Aggro_zombies
05-02-2017, 01:13 AM
http://tappedout.net/mtg-decks/edh-aggro-loam/
The idea for this deck came from my love for old-school Aggro Loam, the way it was prior to advent of the newfangled four-color versions that cut sweet cards like Seismic Assault for loose manabases and fat Knights. EDH doesn't give me quite the consistency I would like, but it does let me play a Jund Lands Grind-'Em-Out deck, so it's good enough.
COMMANDER:
Xira Arien
The logic here is that Xira gives you a long-game consistency that lets you try to keep up with blue decks. However, as the deck has evolved, I've liked her less and less, and I'm considering switching her out for either Adun Oakenshield or Darigaaz, the Igniter: the former because he lets me play a gross value game, and the latter because he just ends the game. Certainly, there are some games where Xira's card draw keeps me from running out of gas, but I'm not averse to cutting her.
LANDS:
1x Arcane Lighthouse
1x Ash Barrens
1x Badlands
1x Barren Moor
1x Bayou
1x Blood Crypt
1x Bloodstained Mire
1x Bojuka Bog
1x Boseiju, Who Shelters All
1x Canyon Slough
1x Command Tower
1x Drownyard Temple
1x Dust Bowl
5x Forest
1x Forgotten Cave
1x Golgari Rot Farm
1x Gruul Turf
1x Mirrorpool
2x Mountain
1x Overgrown Tomb
1x Petrified Field
1x Polluted Mire
1x Rakdos Carnarium
1x Savage Lands
1x Sheltered Thicket
1x Slippery Karst
1x Smoldering Crater
1x Stomping Ground
3x Swamp
1x Taiga
1x Temple of Abandon
1x Temple of Malady
1x Temple of Malice
1x Thespian's Stage
1x Tranquil Thicket
1x Verdant Catacombs
1x Volrath's Stronghold
1x Wooded Foothills
Some things of note here: first, between Temples and cycling lands, your mana gives you a lot of consistency. Second, the bouncelands are secretly MVPs, enough that I'm seriously considering running Darigaaz's Caldera. The reason is that lands in hand are often more valuable than lands in play, so running bouncelands let me use cards like Crucible of Worlds to get lands back into my hand, in addition to letting my play my cycling lands for mana early. Cycling lands in particular are very important to this deck for a reason I'll get to in a moment. Past that, this deck runs an assortment of utility lands like Boseiju and Arcane Lighthouse to battle different decks.
Notable Omissions: Kessig Wolf Run, Dark Depths, manlands. Wolf Run is okay, but I like it a lot more when the commander is natively combat-capable, and Xira does not attack well in the slightest. No manlands mostly because I didn't have a lot of room for them - the dual color lands were in at one point but were just kind of so-so, and Inkmoth doesn't make a whole lot of sense without KWR. As for no Depths...it also doesn't make a lot of sense without KWR because it's super easy to chump a 20/20, and Marit Lage actually doesn't kill all that quickly in this format.
CREATURES:
1x Acidic Slime
1x Archfiend of Ifnir
1x Azusa, Lost but Seeking
1x Borborygmos Enraged
1x Courser of Kruphix
1x Eternal Witness
1x Greenwarden of Murasa
1x Groundskeeper
1x Loaming Shaman
1x Olivia Voldaren
1x Oracle of Mul Daya
1x Reclamation Sage
1x Riftsweeper
1x Sakura-Tribe Elder
1x Scavenging Ooze
1x Shriekmaw
1x Sidisi, Undead Vizier
1x The Gitrog Monster
1x Tilling Treefolk
1x Titania, Protector of Argoth
1x Ulamog, the Infinite Gyre
1x Undead Gladiator
1x Wickerbough Elder
1x World Breaker
1x Wurmcoil Engine
1x Yavimaya Elder
Most of these are pretty straightforward value guys, but I do want to point out that Archfiend of Ifnir is fucking nutty and has started warping the deck around himself. You want to run a bunch of cycling lands in Aggro Loam anyway, and once you pair those with Loam and this guy, you can Wrath the board through indestructibility or toughness-pumping shenanigans basically at will. There are a few other decent cycling cards in these colors as well, and before too long you end up with a powerhouse five-drop crushing creature decks beneath its heel.
