Hi, first of all i really like your deck, and i would love to see your take in a budget list.
Second, i was wondering if the combo with Tainted Aether actually worked. The thing is that the 2 Sharuums combo works because the legend rule have super split second and Sharuum is dead before his ability goes on the stack, so when it finally does, it can target Sharuum (because now he is in the graveyard). With Tainted Aether both triggers go on the stack at the same time, so you need to declare a target for Sharuum's ability while he is still in the battlefield (even if you stack the triggers so the sac ability resolves first). I dont know if im mising something
Game 1 I remanded one of his living end in the end of my turn and he played another one in his turn while i have no more counters, but i won anyway when i played scapeshift 2 turns later
Game 2 I have 1 remand and 2 negates in my hand and ramped to 4 mana in turn 3 so i countered his everything (always leaving mana open because i was waiting for him to play cranial extraction or something like it) and then played scapeshift for the win
I felt the Living End deck was weak, but at the end i found out that he ended up 6-2 O_o
1-0
Round 2: Faeries
Game 1 I Scapeshift him for the win while remanded his counter
I really didnt playtest against faeries so i really didnt know how to side, he won Game 2 by attacking me with faeries so i change the side to game 3
- 1 Echoing Trugh - 1 Repeal + 2 Firesprout
I tapped his lands EOT and won game 3 with scapeshift, gigadrowse rlz
2-0
Round 3: DDT
Another bad match up, i really cant remember very well what happend because i played against another one like this later on and i cant remember which was which XD, they won. Once he attacked with the 20/20, and the another time he killed me with 2 Dark Confidants while i draw lands for 4 turns.
Second game i kept a hand that needed a land to be crazy, but the land never came
Game 3 i won again
3-1
Round 5: Tarmo Rack
I dont remember much except game 2 he extirpated my valakuts T_T, i had Meloku but never showed up, side in the Negates, Primals (for shuffling and searching Meloku) and Meloku
3-2
Round 6: RDW (the attack with trample kind)
He owned me XD, i need better side against this deck, i side in the primals for the second match, and have mana to cast them, but i didnt draw them T_T
I won game 1 the usual way, game 2 i have another bad round of drawing a lot of lands in a row and game 3 i waited for an scapeshift for a lot of turns and when it came i have a gigadrowse in my hand but he had like 10 lands and was going to kill me next turn, so i tapped some thing at the beginning of his turn, but i miscalculated the damage of the valakut and i didnt tapped his ghost quarter (i have a valakut in play), anyway if he would destroy the valakut in response i wouldnt won anyway, but i should have tapped it
3-4
Round 8: Tribal Zoo
Game 1: The other player didnt know my deck, so all good
Side like the Doran
Game 2: He sided in Meddling and Gaddocks, and he get to put a meddling naming firesprout and a gaddock in play, i have the echoing truths for this situations but didnt draw them in time
Game 3: He didnt played mage or gaddock so i won
4-4
Conclusions:
Ok, so, the Coilings Oracles are good to ramp up the combo and block, but maybe some more control wouldnt hurt
There was only 2 games when i suffer for not having the Electrolize/Magma jets, one was the RDW that both matchs i have 7 lands and a scapeshift but he had 20 lives and the tribal zoo for another way to kill gaddock/mage, it also would have been useful for killing the Dark Confidants and such (but firesprout could do that)
About the sidebaord the only strange thing are the archive trap that was supposed to be for the mirror (in the hope you would throw him enough mountains or valakuts), but honestly i didnt know what to put there
The worst matchups for me are RDW, Control and Discard, so i really need to do something about them
Against Control i need to get some Red Akromas and maybe more gigadrowse/boseiju (really like the gigadrowse because there is always something to tap XD)
Against Discard i know that Chalice of the Void is really good, but i dont have them and they have little time left in extended, so i was searching for something else. One idea was the Wheel of Sun and Moon that at least make him impossible to extirpate things, and makes a tarmo a bit smaller, also against some decks with a lot of life (??) you can play multiples scapeshifts, the only problem its that you would need to play it really fast. Another idea is the Leyline of the Void and its also good against dredge and thopter.
