View Full Version : [EDH] Thromok the Insatiable
Amon Amarth
01-26-2013, 07:59 AM
Thromok the Insatiable
Lands: 37
Homeward Path
Kessig Wolf Run
Skarrg, the Rage Pits
Yavimaya Hollow
Strip Mine
High Market
Gaea's Cradle
Dryad Arbor
Oran-Rief, the Vastwood
Karplusan Forest
Raging Ravine
Stomping Ground
Gruul Turf
Taiga
Fire-Lit Thicket
Rootbound Crag
Command Tower
Mossfire Valley
Wooded Foothills
12 Forest
6 Mountain
Creatures: 26
Acidic Slime
Wood Elves
Farhaven Elf
Oracle of Mul Daya
Genesis
Anger
Brawn
Vigor
Squee, Goblin Nabob
Scavenging Ooze
Eternal Witness
Yavimaya Elder
Siege-Gang Commander
Avenger of Zendikar
Craterhoof Behemoth
Hornet Queen
Sakura-Tribe Elder
Sylvan Primordial
Dwarven Blastminer
Fierce Empath
Deranged Hermit
Kessig Cagebreakers
Duplicant
Solemn Simulacrum
Dragon Broodmother
Terastodon
Planeswalkers: 1
Garruk, Primal Hunter
Ramp: 6
Explosive Vegetation
Skyshroud Claim
Cultivate
Kodama's Reach
Earthcraft
Sol Ring
Removal: 7
Artifact Mutation
Chaos Warp
Beast Within
Decimate
Oblivion Stone
Blasphemous Act
Chain Reaction
Tutors: 8
Survival of the Fittest
Tooth and Nail
Natural Order
Green Sun's Zenith
Chord of Calling
Worldly Tutor
Birthing Pod
Signal the Clans
Draw: 3
Wheel of Fortune
Sylvan Library
Skullclamp
Misc: 11
Sprout Swarm
Night Soil
Vicious Shadows
Beastmaster Ascension
Doubling Season
Parallel Lives
Goblin Bombardment
Awakening Zone
Fires of Yavimaya
Warstorm Surge
Saproling Burst
Thromok really likes to eat dudes. The deck is full of ways to spam creatures. I don't play Thromok himself often because he needs to be set up with a smorgasbord of dudes, a clear board and/or haste and trample. Still, he represents an oppressive force ready to crash from his mountain hideaway to devour nom noms. The deck is also an excuse to play cards I really like: Fires of Yavimaya, Goblin Bombardment, Wheel of Fortune, etc.
The coolest card is the bird-loving turtle-ox Vigor. He turns your measly little 1/1 tokens into enormous threats. He's hilarious with any of the red sweepers. Just add Yavimaya Hollow, stir and cook your opponents for thirty minutes in a delicious stew for your hellion master. Awakening Zone can get out of hand pretty quickly if played early. Sprout Swarm is ridiculous late game and gets silly with Gaea's Cradle. The deck is turbo charged when you get either Parallel Lives or Doubling Season in play, off come the gloves. Garruk summons armies of tokens and Hornet Queen brings a hive full of nasty wasps to the party. It's a blast.
AngryTroll
01-26-2013, 11:43 AM
Your list looks like a lot of fun.
Thromok the Insatiable
Sakura Tribe Elder
Wood Elves
Farhaven Elf
Solumn Simulacrum
...
Explosive Vegetation
Skyshroud Claim
Cultivate
Kodama's Reach
Nature's Lore
Sol Ring
...
Thromok really likes to eat dudes. The deck is full of ways to spam creatures.
I play Rith with a theme of gating and blinking my creatures for value all game. For that reason and because Rith cares about having colored permanents in play, I decided to cut the standard ramp spells for the ramp creatures. You end up trading getting a second land in hand or in play for getting a creature in play. I currently run
Wood Elves
Yavimaya Dryad
Farhaven Elf
Yavimaya Granger
Ondu Giant
Solemn Simulacrum
Silverglade Elemental
Sylvan Ranger
Borderland Ranger
Civic Wayfinder
I have also been pleasantly surprised by Elvish Visionary. I don't think it'd be worth a slot at 3cc, but at 2cc I'm almost always able to sneak it into play without hindering the rest of my plans. Verdant Force is pretty decent and one of my favorite cards, so it makes the cut in my deck. Finally, although he's not good enough to be the general, I really like Ulasht, the Hate Seed.
