Lurker101
04-19-2013, 12:27 AM
Hi! I would like to preface this by saying that I don't know much about legacy. I do find it interesting though and it is also the only format that I believe the following combo/deck would work in. I haven't tested this either and until Cockatrice comes back I won't be able to so I decided to post this for testing and feedback. The deck revolves around the synergy between Clear the Land, Scouting Trek, and Treasure Hunt. Scouting Trek allows you to put at least 5 basic lands on top of your library. You can follow this up with Clear the Land as disruption/acceleration and this will put the top 5 lands into play tapped while usually exiling all or most of the top 5 cards of your opponents library. You can also use Treasure Hunt in conjunction with Scouting Trek to draw all the lands + 1 card from your deck. I have two very rough decklists focusing on this:
Deck 1:
Mana:15
9 Forest
6 Island
Creatures:17
4 Coiling Oracle
2 Dungrove Elder
2 Lotus Cobra
2 Nantuko Cultivator
1 Omnath, Locus of Mana
1 Rampaging Baloths or Avenger of Zendikar or Meloku (I'm not sure what's best here)
4 Sindbad
1 Sylvan Safekeeper
Main Combo::10
4 Clear the Land
4 Scouting Trek
2 Treasure Hunt
Other Enablers:10
2 Manabond
4 Trade Routes
2 Wheel of Sun and Moon
2 Lodestone Bauble
Other Draw/Counters:8
4 Brainstorm
4 Force of Will
I think most of the creatures here are pretty obvious:
Coiling Oracle: Can accelerate your mana off trek/bauble or just draw when you may need to. I think 4 may be too many.
Dungrove Elder: Good aggro creature/beater with hexproof that can get huge off of acceleration.
Lotus Cobra: Also provides acceleration and gives you fast mana off Clear the Land which negates the cipt drawback.
Nantuko Cultivator: Can get insane in this deck entering the battlefield huge and drawing you tons of cards. With Wheel of Sun and Moon you can cycle through your deck multiple times.
Omnath: Can also get huge as well as conserve excess mana.
Rampaging Baloths/Avenger of Zendikar/Meloku: All finishers with different advantages. I'm leaning towards baloths right now.
Sindbad: Deceptively good cheap card draw/filter which is especially good after trek if you don't have treasure hunt. Again 4 here may be excessive. I picked this over Fa'adiyah Seer to up the blue count for force.
Sylvan safekeeper: Provides creature protection and recycles lands.
Next we have bauble the three enchantment enablers:
Wheel of Sun and Moon: Allows you to recycle sacrificed/discarded lands as well as draw and combo pieces to cycle through your deck.
Lodestone Bauble: If wheel isn't out this can recycle lands, set up clear the land and generally act as a psuedo-scouting trek that draws you an extra card.
Trade Routes: Use excess lands to draw cards or bounce lands for landfall effects.
Manabond:Can provide major acceleration after a bauble/trek/hunt. If wheel is in play then the discard drawback is further negated but that shouldn't matter most of the time anyway.
Brainstorm and Force shouldn't need much explanation.
Here's the second mostly identical decklist:
Creatures:19
2 Coiling Oracle
4 Dungrove Elder
4 Lotus Cobra
2 Omnath, Locus of Mana
1 Rampaging Baloths
2 Sindbad
4 Vinelasher Kudzu
Combo:
3 Clear the Land
2 Treasure Hunt
4 Scouting Trek
Enchantments:6
2 manabond
2 trade routes
2 wheel of sun and moon
Instants:10
4 Brainstorm
2 Daze
4 Force of Will
Lands:
,
8 Forest
6 Island
2 Misty Rainforest
This second list is less combo oriented and more straight forward aggro with focus more on mana acceleration than card draw. I think the ideal list is somewhere between these two but I can't really figure that out on my own. Here are alternate cards that I considered:
Mox Diamond: Better early acceleration with the drawback usually negated.
Living Wish: Possibly put nonbasics and a creature toolbox into a wishboard.
Excavation: Possibly instead of Trade Routes. It can be faster although I doubt it's better.
Azusa, Lost but Seeking: For more land drops. I didn't think she did enough here though.
Oracle of Mul Daya: Also gives you additional drops and works well with sindbad and coiling oracle.
Baru, Fist of Krosa: Another possible win con. He doesn't do enough on his own though and running multiples for the grandeur effect wasn't worth it.
Sasaya, Orochi Ascendant: Way too situational.
Scryb Ranger: This might be an ok option to trigger landfalls and provide flying and utility but trade routes seemed more useful and didn't only work on forests.
Scythe Tiger: If you drop it early it's too much of a tempo loss and later in the game you can do better even though the drawback might help you.
Allosaurus Rider:Most of the time it won't be worth pitching two spells for.
Thrun/Troll Ascetic: They don't synergize as well with the other cards but might just be better more reliable beaters than some of the cards in the deck.
Wild Mongrel: Another potential outlet for massive land draws after a treasure hunt.
Mana vortex: If you wanted to go a control route with this deck then this could work as an option.
