Sadly blood moon and urborg isn't nearly as cool. Blood moon removes urborg's text, and while urborg is a simultaneously applying effect, the end result upon a player receiving priority is that Urborg is a mountain, and not all lands are swamps. This is hingant upon urborg relying on dependencies (if something still is in my text box, I do this) instead of timestamps (who came in first to determine who does what when [think humility + opalescence + humiliy/opalescence combos]), and not to be confused with multiple layer interactions like painter + humility or magus of the moon + humility both still applying their type changing effects.
LAYERS!
True, you can't put bad cards back with Ancient Stirrings. My point was more that it plays a similar role to Brainstorm in the deck, although maybe Ponder is a better comparison. Ancient Stirrings also helps you in the situation you described, as it allows you to dig very quickly for land. In fact, the only land-light hands I am usually willing to keep are those with a green source and multiple Ancient Stirrings. I've won quite a few games where I've mulled to four because I had a Forest and two Ancient Stirrings.
But Ancient Stirrings gets better and better as the game progresses, as it allows you to dig very deeply for whatever threat or answer you need. It and Crop Rotation are the main reasons I'm playing green at all. Exploration is very powerful and explosive, but it's those 8 cards that make the deck work.
This is true, and definitely something to keep in mind for other builds. However, I'm not usually worried about producing Green through a Blood Moon. It's one of the reasons I play so many basic Forests. And Blood Moon already allows Mazes and Tabernacle tap for mana.
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I think the mono-green list is a little land light, even with 29 lands. I'm experimenting with adding two forests instead of two candles. So far, the forests have worked out better around 75% of the time, and the other 25% it would have been better to have a candle.
Something I've toyed with in past Exploration Eldrazi attempts has been Simic Growth Chamber/Selesnya Sanctuary. Cheesy bounce lands, borrowed from Bloom Titan, really help abuse Exploration when the deck doesn't want 35+ lands/loam. They create one-card card advantage, that synergizes well with candle and exploration, when those two cards are often card-disadvantage. Additional goodies include more GP/Bog triggers, reset cavern/vesuva/Chasm, Crop respond to actually save the land that's dying rather than replacing it+mana ramp. Plus they're colored 2 tappers. The advantage adds up quick.
Yes, so running 10 of them would not be advised. But a couple as crop targets and some help to abuse exploration (and Azusa/Oracle) do some work. It's not revolutionary, but an option.
Amulet isn't worth a space in the UG control build, but who knows the potential if exploration and other mega ramp is being tested. However, at first glance it does appear a little too Goldfishy, since it relies on so many other cards to be relevant.
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One thing about playing Kangaroo (it's the name I've used for Titan Bloom since its inception) is that you get to play utility lands and cheat colors into the deck without having to play cards for them.
I did a quick search for utility lands whose activations that could be abused with bouncelands for color splash. The best, at least on paper, looks to be Vitu-Ghazi, the City-Tree because it could also be activated off Karakas, and it provides blockers. So it may be worth considering if there is room to consider.
"Let go your earthly tether. Enter the void, empty, and become wind."
Alchemist's Refuge might be interesting too. I think that the main problem you'd start to run into is that these sort of lands would be too inconsistent, since they're useless without the relevant bounceland.
I've been testing a 1x Simic Growth Chamber online. It's still too early to tell, but it's showing definite promise. I especially like being able to rebuy Glimmerpost triggers.
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Enjoy drinking and drafting? Try the booze cube
Follow me on Twitter: @theboozecube
Enjoy drinking and drafting? Try the booze cube
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I would suggest Golgari Rot Farm if you're not playing any blue cards because there's a slightly increased chance where you might get to cast Surgical Extraction without paying two life.
Another card the Karoo lands can synergize with is Engineered Explosives, and that *should* be less of a strain than teching utility lands that require a Karoo to activative, although I am testing Vitu-Ghazi, the City-Tree right now to see how that works.
"Let go your earthly tether. Enter the void, empty, and become wind."
I recently had a terrible idea:
Currently testing Kiora.
I'll report back with findings.
Could you please edit the post with the Jund, Grixis Delver/Pyromancer and Shardless BUG match-ups? I do appreciate the guide alot.
That said, finished my first daily with the deck. Went 2-2, could have won at least one game in each match I lost (Jund and Grixis Pyromancer) because of my inexperience. Looking back, I could have won with better lines (and partly less shitty draws). It's pretty hard to play correctly (hence my misplays) with the numerous lines the deck offers, but it feels very rewarding. I'm still impressed by the sheer raw power the deck offers. I like how you don't have to rely on double for hardcast Titan as you ramp straight into business instead.
Edit: Another thing I noticed in testing is the low number of green sources. How do you feel about it? From a mathematical point, the deck would need at least 10 green sources (instead of the 8 it runs now) to run smooth. Sure, Expedition Map helps, but that seems kinda like a waste.
Last edited by Barook; 04-18-2015 at 09:12 PM.
One thing that helps those odds is how long the deck can hold out on colorless alone. The deck can run a long time without green, especially with an early game Maze or Tabernacle (yes, I've done games where I had to lean heavily on them in early game and still limped out with a win). That being said, I also know where running a lot of green mana comes in handy because either A, I had to debate and often did mulligan hands with green spells and no green mana or B, kept a hand that operates on colorless only to draw into green spell after green spell (that happened once). I run 7 green sources (including the current trending miser Karoo land) and I feel comfortable with that myself.
"Let go your earthly tether. Enter the void, empty, and become wind."
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