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View Full Version : [Deck] Trace Loam Control / Aggro (still in need of clever title...)



Swing4Five
07-21-2008, 10:29 PM
First off, this is a rather lengthy post, if you're not going to first read it and then think out your response before hitting 'submit', please do us all a favor and refrain.

I started out Trying to make a MBC / Trainwreck edited list, then as I looked over the various engines and strategies that I wanted to be able to manhandle; and looked @ the Loam engine I thought it might be attractive to run in my own list. Then I decided I wanted to try and abuse some of the Retrace cards, and that Loam really loved it's Red (Burning Wish and Devastating Dreams); and I've moved further and further from the MBC and towards a straight up Loam deck, but kept a flavor of the Control aspect.

It's testing pretty well, but could still use some tweaking. Here's my list, followed by all the reasons for my card choices.

Decklist:
Control Cards: 10

1 Raven's Crime
4 Sinkhole
2 Devastating Dreams
3 Engineered Explosives


Engine Cards: 11

3 Life from the Loam
4 Burning Wish
4 Mox Diamond


Cards that go Bump In the Night: 12

3 Tarmogoyf
2 Zombie Infestation
3 Dark Confidant
1 Eternal Witness
1 Shriekmaw
1 Genesis
1 Worm Harvest


Cards that can be Loamed: 28

2 Tranquil Thicket
2 Barren Moor
2 Forgotten Cave
2 Bloodstained Mire
3 Wooded Foothills
2 Swamp
2 Forest
3 Bayou
3 Badlands
2 Taiga
1 Barbarian Ring
3 Wasteland
1 Volrath's Stronghold


Sideboard:

1 Life from the Loam
1 Raven's Crime
1 Devastating Dreams
1 Reverent Silence
1 Pyroclasm
2 Chainer's Edict
2 Zuran Orb
2 Magus of the Moon / Offalsnout
4 Extirpate
X Shriekmaw / Terravore / Chainer's Edict
X Null Rod
X Chalice of the Void
X Mishra's Factory

0 Shattering Spree
0 Recoup
0 Firestorm
0 Nostalgic Dreams
0 Thoughtseize
0 Hymn to Torach
0 Haunting Echoes
0 Pernicious Deed
0 Damnation
0 Haunting Echoes
0 Pernicious Deed
0 Damnation

Explanations:
Control Cards:

1 Raven's Crime:
Tool against Control and other games that tend to go long, or destroy combo's hand if you manage to get late enough in the game to get this online. One of because only really shines late game and recurable.

4 Sinkhole:
In previous iterations I used a discard suite to keep the opponent off balance until the engine's online, this proved to be insufficient. I added the LD suite in it's place, and it has been functioning better; but I'd replace these if I found yet something else that filled this role better / more synergetic with the engine.

2 Devastating Dreams:
DD kicks opponents when they're down, but sometimes situational; hence 2 of with another Wishable in the board.

3 Engineered Explosives:
EE cleans up anything that leaks through that DD can't or doesn't want to handle, like Tarmogoyf and one of the decks biggest fears: Chalice @ 2. Also Counterbalance.

Engine Cards:
3 Life from the Loam
3 main, 1 Wishable, shouldn't be too hard to grasp the idea here.

4 Burning Wish:
Anything that isn't running correctly BW smoothes it out, the grease to the decks engine.

4 Mox Diamond
Helps smooth mana, enables all the decks brokenness on the 2 slot starting turn 1, keeps you on top after DDs, etc.

Cards that go Bump In the Night:
3 Tarmogoyf
Wasn't any in the first couple iterations of the deck; but she's just too damn efficient to not have in the deck.

2 Zombie Infestation
Earlier versions of the deck could spin it's wheels while not really getting anything done; Tarmogoyf was one part of the package to fix this, ZI is the other. It's somewhat of a replacement of Seismic Assault from the Aggro Loam decks, and while having it on the table isn't nearly as good as an Assault would be, its leagues easier to play.

