View Full Version : Heart landfall
zabuza
10-30-2009, 05:44 AM
Hi everybody, iīm designing a deck based on landfall with lot of sinergy here: The actual list and explanations are below:
6 Forest
2 Savannah
1 Taiga
1 Undiscovered Paradise
4 Windswept Heath
4 Wooded Foothills
3 Flagstones of trokair
-----21 lands
// Creatures
4 Steppe Lynx
4 Scute Mob
4 Vinelasher kuzdu
4 Plated geopede
4 Sakura tribe elder
2 Knight of the Reliquary
-----22 Creatures
// Spells
4 Aether vial
3 Life from the Loam
3 Scapeshift
3 Path to exile
4 Khalni Heart Expedition
3 Crop rotation
-----20 Spells
The deck sometimes is awesome, can win on thrid turn and has lot of sinergy on it.
The explanations are the following. We want to abuse from landfall so we are using creatures that benefits from it in best way possible.
Lynx gains +2/+2 for every land you play. In this deck is very easy for him to hit for 12 o more damage on a turn. If you Scapeshift is a party.
Vinelasher gains +1/+1 permanently for each land you play. this monster is always the bigger thing on the table (see fetch-->land, crop the land search fetch, sac the fetch new land and +4/4 permanently for G ;) )
Scute mob is a little guy that grows enormly for all the lands you are playing. the best thing of this guy is that you can play it on every time of the match that it will grow when 5 or more lands are on the table.
Knight is a way for searching every land of the deck and is always a monster too.
Plated Geopede is another big brother tha abuses landfall to the limit.
Sakura gives you a land when needed. can chump for bigger guys and transform his little body on a new land.
Vial are here for become faster. Iīve tested mox diamond, chrome mox and exploration and none of them were good enough to be here. Iīve decide on vial because you can play land advantage (khalni, sakuras or so) while your critters lands on the table at instant speed and uncountered.
Life from the Loam: To recover wasted lands, fetches an so in order to non stop the party.
Scapeshift : The combo. If you play it all your dudes get mad and grows to the limit for an alpha strike. sac 3 lands for example search 3 fetch, sac the fetchs, search lands and +12 for lynx, +6 for kuzdu + 3 for knight to the party.
Path to exile: defense and to ramp yourself if needed.
Khalni Heart Expedition: Mvp of the deck. makes scutes very playable, combine with any card of the deck and had sinergy with everything.
Crop rotation: your pump, gain land advantage spell. CVast it over a flagstone and gain 2 lands for 1 and the option to give +6 for lynx (search fetch and savanah).
Lands are tuned too because we need basics (forest) for heart and sakura, plains (savanahs) for flagstones and 1 undiscovered paradise for make sure you never fail on putting land on play every turn.
Iīm trying to improve few more the list but i like it. It can be very explosive and funny to play.
Perhaps i must include a boseiju for scapeshift combo without any fear, but not sure yet.
Any idea to help me to improve the deck?
Maveric78f
10-30-2009, 06:00 AM
I really don't get what you're trying to do. You have no way to abuse the shuffling effects or all the mana you get. I would definitely remove sakuras, vials, taigas to play cards that are expensive, versatile and strong such as Elspeth (it gives evasion to your big guys). I would also play more plains, and more utility lands. Scapeshift looks like win more.
Offler
10-30-2009, 06:07 AM
Try more zendikar fetch lands. Play it, landfall will trigger, fetch, landfall will trigger again. :) it does not matter if the land can find only one color you play, in this case its the landfall trigger whats matter.
zabuza
10-30-2009, 07:39 AM
Scapeshift offers you a 3-4 turn kill that is really awesome. Iīve tested it and think i donīt have to remove them from the deck. Perhaps making the count down to 2 but i think they are important here, (i would like to play four of them, because all your dudes are benefitted from scapshift)
Iīve tried more fetches but usually 8-10 are enough. The problem is that this deck needs basics for sakura, khalni, path and so, so we need to play them. Beside of that basics give you mana stability so i think they are good here.
Playing expensive cards is dangerous because if you draw them at the very beginning of the game you are going to loose for sure. Perhaps a couple of elspeth could be useful here. Iīm going to test them.
Any more ideas please?
frodo21
10-30-2009, 07:53 AM
a more aggressive shell with berserks is very efficient. My team is testing it and the result are quite good. By the way, you can win on turn 2 with it...
Barook
10-30-2009, 07:59 AM
Would Lotus Cobra be good here to speed up the strategy?
zabuza
10-30-2009, 08:02 AM
I thought on it too, but with berserk what critters are you using? Lynx for sure but geopede perhaps is slower and in a berserk eske you only uses fetches, arenīt you? Are you playing some tipe off land adavantage beside of fetchs? (khalni, sakura, crop rotation, scapeshift?? ).