Notable Omissions: Omnath, Locus of Rage, Tireless Tracker, Avenger of Zendikar. Certainly, all three of these are powerful landfall guys, but going wide - or tall, or a combination of both - isn't a huge priority. Omnath is the closest to making the cut and I've found he's just kind of a big dumb beater, while Tracker could make it in if Xira becomes something else. Avenger is too slow to get going. Also, all three suffer from the fact that they're mostly late-game power plays in a deck that's not lacking them.
INSTANTS:
1x Chaos Warp
1x Crop Rotation
1x Magmaquake
1x Starstorm
1x Vampiric Tutor
Magmaquake deserves special mention here because opposing planeswalkers represent the biggest threat to your value game, especially when they're in durdley planeswalker control decks that are generally resistant to single high-power attackers. Starstorm gets in by virtue of being a Wrath that cycles to trigger Archfiend.
Notable Omissions: Realms Uncharted, Abrupt Decay, Constant Mists. Mists was one of the last cuts and could make it back in very easily, but the Archfiend mostly supplants it. Decay is better in a Spikier meta that what I have. Realms seems great on paper and I really want to like it, but I haven't found it to be super impactful in the games I've played - it's a far hue and cry from Gifts Ungiven.
SORCERIES:
1x Beacon of Unrest
1x Creeping Renaissance
1x Damnation
1x Decree of Pain
1x Demonic Tutor
1x Edge of Autumn
1x Gamble
1x Life from the Loam
1x Sylvan Scrying
1x Toxic Deluge
1x Traverse the Ulvenwald
1x Worm Harvest
Edge of Autumn is perhaps the most questionable inclusion here, and I will freely admit it gets a pass because 1) it cycles, and 2) it lets me recycle a land like Bojuka Bog. Otherwise, this is a pretty straightforward mix of value cards and control cards. Beacon has been okay so far.
Notable Omissions: I'm actually kind of at a loss here. There's a lot of removal I *could* be running, but I'm not sure I need more Wraths and targeted removal in these colors is so-so. I could see running one-off black card draw spells, too, but the cycling cards already let me churn through my deck, so I don't feel a ton of need for that either.
ENCHANTMENTS:
1x Destructive Flow
1x Exploration
1x Pernicious Deed
1x Phyrexian Arena
1x Phyrexian Reclamation
1x Seismic Assault
1x Sylvan Library
Pretty straightforward here, too. Destructive Flow is one I'm proud of, as it punishes unfair decks more than fair ones while letting me reuse my lands (or just sacrifice Drownyard Temple endlessly). I could see cutting Reclamation for something else if I switch to Adun.
Notable Omissions: Burgeoning, Zendikar's Roil, Asceticism. I've found Burgeoning to be overkill in most land-based decks, so I never bothered to include it here. It's also a card that's at its best in UG/x decks, as blue's card draw means you'll have lands to spare on your opponents' turns for a long time. Zendikar's Roil is actually the most palatable landfall token maker because the generator card dodges my Wraths, but the 2/2s aren't super impactful and the card doesn't make them fast enough to be relevant. Asceticism is good at protecting high-value guys but is really kind of garbo otherwise, and I don't have enough here that I'd want to shield.
ARTIFACTS AND PLANESWALKERS:
1x Crucible of Worlds
1x Zuran Orb
1x Garruk Wildspeaker
1x Karn Liberated
I almost want to lead off with the Notable Omissions section because I think all of these are pretty obvious, and the objections are over the things that didn't make the cut. That said, the Karnfather is probably the most controversial choice: he's good against control decks and the exile effect is solid in colors that normally lack it, so he gets the nod over other options like Vraska or Freyalise.