Artifact Mutation looks perfect here. Tin Street Hooligan, Uktabi Orangutan, Viridian Shaman, and Vithian Renegades are all at least options to consider; there's almost always an artifact worth blowing up when I play EDH locally.
I like the look of your list. I enjoy playing games with lots of interaction where all four players want to have fun, and your deck looks like it'd fit in perfectly at that powerlevel and mindset.
kombatkiwi
01-26-2013, 12:56 PM
I have a thromok deck which I use for casual pickup games
It has a SURPRISE BUTTSECKS theme of putting random huge creatures into play out of nowhere so I play all the terastodons and killer instinct/lurking predators/sneak attack type effects.
A lot of these cards go really well with Thromok too like Living Hive and that new insectoid utvara hellkite thing
Ill post a list tomorrow maybe
Amon Amarth
01-26-2013, 06:08 PM
Your list looks like a lot of fun.
I play Rith with a theme of gating and blinking my creatures for value all game. For that reason and because Rith cares about having colored permanents in play, I decided to cut the standard ramp spells for the ramp creatures. You end up trading getting a second land in hand or in play for getting a creature in play. I currently run
Wood Elves
Yavimaya Dryad
Farhaven Elf
Yavimaya Granger
Ondu Giant
Solemn Simulacrum
Silverglade Elemental
Sylvan Ranger
Borderland Ranger
Civic Wayfinder
I have also been pleasantly surprised by Elvish Visionary. I don't think it'd be worth a slot at 3cc, but at 2cc I'm almost always able to sneak it into play without hindering the rest of my plans. Verdant Force is pretty decent and one of my favorite cards, so it makes the cut in my deck. Finally, although he's not good enough to be the general, I really like Ulasht, the Hate Seed.
Artifact Mutation looks perfect here. Tin Street Hooligan, Uktabi Orangutan, Viridian Shaman, and Vithian Renegades are all at least options to consider; there's almost always an artifact worth blowing up when I play EDH locally.
I like the look of your list. I enjoy playing games with lots of interaction where all four players want to have fun, and your deck looks like it'd fit in perfectly at that powerlevel and mindset.
I totally forgot about Ondu Giant and Silverglade Elemental. If I was looking for more ramp either of those guys would probably get a slot. Verdant Force is pretty awesome but he's a little slow and expensive. It's mostly the last part, though. I'm careful to not make the deck too top heavy. I would like to find a slot though.
Elvish Visionary is nice, I like value. I'll have to try him out. I'd play with more artifact destruction but for some reason there aren't a ton of artifacts in my playgroup.
I made this deck to be fun. There really isn't anything rage-inducing or frustrating to play against. This is my go to deck when I play against people that I don't know or that just want to throw dorks back and forth. Good to know I hit the mark. :)
@kombatkiwi: Yeah, post your list. That sounds pretty sweet.
Amon Amarth
02-02-2013, 05:58 AM
Gatecrash Update:
-Mountain Valley
-Ant Queen
-Nature's Lore
-Winding Canyon
-Goblin Matron
-Beetleback Chief
-Kiki-Jiki, Mirror Breaker
-Fungal Reaches
+Karplusan Forest
+Forest
+Skarrg, the Rage Pits
+Earthcraft
+Sylvan Primordial
+Fierce Empath
+Signal the Clans
+Deranged Hermit
I improved the manabase a bit; I never used Winding Canyons. It was just too mana intensive, ditto for Ant Queen. Goblin Matron is probably just worse than Fierce Empath. Nature's Lore doesn't ramp as well as Earthcraft can, which can get downright ridiculous. Sylvan Primordial is mainly here to juice up Avenger of Zendikar a la Primeval Titan as well as answer problematic permanents. Signal the Clans is a playable tutor and a cool card in general. Deranged Hermit is here for awesome and is good with a binned Genesis. Skarrg, the Rage Pits is another easy way to grant trample. Kiki-Jiki is good but I can't remember it being impressive in the deck as of late.
I'm considering Squirrel Nest but it's an infinite combo with Earthcraft and it is also a very resilient one since both pieces are enchantments. Both cards are good by themselves. I'll mull it over and probably do a test run at some point with both cards.