Another problem with a stompy eske is that your dudes havenīt shroud or something and a single swords or path can make you sad, isnīt it?
Can you give me some more orientation how are you and your teammates orienting the deck?
Thanks for everything and please keep helping
Maveric78f
10-30-2009, 08:20 AM
Vial and Life From the Loam seem really unnecessary. Scute mob seems too slow. Sakura seems also really subpar. A splash just for Geopede seems also unwanted. I would play more tarmogoyf, knights and Elspeth in a shell more oriented GW.
Illissius
10-30-2009, 08:32 AM
Playing Scute Mobs without Ranger of Eos is a crime.
zabuza
10-30-2009, 08:48 AM
Vial and Life From the Loam seem really unnecessary. Scute mob seems too slow. Sakura seems also really subpar. A splash just for Geopede seems also unwanted. I would play more tarmogoyf, knights and Elspeth in a shell more oriented GW.
Vial could be unnecessary, but is the only way we can to speed up the deck among any other options like exploration, moxes and so. Itīcould be cutted but i donīt know.
Life from the Loam is our card advantage. Beside of that we want our lynx and geopedes were not dead cards so with life you can be sure that you are going to play at least one land per turn. I think they are neccesary here (you can replay fetches, play lands sacced with scapeshift or crop rotation, etc).
You are right, Scute mob is slooooooow, but WTH is a pump creature for only G. Iīm going to give them a chance because it cost and because you usually have 5 or more lands in play on turn 2, 3 but still donīt know.
Splash for Geopeede is not horrible. You only have added one taiga among your lands (because you can search it when needed and because vial and undiscovered cover this roles too). At least itīs usually a 3/3 first strike (kills apes, nacatl, etc) and when fetch/crop/khalni/sakura/Scapeshift the become mad (5/5 frist strike usually kill goyfs ;) ).
Tamogoyf is not needed here. Iīm going to explain myself before you make me burn in hell. Goyf is an insane creature and can be huge lot of the time. This deck has (enchant, creatures, lands, instant, sorcery,artifact) so it could be a 5/6 at the most, but has three things that me not playing them. First of all i donīt want to use goyf in all my decks. I know is a very stupid reason, but iīm very tired of seeing goyfs everywhere. Second Stupid reason is because this deck doesnīt relies on cementery (only for life from the loam, and i donīt want opponent uses graveyard hate to shrink my goyfs and as a collateral efect i loose the loams). The third is because all our beaters usually are bigger than goyf and has sinergy with the rest of the deck. You can use them if you want, but i think they are not neccessary here because all our dudes are bigger than him.
Iīm going to test elspeth but i thing she is a win more card. Iīm not sure if she is really needed here.
Knightīs are good, they have proved it but itīs casting cost (3 mana) make them not the best thing on the world and because we canīt gain land advantage with them (only quality of lands) but sures landing lands and searching for neccessary iīm using a couple of them. They are very good and have sinergy but i think the right number of them here are 2.
More ideas and thoughts?
frodo21, can you explain a bit more wich cards are you using in your list??
Tacosnape
10-30-2009, 09:15 AM
Kind of interesting. My team's been working on a Landfall deck also and we didn't end up too far from this.
Scapeshift is a -monster- in Landfall. It's two huge bonuses in one card, if you Scapeshift for multiple fetches, or one enormous bonus if you grab any Flagstones of Trokair.
I didn't find a lot of use for the other cute Landfall cards though. Crop Rotation and Khalni Heart didn't do enough, and some of your other choices are a bit odd considering there's no reason you can't put this in a pseudo-Zoo shell and do better.
Also, Quirion Ranger is a beast at keeping Landfall going. And you need more removal, because this whole deck is terrible at blocking.
My list:
4 Windswept Heath
3 Wooded Foothills
2 Arid Mesa
4 Savannah
2 Taiga
2 Plateau
1 Forest
1 Plains
1 Undiscovered Paradise
2 Flagstones of Trokair
4 Quirion Ranger
4 Steppe Lynx
4 Plated Geopede
3 Qasali Pridemage
4 Vinelasher Kudzu
4 Knight of the Reliquary
4 Swords to Plowshares
4 Path to Exile
4 Lightning Helix
3 Scapeshift
SB:
4 Krosan Grip
3 Gaddock Teeg
4 Tormod's Crypt
2 Pithing Needle
2 Red Elemental Blast
yugular
10-30-2009, 09:20 AM
Horizon Canopy could fit in this deck? :wink:
Brennender_Drache
10-30-2009, 09:36 AM
I heavn't read all the posts, but has someone noticed that scapeshift brings the lands tapped? So you can't search fetchlands and fetch them to give your creatures the very big power.