Notable Omissions - Artifacts: Sol Ring, Sensei's Divining Top, Horn of Greed, equipment. Sol Ring and its ilk are cards I've greatly soured on over the years, and I try not to include them in any of my decks anymore unless they have a heavy artifact theme or some other need for powerful fast mana. I don't think the card generates positive play experiences when played early and doesn't do a ton when played late. As for Top: with all the cycling and shuffle effects, paying a bit more mana to improve my draws would be welcome, but the card is really fiddly and it doesn't improve draws all that much in a singleton format. Horn is symmetrical and therefore not worth it. Equipment is better when your commander can attack worth a damn.
Notable Omissions - Planeswalkers: Nissa, Vital Force, Liliana, Heretical Healer, Chandra, Flamecaller, Ugin, the Spirit Dragon. Nissa was in the deck instead of Karn, but she actually wasn't particularly useful. Her ult is great but can be very win-more, her +1 is a very mixed bag, and her -3 is fantastic and honestly the best part about the card. I could see adding her back in at some point, but I'm not in a hurry. Liliana, Heretical Healer - and any other Lili, for that matter - is good for giving the deck a grindy game against control but is not usually so hot in midrange hell, so she gets a nod in the maybeboard. Chandra was in as an additional control card but was by far the clunkiest one and got cut accordingly. Ugin is huge and powerful but is just another haymaker in a deck full of them.
OVERALL THOUGHTS:
In a world of midrange creature nonsense, the board control deck is king. This deck isn't super themed or anything, but it's powerful and fun and calls back to a deck and a play experience I very much enjoyed in the Legacy of a decade ago or so. I intentionally stayed away from the (numerous) two-card combos available in these colors in no small part because I stubbornly want to end people by throwing lands at them with Assault or Borborygmos. You might enjoy this deck if: you like Aggro Loam, you like board control decks that are more proactive, and you like to durdle. You would not enjoy this deck if: you are looking for a high power level or competitive deck, you want to do broken things, or you don't enjoy sitting with your thumb up your ass for five turns while you burn through your deck with cycling cards to find the one card you want to use to finish people off.
The idea for this deck came from my love for old-school Aggro Loam, the way it was prior to advent of the newfangled four-color versions that cut sweet cards like Seismic Assault for loose manabases and fat Knights. EDH doesn't give me quite the consistency I would like, but it does let me play a Jund Lands Grind-'Em-Out deck, so it's good enough.
COMMANDER:
Xira Arien
The logic here is that Xira gives you a long-game consistency that lets you try to keep up with blue decks. However, as the deck has evolved, I've liked her less and less, and I'm considering switching her out for either Adun Oakenshield or Darigaaz, the Igniter: the former because he lets me play a gross value game, and the latter because he just ends the game. Certainly, there are some games where Xira's card draw keeps me from running out of gas, but I'm not averse to cutting her.
LANDS:
1x Arcane Lighthouse
1x Ash Barrens
1x Badlands
1x Barren Moor
1x Bayou
1x Blood Crypt
1x Bloodstained Mire
1x Bojuka Bog
1x Boseiju, Who Shelters All
1x Canyon Slough
1x Command Tower
1x Drownyard Temple
1x Dust Bowl
5x Forest
1x Forgotten Cave
1x Golgari Rot Farm
1x Gruul Turf
1x Mirrorpool
2x Mountain
1x Overgrown Tomb
1x Petrified Field
1x Polluted Mire
1x Rakdos Carnarium
1x Savage Lands
1x Sheltered Thicket
1x Slippery Karst
1x Smoldering Crater
1x Stomping Ground
3x Swamp
1x Taiga
1x Temple of Abandon
1x Temple of Malady
1x Temple of Malice
1x Thespian's Stage
1x Tranquil Thicket
1x Verdant Catacombs
1x Volrath's Stronghold
1x Wooded Foothills
Some things of note here: first, between Temples and cycling lands, your mana gives you a lot of consistency. Second, the bouncelands are secretly MVPs, enough that I'm seriously considering running Darigaaz's Caldera. The reason is that lands in hand are often more valuable than lands in play, so running bouncelands let me use cards like Crucible of Worlds to get lands back into my hand, in addition to letting my play my cycling lands for mana early. Cycling lands in particular are very important to this deck for a reason I'll get to in a moment. Past that, this deck runs an assortment of utility lands like Boseiju and Arcane Lighthouse to battle different decks.
