So I played at my LGS tonight for our weekly modern event. Played my death cloud list and took the tournament down. I played against an Esper Teachings deck, a home brew and Patrick Sullivan's RW Burn deck. I made some changes to my original build and this is what I ended up playing.
This list is very similar to mine except I run a Loam styled Death Cloud. Once Theros arrives, I plan on getting 2 Thoughtseize to replace my 2 Raven's Crime. I also run a singleton Thragtusk because my meta is very aggro. Also I'm curious at what you guys think of a singleton Vraska the Unseen. Right now I have 4 Garruks, 2 Lilys of the Veil, and 1 Vraska.
I haven't tested my deck yet, but I will tomorrow. My meta has Esper Control, BUG, Gruul Zoo, and some other homebrew decks.
This list is very similar to mine except I run a Loam styled Death Cloud. Once Theros arrives, I plan on getting 2 Thoughtseize to replace my 2 Raven's Crime. I also run a singleton Thragtusk because my meta is very aggro. Also I'm curious at what you guys think of a singleton Vraska the Unseen. Right now I have 4 Garruks, 2 Lilys of the Veil, and 1 Vraska.
I haven't tested my deck yet, but I will tomorrow. My meta has Esper Control, BUG, Gruul Zoo, and some other homebrew decks.
Loam engines are always sweet. I'm debating moving the GoG to the board. it didn't really do anything when I drew it and it would've been better against the RW since all his dudes were one drops. but maelstrom pulse did some work that game. I was running Thragtusk in my build but took it our because i figured revealing it off of a Bob might not be the best.
Well I played the deck today against mainly casual players and some full fledged modern decks. Most people said the deck was extremely nasty to play against. It was quite common for my opponent to have one land, no cards in hand and for me to have Garruk, a Treetop Village and a double Fertile Ground land. Against five different decks, I only averaged 1 loss in 4 games in total.
A few things I noticed. First is how well this deck runs without fetchlands. I was skeptical at first of the deck's efficiency, but with Fertile Grounds and Deathrite eating up my opponent's sacced lands I hardly noticed any lack of mana. One of my opponents did sideboard in 2 Tectonic Edge, but with Deathrite Shaman and a Loam engine, it was too much.
My deck does suffer against pure Aggro. I was thinking of siding out 2 Elders for 2 Phyrexian Obliterator in Aggro match ups. GoG looks interesting as a sweeper, but not one for me as it hits too much on my side as well. Some games against Aggro decks with 4 mana open, I wished I had a Damnation, but alas, too much money for me.
Well I played the deck today against mainly casual players and some full fledged modern decks. Most people said the deck was extremely nasty to play against. It was quite common for my opponent to have one land, no cards in hand and for me to have Garruk, a Treetop Village and a double Fertile Ground land. Against five different decks, I only averaged 1 loss in 4 games in total.
A few things I noticed. First is how well this deck runs without fetchlands. I was skeptical at first of the deck's efficiency, but with Fertile Grounds and Deathrite eating up my opponent's sacced lands I hardly noticed any lack of mana. One of my opponents did sideboard in 2 Tectonic Edge, but with Deathrite Shaman and a Loam engine, it was too much.
My deck does suffer against pure Aggro. I was thinking of siding out 2 Elders for 2 Phyrexian Obliterator in Aggro match ups. GoG looks interesting as a sweeper, but not one for me as it hits too much on my side as well. Some games against Aggro decks with 4 mana open, I wished I had a Damnation, but alas, too much money for me.
This list is very similar to mine except I run a Loam styled Death Cloud. Once Theros arrives, I plan on getting 2 Thoughtseize to replace my 2 Raven's Crime. I also run a singleton Thragtusk because my meta is very aggro. Also I'm curious at what you guys think of a singleton Vraska the Unseen. Right now I have 4 Garruks, 2 Lilys of the Veil, and 1 Vraska.
I haven't tested my deck yet, but I will tomorrow. My meta has Esper Control, BUG, Gruul Zoo, and some other homebrew decks.