3 Dark Confidant
Synergetic, supplementary engine that can swing.; 'nuff said.

1 Eternal Witness
Probably one of the weaker slots of the deck, partly due to the double G casting cost; she turns your creature recursion engines into a general recursion engine, as well as just having the ability to grab a back a crucial BW during the midgame that was countered in the early game.

1 Shriekmaw
Eats 'gofys and most other threats straight into the night.

1 Genesis, 1 Retrace 1/1 Worms , 1 Volrath's Stronghold
Parallel recursion engines, I wouldn't want to play 2 of any of these, but I'm happy playing 1 of each, the why's and how's between Genesis and Volrath's have been discussed multiple times in other threads, the same logic that applies to the Genesis argument is mostly also relevant for Worms. ZI often tosses these 2 early game.

Cards that can be Loamed:
It's quite possible, in fact its fairly probable; this isn't the optimal manabase configuration. Manabases have always been one of the hardest parts of the deckbuilding design process for me to get down.

2 Tranquil Thicket, 2 Barren Moor, 2 Forgotten Cave
This configuration is the thing least set in stone. I'm currently using the even split because it keeps extirpate effects from cutting off access to cycle-lands. More testing will probably have me tweaking this.

2 Bloodstained Mire, 3 Wooded Foothills
2 Swamp, 2 Forest, 3 Bayou, 3 Badlands, 2 Taiga
1 Barbarian Ring
There's 11 sources of Red, and 10 of Black and Green, due mostly to the design of the color alignment of fetchies. Despite Red being the 'splash' color, you always want access to it, but faced with Wasteland effects you want to ensure access to the primary colors first.

3 Wasteland
Waste has the same logic as sinkhole, but recurable @ the cost of the turns land drop. You also want access to colorless to dodge Chalice if necessary.

Sideboard:
1 Life from the Loam, 1 Raven's Crime, 1 Devastating Dreams
See maindeck explanations.

1 Reverent Silence
Leyline of the Void and the occasional Enchantress deck, in these situations you don't really care about losing an earlier ZI.

1 Pyroclasm
Wishable swarm-sweeper.

2 Chainer's Edict
The only threats I'm really scared of with my removal suite is Tpmbstalker and Dreadnaught Tombstalker dodges EE, and they both dodge Shriekmaw and all but the hugest DDs, these are for them, also come in against decks that play a couple large threats, like Thresh's 'gooses and 'goyfs, and Aggro Loam's 'vores and Crushers.

2 Magus of the Moon / Offalsnout
Magus would be for Landstill and other non-basic heavy metas, 'snouts if you're more scared of Ichorid / Survival / Loam etc. I currently have the Magus'.

4 Extirpate
Shouldn't have to tell you these are good against a number of top strategies, when I was running the discard suite I ran a couple main.

X Terravore / Shriekmaw / Chainer's Edict
Do I need addtional Removal? (Counting Terravore as a sort of psuedo-removal that just is bigger than everyone else).

X Null Rod
These hose the occasional deck, I couldn't find room in this sideboard though.

X Chalice of the Void
If you see a lot of combo you might want to fit these in the board.

X Mishra's Factory
I wanted to fit some of these somewhere, didn't find the room.

0 Shattering Spree
While Chalice @ 2 is one of your banes, a one of Wish target doesn't make any sense against it.

0 Recoup, 0 Firestorm, 0 Nostalgic Dreams, 0 Haunting Echoes, 0 Damnation
Powerful, but too situational and / or slow.

0 Thoughtseize, 0 Hymn to Torach
Logic on my removing the discard suite is above.

0 Pernicious Deed
Was one of my reasons for creating the original lists, but ended up being too anti-synergetic when the Moxen and the Token-makers made the deck.

What I think the main points of discussion here are:
- Method of Control, i.e. attacking mana base vs. attacking hand and board.
+ Wasteland / Sinkhole.
+ Board sweepers.
+ Discard.