Garruk Primal Hunter: Too slow
Rites of Spring: Most of the time this does the opposite of what you're trying to do. This only works well with manabond.
Personal tutor: Fetches your combo pieces but is slow and sucks against Jace.
Jace the Mind Sculptor: Powerful but not sure if he's the best option for what this deck is trying to do.
Well, thanks for reading and any feedback. Hopefully I'm onto something here.
Deck 1:
Mana:15
9 Forest
6 Island
Creatures:17
4 Coiling Oracle
2 Dungrove Elder
2 Lotus Cobra
2 Nantuko Cultivator
1 Omnath, Locus of Mana
1 Rampaging Baloths or Avenger of Zendikar or Meloku (I'm not sure what's best here)
4 Sindbad
1 Sylvan Safekeeper
Main Combo::10
4 Clear the Land
4 Scouting Trek
2 Treasure Hunt
Other Enablers:10
2 Manabond
4 Trade Routes
2 Wheel of Sun and Moon
2 Lodestone Bauble
Other Draw/Counters:8
4 Brainstorm
4 Force of Will
I think most of the creatures here are pretty obvious:
Coiling Oracle: Can accelerate your mana off trek/bauble or just draw when you may need to. I think 4 may be too many.
Dungrove Elder: Good aggro creature/beater with hexproof that can get huge off of acceleration.
Lotus Cobra: Also provides acceleration and gives you fast mana off Clear the Land which negates the cipt drawback.
Nantuko Cultivator: Can get insane in this deck entering the battlefield huge and drawing you tons of cards. With Wheel of Sun and Moon you can cycle through your deck multiple times.
Omnath: Can also get huge as well as conserve excess mana.
Rampaging Baloths/Avenger of Zendikar/Meloku: All finishers with different advantages. I'm leaning towards baloths right now.
Sindbad: Deceptively good cheap card draw/filter which is especially good after trek if you don't have treasure hunt. Again 4 here may be excessive. I picked this over Fa'adiyah Seer to up the blue count for force.
Sylvan safekeeper: Provides creature protection and recycles lands.
Next we have bauble the three enchantment enablers:
Wheel of Sun and Moon: Allows you to recycle sacrificed/discarded lands as well as draw and combo pieces to cycle through your deck.
Lodestone Bauble: If wheel isn't out this can recycle lands, set up clear the land and generally act as a psuedo-scouting trek that draws you an extra card.
Trade Routes: Use excess lands to draw cards or bounce lands for landfall effects.
Manabond:Can provide major acceleration after a bauble/trek/hunt. If wheel is in play then the discard drawback is further negated but that shouldn't matter most of the time anyway.
Brainstorm and Force shouldn't need much explanation.
Here's the second mostly identical decklist:
Creatures:19
2 Coiling Oracle
4 Dungrove Elder
4 Lotus Cobra
2 Omnath, Locus of Mana
1 Rampaging Baloths
2 Sindbad
4 Vinelasher Kudzu
Combo:
3 Clear the Land
2 Treasure Hunt
4 Scouting Trek
Enchantments:6
2 manabond
2 trade routes
2 wheel of sun and moon
Instants:10
4 Brainstorm
2 Daze
4 Force of Will
Lands:
,
8 Forest
6 Island
2 Misty Rainforest
This second list is less combo oriented and more straight forward aggro with focus more on mana acceleration than card draw. I think the ideal list is somewhere between these two but I can't really figure that out on my own. Here are alternate cards that I considered:
Mox Diamond: Better early acceleration with the drawback usually negated.
Living Wish: Possibly put nonbasics and a creature toolbox into a wishboard.
Excavation: Possibly instead of Trade Routes. It can be faster although I doubt it's better.
Azusa, Lost but Seeking: For more land drops. I didn't think she did enough here though.
Oracle of Mul Daya: Also gives you additional drops and works well with sindbad and coiling oracle.
Baru, Fist of Krosa: Another possible win con. He doesn't do enough on his own though and running multiples for the grandeur effect wasn't worth it.
Sasaya, Orochi Ascendant: Way too situational.
Scryb Ranger: This might be an ok option to trigger landfalls and provide flying and utility but trade routes seemed more useful and didn't only work on forests.
Scythe Tiger: If you drop it early it's too much of a tempo loss and later in the game you can do better even though the drawback might help you.
Allosaurus Rider:Most of the time it won't be worth pitching two spells for.
Thrun/Troll Ascetic: They don't synergize as well with the other cards but might just be better more reliable beaters than some of the cards in the deck.
Wild Mongrel: Another potential outlet for massive land draws after a treasure hunt.
Mana vortex: If you wanted to go a control route with this deck then this could work as an option.
Garruk Primal Hunter: Too slow
Rites of Spring: Most of the time this does the opposite of what you're trying to do. This only works well with manabond.
Personal tutor: Fetches your combo pieces but is slow and sucks against Jace.
Jace the Mind Sculptor: Powerful but not sure if he's the best option for what this deck is trying to do.
Well, thanks for reading and any feedback. Hopefully I'm onto something here.