Against RDW maybe Kitchen Finks (especially because now they are using more creatures)
Ok, this is all, good luck and any feedback is welcomed
so how many mountains could i have in play before i cant do 18 damage,i seems to have like 5 to 6 forest/island, and 2 mountains in play, i can scapeshift but i still have to sack all of them for vallakut to work right ?
Assuming you use 10 mountain type cards in your deck to do 18 dmg you would need to search for 6 "mountains" and 1 valakut, so you can have up to 4 "mountains" in hand or in play and you need to have 7 lands in play before play scapeshift
If you have 8 lands in play you search for 6 "mountains" and 2 valakut for 36 dmg, any extra land from here you search for a mountain (but sometimes its good to have some backup mountains in the deck (especially the basic ones) in case your opponent has something like Angel's Grace)
If you have, for example, 5 "mountains" in game and 3 other no mountain cards you sac all of them except for one "mountain" and search for 2 valakut and the other 5 "mountains" for 30 dmg
If you already have a valakut in game dont sac him with scapeshift
but i'm saying if you have two scapeshifts and you have five mana and you want a boseiju, is it worth saccing an island to get one?
The problem with this is that if your problem is that they dont let you play scapeshift (and for that reason you want a boseiju), how do you play a scapeshift to get it?. I think that if you have 2 scapeshifts is better to wait to have 7 lands in play and play it for the win, and in this case you have extra mana to counter the opponents counters which you wouldn't have if you play it with just 5 mana.
Now what my problem is: sometimes I end up with all lands on the table and no way to kill my opponent. Or not enough Mountains in the deck becouse of all the drawing. Is there any advice?
If you end up playing anf fetching duals you are in a bad way. You should be playing only the forest and if a mountain comes to hand see if something comes up before the next turn.
Honestly I feared this happening to me but it hasn't yet. Even if you get like four of the mountains in the deck and you cast scapeshift with 7 lands out you still have enough to win.
And also remember that you dont need to look for all the mountains at once, for example if you already have 3 mountains in game and you search for 2 valakuts and 3 more mountains its still 18 dmg. So you really dont need that much mountains left. If you reach the point that you have all the 10 mountains (i use 10 :p) in game or in your hand you lose (unless your opponent its at really low hp and you can kill him playing the mountains from your hand, which i doubt), but you really shouldnt reach to this point.
Hi, maybe im missing something, but when you play scapeshift the lands come into play tapped so you cant search for fetches and sac them the same turn (you can search for Flagstones and get some mana from the cobra though).
Sry for not answering before but i've been swamped with exams. Really interesting the wizards video about the deck, didnt know they had made one.
About your question i played the other day against faeries and goes something like this, you try to ramp, if they let you then ok, in not they use their counters. If you ramped you have more mana, and the deck uses many counters, so when you play scapeshift you can have more mana to counter their counters. Sometimes if they counter my scapshift i remanded it, and i played it again next turn. But if they rech the point where they have a lot of mana open and still they can play threats its get tricky. I also thought about boseiju, but it sucks not being able to fetch it somehow, but with all the draw and scry this deck has i think it should be enough.
Another thing, this deck has appeard in "building with a budget", its really similar to the one we been discusing here: LINK
About the Sakura-Tribe Elder vs Coiling Oracle its tricky, sometimes you really need the land so Sakura saves your ass (if you have to win this turn, or if you already played scapeshift and the opponent somehow didnt died and has few lives remaining), but if you play it in turn 2 Coiling is better since it can also bring non basic lands into play, and still be there to block something, or deal some damage so we can kill our opponent with just 7 lands.
The Firesprout is interesting in some moments, but Magma Jet seems a lot better, it has scry and it can deal 2 dmg to your opponent so we win with just 7 lands.
Condescend is other great card, and the scry fits really well with the Coiling Oracle.