- Threat Base
+ Which creatures to play.
+ Manlands?

- Sideboard
+ Wish targets
+ Hate cards
- What strategies is the deck most vulnerable to that requires hate, and the counter strategies to employ.

Edit: Lil clarity @ the beginning.

edgewalker
07-21-2008, 10:38 PM
I really really think Thoughtsieze/Duress/Cabal Therapy are all better than sinkhole. Sinkhole adds redundant land destruction, but the B pick which card they dump spells help both the good and bad match-ups where as sinkhole really does things you already do but for BB instead of a better casting cost. I'd also rather play 4 thoughtseize and 1 Raven Crime rather than just the crime. (I just feel it's really not that good)

EDIT: read your post more closely. You play the sinkhole and crime for the control match-up which is already in your favor. You need the B discard spells to help against your combo match-ups which honestly is one of your worst match-ups.

raharu
07-21-2008, 10:41 PM
Wouldn't A Teranova shell (Gwb load) shell be stronger? Also, Sinkhole looks really sketchy... I don't see why Thoughtseize wouldn't be stronger, and easier to cast early game as well (when both of those cards are effective). Could the confinement loam Engine work? It does clash with the ZI route, but.. Confinement helps you set up, and set-up time is always wonderful in a control deck. On the note of ZI and win conditions in general, would one or two Creakwood Leiges work here?

Swing4Five
07-21-2008, 11:27 PM
I really really think Thoughtsieze/Duress/Cabal Therapy are all better than sinkhole...

EDIT: read your post more closely. You play the sinkhole and crime for the control match-up which is already in your favor. You need the B discard spells to help against your combo match-ups which honestly is one of your worst match-ups.


...Sinkhole looks really sketchy... I don't see why Thoughtseize wouldn't be stronger, and easier to cast early game as well (when both of those cards are effective).

I abandoned the entire discard suite (Thoughtseize, Hymn, one Raven's Crime) except the one Raven's Crime for the LD suite.

Duress was really really bad when I tried it pre-Eventide. Like, horrible.

I'm a huge fan of Cabal Therapy in the right deck, such as Survival, this isn't the deck, I don't have enough creatures that I want to play early, nevermind sacrifice.

Thoughtseize might be worth another try.

The sinkholes could be replaced, but I don't think they are completely over the top. Though I think I will take one out for another Raven's Crime, they've been really good so far, and I think 8 LD spells might be enough.


Wouldn't A Teranova shell (Gwb load) shell be stronger? ... Could the confinement loam Engine work? It does clash with the ZI route, but.. Confinement helps you set up, and set-up time is always wonderful in a control deck. On the note of ZI and win conditions in general, would one or two Creakwood Leiges work here?

Do you have a link to this? Maybe cutting some Black for StPs / Solitary Confinements if I can make a 4 color manabase work... but the Burning Wishes add a level of consistancy I definately don't want to lose.

Edit: Made discard part more readable, the bit about the Wishes, and I don't think this is the place for the Lieges either.

raharu
07-21-2008, 11:42 PM
I don't think that Sinkholes are over the top, I think they don't look effective. Perhaps they are, test both, of course :laugh:

http://www.mtgthesource.com/forums/showthread.php?t=8629&highlight=TerraNova

List:


29 Mana Sources
3 Bayou
3 Savannah
1 Scrubland
4 Windswept Heath
2 Bloodstained Mire
1 Forest
1 Swamp
4 Tranquil Ticket
1 Barren Moor
4 Wasteland
1 Volrath's Stronghold
4 Mox Diamond

15 Creatures
4 Dark Confidant
4 Wild Mongrel
4 Tarmogoyf
3 Terravore

4 Engine
4 Life from the Loam

8 Removal
4 Swords to Plowshares
2 Pernicious Deed
2 Engineered Explosives

4 Disruption
4 Thoughtseize


SB

3 Duress
3 Extirpate
1 Engineered Explosives
1 Pernicious Deed
2 Krosan Grip
2 Tormod's Crypt
3 Umezawa's Jitte

I'm thinking this + Columbous Confinement's Confienment Loam engine + your retrace engine and concept could look interesting.