I play a singleton of Vraska the Unseen and she it pretty sweet. She puts a lot of pressure on the field once she hits. I have even won multiple grindy games with Assassin tokens. (Once with 4/4 Assassins with Trample)
I play a singleton of Vraska the Unseen and she it pretty sweet. She puts a lot of pressure on the field once she hits. I have even won multiple grindy games with Assassin tokens. (Once with 4/4 Assassins with Trample)
I second this. I run two in my sideboard for aggro match ups and burn. It would work really well since that build has two Eternal Witness.
I ran one copy of Vraska and she exceeded my expectations. Although I haven't had 4/4 Trampling Assassin tokens yet, I have won with her ultimate a few times.
I may give Primal Command a try since I need more bigger spells at the top of my curve. Also, one player in my playgroup runs some sort of Rakdos control with a lot of discard spells like Blightning, Distress, etc. I won the majority of the games, but his deck really screwed my tempo. Would 2 Obstinate Baloth in the sideboard help this problem?
I ran one copy of Vraska and she exceeded my expectations. Although I haven't had 4/4 Trampling Assassin tokens yet, I have won with her ultimate a few times.
I may give Primal Command a try since I need more bigger spells at the top of my curve. Also, one player in my playgroup runs some sort of Rakdos control with a lot of discard spells like Blightning, Distress, etc. I won the majority of the games, but his deck really screwed my tempo. Would 2 Obstinate Baloth in the sideboard help this problem?
I run three Baloths in my board. That may be incorrect, 2 might be fine. Discarding one off a blightning essentially nulifies 2/3 of the card.
I run three Baloths in my board. That may be incorrect, 2 might be fine. Discarding one off a blightning essentially nulifies 2/3 of the card.
Baloth is one of my favorite cards in this meta.
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In case I didn't tell you, I don't care about your opinion I just want your facts. And not the facts that make you seem smart. I want the ones that are actual facts.
I run three Baloths in my board. That may be incorrect, 2 might be fine. Discarding one off a blightning essentially nulifies 2/3 of the card.
Awesome, I am definitely sticking 2 in my sideboard.
Also ZimAshe, how well does Golgari Rot Farm work out for you? There's a tradeoff between running a Karoo land and Fertile Grounds with the Rot Farm being a tad bit slower than the Grounds. However the Fertile Grounds do take up 4 valuable slots that can allocated elsewhere in my deck. I was thinking of taking out my Fertile Grounds for the Rot Farms, but how slow is that?
Awesome, I am definitely sticking 2 in my sideboard.
Also ZimAshe, how well does Golgari Rot Farm work out for you? There's a tradeoff between running a Karoo land and Fertile Grounds with the Rot Farm being a tad bit slower than the Grounds. However the Fertile Grounds do take up 4 valuable slots that can allocated elsewhere in my deck. I was thinking of taking out my Fertile Grounds for the Rot Farms, but how slow is that?
Don't push for more than 2 Golgari Rot Farms. I would suggest it as a one of. Fertile Grounds is honestly better, but I have them in as a 4 and 1.
From much experience with Enchantment ramp I do have a little advice. Watch what meta you that build into. Once you start seeing a lot of GB Rock I would hold back on the Enchantment ramp builds. Those decks pack a lot of LD they will bring in game two after seeing your grounds do work.
I actually and riding the other side of the fence right now. I have held back a little on ramp and added LD to the main with Fulminator Mage. It really helps with Temp which is nice. I thought about it like this. In most games when I Drop a Death Cloud for x I want to wipe away there lands. Well I have opted to try to take care of some of those lands early and let my Death Cloud be a little smaller. Generally with the amount of Attrition and other factors of Death Cloud hand sizes are not a factor when paying for x.
Fertile Ground seems like the right choice since you can attach it to a basic, there by immunizing yourself from Fulminator and Tec Edge.
I'm working on a more LD-oriented list. I started out as Jund actually but I'm not sure if the red is necessary. I've really been loving Fulminator and Shadow of Doubt in this metagame. Here are my two iterations:
Don't push for more than 2 Golgari Rot Farms. I would suggest it as a one of. Fertile Grounds is honestly better, but I have them in as a 4 and 1.