The only problem with scry is that you cant search for lands until you draw or you have to shuffle your library, but its just anoying, nothing more.
About the Echoing Truth against the Repeal, Repeal its better in general occasions because the draw part, but Gaddock Teeg really messes us up, so that way Echoing Truth is a lot better (i actually won a game by bouncing a Teeg with an Echoing Truth).
We have a pretty decent match up against aggro and combo, but i played against faeries and it wasn't a good matchup. Your only hope its to have scapeshift and a counter in your hand and that your opponent only has mana to 1 counter, I was thinking about some Boseiju in the sideboard.
Well, i will keep testing and telling you how it goes.
Dont know why i thought that Coiling Oracle didnt draw the card if it wasnt a land :facepalm:, well that makes it better, and it also has good sinergy with Condescend besides Ponder. Will try it some time. Thx for the feedback :D.
Most of the problems are creature control, and things that really screw up your combo (duh, right?). The Firesprout is there to early creature control, i dont know if it will be better than a Lightning Bolt or an Electrolyze, but i need some mass removal. About the Simic Sky Swallower and the Call the Skybreaker are alternative win cons, since the decks has a lot of ramping envolved lets use that, the only problem is that both of their converted mana costs are 7, which is the amount of lands that you need to play the scapeshift for 18 dmg, so sometimes you have the creatures in your hand and they are useless, for that reason i was also looking some other creature that could run well here (besides Tarmogoyf T_T). I had a bunch of tests this past days so unfourtanelly couldnt really test it, when i do i'll tell you how it went.
As i already said the Tarmo fits well in the deck, but it doesnt help the combo, so only 2 of the 4 decks used it. I tested the Coiling Oracle before and most of the time i just told my opponent what i would draw the next turn (only 33% of the time you get a land). Kitchen Finks are interesting to buy some time (i thought of use them with Oran-Rief, the Vastwood) and i really like the Compulsive Research (because sometimes you just have too many lands). Also liked the Firesprout to clean things up and the Condescend as a counter that lets you search for the combo.
This one its the same idea but in a BG format, this lets you use the transmute to fetch the Scapeshift and some creature destruction, and it uses Boseiju to make the Scapeshift uncounterable. Interesting.
This is more a naya / landfall deck with a Scapeshift that you can use to trigger the landfall or to win if you have enough lands.
Really interesting things in these decks, unfourtanely i dont know how did they perform. Right now i dont have a lot of time to test all of this things, but i wanted to post them so you could see them.
I use Khalni Heart Expedition in early versions of this deck, but on its own is a bit slow, and i finally decided for a Sakura so i can chump block and ramp (i will test it again some day though). Crucible and Loam are nice, but when your lands are in your graveyard because of scapeshift you should have won. Also retrace is used when you have a lot of lands, so you dont want more. Cloudpost seems interesting, but i dont know if i could make slots (i need both the basics lands and duals). About Banefire i thought of adding 1 or 2 if the game takes long to finish to use all your mana (even without the cloudposts).
you don't have enough mountains in the deck to even pull the combo off or if you did it would only deal three damage remember that you need five mountains in play for valakut to trigger.
steam vents and stomping ground both count as mountains.
zero_99 is right, This deck has 10 "Mountains" which are 4 Stomping Ground, 4 Steam Vents and 2 Mountain. The idea is to have seven lands in play and then use Scapeshift to sacrifice them and search for a Valakut and 6 "Mountains". All of them entre the battlefield at the same time so everyone of them sees the other five so the Valakut will trigger dealing 3 dmg for each mountain (in this case 18 dmg). If you happen to have 8 lands to sacrifice with Scapeshift you will search 2 Valakuts and 6 "Mountains" for a total of 36 dmg.
Of course there is always the risk of having too few mountains still in the deck, but it doesn't happen that often, and even then you could search 2 Valakuts and the remaining mountains for a suitable amount of dmg.