Swing4Five
07-22-2008, 09:10 PM
v2.2
Changes for the 3C version:

-1 Sinkhole
+1 Raven's Crime
This change I posted about earlier, and am trying out now.

Sinkholes have been performing well, but I think 8 LD spells, 3 Sinkholes, 3 Wastes, 2 DDreams [+1 Wishable], should be able to cover this aspect of the game plan.

Raven's Crime has been performing better than expected in the mid, and even early, game. If they pick low cc cards the LD leaves them stuck with a bunch of stuff that cannot be played, if they pick the higher cc stuff then anything they do play is wiped up by a sweeper.

-1 Genesis
+1 Wickerbough Elder.
Genesis was a last second change on the last decklist; I basically wanted a second Stronghold without worrying about the Legend rule and whatnot. But Genesis more often just sat in my hand wanting to be something that could affect the board now or get in the graveyard now. THIS does that, while dodging Counterbalance and then blowing up.

-1 Zombie Infestation
+1 Dark Confidant / Mishra's Factory
The other Raven's Crime is acting as an outlet for all those unneeded lands, while still being useful if dredged.

Bob has been really, really good. I have on several occasions had 2 on the table without worrying about the life-loss. On one particular occasion a received a "that's suicide" response to my second Confidant hitting the board, I then went on to flip during my next 3 upkeeps: 1: Fetch and a cycle land; 2: Mox and a Dual; 3: Explosives and a 'goyf; 6 extra cards for 2 life, not too shabby. On another I was trading attack phases with a 5/6 'goyf, I suppose my opponent figured he'd win the race. Then I hit Worm Harvest, which was painful, but gave me enough tokens not just to chump his 'goyf, but to gang up and kill it.

On the other hand, I've really wanted to fit in a Factory or two for testing.

Sideboard:
0 Primal Command
I'm not finding room for one now, but I am going to keep track of how often I'd like to grab one with Burning Wish. If I count to a high number whatever Wish target seems lacking gets the axe.

X Zuran Orb
These could prove useful in the aggro match, although without some sort of Exploration effect, I don't know how useful. Is there a better form of lifegain somewhere? Kitchen Finks might work, although then I might have to switch out a Badlands for another Taiga.

-1 Raven's Crime
I'm thinking this one is unnecessary with 2 maindeck.
-2 Magus of the Moon
Magus isn't really a good fit for the deck, I have my mana denial bases covered.
-2 Shriekmaw
Shriekmaw doesn't hit the creatures I'm actually scared of.
+1 Chainer's Edict
This does.
+3 Krosan Grips

I want to be able hit CounterTop and Dreadnaughts.
+1 SOMETHING

Changes for the 4C aka B.0 version:
I would still do the following changes from v2.1 to v2.2:
-1 Sinkhole, +1 Raven's Crime
and
-1 Genesis, +1 Wickerbough Elder.

Then additional changes for White:
-3 Sinkhole
+3 Swords to Plowshares

-2 Zombie Infestation
-1 Engineered Explosives
+3 Solitary Confinement

-1 Swamp
-1 Badlands
-2 Wooded Foothills
+1 Plains
+1 Plateau
+2 Windswept Heath
-2 Barren Moor
+1 Tranquil Thicket
+1 Forgotten Cave

Subtracting Sinkholes means you no longer need double black, so I replaced 2 black lands with White ones. I replaced Foothills for Heaths because they work as functional equivalents while being able to grab a basic Plains. I replaced the Barren Moors because with those 2 black lands cut any black mana you do have is going to be used for spells (recurring Raven's Crime is a big sink for it), not cycling your lands.

