I love dino very much. They are big and bad. Plus, RXL has a lot of ramp options.
Cost reduction: Kinjalli's Caller - Excellent 1 drop and as early blocker and great target for Enter the Unknown in the second turn. Otepec Huntmaster - Second ability is the most useful but most of the time attracts removal.
Mana dorks: Drover of the Mighty - Good beater alongside dinos but like any other creatures, vulnerable to removals and burn spells. Pillar of Origins - Ramps better than dorks but with Abrade around, it is vulnerable too.
All of these big dinos are my favourites but I think I like Zetalpa the most. Kinda reminds me of Dragonlord Atarka. We have enough components for ramp deck but the dinos didn't come with a good etb effects like the old Primeval Titan. Dinos can also opt for midrange option the question whether it is good enough to compete with energy decks. There's also an option for an enrage focused, cards like Rile, Dual Shot, Forerunner of the Empire are good enrage enablers.
Rampaging Ferocidon ensures that they don't get the multi-turn cushion that Approach provides.
It doesn't help much. The deck are packed with counter spells. If things do resolved, Cast Out and sweepers are waiting until we only have 1 attacker, their Gideon stalls the game until enough lands for Approach, and wins 2 turns later.
My current idea only to splash black or blue. Black for hand disruption cards like Duress, Doomfall or Heartless Pillage and blue, obviously to fight counter with counter like Spell Pierce and Negate. I prefer the former, as turn 1 Duress kinda helps a lot in gaining information of what they have.
Initially, I'm not seeing Deathgorge Scavenger's potential, but now I do. He eats removal spell right after playing one, and swing big. I like it. Might be playing Shock and Lightning Strike as fodder. Rampaging Ferocidon on the other hand, I have a mixed feeling. Menace truly beneficial, but the 2nd and 3rd ability might bite us back, unless we are able to race better.
I don't like Ruric Thar in the board. Storm kills you way before you drop Ruric (the earliest) on Turn 4(If you're lucky and they don't remand it...). A single Lightning Bolt would do a better job than Ruric, as they need one of their 8 Cost Reducers to go off. And as they don't expect us to have much interaction they might play them in riskier (on Turn 2 e.g.) spots. Against Control it is fine... If it resolves, which might be a difficult case. If you want a green creature to beat control, take Thrun, the Last Troll
Path is a very strong card and the splash might be worth it, but I'm on Spike4972's side that Black offers you strong removal as well plus some Sideboard options that can help in difficult matchups. (like Slaughter Games against Combo) White offers really good SB options as well like Stony Silence. The problem here is, that I don't think you will reliably cast it on Turn 2, as you only have 1 white Dual in the deck, and after Turn 2 it might be too late, even on the play!
I think white is the best in a Through The Breach Version with Emrakul and Nahiris, altough I prefer the RG(b) Version.
Yeah you're probably right. Ruric Thar might be too late for Storm, and Thrun is better against Control.
It's actually quite easy to reliably have all three colors. You just need to do more than have one Rx shock. In Jund Titan, the standard manabase has 1 basic swamp, 1 overgrown tomb, and 1 blood crypt. Combine that with 7 fetches and you can pretty easily get the right mana. That being said, it is occasionally a little late.
@afosz I totally understand the too much shuffling thing. The hand surgery I mentioned that put me afk this past weekend was for carpal tunnel syndrome in both hands. It was so bad I frequently had a friend or my opponent shuffle for me. If my symptoms were getting bad I wouldn't play the deck because it hurt too much
I played jund with 1 Swamp, 1 Overgrown Tomb and 1 Blood Crypt and I don't quite like it. I like having 1 Blood Crypt as a splash for sideboarding cards. If I were to play Fatal Push and Abrupt Decay in the main, I think I might play 2 Blood Crypt instead. There were times I drew both Overgrown Tomb and Swamp, it just slows down the Mountain count. Otherwise, I might play 3 Prismatic Omen.
Late PPTQ report. 6 rounds, result was 2-4. I really need to practice a lot more. I love the deck so much and really enjoy playing it. The one thing I kinda hate, is the shuffling. Too much shuffling.