From much experience with Enchantment ramp I do have a little advice. Watch what meta you that build into. Once you start seeing a lot of GB Rock I would hold back on the Enchantment ramp builds. Those decks pack a lot of LD they will bring in game two after seeing your grounds do work.
I actually and riding the other side of the fence right now. I have held back a little on ramp and added LD to the main with Fulminator Mage. It really helps with Temp which is nice. I thought about it like this. In most games when I Drop a Death Cloud for x I want to wipe away there lands. Well I have opted to try to take care of some of those lands early and let my Death Cloud be a little smaller. Generally with the amount of Attrition and other factors of Death Cloud hand sizes are not a factor when paying for x.
Only one person in my meta plays B/G and that's for BUG. The only 2 ways he can get rid of my Fertile Grounds is by Mana Leak or Abrupt Decay. Targeted LD is something I've also been considering. Fulminator Mage looks like a really solid choice for land destruction. His current price tag, however, is too high for me.
Fertile Ground seems like the right choice since you can attach it to a basic, there by immunizing yourself from Fulminator and Tec Edge.
I'm working on a more LD-oriented list. I started out as Jund actually but I'm not sure if the red is necessary. I've really been loving Fulminator and Shadow of Doubt in this metagame. Here are my two iterations:
Glad to hear I'm not the only that originally played Jund. I disbanded my Jund deck right after Bloodbraid Elf was banned. I didn't see any point of playing Jund if I was only playing red for BBE and Lightning Bolt. I love the versatility and power of B/G and found Death Cloud to suit my tastes.
Also I realized Blood Scrivener is a card. It could be valuable card advantage if you cast a big Death Cloud and cast him right after. It can be a dead draw though so it might be sideboard material. A good number of my games comes out who can get the better top deck and pretty much anything in my deck can find it. Also Batterskull can be a sufficient beater since you can bounce it back to hand if you sac the Germ token to Death Cloud.
Awesome, I am definitely sticking 2 in my sideboard.
Also ZimAshe, how well does Golgari Rot Farm work out for you? There's a tradeoff between running a Karoo land and Fertile Grounds with the Rot Farm being a tad bit slower than the Grounds. However the Fertile Grounds do take up 4 valuable slots that can allocated elsewhere in my deck. I was thinking of taking out my Fertile Grounds for the Rot Farms, but how slow is that?
I'll be honest. Initially i was running 4 Rot Farms. I was trying to be cute by running Explore along with them. This interaction seldomly worked the way I wanted it to. After talking to some of the very helpful resource on this very forum I cut the explores completely and put in Sakura Tribe Elders. This caused me to bump up my basic land count. So I cut to 3 rot farms. After doing this I was having issues with too many of my lands coming into play tapped. This caused me to cut yet another rot farm and drop to 2.
I realize that this is a bit long winded way to say "Don't run anymore than 2 rot farms" but I feel understanding the context of certain decisions is important.
Now to your question of "Rot Farm" vs "Fertile Ground". I will be Honest again and say that I haven't played Fertile Ground in a Death Cloud deck so I am not sure of how good it is. I can Theorize that it seems there could be a bit of tension on your turn 2 plays. In some cases I could imagine that you could find yourself in a situation where do you play fertile gound or leave mana up for abrupt decay? You are absolutley correct that Rot Farm is slow. However running only at most 2 means that there isn't going to be a great chance that you run into it that often. I agree that the Fertile Grounds slots could be better used for other cards like possibly Ooze or more removal. I believe that the early turns of the game should be spent either removing your opponents threats or establishing a board presence and in my humble opinion I don't believe Fertile Ground accomplishes either of those. I could be wrong, again it's just my opinion.
I'll be honest. Initially i was running 4 Rot Farms. I was trying to be cute by running Explore along with them. This interaction seldomly worked the way I wanted it to. After talking to some of the very helpful resource on this very forum I cut the explores completely and put in Sakura Tribe Elders. This caused me to bump up my basic land count. So I cut to 3 rot farms. After doing this I was having issues with too many of my lands coming into play tapped. This caused me to cut yet another rot farm and drop to 2.
I realize that this is a bit long winded way to say "Don't run anymore than 2 rot farms" but I feel understanding the context of certain decisions is important.