For the sideboard:
I'd still make these changes:
-1 Raven's Crime
-2 Magus of the Moon
-2 Shriekmaw
+3 Krosan Grips

Then for 4C changes on top of that:
-1 Chainer's Edict
+3 Chalice of the Void / Thoughtseize / Engineered Plague / Orim's Chant
Having StP maindeck makes me less afraid of Tombstalker, Dreadnaught and other Shriekmaw/ Devastating Dreams-proof dudes, so the Chainer's Edict sideboard slots can be used for anti combo cards.
- CotV is good against pretty much all forms of combo, and also hits Thresh / Burn / Sligh.
- Thoughtseize strips any combo piece, and also hits midrange and aggro control: Survival / Thresh, etc.
- EP nails tokens of all types, and also hits tribal aggro: Goblins / Merfolk.
- Orim's Chant (and variations like the Cantrip One and You Can't Lose the Game This Turn One) is awesome against storm combo, but not much else.
What's best?

This also would allow for a sideboard Morningtide somewhere if you're expecting Ichorid.

Thoughts between the versions:
The 3C version is shaping up to be a Midrange-Control deck (enough that I have an urge to put in Call of the Herd), while the 4C version is a more hardcore Control deck (enough that I have an itch to slot in Skeletal Scrying… can you tell I played OD Block?). I'm going to continue testing both decks, but I'm personally leaning towards the 3C because it fits my playstyle better.


0 Thoughtseize
Any ideas on fitting these in?

edgewalker
07-22-2008, 10:10 PM
Drop the 4/3 sinkholes and 1 of the raven's crime for it seriously, you'll thank me later. You won't really see raven's crime shine till the late game so being able to see someone's grip and pull a goyf/counterbalance/force/tutor/nasty stuff in the early turns is going to really really help. It will help much more than destroying a land when you already play DD and wasteland recursion.

Also, I'd rather just drop white, RGb aggro loam is good enough on it's own, you don't need swords or confinement.

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07-24-2008, 05:26 AM
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Real men Play WoW. As for the deck I'm gonna start testing it more so i'll say more later. But one thing I ran into was too much double cc stuff. I had to choose whether I usually couldn't get the double red for DD because I fetched for Black to cast sinkhole in the beginning.

zulander
07-24-2008, 08:09 AM
I like the idea of playing 4 tarmogoyfs. That guys is some good.

Swing4Five
07-24-2008, 06:01 PM
v2.3
The Changes:
-3 Sinkhole/Thoughtseize
+3 Sphere of Resistance / Thorn of Amethyst
I tried Thoughtseize for a while, and while it was much better in the combo match up, it still wasn't doing enough for me, and while Sinkhole was still performing well (I've seen the following a number of times: Sinkhole your basic, Waste your dual, Loam brokenness for a turn, Dev.Dreams for the scoop), it was still the weakest (or at least the least synergetic) card in the deck.

I'm leaving 2 Raven's Crimes, they are a maz ing against blue based anything and non-ichorid combo

I spent a while trying to find two separate cards for the sideboard; A card that would hose combo while not being a complete waste of slots vs. the rest of the field, and another card that would address a problem against red based decks, gaining control at a very low life total only to lose out to a topdecked burn spell.

My top ideas were Chalice and some sort of life gain that I had yet to put my finger on. Finks isn't good enough without some sort of sacrifice outlet, Zuran Orb isn't good enough without an Exploration effect, Baloth and Spike Feeder don't seem good enough without a more reliable recursion engine than the single Stronghold.

I was trying to think of alternatives to Chalicing (yes, I did just verb that) my own Moxen and Raven's Crimes when I came up with Sphere. It slows combo down immensely, makes Bolts of all varieties cost double, stops Fireblasting in response to my Devastating Dreams for 2, and still puts the (well, some) pressure on the opponents manabase. The current thought is that Sphere will be better against non-Vial aggro where the Thorn would be useless. Thorn would be better against control, but I smash pretty much any control deck that doesn't happen to drop a 12/12 trampler turn 2 anyhow.