Round 1 vs. UW Control. Both games went easy. I was on the draw and he started off with a couple of Spreading Seas but my opening hands full of lands and ramp spells and very fortunate Titan resolves with no counter spells in hand. Gideon of the Trials did made a last minute appearance, but a couple of land drops and a couple of Valakut triggers enough to kill Gideon and to face. 2-0
Round 2 vs. Eldrazi Tron. Game 1, both neck to neck in dropping each other's life but I was able ramp faster despite on the draw. Game 2, sideboarding mistake. I forgot to take out Anger of the Gods for a better card, perhaps Relic of Progenitus. But still, a turn 3 Wurmcoil Engine is a little bit tough to handle. Game 3, I was able to cast Slaughter Games on Thought-Knot Seer but was beat down by Matter Reshaper all the way. I was stuck on 4 lands for a couple of turns (I think) until he found his Witchbane Orb. 1-2
Round 3 vs. Affinity. Game 1 on the play but I could not cope with Affinity's speed. Game 2 was a silly mistake. I could have cleared his entire board with Valakut triggers but I leave Etched Champion because of protection online (along with 2 Springleaf Drum). He top decked Cranial Plating and enough for lethal. 0-2
Round 4 vs. Burn. Game 1 on the play, lost to a quick burn. Game 2, he stuck on 1-2 lands for a while, enough for me to have Titan, Valakut and Bolt to kill him. Game 3, he won on turn 4 and if he didn't, I would have won next turn. 1-2
Round 5 vs. Sultai Control. Game 1 on he play and he knows what I'm playing. He kept a heaving counter spells (Countersquall, Mana Leak, Cryptic Command) in hand and nothing much I can do besides a slow death by Snapcaster Mage. Similar on game 2, he stuck on 2 lands but still able to counter away my ramp spells and play 2 Tarmogoyf out of Aether Vial. 0-2
I prepared my deck for an aggro meta, and I was correct. A lot of Burn and Affinity that day. I was not impressed by Courser of Kruphix. Having a spell with GG in it sometimes slows down the Mountain count because there were times when I had to fetch for Forest to play Courser of Kruphix, at which I don't quite prefer to do so.
Yes, in a straight RG version of the deck, the green fetches that aren't Wooded Foothills should be 1 each of the other three to avoid situations like this or pithing needle situations. But, they are so rare that most players won't bother shelling out the extra money for it. It is a very tiny percentage point in your favor for the amount of money it costs. But for a more correct deck, varying those fetches is optimal.
You also may randomly get rewarded by your opponent misplaying by thinking you are on BGx midrange if you play a verdant catacombs turn one and don't crack it until your end step. But that will basically never happen.
Also, I am slowly working through updating the primer. I have been fixing some formatting errors and grammar mistakes. The spoiler tagging is now more consistent, the guide at the top now properly jumps to sideboarding when clicked, and I added some reference articles on Intervening If clauses. If you have any suggestions for sections that need an update, have any articles or videos you want me to link, or want to help do the write ups for the white and blue splashes, please send me a PM.
I like the idea of 1 copy of each Forest fetchland other than Wooded Foothills, but as you said, the situation is so rare that it is not worth the extra cost. I don't own both Misty Rainforest and Verdant Catacombs, but those who does, I strongly recommend this.
I wouldn't keep a 2 Mountain for opening hand. Too risky, unless with 2 Bolt, but still too risky for me as the other spells are all green. Experienced this once or twice, I mull away.
Agreed. I would cut Relic of Progenitus or Sweltering Suns, depending on meta. I would not remove Lightning Bolt. The card is essential as spot removal, and to drop opponent's life to 17 just in case if we are able to Scapeshift for lethal with 7 lands, especially in some match ups like Tron variants.
On the note regarding Summoner's Pact, it actually happened during the turn I was suppose to pay. After draw step, I shuffled my hand, slight pause (at this point I actually realized I was supposed to pay the Pact), then my opponent caught it. Of course, judge was called, and the judge asked my opponent whether or not to allow the trigger.
I cannot stress enough on how much I like Prismatic Omen. A single card that makes all of your non Mountains becomes valuable. Without it, Forest will be the card you hate to top deck, especially when it comes down to winning or losing the game. I only run 2 Forest, and a few of my games were lost because of if only that Forest I drew or that Forest in play was a Mountain, I would win the game. Of course, I have not met Blood Moon yet until now.