Notable Omissions: Kessig Wolf Run, Dark Depths, manlands. Wolf Run is okay, but I like it a lot more when the commander is natively combat-capable, and Xira does not attack well in the slightest. No manlands mostly because I didn't have a lot of room for them - the dual color lands were in at one point but were just kind of so-so, and Inkmoth doesn't make a whole lot of sense without KWR. As for no Depths...it also doesn't make a lot of sense without KWR because it's super easy to chump a 20/20, and Marit Lage actually doesn't kill all that quickly in this format.
CREATURES:
1x Acidic Slime
1x Archfiend of Ifnir
1x Azusa, Lost but Seeking
1x Borborygmos Enraged
1x Courser of Kruphix
1x Eternal Witness
1x Greenwarden of Murasa
1x Groundskeeper
1x Loaming Shaman
1x Olivia Voldaren
1x Oracle of Mul Daya
1x Reclamation Sage
1x Riftsweeper
1x Sakura-Tribe Elder
1x Scavenging Ooze
1x Shriekmaw
1x Sidisi, Undead Vizier
1x The Gitrog Monster
1x Tilling Treefolk
1x Titania, Protector of Argoth
1x Ulamog, the Infinite Gyre
1x Undead Gladiator
1x Wickerbough Elder
1x World Breaker
1x Wurmcoil Engine
1x Yavimaya Elder
Most of these are pretty straightforward value guys, but I do want to point out that Archfiend of Ifnir is fucking nutty and has started warping the deck around himself. You want to run a bunch of cycling lands in Aggro Loam anyway, and once you pair those with Loam and this guy, you can Wrath the board through indestructibility or toughness-pumping shenanigans basically at will. There are a few other decent cycling cards in these colors as well, and before too long you end up with a powerhouse five-drop crushing creature decks beneath its heel.
Notable Omissions: Omnath, Locus of Rage, Tireless Tracker, Avenger of Zendikar. Certainly, all three of these are powerful landfall guys, but going wide - or tall, or a combination of both - isn't a huge priority. Omnath is the closest to making the cut and I've found he's just kind of a big dumb beater, while Tracker could make it in if Xira becomes something else. Avenger is too slow to get going. Also, all three suffer from the fact that they're mostly late-game power plays in a deck that's not lacking them.
INSTANTS:
1x Chaos Warp
1x Crop Rotation
1x Magmaquake
1x Starstorm
1x Vampiric Tutor
Magmaquake deserves special mention here because opposing planeswalkers represent the biggest threat to your value game, especially when they're in durdley planeswalker control decks that are generally resistant to single high-power attackers. Starstorm gets in by virtue of being a Wrath that cycles to trigger Archfiend.
Notable Omissions: Realms Uncharted, Abrupt Decay, Constant Mists. Mists was one of the last cuts and could make it back in very easily, but the Archfiend mostly supplants it. Decay is better in a Spikier meta that what I have. Realms seems great on paper and I really want to like it, but I haven't found it to be super impactful in the games I've played - it's a far hue and cry from Gifts Ungiven.
SORCERIES:
1x Beacon of Unrest
1x Creeping Renaissance
1x Damnation
1x Decree of Pain
1x Demonic Tutor
1x Edge of Autumn
1x Gamble
1x Life from the Loam
1x Sylvan Scrying
1x Toxic Deluge
1x Traverse the Ulvenwald
1x Worm Harvest
Edge of Autumn is perhaps the most questionable inclusion here, and I will freely admit it gets a pass because 1) it cycles, and 2) it lets me recycle a land like Bojuka Bog. Otherwise, this is a pretty straightforward mix of value cards and control cards. Beacon has been okay so far.