I'm liberating this OP from the hands of DFC to be claimed in the name of Competitve. I can do that. I'm a moderator. I can type in that red font and not get infracted, how cool am I?
Anyway, Scapeshift is a one-card combo deck that is mostly uncounterable because it involves Lands and, last I checked, you cannot counter lands. It's sort of good because even against control decks, you have way more lands than they do so even if you get in a counter war, you're both sort of around the same place mana-wise. Also Gigadrowse and Boseiju tend to steamroll counterspells. The deck is fairly popular but has some caveats, such as control decks punching you down and stopping you from combo-killing and giving you themselves the chance to just take over and win.
I play the kami because you can bring him back with the proclamations and the emeria, but its true that a lot of times it dies before your opponents turn making it useless.
The three proclamations were there because i have 7 creatures with 1 CMC, but if we take away the kamis 2 should be right.
We also need some graveyard hate against ROFL and such (Relic of Progenitus, Faerie Macabre, the new card from zendikar, etc; the better one would be Extirpate, but to use it we would have to add 4 Godless Shrine or something like that)
Well, will post new info when i have it, good luck.
Second, i was wondering if the combo with Tainted Aether actually worked. The thing is that the 2 Sharuums combo works because the legend rule have super split second and Sharuum is dead before his ability goes on the stack, so when it finally does, it can target Sharuum (because now he is in the graveyard). With Tainted Aether both triggers go on the stack at the same time, so you need to declare a target for Sharuum's ability while he is still in the battlefield (even if you stack the triggers so the sac ability resolves first). I dont know if im mising something
4 Stomping Ground
5 Forest
2 Valakut, the Molten Pinnacle
1 Mountain
4 Island
1 Breeding Pool
4 Steam Vents
2 Flooded Grove
// Creatures
4 Sakura-Tribe Elder
3 Wood Elves
3 Coiling Oracle
4 Scapeshift
4 Search for Tomorrow
4 Ponder
4 Peer Through Depths
3 Firespout
3 Cryptic Command
1 Gigadrowse
1 Echoing Truth
3 Remand
1 Firespout
1 Echoing Truth
3 Negate
1 Meloku the Clouded Mirror
1 Repeal
1 Boseiju, Who Shelters All
3 Primal Command
2 Trickbind
2 Archive Trap
Round 1: Living End
Game 1 I remanded one of his living end in the end of my turn and he played another one in his turn while i have no more counters, but i won anyway when i played scapeshift 2 turns later
- 3 Firesprout - 3 Coiling Oracle + 3 Negate + 2 Trickbind + 1 Echoing Truth
Game 2 I have 1 remand and 2 negates in my hand and ramped to 4 mana in turn 3 so i countered his everything (always leaving mana open because i was waiting for him to play cranial extraction or something like it) and then played scapeshift for the win
I felt the Living End deck was weak, but at the end i found out that he ended up 6-2 O_o
1-0
Round 2: Faeries
Game 1 I Scapeshift him for the win while remanded his counter
- 3 Coiling Oracle - 3 Firesprout - 1 Wood Elves + 2 Negate + 2 Trickbind + 1 Boseiju + 1 Echoing Truth + 1 Repeal
I really didnt playtest against faeries so i really didnt know how to side, he won Game 2 by attacking me with faeries so i change the side to game 3
- 1 Echoing Trugh - 1 Repeal + 2 Firesprout
I tapped his lands EOT and won game 3 with scapeshift, gigadrowse rlz
2-0
Round 3: DDT
Another bad match up, i really cant remember very well what happend because i played against another one like this later on and i cant remember which was which XD, they won. Once he attacked with the 20/20, and the another time he killed me with 2 Dark Confidants while i draw lands for 4 turns.