Round 3 vs. GB Tron. I curved well in game 1, Lightning Bolt him and Scapeshift for the win. Game 2 and 3 I lost badly. Both games Titan was Surgical Extraction. Game 3 literally all my 14 Mountains was in play, without Hour of Promise to find my Valakut. 1-2
Round 4 vs. Mono White Hatebear. Lost game 1 with 2 Leonin Arbiter and a Mirran Crusader. Game 2, his Leonin Arbiter immediately faced with Lightning Bolt. He was able to drop my life to 5, Titan swinging and Scapeshift for the win. Game 3, he didn't find his hate cards for my deck with only Thalia, Guardian of Thraben in play. Scapeshift for 6 triggers, taking Thalia and the rest to face, dropping him down to 5 and win next turn. 2-1
Round 5 vs. Dredge. Game 1 was alright, him dredging, I played ramp spells, Summoner's Pact for Primeval Titan. Until, I FORGOT TO PAY THE PACT ! Next turn, I drew another Pact then only I realized. My opponent caught it a bit late, reminded me and then only I pay. He called the judge and I knew it was over. Game 2 was fast for both of us. I need to survive a turn for my Scapeshift next turn, but Conflagrate for 7 seals it with a couple of Bloodghast, Prized Amalgam, and Narcomoeba. 0-2
Believe it or not, the card actually looks very ... promising. I have purchased 2 of them so far and am just looking for places where I have store credit that have them (although I forgot and used my store credit from this PPTQ for a foil Fatal Push and 2 Merfolk of the Pearl Trident).
I am going to play test 4 Hour of Promise in place of 4 Lightning Bolt in the main. I'll try to keep people up to date on how it goes. But if I don't have time to test during the week, I'll probably run back the version that I played - online PPTQ winner MRICHI's list with only 4 minor changes. (I only run 1 Grafdigger's Cage and no Leyline, but 2 Beast Within. I'm on that card right now, although it may not be necessary with Rec Sage, Ancient Grudge, and Nature's Claim already.)
Round 1 vs. Eldrazi Tron. Game 1 he dropped a turn 2 Thought-Knot Seer, I fetched a land and Fatal Push on the stack. Turn 3 Reality Smasher and turn 4 another. Game 2 I manage to ramp and chump blocks but could not find Titan nor Scapeshift and he Ghost Quarter my Valakut as well. 0-2
Round 2 vs. Grixis Death's Shadow. Lost game 1 from a fast double Death's Shadow. Won game 2 from ramp and land drops with Valakut. Game 3 made a mistake. I was too anxious to cast removal, I did Fatal Push on Snapcaster Mage when I was even high on life and he drop Death's Shadow next turn. Even so, I was a turn late as my top deck was a Mountain to seal the game. 1-2
Round 3 vs. Affinity. He had slow hands in both games. Game 1 I had a fast curve ramp and Scapeshift. Game 2 I had removals and answers to his creatures and artifacts. 2-0
Round 5 vs. Grixis Death's Shadow. Won game 1 through Titan and land drops when he was down to 5. Game 2, he countered a turn 3 Search for Tomorrow off suspend as well as Thoughtseize my Relic of Progenitus and Surgical Extraction it afterwards. Game 3 was a mistake, I dropped Valakut on turn 1 and he Thoughtseize my Relic of Progenitus. Even so, I need my final 2 Mountains as he was down on 5 and I had a Swamp in hand and drew a Forest. 1-2
Overall, jund version has the interaction but too slow for Valakut triggers. I will change to RG version with Hour of Promise for next week's events.
Ranging Raptors in turn 3 with 1 mana open for Savage Stomp/Reckless Rage as a ramp-kill spell that turns turn 4 to 6 mana for Carnage Tyrant/Burning Sun's Avatar/Etali, Primal Storm. For turn 2 ramp spell, I really like Pillar of Origins other than Thunderherd Migration. Only vulnerable to Abrade with a downside of not being able to cast anything other than dino (which is the most likely creature type chosen).
Cost reduction:
Kinjalli's Caller - Excellent 1 drop and as early blocker and great target for Enter the Unknown in the second turn.