Now to your question of "Rot Farm" vs "Fertile Ground". I will be Honest again and say that I haven't played Fertile Ground in a Death Cloud deck so I am not sure of how good it is. I can Theorize that it seems there could be a bit of tension on your turn 2 plays. In some cases I could imagine that you could find yourself in a situation where do you play fertile gound or leave mana up for abrupt decay? You are absolutley correct that Rot Farm is slow. However running only at most 2 means that there isn't going to be a great chance that you run into it that often. I agree that the Fertile Grounds slots could be better used for other cards like possibly Ooze or more removal. I believe that the early turns of the game should be spent either removing your opponents threats or establishing a board presence and in my humble opinion I don't believe Fertile Ground accomplishes either of those. I could be wrong, again it's just my opinion.
Hope this helps you out
My plays often goes like this.
Turn 1: Inquisition of Kozilek often targeting either their mana dork or their two drop. This clears the way in case my opponent puts pressure on early.
Turn 3 or 4 is really when my deck kicks it into high gear. I usually Death Cloud on turn 4 and it's really devastating for my opponent to which he usually concedes. However, I've had games where I don't have Inquisition in hand and do leave up mana open up for Abrupt Decay on Turn 2 because I do not know what may come down. I may cut my Fertile Grounds in the future for Ooze as I still want to see the power of Ooze for myself. I can only say that Fertile Grounds can be great if you have 3 lands, and you Fertile Ground your remaining untapped land.
I went 3-1 at my FNM at a new store just a few days ago with my only loss being to Tron. I 2-0 everyone else. In particular, no one expected to play against Death Cloud. The 3 other decks were Grixis Control, Esper Control, and BW Tokens. The second game versus Grixis, I mulliganed to 5 with an Obstinate Baloth, 3 lands, and a Deathrite Shaman. Turn 3 I drew into a Obstinate Baloth and he greedily overextended by trying to strip my hand with a Blightning. Played my 2 Baloths instead and he scooped in anger. My deck really pissed him off the first game by Death Clouding for 5 and clearing his board/hand while I was left with a treetop, a fertile grounded land, and Liliana of the Veil.
Turn 3 I drew into a Obstinate Baloth and he greedily overextended by trying to strip my hand with a Blightning. Played my 2 Baloths instead and he scooped in anger.
How is playing a Blightning over extending exactly? If you have three mana open and your opponent has 2-4 cards in hand, I would say Blightning is a good play
How is playing a Blightning over extending exactly? If you have three mana open and your opponent has 2-4 cards in hand, I would say Blightning is a good play
He Duressed me twice on turn 1 revealing nothing and turn 2 to take away my Abrupt Decay. He knew that I had at least one Baloth in hand, but he didn't expect two. I think he had some type of removal like Terminate for one. So by tapping out on turn 3, I dropped 2 Baloths, gaining 5 life. He was going to take 10 damage that turn, (8 from Baloths, 2 from DRS) and he already took 2 earlier from DRS.
He Duressed me twice on turn 1 revealing nothing and turn 2 to take away my Abrupt Decay. He knew that I had at least one Baloth in hand, but he didn't expect two. I think he had some type of removal like Terminate for one. So by tapping out on turn 3, I dropped 2 Baloths, gaining 5 life. He was going to take 10 damage that turn, (8 from Baloths, 2 from DRS) and he already took 2 earlier from DRS.
Well if you know your opponent has at least one baloth then it's more like a misplay than an over extend, but I get what you mean.
Interesting idea - anyone thought of running Kotr in a more creature packed DC list? He would be massive after a cloud if you could ensure his survival. Something like
Hey guys, im new posting here, ive read all the pages on this deck archtype and have been playing a cloud variant for a little while now. How do you post your decklist with like you guys are?
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This list is very similar to mine except I run a Loam styled Death Cloud. Once Theros arrives, I plan on getting 2 Thoughtseize to replace my 2 Raven's Crime. I also run a singleton Thragtusk because my meta is very aggro. Also I'm curious at what you guys think of a singleton Vraska the Unseen. Right now I have 4 Garruks, 2 Lilys of the Veil, and 1 Vraska.