Notable Omissions: I'm actually kind of at a loss here. There's a lot of removal I *could* be running, but I'm not sure I need more Wraths and targeted removal in these colors is so-so. I could see running one-off black card draw spells, too, but the cycling cards already let me churn through my deck, so I don't feel a ton of need for that either.
ENCHANTMENTS:
1x Destructive Flow
1x Exploration
1x Pernicious Deed
1x Phyrexian Arena
1x Phyrexian Reclamation
1x Seismic Assault
1x Sylvan Library
Pretty straightforward here, too. Destructive Flow is one I'm proud of, as it punishes unfair decks more than fair ones while letting me reuse my lands (or just sacrifice Drownyard Temple endlessly). I could see cutting Reclamation for something else if I switch to Adun.
Notable Omissions: Burgeoning, Zendikar's Roil, Asceticism. I've found Burgeoning to be overkill in most land-based decks, so I never bothered to include it here. It's also a card that's at its best in UG/x decks, as blue's card draw means you'll have lands to spare on your opponents' turns for a long time. Zendikar's Roil is actually the most palatable landfall token maker because the generator card dodges my Wraths, but the 2/2s aren't super impactful and the card doesn't make them fast enough to be relevant. Asceticism is good at protecting high-value guys but is really kind of garbo otherwise, and I don't have enough here that I'd want to shield.
ARTIFACTS AND PLANESWALKERS:
1x Crucible of Worlds
1x Zuran Orb
1x Garruk Wildspeaker
1x Karn Liberated
I almost want to lead off with the Notable Omissions section because I think all of these are pretty obvious, and the objections are over the things that didn't make the cut. That said, the Karnfather is probably the most controversial choice: he's good against control decks and the exile effect is solid in colors that normally lack it, so he gets the nod over other options like Vraska or Freyalise.
Notable Omissions - Artifacts: Sol Ring, Sensei's Divining Top, Horn of Greed, equipment. Sol Ring and its ilk are cards I've greatly soured on over the years, and I try not to include them in any of my decks anymore unless they have a heavy artifact theme or some other need for powerful fast mana. I don't think the card generates positive play experiences when played early and doesn't do a ton when played late. As for Top: with all the cycling and shuffle effects, paying a bit more mana to improve my draws would be welcome, but the card is really fiddly and it doesn't improve draws all that much in a singleton format. Horn is symmetrical and therefore not worth it. Equipment is better when your commander can attack worth a damn.
Notable Omissions - Planeswalkers: Nissa, Vital Force, Liliana, Heretical Healer, Chandra, Flamecaller, Ugin, the Spirit Dragon. Nissa was in the deck instead of Karn, but she actually wasn't particularly useful. Her ult is great but can be very win-more, her +1 is a very mixed bag, and her -3 is fantastic and honestly the best part about the card. I could see adding her back in at some point, but I'm not in a hurry. Liliana, Heretical Healer - and any other Lili, for that matter - is good for giving the deck a grindy game against control but is not usually so hot in midrange hell, so she gets a nod in the maybeboard. Chandra was in as an additional control card but was by far the clunkiest one and got cut accordingly. Ugin is huge and powerful but is just another haymaker in a deck full of them.
OVERALL THOUGHTS:
In a world of midrange creature nonsense, the board control deck is king. This deck isn't super themed or anything, but it's powerful and fun and calls back to a deck and a play experience I very much enjoyed in the Legacy of a decade ago or so. I intentionally stayed away from the (numerous) two-card combos available in these colors in no small part because I stubbornly want to end people by throwing lands at them with Assault or Borborygmos. You might enjoy this deck if: you like Aggro Loam, you like board control decks that are more proactive, and you like to durdle. You would not enjoy this deck if: you are looking for a high power level or competitive deck, you want to do broken things, or you don't enjoy sitting with your thumb up your ass for five turns while you burn through your deck with cycling cards to find the one card you want to use to finish people off.