Otepec Huntmaster - Second ability is the most useful but most of the time attracts removal.
Mana dorks:
Drover of the Mighty - Good beater alongside dinos but like any other creatures, vulnerable to removals and burn spells.
Pillar of Origins - Ramps better than dorks but with Abrade around, it is vulnerable too.
Ramp spells:
Enter the Unknown - I like this card. With Kinjalli's Caller, it makes 6 drop dino possible in turn 3.
Thunderherd Migration - An even better 2 drop ramp spell in a dino centered deck.
Wayward Swordtooth - Exploration on a stick but does nothing without ascend.
Big dinos:
Carnage Tyrant
Gishath, Sun's Avatar
Zetalpa, Primal Dawn
Etali, Primal Storm
Zacama, Primal Calamity
All of these big dinos are my favourites but I think I like Zetalpa the most. Kinda reminds me of Dragonlord Atarka. We have enough components for ramp deck but the dinos didn't come with a good etb effects like the old Primeval Titan. Dinos can also opt for midrange option the question whether it is good enough to compete with energy decks. There's also an option for an enrage focused, cards like Rile, Dual Shot, Forerunner of the Empire are good enrage enablers.
It doesn't help much. The deck are packed with counter spells. If things do resolved, Cast Out and sweepers are waiting until we only have 1 attacker, their Gideon stalls the game until enough lands for Approach, and wins 2 turns later.
My current idea only to splash black or blue. Black for hand disruption cards like Duress, Doomfall or Heartless Pillage and blue, obviously to fight counter with counter like Spell Pierce and Negate. I prefer the former, as turn 1 Duress kinda helps a lot in gaining information of what they have.
4 Drover of the Mighty
4 Otepec Huntmaster
4 Ranging Raptors
3 Ripjaw Raptor
4 Regisaur Alpha
4 Carnage Tyrant
4 Savage Stomp
4 Commune with Dinosaurs
4 Lightning Strike
Planeswalkers (3)
3 Huatli, Warrior Poet
Lands (22)
4 Sheltered Thicket
4 Sunpetal Grove
4 Rootbound Crag
2 Hashep Oasis
5 Forest
2 Mountain
1 Plains
Tested the deck. It is fine when it curved right with no interaction. Worst when early drops were killed by burn spells, and everything comes in late while decks like Temur Energy starts beating with their early drops. The idea is quite similar with https://www.channelfireball.com/articles/carnage-tyrant-rules-and-breaks-the-rules-standard-rg-dino-aggro/, a turn 4 haste Carnage Tyrant. Regisaur Alpha felt slightly meh I don't know why. Ripjaw Raptor as well but I'm loving Ranging Raptors. I kinda feel like replacing Ripjaw Raptor with Kinjalli's Sunwing. It kills off blockers, excellent turn 3 drop off Drover of the Mighty and Otepec Huntmaster to set up next turn Tyrant. As for the mana base, I feel just fine. Sheltered Thicket approves both check lands, and just run more Forest.
Yeah you're probably right. Ruric Thar might be too late for Storm, and Thrun is better against Control.
I played jund with 1 Swamp, 1 Overgrown Tomb and 1 Blood Crypt and I don't quite like it. I like having 1 Blood Crypt as a splash for sideboarding cards. If I were to play Fatal Push and Abrupt Decay in the main, I think I might play 2 Blood Crypt instead. There were times I drew both Overgrown Tomb and Swamp, it just slows down the Mountain count. Otherwise, I might play 3 Prismatic Omen.
Anyway, speedy recovery !