The side was something like this
- 1 Firesprout - 3 Remand - 3 Coiling Oracle - 1 Wood Elves + 1 Echoing Truth + 3 Negate + 1 Repeal + 1 Boseiju + 2 Trickbind
2-1
Round 4: Something like Doran
Ok, this was a good match up, first game i won easily
- 3 Remand + 1 Firesprout + 1 Echoing Truth + 1 Repeal
Second game i kept a hand that needed a land to be crazy, but the land never came
Game 3 i won again
3-1
Round 5: Tarmo Rack
I dont remember much except game 2 he extirpated my valakuts T_T, i had Meloku but never showed up, side in the Negates, Primals (for shuffling and searching Meloku) and Meloku
3-2
Round 6: RDW (the attack with trample kind)
He owned me XD, i need better side against this deck, i side in the primals for the second match, and have mana to cast them, but i didnt draw them T_T
- 3 Remand - 3 Firesprout + 3 Negate + 3 Primal Command
3-3
Round 7: Faeries DDT
I won game 1 the usual way, game 2 i have another bad round of drawing a lot of lands in a row and game 3 i waited for an scapeshift for a lot of turns and when it came i have a gigadrowse in my hand but he had like 10 lands and was going to kill me next turn, so i tapped some thing at the beginning of his turn, but i miscalculated the damage of the valakut and i didnt tapped his ghost quarter (i have a valakut in play), anyway if he would destroy the valakut in response i wouldnt won anyway, but i should have tapped it
3-4
Round 8: Tribal Zoo
Game 1: The other player didnt know my deck, so all good
Side like the Doran
Game 2: He sided in Meddling and Gaddocks, and he get to put a meddling naming firesprout and a gaddock in play, i have the echoing truths for this situations but didnt draw them in time
Game 3: He didnt played mage or gaddock so i won
4-4
Conclusions:
Ok, so, the Coilings Oracles are good to ramp up the combo and block, but maybe some more control wouldnt hurt
There was only 2 games when i suffer for not having the Electrolize/Magma jets, one was the RDW that both matchs i have 7 lands and a scapeshift but he had 20 lives and the tribal zoo for another way to kill gaddock/mage, it also would have been useful for killing the Dark Confidants and such (but firesprout could do that)
About the sidebaord the only strange thing are the archive trap that was supposed to be for the mirror (in the hope you would throw him enough mountains or valakuts), but honestly i didnt know what to put there
The worst matchups for me are RDW, Control and Discard, so i really need to do something about them
Against Control i need to get some Red Akromas and maybe more gigadrowse/boseiju (really like the gigadrowse because there is always something to tap XD)
Against Discard i know that Chalice of the Void is really good, but i dont have them and they have little time left in extended, so i was searching for something else. One idea was the Wheel of Sun and Moon that at least make him impossible to extirpate things, and makes a tarmo a bit smaller, also against some decks with a lot of life (??) you can play multiples scapeshifts, the only problem its that you would need to play it really fast. Another idea is the Leyline of the Void and its also good against dredge and thopter.
Against RDW maybe Kitchen Finks (especially because now they are using more creatures)
Ok, this is all, good luck and any feedback is welcomed
Assuming you use 10 mountain type cards in your deck to do 18 dmg you would need to search for 6 "mountains" and 1 valakut, so you can have up to 4 "mountains" in hand or in play and you need to have 7 lands in play before play scapeshift
If you have 8 lands in play you search for 6 "mountains" and 2 valakut for 36 dmg, any extra land from here you search for a mountain (but sometimes its good to have some backup mountains in the deck (especially the basic ones) in case your opponent has something like Angel's Grace)
If you have, for example, 5 "mountains" in game and 3 other no mountain cards you sac all of them except for one "mountain" and search for 2 valakut and the other 5 "mountains" for 30 dmg
If you already have a valakut in game dont sac him with scapeshift
I think that this covers most cases
The problem with this is that if your problem is that they dont let you play scapeshift (and for that reason you want a boseiju), how do you play a scapeshift to get it?. I think that if you have 2 scapeshifts is better to wait to have 7 lands in play and play it for the win, and in this case you have extra mana to counter the opponents counters which you wouldn't have if you play it with just 5 mana.