-1 Eternal Witness
-1 Worm Harvest
+2 Terravore
Witness wasn't doing quite as well as I had thought, I had envisioned her grabbing Burning Wishes or any other non-recursive spell that had made their way into the graveyard, but she mostly sat in my hand until I had done a bunch of other stuff, and then grabbed a Loamed or countered creature that I couldn't play until the next turn, so I replaced it with the creature I would want to play straight up in that scenario.

Harvest is really good; when you already have the engine online, and plenty of mana in play, or against control, which as previously mentioned this deck is already good against. Harvest also does not play well with the new artifacts, so I replaced it with something cheaper, gets better as the engine runs, and is priced much more effectively (despite being nailed by StP hardcore).

I kind of wanted these slots to be Tarmogoyf and Confidant #4, but pretty much my entire threat curve is on 2, which blows against Counterbalance, Spell Snare, Engineered Explosives, etc.

One of these slots could easily be another Wickerbough Elder or Shriekmaw dependant on your meta, but I thought a cc of 3 would fit the curve better. I will probably try playing the Wickerbough Elder as a 2 of at some point; having only a single G in the cc is nice, and being able to blow up an opposing Survival or Counterbalance twice as often, is twice as nice.

-1 Badlands, -1 Bayou
+1 Bloodstained Mire
I was playing with 61 cards somehow, and I wanted better access to a basic for the first turn. WTB Enemy Fetchlands, PST (I'm hoping they'll do it when the allied ones rotate out of extended).

Cards I thought about:
Null Rod
I think Sphere / Thorn does what I was thinking of here better, except vs. Stompy (read: Equipment) style decks.
Chalice of the Void
Don't want to turn off my own stuff.
Mishra's Factory
Almost took the spot Terravore is in now, I decided there were already too many contenders for each turn's land drop.

v2.3:
Control Cards: 10
2 Raven's Crime
3 Sphere of Resistance
2 Devastating Dreams
3 Engineered Explosives

Engine Cards: 11
3 Life from the Loam
4 Burning Wish
4 Mox Diamond

Cards that go Bump In the Night: 12
3 Tarmogoyf
2 Zombie Infestation
3 Dark Confidant
2 Terravore
1 Shriekmaw
1 Wickerbough Elder

Cards that can be Loamed: 27
3 Tranquil Thicket
2 Barren Moor
1 Forgotten Cave
3 Bloodstained Mire
3 Wooded Foothills
2 Swamp
2 Forest
2 Bayou
2 Badlands
2 Taiga
1 Barbarian Ring
3 Wasteland
1 Volrath's Stronghold

Sideboard: 15
1 Life from the Loam
1 Devastating Dreams
1 Reverent Silence
1 Primal Command
1 Pyroclasm
3 Chainer's Edict
3 Krosan Grips
4 Extirpate

I am starting to feel really good about how this deck is turning out.

On a complete tangent, I just realized this deck only has two cards running a full playset (4 if you count the sideboard). Do you think this is a sign of an ill designed deck? If there was no maximum, which cards would go above 4, and how high? For example, I think I would probably play 5, and only 5, Mox Diamonds.

Mordenkaynen
07-25-2008, 02:12 PM
Sorry if it sounds like I'm too lazy to think but can you describe shortly your gameplan?
The bad trend of many threads is that there are usually discussed cards to put in the deck or drop out, but not the strategy and gameplan. I hope you understand what I mean.

Bigface
07-25-2008, 03:09 PM
I think its gameplan is making denial via land disruption (Waste, Dreams), hand disruption (abuse of Raven's Crime FTW), board sweepers (Dreams again, Explosives) and random stuff (Thorn/Sphere); then, having a fuckton of lands in both GYs, let a gigantic Terravor hit the board and crush your opponent; in the meanwhile, you have Tarmogoyf, Infestation and Bob to help you doing the job. And Stronghold as well to recycle dead creatures. Going on a recursion of Elder/Shriekmaw/Goyf (why not?) isn't that nice for your opponent.
The SB is 1/2 Wishable, 1/2 (Grip and Extirpate) utility tools for Game 2 and 3.