4 Primeval Titan
4 Sakura-Tribe Elder
2 Courser of Kruphix
Spells (24)
2 Anger of the Gods
2 Explore
2 Farseek
3 Hour of Promise
4 Lightning Bolt
1 Prismatic Omen
4 Scapeshift
4 Search for Tomorrow
2 Summoner's Pact
2 Forest
6 Mountain
1 Blood Crypt
3 Cinder Glade
4 Stomping Ground
4 Valakut, the Molten Pinnacle
2 Windswept Heath
4 Wooded Foothills
1 Abrupt Decay
1 Anger of the Gods
1 Chameleon Colossus
2 Engineered Explosives
1 Nature's Claim
2 Obstinate Baloth
1 Reclamation Sage
2 Relic of Progenitus
2 Slaughter Games
1 Swamp
1 Thragtusk
Round 1 vs. UW Control. Both games went easy. I was on the draw and he started off with a couple of Spreading Seas but my opening hands full of lands and ramp spells and very fortunate Titan resolves with no counter spells in hand. Gideon of the Trials did made a last minute appearance, but a couple of land drops and a couple of Valakut triggers enough to kill Gideon and to face. 2-0
Round 2 vs. Eldrazi Tron. Game 1, both neck to neck in dropping each other's life but I was able ramp faster despite on the draw. Game 2, sideboarding mistake. I forgot to take out Anger of the Gods for a better card, perhaps Relic of Progenitus. But still, a turn 3 Wurmcoil Engine is a little bit tough to handle. Game 3, I was able to cast Slaughter Games on Thought-Knot Seer but was beat down by Matter Reshaper all the way. I was stuck on 4 lands for a couple of turns (I think) until he found his Witchbane Orb. 1-2
Round 3 vs. Affinity. Game 1 on the play but I could not cope with Affinity's speed. Game 2 was a silly mistake. I could have cleared his entire board with Valakut triggers but I leave Etched Champion because of protection online (along with 2 Springleaf Drum). He top decked Cranial Plating and enough for lethal. 0-2
Round 4 vs. Burn. Game 1 on the play, lost to a quick burn. Game 2, he stuck on 1-2 lands for a while, enough for me to have Titan, Valakut and Bolt to kill him. Game 3, he won on turn 4 and if he didn't, I would have won next turn. 1-2
Round 5 vs. Sultai Control. Game 1 on he play and he knows what I'm playing. He kept a heaving counter spells (Countersquall, Mana Leak, Cryptic Command) in hand and nothing much I can do besides a slow death by Snapcaster Mage. Similar on game 2, he stuck on 2 lands but still able to counter away my ramp spells and play 2 Tarmogoyf out of Aether Vial. 0-2
Round 6 vs. BW Eldrazi. I was on the draw in game 1, and Anger of the Gods clear the board until I found my wincon. Game 2, I kept a 6 lands and a Slaughter Games hand because I knew he would play Inquisition of Kozilek turn 1, which he did. Slaughter Games took out Thought-Knot Seer and that is it. I only drew Sakura-Tribe Elder and the rest all lands. Game 3 neck to neck, him beating with Wasteland Strangler, met with a Bolt later on and soon enough I was able to Scapeshift away. 2-1
I prepared my deck for an aggro meta, and I was correct. A lot of Burn and Affinity that day. I was not impressed by Courser of Kruphix. Having a spell with GG in it sometimes slows down the Mountain count because there were times when I had to fetch for Forest to play Courser of Kruphix, at which I don't quite prefer to do so.
I read Chapin's article regarding Naya Titanshift. I kinda like it, but I would replace Chandra, Torch of Defiance with Wood Elves and a Summoner's Pact for the 4th Path to Exile. Assuming that PTE is a dead card in a match up and you need 2 land drops for the win, and you drew a Wood Elves. Also, I love the idea of having Ruric Thar, the Unbowed in the sideboard. It just take down Storm and Control deck if they didn't have removal on the spot.
I like the idea of 1 copy of each Forest fetchland other than Wooded Foothills, but as you said, the situation is so rare that it is not worth the extra cost. I don't own both Misty Rainforest and Verdant Catacombs, but those who does, I strongly recommend this.
I wouldn't keep a 2 Mountain for opening hand. Too risky, unless with 2 Bolt, but still too risky for me as the other spells are all green. Experienced this once or twice, I mull away.
On the note regarding Summoner's Pact, it actually happened during the turn I was suppose to pay. After draw step, I shuffled my hand, slight pause (at this point I actually realized I was supposed to pay the Pact), then my opponent caught it. Of course, judge was called, and the judge asked my opponent whether or not to allow the trigger.