And also remember that you dont need to look for all the mountains at once, for example if you already have 3 mountains in game and you search for 2 valakuts and 3 more mountains its still 18 dmg. So you really dont need that much mountains left. If you reach the point that you have all the 10 mountains (i use 10 :p) in game or in your hand you lose (unless your opponent its at really low hp and you can kill him playing the mountains from your hand, which i doubt), but you really shouldnt reach to this point.
About your question i played the other day against faeries and goes something like this, you try to ramp, if they let you then ok, in not they use their counters. If you ramped you have more mana, and the deck uses many counters, so when you play scapeshift you can have more mana to counter their counters. Sometimes if they counter my scapshift i remanded it, and i played it again next turn. But if they rech the point where they have a lot of mana open and still they can play threats its get tricky. I also thought about boseiju, but it sucks not being able to fetch it somehow, but with all the draw and scry this deck has i think it should be enough.
Another thing, this deck has appeard in "building with a budget", its really similar to the one we been discusing here: LINK
4 Stomping Ground
6 Forest
2 Valakut, the Molten Pinnacle
2 Mountain
6 Island
4 Steam Vents
3 Coiling Oracle
// 33 Spells
4 Scapeshift
3 Harrow
4 Search for Tomorrow
4 Remand
4 Peer Through Depths
4 Condescend
4 Ponder
3 Echoing Truth
3 Magma Jet
About the Sakura-Tribe Elder vs Coiling Oracle its tricky, sometimes you really need the land so Sakura saves your ass (if you have to win this turn, or if you already played scapeshift and the opponent somehow didnt died and has few lives remaining), but if you play it in turn 2 Coiling is better since it can also bring non basic lands into play, and still be there to block something, or deal some damage so we can kill our opponent with just 7 lands.
The Firesprout is interesting in some moments, but Magma Jet seems a lot better, it has scry and it can deal 2 dmg to your opponent so we win with just 7 lands.
Condescend is other great card, and the scry fits really well with the Coiling Oracle.
The only problem with scry is that you cant search for lands until you draw or you have to shuffle your library, but its just anoying, nothing more.
About the Echoing Truth against the Repeal, Repeal its better in general occasions because the draw part, but Gaddock Teeg really messes us up, so that way Echoing Truth is a lot better (i actually won a game by bouncing a Teeg with an Echoing Truth).
We have a pretty decent match up against aggro and combo, but i played against faeries and it wasn't a good matchup. Your only hope its to have scapeshift and a counter in your hand and that your opponent only has mana to 1 counter, I was thinking about some Boseiju in the sideboard.
Well, i will keep testing and telling you how it goes.
4 [GP] Stomping Ground
6 [ZEN] Forest
2 [ZEN] Valakut, the Molten Pinnacle
2 [M10] Mountain
6 [ARE] Island
4 [GP] Steam Vents
4 [CHK] Sakura-Tribe Elder
2 [DIS] Simic Sky Swallower
// Spells
3 [ZEN] Harrow
4 [TSP] Search for Tomorrow
4 [RAV] Remand
3 [DS] Echoing Truth
4 [CHK] Peer Through Depths
3 [SHM] Firespout
4 [DD2] Condescend
1 [EVE] Call the Skybreaker
Most of the problems are creature control, and things that really screw up your combo (duh, right?). The Firesprout is there to early creature control, i dont know if it will be better than a Lightning Bolt or an Electrolyze, but i need some mass removal. About the Simic Sky Swallower and the Call the Skybreaker are alternative win cons, since the decks has a lot of ramping envolved lets use that, the only problem is that both of their converted mana costs are 7, which is the amount of lands that you need to play the scapeshift for 18 dmg, so sometimes you have the creatures in your hand and they are useless, for that reason i was also looking some other creature that could run well here (besides Tarmogoyf T_T). I had a bunch of tests this past days so unfourtanelly couldnt really test it, when i do i'll tell you how it went.
Byes.