Updated first post.
EDIT:
So I'm bad at this game and I've been reading/remembering Dragon Broodmother wrong for the last 3 years. Turns out the card is the nut high. Oops. I jammed some games last night and found my deck was vulnerable to fast starts from other decks. I can fix that.
-Fecundity
-Sarkhan Vol
-Kazandu Tuskcaller
+Dragon Broodmother
+Chaos Warp
+Oracle of Mul Daya
Chaos Warp is for broken/fast generals. Had too many close calls with Skullbriar, the Walking Grave last night. Oracle of Mul Daya ramps pretty well and is food! Fecundity was too do-nothing for me on too many occasions. Good if you could set it up on a specific board state. So it was cut even though the card is a blast to play. Sarkhan Vol was a do-nothing card almost always, only once did I get to slam it out with a Doubling Season in play. Kazandu Tuskcaller was two-drop that required an enormous amount of mana to make it do anything and I would always fall for the trap of leveling it up at the expense of everything else: I wanted to live the dream! Not falling for that again.
phonics
02-05-2013, 02:31 AM
Have you tried Saproling Burst? I used it in my kind of token edh to bust out 6 tokens for 5 mana, pretty good with etb triggers like surge, ramping with cradle/earthcraft and whatnot.
Amon Amarth
02-05-2013, 03:58 AM
That would be pretty sweet. I'll have to pick up a copy and give it a shot. Killing people with Sap Burst + Fires is just too cool for me to pass up.
EDIT: Just thought of how ridic it would be with Vicious Shadows, Doubling Season, Warstorm Surge... basically all my enchantments. That's crazy!
DOUBLE EDIT: I took out Dragonlair Spider for Saproling Burst. Spider was redundant with Broodmoother and if your opponents playing a ton of spells each turn you're probably going to die soon. Or they WoG. Broodmother always give you flying tokens and they're good if you need to rid punch through a ground stalemate. Anyways, Burst is too sweet to not play and hits me right in the nostalgia.
Sturtzilla
04-01-2013, 12:09 PM
I have a variant of this deck in progress at the moment. I think I am missing like 6 cards for the configuration I am shooting for. I will post my list when I get home. I can't remember all the cards offhand. I am looking forward to Brainstorming on this EDH deck with you guys!
General:Thromok the Insatiable
Veteran Explorer
Brindle Shoat
Sakura-Tribe Elder
Viridian Emissary
Eternal Witness
Fierce Empath
Yavimaya Elder
Anger
Beetleback Chief
Boartusk Liege
Brawn
Huntmaster of the Fells
Krenko, Mob Boss
Master of the Wild Hunt
Solemn Simulacrum
Wolfbriar Elemental
Acidic Slime
Ant Queen
Deranged Hermit
Genesis
Kiki-Jiki, Mirror Breaker
Mitotic Slime
Mycoloth
Siege-Gang Commander
Zealous Conscripts
Dragon Broodmother
Dragonlair Spider
Inferno Titan
Preyseizer Dragon
Rampaging Baloths
Wurmcoil Engine
Avenger of Zendikar
Hornet Queen
Symbiotic Wurm
Verdant Force
Skullclamp
Worldly Tutor
Artifact Mutation
Gruul Signet
Hull Breach
Lightning Greaves
Nature's Lore
Rampant Growth
Survival of the Fittest
Swiftfoot Boots
Sylvan Library
Beast Within
Cultivate
Darksteel Ingot
Domri Rade
Fecundity
Fires of Yavimaya
Growth Spasm
Gruul Keyrune
Kodama's Reach
Birthing Pod
Explosive Vegetation
Mwonvuli Acid-Moss
Parallel Lives
Asceticism
Doubling Season
Warstorm Surge
Tooth and Nail
Green Sun's Zenith
Command Tower
Dryad Arbor
Fire-Lit Thicket
12 Forest
Forgotten Cave
Grove of the Burnwillows
Kessig Wolf Run
Khalni Garden
Mossfire Valley
7 Mountain
Raging Ravine
Rootbound Crag
Skarrg, the Rage Pits
Stomping Ground
Taiga
Tranquil Thicket
Wooded Foothills
This above list is only 99 total cards. I have a few random cards in my sideboard from which I typically choose a 100th card. I have a few thoughts from the games that I have played with my list. I am not that excited about either Wolfbriar Elemental or Symbiotic Wurm. Wolfbriar is flexible in that you can either make an army with him late game or deploy him as an early beater; however, most of the time he just feels clunky. Symbiotic Wurm usually feels underwhelming. A 7/7 for 8 mana isn't a deal by any stretch and the dying clause has rarely been relevant for me.