But i still like the deck :)
Mystical_Jackass
10-30-2009, 09:58 AM
Hah, this deck is pretty sick. I like the idea I hope it works out.
I can't really think of a lot.
Garruk comes to mind just because I use him in a green(ish) deck I have and he's just that good. Something to think about :wink:
Maveric78f
10-30-2009, 09:59 AM
If you have 4 lands in play, it basically gives you +8/+8 for 1 turn, then +8/+8 for the turn after. Or if you fetch for 2 flagstones, it provides you +12/+12. It looks enough.
Edit: Elspeth is better because it gives evasion, and it's a blast against humility/control decks in general.
Mystical_Jackass
10-30-2009, 11:04 AM
I'm gonna have to disagree. I think Garruk > Elspeth here, he seems like he'd fit into the concept of this deck better I should say
A) Untaps those tapped lands (especially ones that came into play that way), accelerates your combo faster
B) Forget the evasion, you got trample. You have big creatures, Garruk Overruns them as soon as the following turn ftw. Lol, I ran a deck with him that isn't based on speed, but turn4 wins weren't uncommon when opponents try to burn you out and underestimate how fast and powerful just having 3 creatures out + overrun quickly becomes 22 damage ;)
Maveric78f
10-30-2009, 11:34 AM
Explain me how Garruk can accelerate the combo. How a 4CC card can accelerate to play a 4CC card.
Explain me also what you're gonna do with all your availlable mana granted by the only +1 ability of Garruk. This is absolutely NOT synergetic with this deck.
I can also describe what Elspeth does. Basically, play fetch#4, crack it. Play Elspeth, activate the second ability to give +3/+3 to Lynx, attack with lynx being a 7/8 flyer. Repeat, the turn after. And you don't have to sacrifice your Planeswalker to do that. Even better, it's +1 loyalty.
Elspeth beats Moat, Humility, stalls if needed against aggro.
And Elspeth is far more aggro than Garruk in general.
Mystical_Jackass
10-30-2009, 02:41 PM
Well, I see what you're saying... being able to give a creature +2/+2 flying is amazing if you're gonna go sorta the X-Stompy route. You can do some quick damage, but what about opponents removal? Putting that into perspective I think Garruk might come out ahead in terms of ability to multi-task quicker. Just my thoughts
Dropping a Garruk turn 3-4 is just as awesome the way I see it, because he pretty much comes out for two mana most of the time, allowing you to drop another tribe-elder, pridemage, etc. or just keeping mana open for removal.
ANd every turn after you can multi-task like a madman dropping a creature, untapping, playing scapeshifts, etc.. That's basically the synergy I was talking about, you can draw and play and unload your hand so fast and if you run out can still pump out 3/3 Beast tokens. Pumping out just 2 or 3 beast tokens are threats by themselves whereas soldier tokens become vulnerable if either planeswalker gets vindicated somehow, just to keep in mind.
That's my 20 cents
Tacosnape
10-30-2009, 05:00 PM
Okay, let's explain some stuff. Scapeshift doesn't require you to have evasion of any sort, and it doesn't matter that the lands come into play tapped. There's two ways you use Scapeshift in this deck.
1. Your opponent has sufficient blockers or the possibility to remove some of your attackers at instant speed. Scapeshift for some combination of fetchlands to get a solid 4-5 Landfall trigger pump, then swing. Next turn, crack the fetches and do it again.
2. You're guaranteed to get a guy through. Scapeshift for lands and Flagstones of Trokair, which will kill themselves, allowing you to search for more plains, giving you more landfall triggers.
If you want to stretch the manabase and run quad Flagstones, you get the potential to swing for 20 with a Lynx or 21 with a Geopede on turn 4. (Turn 4 fetch, crack for land, Scapeshift for 4 Flagstones, 4 Flagstones into duals, swing.)
This isn't the danger of cool things. This is the real deal. Lynx, Geopede, Knight, and Kudzu all gain huge benefits from this.
rockout
10-30-2009, 05:05 PM
Engineered Plague on insect kills Plated Geopede and Scute Mob. A very interesting deck idea, I'll have to try it out myself.
Jeff Kruchkow
10-30-2009, 05:24 PM
Less Khalni Heart, more Crop Rotation. Honestly I would never play the Heat Expedition it just sucks too bad as a topdeck and as a mana accel its kinda slow.
Maveric78f
10-31-2009, 03:29 AM
I played a couple of games with the deck and to say the least, I was not impressed at all.
Fuzzy
11-08-2009, 05:07 PM
Thoughts about Clear the Land?
HdH_Cthulhu
11-08-2009, 05:50 PM
Said it in the boroslandfall Threat say it here.
Run 1 Valakut to combo with Scapeshift!