Notice that this deck plays 5 Llhurgoyfs. Amazing.

Anyway, maybe Flame Jab 1x SB could fit in.

EDIT: RavenVore could be a cool name.

Swing4Five
08-04-2008, 08:43 PM
v2.3.2
Maindeck:
-3 Sphere of Resistance
-1 Forgotten Cave
-1 Swamp
+1 Wasteland
+1 Volrath's Stronghold
+1 Dark Confidant
+1 Zombie Infestation
+1 Wickerbough Elder

Sideboard:
-3 Krosan Grip
-1 Chainer's Edict
-1 Pyroclasm
-1 Extirpate
+2 Faerie Macabre
+4 Sphere of Resistance
+1 Raven's Crime
Sphere is really good in the matches I put it in the deck for, but it doesn't really do much in most other matches, so to the sideboard it goes. This freed up some slots.
While testing this deck against my Survival deck I realized a multitude of similarities in their overarching game plan, despite very different specifics in getting there. Makes sense as I'm most likely to build/ be drawn to decks that fit my playstyle. I suppose. Anyhow, it got me thinking of how Survival often just wins with a dude while the opponent spends their resources keeping the Survival engine offline. So I took another step towards the aggro route of the deck and added more beats.
I already found myself wanting Stronghold more often than it showed up, and I'm adding more creatures, so I used another slot for a second. With the Moxen, Dreams, Infestation and Raven's Crime it is definitely better than Genesis, and eases my worries of being stuck with 2; plus it's taking a spell slot, not a colored land's.
For the sideboard I've been digging the 3/2 gravehate more than the 4 Extirpate plan. The times when I want Pyroclasm over Dreams are few and far between. The Elder made the maindeck. You're still scared of Dreadnaughts and big cheap flyers though.

Edited List
Control Cards: 7
2 Raven's Crime
2 Devastating Dreams
3 Engineered Explosives

Engine Cards: 11
3 Life from the Loam
4 Burning Wish
4 Mox Diamond

Cards that go Bump In the Night: 15
3 Tarmogoyf
3 Zombie Infestation
4 Dark Confidant
2 Terravore
2 Wickerbough Elder
1 Shriekmaw

Cards that can be Loamed: 27
3 Tranquil Thicket
2 Barren Moor
3 Bloodstained Mire
3 Wooded Foothills
1 Swamp
2 Forest
2 Bayou
2 Badlands
2 Taiga
1 Barbarian Ring
4 Wasteland
2 Volrath's Stronghold

Sideboard: 15
1 Life from the Loam
1 Devastating Dreams
1 Reverent Silence
1 Primal Command
2 Chainer's Edict
3 Extirpate
2 Faerie Macabre
4 Sphere of Resistance

Edit: Realized I never posted 2.3.1, figuring out the overall changes from 2.3 to this and re-editing.
2.3.1:
Maindeck Tweaks:
+1 Sphere of Resistance
+1 Wasteland
+1 Dark Confidant
-1 Forgotten Cave
-1 Swamp
-1 Tarmogoyf

Sideboard Changes:
-3 Krosan Grip
+1 Wickerbough Elder
+1 Shattering Spree
+1 Raven's Crime

2.3.2
Maindeck Tweaks:
-4 Sphere of Resistance
+1 Tarmogoyf
+1 Zombie Infestation
+1 Wickerbough Elder
+1 Volrath's Stronghold

Sideboard Changes:
-1 Chainer's Edict
-1 Wickerbough Elder
-1 Pyroclasm
-1 Shattering Spree
-1 Extirpate
+4 Sphere of Resistance
+2 Faerie Macabre

Edit again because that was a shitshow.