I have been considering the following creatures to tweak the list a bit:
Garruk, Primal Hunter
Sylvan Primordial
Terastodon
Craterhoof Behemoth
Giant Adephage.
Additionally I could add in a Karplusan Forest to the mana base... I haven't acquired on of those yet. I would love to hear what you guys think about the list and if there are any ways you see that could help fix it up! Thanks!
Amon Amarth
04-26-2013, 12:26 AM
Update:
- Mountain
- Sylvan Scrying
+ Gruul Turf
+ Decimate
Gruul Turf is an almost strict upgrade in this deck compared to the Mountain. Sylvan Scrying wasn't bad but wasn't exciting either. Decimate is the definition of "danger of cool things" which is why it goes in. If it ends up sucking, there are other cards I'd like to test out.
@Sturtzilla. Your deck looks fine. I've never really liked Asceticism that much but it's hardly a bad card. Krenko seems a little weak here and I'm not a fan of artifact ramp in green decks. I'd play all the cards you're considering minus Giant Adephage which seems too slow to me but you're also playing more haste enablers than I am so that could make it much better. The other four are pretty close to auto-includes in any heavy green deck. I'd definitely recommend finding space for them.
Sturtzilla
04-26-2013, 09:52 AM
@Sturtzilla. Your deck looks fine. I've never really liked Asceticism that much but it's hardly a bad card. Krenko seems a little weak here and I'm not a fan of artifact ramp in green decks. I'd play all the cards you're considering minus Giant Adephage which seems too slow to me but you're also playing more haste enablers than I am so that could make it much better. The other four are pretty close to auto-includes in any heavy green deck. I'd definitely recommend finding space for them.
Asceticism has been both mediocre to good for me. Blanking spot removal has proven fairly powerful for me. I do recognize that in the face of sweepers it can look silly. I would have to agree on Krenko, sometimes he makes lots of food for Thromok; however, I guess that slot could be something a little more powerful. I would like to hear you thinking on artifact ramp versus Wood Elves-esque cards. I have recently added everything on my list except for the Garruk, Primal Hunter. The Primordial and Terastodon are both pretty awesome. I am not yet sold on the Adephage, it is either hit or miss... so that slot might change as well. I have also been thinking of working in a Woodfall Primus, so maybe that is what the Adephage will turn into. I might also give the Gruul Turf a try as you mention in your previous post. Thanks for the input and I look forward to some more discussion on ramp strategies!
Amon Amarth
04-26-2013, 11:22 AM
Artifact ramp is a bit fragile when everyone is sweeping the board all the time. Green decks are blessed with ability to keep ramping after some Disks and not be stuck on 5 lands. It's a little more complicated than that and dependent on what the deck your playing needs but it's a rule I usually follow. Obvious exceptions for Sol Ring and Mana Crypt. In Thromok, the ramp creatures leave a body to devour or squeeze more value out of, like Genesis-ing back Sakura-Tribe Elder.
Woodfall Primus is pretty sweet if you're really looking to load up on green Vindicates. I'm not playing it because I think I have enough of those effects and I don't want my curve to go too high.
Sturtzilla
04-26-2013, 02:29 PM
I am going to keep playing my version the way it is currently configured, but I will keep your point in mind. I may have to try the Wood Elves type effects. The lands going to your hand doesn't really "ramp," as much as ensure that you can continue to play lands each turn. This is important, but does not get you to powering out fatties any faster. The "mana rocks" while being a bit more fragile to board wipes, allow you to get further ahead of your opponents, if you don't mind occasionally taking some early damage. The ability to have residual creatures to sacrifice to Thromok or a Birthing Pod is tempting though. I will mess around with it a bit. Thanks again!
I do like having a good number of "green vindicates." There are almost always problems permanents in my experience. If you are lucky enough to not have to see any of those, then setting your opponent back on land is always fine too. In EDH lands are often very nice targets as there are lots of utility lands out there... plus taking people off of colors can be awesome too!
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