I cannot stress enough on how much I like Prismatic Omen. A single card that makes all of your non Mountains becomes valuable. Without it, Forest will be the card you hate to top deck, especially when it comes down to winning or losing the game. I only run 2 Forest, and a few of my games were lost because of if only that Forest I drew or that Forest in play was a Mountain, I would win the game. Of course, I have not met Blood Moon yet until now.
4 Primeval Titan
4 Sakura-Tribe Elder
1 Wood Elves
Spells
2 Explore
2 Farseek
4 Hour of Promise
4 Lightning Bolt
2 Prismatic Omen
4 Scapeshift
4 Search for Tomorrow
2 Summoner's Pact
2 Forest
6 Mountain
4 Cinder Glade
4 Stomping Ground
4 Valakut, the Molten Pinnacle
3 Windswept Heath
4 Wooded Foothills
3 Anger of the Gods
2 Beast Within
1 Chameleon Colossus
2 Engineered Explosives
1 Nature's Claim
2 Obstinate Baloth
1 Reclamation Sage
2 Relic of Progenitus
1 Thragtusk
Round 1 vs. BG Death Cloud. He ramp early, Sakura-Tribe Elder then Garruk Wildspeaker into Sakura-Tribe Elder. Next turn Death Cloud for 5 when I could have won next turn if he didn't. Game 2 his life up to 27 thanks to Thragtusk and I manage to win with Chameleon Colossus and land drops. Game 3, he up again to 26 life and I manage to Scapeshift with 2 Valakuts for 36 damage. 2-1
Round 2 vs. Eldrazi Tron. Game 1, I ramp well, dropping him to 5. He curved nicely too but saved by Sakura-Tribe Elder blocking Thought-Knot Seer. I was down to 5 as well with 2 Valakuts in play, all I need is a Mountain, and I did. Game 2 I was on 6 lands with him 2 untap Ghost Quarter. I had a Scapeshift and Beast Within in hand with Prismatic Omen in play, all I need is to draw a land to play around Ghost Quarter, but I didn't. I was down to 3 life, had to cast Scapeshift, countered by Warping Wail. Game 3 he Surgical Extraction both Windswept Heath and Wooded Foothills, leaving him down to 16. I'm with 6 lands and a Scapeshift in hand, and I drew Prismatic Omen for a wonderful 72 damage ! 2-1
Round 3 vs. GB Tron. I curved well in game 1, Lightning Bolt him and Scapeshift for the win. Game 2 and 3 I lost badly. Both games Titan was Surgical Extraction. Game 3 literally all my 14 Mountains was in play, without Hour of Promise to find my Valakut. 1-2
Round 4 vs. Mono White Hatebear. Lost game 1 with 2 Leonin Arbiter and a Mirran Crusader. Game 2, his Leonin Arbiter immediately faced with Lightning Bolt. He was able to drop my life to 5, Titan swinging and Scapeshift for the win. Game 3, he didn't find his hate cards for my deck with only Thalia, Guardian of Thraben in play. Scapeshift for 6 triggers, taking Thalia and the rest to face, dropping him down to 5 and win next turn. 2-1
Round 5 vs. Dredge. Game 1 was alright, him dredging, I played ramp spells, Summoner's Pact for Primeval Titan. Until, I FORGOT TO PAY THE PACT ! Next turn, I drew another Pact then only I realized. My opponent caught it a bit late, reminded me and then only I pay. He called the judge and I knew it was over. Game 2 was fast for both of us. I need to survive a turn for my Scapeshift next turn, but Conflagrate for 7 seals it with a couple of Bloodghast, Prized Amalgam, and Narcomoeba. 0-2
Round 6 vs. Affinity. Game 1 I made a mistake. I was on the play, played Stomping Ground tapped and next turn Farseek with Lightning Bolt in hand when he played Vault Skirge and Cranial Plating, dealing 5. Taking unnecessary damage. Game 2 was alright, he vomited Memnite, Ornithopter, Mox Opal and was cleared by Engineered Explosives for 0 on turn 2, leaving him Vault Skirge and a land. Win that with Titan but lost game 3 as I didn't draw any hate cards. 1-2
Overall, I really like Prismatic Omen. 1-2 in the main steals you a game or two. And I finally understand this list http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=115237 that was won by Titanshift with 3 Hour of Promise. That card fills in the 5cmc slot well in turn 3 that you can cast Scapeshift for 21 or 36 damage in turn 4.