2 [DIS] Breeding Pool
4 [ZEN] Misty Rainforest
4 [CS] Snow-Covered Forest
2 [CS] Snow-Covered Island
2 [CS] Snow-Covered Mountain
4 [GP] Steam Vents
4 [GP] Stomping Ground
2 [ZEN] Valakut, the Molten Pinnacle
// Creatures
4 [DIS] Coiling Oracle
4 [SHM] Kitchen Finks
4 [CHK] Sakura-Tribe Elder
3 [FUT] Tarmogoyf
3 [RAV] Compulsive Research
4 [DD2] Condescend
3 [SHM] Firespout
3 [PLC] Hunting Wilds
4 [RAV] Remand
4 [MOR] Scapeshift
1 [SHM] Firespout
2 [CHK] Boseiju, Who Shelters All
2 [RAV] Carven Caryatid
4 [ZEN] Ravenous Trap
2 [TSP] Spell Burst
1 [MR] Sun Droplet
3 [MOR] Vendilion Clique
As i already said the Tarmo fits well in the deck, but it doesnt help the combo, so only 2 of the 4 decks used it. I tested the Coiling Oracle before and most of the time i just told my opponent what i would draw the next turn (only 33% of the time you get a land). Kitchen Finks are interesting to buy some time (i thought of use them with Oran-Rief, the Vastwood) and i really like the Compulsive Research (because sometimes you just have too many lands). Also liked the Firesprout to clean things up and the Condescend as a counter that lets you search for the combo.
1 [DIS] Breeding Pool
2 [ZEN] Forest (1)
1 [ZEN] Island (1)
4 [ZEN] Misty Rainforest
3 [ZEN] Mountain (1)
2 [ZEN] Scalding Tarn
4 [GP] Steam Vents
4 [GP] Stomping Ground
2 [ZEN] Valakut, the Molten Pinnacle
// Creatures
4 [CHK] Sakura-Tribe Elder
4 [EVG] Wood Elves
1 [FD] Engineered Explosives
2 [SHM] Firespout
2 [ZEN] Harrow
4 [ZEN] Khalni Heart Expedition
4 [CHK] Peer Through Depths
4 [M10] Ponder
4 [RAV] Remand
4 [MOR] Scapeshift
4 [TSP] Search for Tomorrow
1 [FD] Engineered Explosives
1 [SHM] Firespout
2 [MR] Chalice of the Void
2 [CHK] Meloku the Clouded Mirror
3 [ZEN] Ravenous Trap
1 [ALA] Relic of Progenitus
2 [GP] Repeal
2 [GP] Shattering Spree
1 [TSB] Tormod's Crypt
4 [DIS] Blood Crypt
1 [CHK] Boseiju, Who Shelters All
2 [ZEN] Forest (1)
2 [ZEN] Marsh Flats
1 [ZEN] Misty Rainforest
2 [ZEN] Mountain (1)
2 [RAV] Overgrown Tomb
4 [GP] Stomping Ground
2 [ZEN] Swamp (1)
2 [ZEN] Valakut, the Molten Pinnacle
4 [ZEN] Verdant Catacombs
2 [RAV] Dimir House Guard
4 [SHM] Kitchen Finks
4 [CHK] Sakura-Tribe Elder
// Spells
4 [SHM] Beseech the Queen
3 [PLC] Damnation
2 [M10] Deathmark
4 [ZEN] Khalni Heart Expedition
3 [M10] Lightning Bolt
1 [ARB] Maelstrom Pulse
4 [MOR] Scapeshift
3 [LRW] Thoughtseize
3 [M10] Duress
1 [FD] Engineered Explosives
3 [PLC] Extirpate
3 [DIS] Ghost Quarter
4 [M10] Pithing Needle
1 [ARB] Thought Hemorrhage
4 [ZEN] Arid Mesa
3 [TSP] Flagstones of Trokair
2 [ZEN] Forest (1)
1 [ZEN] Misty Rainforest
2 [ZEN] Mountain (1)
2 [ZEN] Plains (1)
1 [RAV] Sacred Foundry
4 [GP] Stomping Ground
2 [RAV] Temple Garden
2 [ZEN] Valakut, the Molten Pinnacle
1 [ZEN] Verdant Catacombs
3 [CFX] Knight of the Reliquary
4 [ZEN] Plated Geopede
2 [ARB] Qasali Pridemage
4 [ZEN] Steppe Lynx
4 [FUT] Tarmogoyf
4 [ALA] Wild Nacatl
// Spells
3 [ZEN] Harrow
4 [M10] Lightning Bolt
4 [CFX] Path to Exile
4 [MOR] Scapeshift
1 [ARB] Qasali Pridemage
1 [CHK] Boseiju, Who Shelters All
4 [ALA] Ethersworn Canonist
2 [SHM] Everlasting Torment
3 [LRW] Gaddock Teeg
2 [RAV] Lightning Helix
2 [ALA] Oblivion Ring
Really interesting things in these decks, unfourtanely i dont know how did they perform. Right now i dont have a lot of time to test all of this things, but i wanted to post them so you could see them.