I haven't tested my deck yet, but I will tomorrow. My meta has Esper Control, BUG, Gruul Zoo, and some other homebrew decks.
Credit to Heroes of the Plane Studios for the Avatar & Miraculous Recovery for the Banner.
My 540 Card Cube (WIP)
Loam engines are always sweet. I'm debating moving the GoG to the board. it didn't really do anything when I drew it and it would've been better against the RW since all his dudes were one drops. but maelstrom pulse did some work that game. I was running Thragtusk in my build but took it our because i figured revealing it off of a Bob might not be the best.
edit:
my original creature suite looked like this:
4 Deathrite Shaman
4 Sakura Tribe Elder
1 Eternal Witness
4 Kitchen Finks
1 Thragtusk
A few things I noticed. First is how well this deck runs without fetchlands. I was skeptical at first of the deck's efficiency, but with Fertile Grounds and Deathrite eating up my opponent's sacced lands I hardly noticed any lack of mana. One of my opponents did sideboard in 2 Tectonic Edge, but with Deathrite Shaman and a Loam engine, it was too much.
My deck does suffer against pure Aggro. I was thinking of siding out 2 Elders for 2 Phyrexian Obliterator in Aggro match ups. GoG looks interesting as a sweeper, but not one for me as it hits too much on my side as well. Some games against Aggro decks with 4 mana open, I wished I had a Damnation, but alas, too much money for me.
4 Sakura-Tribe Elder
3 Kitchen Finks
2 Eternal Witness
1 Thragtusk
3 Inquisition of Kozilek
1 Raven's Crime
3 Death Cloud
4 Fertile Ground
2 Life From the Loam
2 Abrupt Decay
2 Maelstrom Pulse
4 Garruk Wildspeaker
1 Vraska the Unseen
7 Swamp
6 Forest
1 Urborg, Tomb of Yawgmoth
1 Oran-Rief, the Vastwood
3 Treetop Village
3 Overgrown Tomb
1 Woodland Cemetery
1 Marsh Flats
Credit to Heroes of the Plane Studios for the Avatar & Miraculous Recovery for the Banner.
My 540 Card Cube (WIP)
Have you considered Primal Command in the main deck? Looks like your more the ramp build so it could be good for you. Just a thought.
I play a singleton of Vraska the Unseen and she it pretty sweet. She puts a lot of pressure on the field once she hits. I have even won multiple grindy games with Assassin tokens. (Once with 4/4 Assassins with Trample)
I second this. I run two in my sideboard for aggro match ups and burn. It would work really well since that build has two Eternal Witness.
I ran one copy of Vraska and she exceeded my expectations. Although I haven't had 4/4 Trampling Assassin tokens yet, I have won with her ultimate a few times.
I may give Primal Command a try since I need more bigger spells at the top of my curve. Also, one player in my playgroup runs some sort of Rakdos control with a lot of discard spells like Blightning, Distress, etc. I won the majority of the games, but his deck really screwed my tempo. Would 2 Obstinate Baloth in the sideboard help this problem?
Credit to Heroes of the Plane Studios for the Avatar & Miraculous Recovery for the Banner.
My 540 Card Cube (WIP)
I run three Baloths in my board. That may be incorrect, 2 might be fine. Discarding one off a blightning essentially nulifies 2/3 of the card.
Baloth is one of my favorite cards in this meta.
Cockatrice username: Blackcat77
Awesome, I am definitely sticking 2 in my sideboard.
Also ZimAshe, how well does Golgari Rot Farm work out for you? There's a tradeoff between running a Karoo land and Fertile Grounds with the Rot Farm being a tad bit slower than the Grounds. However the Fertile Grounds do take up 4 valuable slots that can allocated elsewhere in my deck. I was thinking of taking out my Fertile Grounds for the Rot Farms, but how slow is that?
Credit to Heroes of the Plane Studios for the Avatar & Miraculous Recovery for the Banner.
My 540 Card Cube (WIP)
Don't push for more than 2 Golgari Rot Farms. I would suggest it as a one of. Fertile Grounds is honestly better, but I have them in as a 4 and 1.