I'm not too sure about Vexing Shusher, but if given an option, I would run Boseiju, Who Shelters All instead. It is a turn late but harder to remove. We have Primeval Titan and Hour of Promise to search for it.
But then again, maybe run both as a single copy. Vexing Shusher lets you win instantly with 7 lands with Scapeshift.
I got myself a playset, could not resist myself. I intended the build something like this, using the Through the Breach build but using Hour of Promise in place of the said card. I might also consider Lightning Bolt in the main in place of -2 Khalni Heart Expedition, -1 Explore and -1 Scapeshift/Simian Spirit Guide/Hour of Promise.
4 Primeval Titan
4 Sakura-Tribe Elder
4 Simian Spirit Guide
Spells (23)
2 Prismatic Omen
2 Khalni Heart Expedition
2 Summoner's Pact
4 Hour of Promise
3 Explore
2 Farseek
4 Scapeshift
4 Search for Tomorrow
2 Forest
6 Mountain
4 Stomping Ground
3 Cinder Glade
4 Valakut, the Molten Pinnacle
2 Windswept Heath
4 Wooded Foothills
4 Primeval Titan
4 Sakura-Tribe Elder
1 Wood Elves
1 Courser of Kruphix
Spells
3 Abrupt Decay
2 Explore
2 Farseek
4 Fatal Push
2 Prismatic Omen
4 Scapeshift
4 Search for Tomorrow
2 Summoner's Pact
3 Cinder Glade
2 Forest
7 Mountain
3 Stomping Ground
4 Valakut, the Molten Pinnacle
4 Windswept Heath
4 Wooded Foothills
2 Engineered Explosives
2 Relic of Progenitus
2 Pithing Needle
1 Chameleon Colossus
2 Obstinate Baloth
1 Thragtusk
1 Nature's Claim
1 Reclamation Sage
1 Tireless Tracker
2 Grafdigger's Cage
Round 1 vs. Eldrazi Tron. Game 1 he dropped a turn 2 Thought-Knot Seer, I fetched a land and Fatal Push on the stack. Turn 3 Reality Smasher and turn 4 another. Game 2 I manage to ramp and chump blocks but could not find Titan nor Scapeshift and he Ghost Quarter my Valakut as well. 0-2
Round 2 vs. Grixis Death's Shadow. Lost game 1 from a fast double Death's Shadow. Won game 2 from ramp and land drops with Valakut. Game 3 made a mistake. I was too anxious to cast removal, I did Fatal Push on Snapcaster Mage when I was even high on life and he drop Death's Shadow next turn. Even so, I was a turn late as my top deck was a Mountain to seal the game. 1-2
Round 3 vs. Affinity. He had slow hands in both games. Game 1 I had a fast curve ramp and Scapeshift. Game 2 I had removals and answers to his creatures and artifacts. 2-0
Round 4 vs. Grixis Death's Shadow. My curve was alright despite he Thoughtseize and Inquisition of Kozilek. He had Death's Shadow with a Stubborn Denial to counter my Scapeshift in game 1. Game 2 he did not find his threat as the only Death's Shadow met an Engineered Explosives and I won with a Scapeshift. Game 3 he went all out really fast down to 3, and that was the time I hoped I played Lightning Bolt instead. 1-2
Round 5 vs. Grixis Death's Shadow. Won game 1 through Titan and land drops when he was down to 5. Game 2, he countered a turn 3 Search for Tomorrow off suspend as well as Thoughtseize my Relic of Progenitus and Surgical Extraction it afterwards. Game 3 was a mistake, I dropped Valakut on turn 1 and he Thoughtseize my Relic of Progenitus. Even so, I need my final 2 Mountains as he was down on 5 and I had a Swamp in hand and drew a Forest. 1-2
Overall, jund version has the interaction but too slow for Valakut triggers. I will change to RG version with Hour of Promise for next week's events.
5 lands + Prismatic Omen, Hour of Promise search for 2 Valakut = 12 damage
6 lands (with 2 Valakut) + Prismatic Omen, Hour of Promise search for 2 Valakut = 24 damage
I think.