and cycling. It doesn't sound like all that much at first, but between the dedicated removal in deck, along with 4x kotr and 4x traverse. There's a good chance I can find the card I'm looking for (land, creature, or removal). Your practically guaranteed to see 3 different cards on the top of your deck that aren't lands.
the deck just survives and then topdecks like a boss. I'm still working on it, but you get the idea. Quite frankly, the only deck it hasn't beaten thus far is the actual legacy version. But Sylvan Safekeeper could change that if I wasn't dedicated to building a modern version.
Nonetheless I'm intrigued by Countryside Crusher. It almost acts as both KotR and Courser in one package. Sort of. Red doesn't have awesome delirium, but it does have terrific delirium enablers as well as some interesting lands. Red also offers direct damage discard from seismic/vortex/ along with an additional retrace jab that just crushes tokens.
You could build so many variants including up to all 5 colors. It's a think tank's dream.
Sounds neat! I'd love to see a list as well. I've thought about going into Naya for KotR so this sounds interesting. Traverse also struck me as a potentially useful card that I just wasn't sure what to do with. Ruin Ghost sounds hilarious!
This is what I have been testing in legacy more or less.
It's far from finished. I'd like to include 4 Aether Vial, and some Mishra's Bauble. Nor am I convinced that the deck needs any 4-of cards at all. Crusher and Gitrog seem obscene with more dedicated land discard. I took a draw against an elf-coat deck 1-1--> Teeg shut down any chance of those power overun type of cards had of coming out. And then I attacked with Teeg. Teeg killed 3 elves he blocked with, and then I KotR'd a sejiri steppe... He left. I have also lost 0-2 twice to the actual maverick legacy deck. And I should lose that matchup or this would be a T1 deck. Although that matchup went 15+ turns 3 of the 4 games. Other than that I've won every time... without a sideboard. Though, most of the decks are merely countertop decks. If Wizards ever reprints Sylvan Safekeeper I will be extremely happy as I could completely drop white and move into Jund without a care. So I'm probably going to have 2, maybe even 3 loam decks.
And yes, Ruin Ghost is hilarious.
Sejiri: You can chump block for days with it or block targeted removal. Play Teeg here, and you'll get quite a frown from opponent.
Skyline: I'm going to permanently tap one of your creatures the moment you tap him AND...
Mortuary Mire/Safe Haven: Just keep chump blocking with eternal witness.
"For the love of God, Rush the elves. Don't let them grow."
With that said, cycling Edge of Autumn should be an automatic 4 of in any KotR/Crusher deck. With Gitrog its Aggressive Mining without the drawback. It's a Rampant Growth in a multi-color deck that at best is free draw, and at worst cycles a land you just tapped for mana. If you want to protect Gitrog, beg wizards for Sylvan Safekeeper reprint, or just include scout and a copy of sejiri steppe. Red offers a lot of sacrifice that can cube with loam and scout.
That cycling is instant speed. Try chumping with Dryad Arbor, then cycle him with EoA.
Hello everyone - sometimes I like to come back here and share my latest list. I'm far from being a competitive (or competent) player, and mostly run Seismic Assault on FNMs. My sole purpose is to share whatever knowledge I may have acquired recently, and perhaps it could help some of you.
I like straight-up Red/Green the most because I feel like I can keep the greediest hands and get away with it. It also feels a lot easier to get RRR for Seismic Assault, and helps me go deep on early-game Ghost Quarter recursion versus Tron. The times I played Jund or Temur always felt like I had the very real chance of losing to my own manabase, and RG just gets rid of that stress, mostly.
Recent Additions and Tests
I have recently tested a bit with Noose Constrictor as a Wild Mongrel of sorts. I even tried adding a Madness subtheme to the deck just because - but it really underperformed. I think the best thing I achieved with it was Life from the Loam getting back lands so I could discard and bash for 5 every turn, since my opponent had Leyline of Sanctity out. It worked out just fine, but Scavenging Ooze #3 might just be better overall. Not completely sure, though - since the Constrictor also looked nice alongside Crusher, but that's stretching a bit. With 8 "discard a land" outlets on the deck, seems unnecessary.
On the other hand, Crawling Sensation has been a total beast. It pretty much won me several games (and matches) against Grixis and a couple of games against Jeskai Control and weenie decks. It fulfills the function Young Pyromancer used to have (back when I played a lot more Sorceries/Instants and had maindeck Flame Jabs, before Molten Vortex existed), but is a lot harder to remove. Additionally, helps me dig for Life from the Loam and increases the relevant Enchantment count, making enchantment removal a bit worse (due to multiple threats). I highly recommend some testing on this, especially if you like grinding the game.
Vessel of Nascency started out as a 1-of, to check if it could be a Commune with the Gods that had less timing restrictions. I used to run a number of Communes because I really found the effect very helpful - but it cost me a lot of tempo and was vulnerable to timely countermagic, which is why I have been searching for something similar. Vessel fulfilled my expectations because it's another turn 1 play, synergizes nicely with Tarmogoyf, and has the slight upside of allowing me to get an artifact (for sideboarded games) or even a land (that +2 damage sometimes actually matters). It's versatile, doesn't get stuck on my hand... Been liking it so far.
Magmatic Insight was very disappointing - ran a varying number of them through the last year or so, from 1 to 4 - definitely has a lot of value if I were back on the Young Pyromancer train, but then again it just feels very awkward most of the time. It's not BAD, just not there yet. Haven't tested Tormenting Voice or Cathartic Reunion on the slot because I really hate being Spell Snared (who doesn't?). Definitely on a more spell-centered strategy, they could work great with Life from the Loam, but yeah.
Another recent addition has been the Haunted Fengraf plan - basically, recur creatures to outgrind the opponent. Friend of mine suggested it, so I have been testing. Too soon to think of any conclusions.
Regarding the Sideboard, my configuration has been changing A LOT lately. My main concern has been having a plan against Dredge, Bogles, Infect and Griselshoal (the "top cancers" on my local metagame). Other than that, getting a hand against Merfolk and Burn would also be great, and Bant Eldrazi was very rough (played only one match, couldn't test much). Overall, the sideboard has been serviceable - only conclusion so far is that the Tron matchup really only needs aggressive mulligans toward Ghost Quarter and Life from the Loam (used to run 2 Crumble to Dust on SB).
Comments on Current Iteration:
I really like this current list. It's by no means polished/competitive/metagame-breaking, but I just like how smoothly it runs, and how easy it is to dig toward Loam, finding a replacement Assault post-removal... Of course, Rest in Peace IS a beating, but that's ok, I guess. I really think 26 lands feels right, though a bit on the lighter side (used to run 28), but it works. Getting to untap, dredge Loam and attack with a lethal Crusher+Assault for 17+ damage HAS to be one of my favourite things in Magic, all the while having access to some sweet land disruption, board control and some resilience to countermagic.
Just... trust the deck, I guess. It's ok to keep 1-landers with Loam/Looting/Vessel. Crusher costs 3 mana + a fetchland. Cast Loam for 0 lands so you can make a big Goyf on turn 3. Always have a plan for Rest in Peace and GO DEEP, being cautious is all your opponent wants. Make them have to have it and crush some countrysides. Throwing lands at your opponent's face.