From much experience with Enchantment ramp I do have a little advice. Watch what meta you that build into. Once you start seeing a lot of GB Rock I would hold back on the Enchantment ramp builds. Those decks pack a lot of LD they will bring in game two after seeing your grounds do work.
I actually and riding the other side of the fence right now. I have held back a little on ramp and added LD to the main with Fulminator Mage. It really helps with Temp which is nice. I thought about it like this. In most games when I Drop a Death Cloud for x I want to wipe away there lands. Well I have opted to try to take care of some of those lands early and let my Death Cloud be a little smaller. Generally with the amount of Attrition and other factors of Death Cloud hand sizes are not a factor when paying for x.
I'm working on a more LD-oriented list. I started out as Jund actually but I'm not sure if the red is necessary. I've really been loving Fulminator and Shadow of Doubt in this metagame. Here are my two iterations:
4 Deathrite Shaman
4 Fulminator Mage
4 Tarmogoyf
2 Stormbreath Dragon
Spells (21):
4 Lightning Bolt
4 Liliana of the Veil
3 Thoughtseize
2 Inquisition of Kozilek
2 Terminate
2 Abrupt Decay
2 Death Cloud
2 Chandra, Pyromaster
4 Verdant Catacombs
4 Marsh Flats
3 Encroaching Wastes
3 Treetop Village
2 Overgrown Tomb
2 Blood Crypt
2 Urborg, Tomb of Yawgmoth
1 Stomping Ground
1 Tectonic Edge
1 Raging Ravine
1 Forest
1 Swamp
4 Deathrite Shaman
4 Tarmogoyf
4 Fulminator Mage
3 Scavenging Ooze
Spells (21):
4 Liliana of the Veil
3 Inquisition of Kozilek
3 Thoughtseize
3 Dismember
2 Abrupt Decay
1 Maelstrom Pulse
1 Disfigure
2 Shadow of Doubt
2 Death Cloud
4 Verdant Catacombs
4 Marsh Flats
4 Treetop Village
3 Encroaching Wastes
3 Urborg, Tomb of Yawgmoth
2 Overgrown Tomb
2 Forest
1 Swamp
1 Tectonic Edge
Draft My Cube!
Only one person in my meta plays B/G and that's for BUG. The only 2 ways he can get rid of my Fertile Grounds is by Mana Leak or Abrupt Decay. Targeted LD is something I've also been considering. Fulminator Mage looks like a really solid choice for land destruction. His current price tag, however, is too high for me.
Glad to hear I'm not the only that originally played Jund. I disbanded my Jund deck right after Bloodbraid Elf was banned. I didn't see any point of playing Jund if I was only playing red for BBE and Lightning Bolt. I love the versatility and power of B/G and found Death Cloud to suit my tastes.
Also I realized Blood Scrivener is a card. It could be valuable card advantage if you cast a big Death Cloud and cast him right after. It can be a dead draw though so it might be sideboard material. A good number of my games comes out who can get the better top deck and pretty much anything in my deck can find it. Also Batterskull can be a sufficient beater since you can bounce it back to hand if you sac the Germ token to Death Cloud.
Credit to Heroes of the Plane Studios for the Avatar & Miraculous Recovery for the Banner.
My 540 Card Cube (WIP)
I'll be honest. Initially i was running 4 Rot Farms. I was trying to be cute by running Explore along with them. This interaction seldomly worked the way I wanted it to. After talking to some of the very helpful resource on this very forum I cut the explores completely and put in Sakura Tribe Elders. This caused me to bump up my basic land count. So I cut to 3 rot farms. After doing this I was having issues with too many of my lands coming into play tapped. This caused me to cut yet another rot farm and drop to 2.
I realize that this is a bit long winded way to say "Don't run anymore than 2 rot farms" but I feel understanding the context of certain decisions is important.