Byes.
I use Khalni Heart Expedition in early versions of this deck, but on its own is a bit slow, and i finally decided for a Sakura so i can chump block and ramp (i will test it again some day though). Crucible and Loam are nice, but when your lands are in your graveyard because of scapeshift you should have won. Also retrace is used when you have a lot of lands, so you dont want more. Cloudpost seems interesting, but i dont know if i could make slots (i need both the basics lands and duals). About Banefire i thought of adding 1 or 2 if the game takes long to finish to use all your mana (even without the cloudposts).
Thanks for the feedback
zero_99 is right, This deck has 10 "Mountains" which are 4 Stomping Ground, 4 Steam Vents and 2 Mountain. The idea is to have seven lands in play and then use Scapeshift to sacrifice them and search for a Valakut and 6 "Mountains". All of them entre the battlefield at the same time so everyone of them sees the other five so the Valakut will trigger dealing 3 dmg for each mountain (in this case 18 dmg). If you happen to have 8 lands to sacrifice with Scapeshift you will search 2 Valakuts and 6 "Mountains" for a total of 36 dmg.
Of course there is always the risk of having too few mountains still in the deck, but it doesn't happen that often, and even then you could search 2 Valakuts and the remaining mountains for a suitable amount of dmg.
Any ideas of how to improve the deck?
Anyway, Scapeshift is a one-card combo deck that is mostly uncounterable because it involves Lands and, last I checked, you cannot counter lands. It's sort of good because even against control decks, you have way more lands than they do so even if you get in a counter war, you're both sort of around the same place mana-wise. Also Gigadrowse and Boseiju tend to steamroll counterspells. The deck is fairly popular but has some caveats, such as control decks punching you down and stopping you from combo-killing and giving you themselves the chance to just take over and win.
2 Breeding Pool
2 Flooded Grove
4 Forest
4 Island
1 Mountain
4 Steam Vents
4 Stomping Ground
2 Valakut, the Molten Pinnacle
Creatures
4 Coiling Oracle
4 Sakura-Tribe Elder
4 Wood Elves
4 Cryptic Command
1 Gigadrowse
4 Peer Through Depths
4 Ponder
4 Remand
4 Scapeshift
4 Search for Tomorrow
1 Boseiju, Who Shelters All
3 Firespout
1 Gigadrowse
1 Into the Roil
1 Lightning Bolt
2 Negate
3 Ravenous Trap
2 Repeal
1 Sudden Shock
Please keep comments on topic.
The three proclamations were there because i have 7 creatures with 1 CMC, but if we take away the kamis 2 should be right.
Really liked the Rebuff the Wicked, didnt know that it existed XD.
We also need some graveyard hate against ROFL and such (Relic of Progenitus, Faerie Macabre, the new card from zendikar, etc; the better one would be Extirpate, but to use it we would have to add 4 Godless Shrine or something like that)
Well, will post new info when i have it, good luck.