So you have a way to use all this lands searchd by sakura and Hearts.
Jedi Knight
11-08-2009, 10:18 PM
I tested this deck in the my gauntlet,and it was not very impressive!!!
But I will say every now and then you get the BOMB hand and blow out your opponent!!!! I'd like to see some development w/this deck idea.
zabuza
11-16-2009, 09:50 AM
Iīve a new improved list here.
The new list is the following:
6 Forest
4 Savannah
4 Windswept Heath
4 Wooded Foothills
4 Flagstones of trokair
2 Plains
1 Oran-Rief, the Vastwood
-----25 lands
Creatures
4 Steppe Lynx
4 Scute Mob
4 Vinelasher kuzdu
4 Sakura tribe elder
-----16 Creatures
Spells
1 Life from the Loam
4 Scapeshift
4 Khalni Heart Expedition]
4 Crop rotation
4 Harrow
1 Beacon of Creation
-----18 Spells
2 Garruk Wildspeaker
-----2 Planeswalkers
SDB:
4 Sunspring Expedition
4 Grazing Gladehart
This new list have lot of tricks. The only thing i would like to include here is room for jotun grunt( because this deck would need to recover lands from the grave and put it into the library) and red for plated geopede and for firespout, but i canīt find room for them.
This new list has lot of synergy.
First of all this deck is an specialist on taking all lands inside it and playing them on the very first turns of the game.
The creatures we are playing are the best of the game on benefitting from playing lands and the cheapest in mana cost. Lynxs usually hits for at least 12/14 and kuzdu becomes a monster in a hurry and the same for scutes.
Nice tricks the deck has:
With a trokair, and two other lands with an scute in play, then play harrow on your upkeep before scute checks and put 3 lands from your library, so it grows. The same happens for the lynx.
With 4 or more lands into play, scapeshift for all flagstones you have in your deck and all fetches you can, giving all your dudes great power. (if you have garruk out you with 4 counters --> game win)
Harrow on flagstones and put 3 lands into play. Play harrow with khalni into play and put five lands into play (2+ for each khalni).
Play crop rotation into a land (better if flagstones) for searching a fetch and fetch another land (3 landfall triggers).
fetch + sakura + khlani = 4 lands into play and 5 landfall.
The deck has another way to win the games based on beacon of creation, because since we can put more than 6/7 lands on the first turns you can create an army of insects that will be pumped with oran the vastwood. Who is not afraid when the opponent has 7 creatures 2/2 that have appeared from the void.
As you can see there are lot of synergy in the deck, but i would like to:
Include any form of recovering lands putting them into the deck again (Jotún grunt, planar birth).
Include more beaters (knight of the reliquary, geopede, Jotun)
Play more beacons of creation (and probably one more oran the vastwood).
Play any kind of removal (better if itīs relationed with the number of lands or so)
Any ideas? Any kind of help would be well received.
Kangaxx
11-17-2009, 02:48 PM
Okay, let's explain some stuff. Scapeshift doesn't require you to have evasion of any sort, and it doesn't matter that the lands come into play tapped. There's two ways you use Scapeshift in this deck.
1. Your opponent has sufficient blockers or the possibility to remove some of your attackers at instant speed. Scapeshift for some combination of fetchlands to get a solid 4-5 Landfall trigger pump, then swing. Next turn, crack the fetches and do it again.
2. You're guaranteed to get a guy through. Scapeshift for lands and Flagstones of Trokair, which will kill themselves, allowing you to search for more plains, giving you more landfall triggers.
If you want to stretch the manabase and run quad Flagstones, you get the potential to swing for 20 with a Lynx or 21 with a Geopede on turn 4. (Turn 4 fetch, crack for land, Scapeshift for 4 Flagstones, 4 Flagstones into duals, swing.)
This isn't the danger of cool things. This is the real deal. Lynx, Geopede, Knight, and Kudzu all gain huge benefits from this.
How do you deal with chumpblockers though? None of those creatures have trample or some sort of evasion.
zabuza
11-17-2009, 03:47 PM
I trust on garruk hability of giving trample and a nice bonification to all my dudes. Since i have very big guys, opponent usually canīt attack and deal damage to garruk, so a turn after it comes into play, the party goes on.
Perhaps i must include a baru fist of krosa to gain another "all dudes have trample" but iīm not sure about it.
Iīm thinking on playing vesuva too as a 5th flagstones or so, but not sure yet.
Any more ideas?
I do not have anything conclusive to add here except that this deck has actual potential. There are lot of cards to consider. The fact that older creatures can actually be advantageous gives wings to the idea.
I hope this one does not descend into the abyss of N+D.
ssilver
11-25-2009, 03:17 AM
Needs mor Rancor srsly....
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