Now to your question of "Rot Farm" vs "Fertile Ground". I will be Honest again and say that I haven't played Fertile Ground in a Death Cloud deck so I am not sure of how good it is. I can Theorize that it seems there could be a bit of tension on your turn 2 plays. In some cases I could imagine that you could find yourself in a situation where do you play fertile gound or leave mana up for abrupt decay? You are absolutley correct that Rot Farm is slow. However running only at most 2 means that there isn't going to be a great chance that you run into it that often. I agree that the Fertile Grounds slots could be better used for other cards like possibly Ooze or more removal. I believe that the early turns of the game should be spent either removing your opponents threats or establishing a board presence and in my humble opinion I don't believe Fertile Ground accomplishes either of those. I could be wrong, again it's just my opinion.
Hope this helps you out
My plays often goes like this.
Turn 1: Inquisition of Kozilek often targeting either their mana dork or their two drop. This clears the way in case my opponent puts pressure on early.
Turn 2: Fertile Grounds
Turn 3: Garruk Wildspeaker +1 and play my 3 drop (Liliana of the Veil or Kitchen Finks)
Turn 3 or 4 is really when my deck kicks it into high gear. I usually Death Cloud on turn 4 and it's really devastating for my opponent to which he usually concedes. However, I've had games where I don't have Inquisition in hand and do leave up mana open up for Abrupt Decay on Turn 2 because I do not know what may come down. I may cut my Fertile Grounds in the future for Ooze as I still want to see the power of Ooze for myself. I can only say that Fertile Grounds can be great if you have 3 lands, and you Fertile Ground your remaining untapped land.
I went 3-1 at my FNM at a new store just a few days ago with my only loss being to Tron. I 2-0 everyone else. In particular, no one expected to play against Death Cloud. The 3 other decks were Grixis Control, Esper Control, and BW Tokens. The second game versus Grixis, I mulliganed to 5 with an Obstinate Baloth, 3 lands, and a Deathrite Shaman. Turn 3 I drew into a Obstinate Baloth and he greedily overextended by trying to strip my hand with a Blightning. Played my 2 Baloths instead and he scooped in anger. My deck really pissed him off the first game by Death Clouding for 5 and clearing his board/hand while I was left with a treetop, a fertile grounded land, and Liliana of the Veil.
3 Sakura-Tribe Elder
3 Kitchen Finks
2 Eternal Witness
1 Phyrexian Obliterator
3 Inquisition of Kozilek
4 Death Cloud
3 Fertile Ground
3 Abrupt Decay
2 Maelstrom Pulse
1 Life from the Loam
4 Garruk Wildspeaker
1 Vraska the Unseen
7 Swamp
6 Forest
1 Urborg, Tomb of Yawgmoth
1 Oran-Rief, the Vastwood
3 Treetop Village
3 Overgrown Tomb
1 Woodland Cemetery
1 Marsh Flats
Credit to Heroes of the Plane Studios for the Avatar & Miraculous Recovery for the Banner.
My 540 Card Cube (WIP)
the literal perfects.
Draft My Cube!
He Duressed me twice on turn 1 revealing nothing and turn 2 to take away my Abrupt Decay. He knew that I had at least one Baloth in hand, but he didn't expect two. I think he had some type of removal like Terminate for one. So by tapping out on turn 3, I dropped 2 Baloths, gaining 5 life. He was going to take 10 damage that turn, (8 from Baloths, 2 from DRS) and he already took 2 earlier from DRS.
Credit to Heroes of the Plane Studios for the Avatar & Miraculous Recovery for the Banner.
My 540 Card Cube (WIP)
Well if you know your opponent has at least one baloth then it's more like a misplay than an over extend, but I get what you mean.
Interesting idea - anyone thought of running Kotr in a more creature packed DC list? He would be massive after a cloud if you could ensure his survival. Something like
4 Birds of paradise
4 Deathrite Shaman
4 Knight of the Reliquary
2 Scavenging Ooze
Spells (22):
4 Death Cloud
3 Liliana of the Veil
3 inquisition of Kozilek
3 abrupt decay
3 Garruk Wildspeaker
3 Lingering Souls
2 Dismember
1 Maelstrom Pulse
4 Verdant catacombs
4 Marsh flats
3 Tectonic Edge
3 Treetop Village
2 godless shrine
2 overgrown tomb
1 temple garden
3 swamp
1 forest
1 plains
Draft My Cube!