Re: [Deck] R/G Combo Lands
Quote:
Originally Posted by
CovenantElite30
I've been playing main a one of World Breaker, has helped me out a great deal against Miracles. It's a little slow but it's a uncounterable way of removing a annoying counter balance.
I originally had Worm Harvest main and it didn't really do much for me. In the majority of the matchups I would side it out a bunch.
With World Breaker I find I've been leaving it in a lot after sideboard. It's a house against a lot of the grindy matchups.
World breaker seems promising. It can be countered, but it's effect is on cast - nothing Miracles can do about that. I'll have to take a look at my list and figure out what cuts to make. Thanks guys!
Re: [Deck] R/G Combo Lands
I've been finding World Breaker incredibly slow to hard cast, but it can get there. Essentially only seems viable against Miracles. Should it be sideboard?
Smokestacks was brought up previously as tech against Miracles, as they can't really answer it and the Stax will eventually eat their board. I ran it in Jund Depths and found it was hit or miss, as you really needed Exploration to get anywhere with the Stax. It's probably very bad against Mentor Miracles right now too if they get their Mentor online.
Re: [Deck] R/G Combo Lands
Quote:
Originally Posted by
Claymore
I've been finding World Breaker incredibly slow to hard cast, but it can get there. Essentially only seems viable against Miracles. Should it be sideboard?
Smokestacks was brought up previously as tech against Miracles, as they can't really answer it and the Stax will eventually eat their board. I ran it in Jund Depths and found it was hit or miss, as you really needed Exploration to get anywhere with the Stax. It's probably very bad against Mentor Miracles right now too if they get their Mentor online.
Have you tested with worm harvest at all? If you have would you say World Breaker is better in the slot over work harvest?
Both cards have there pros and cons and both cards are very slow. Personally game 1 can get very very long against miracles and knowing I have an out is a great feeling.
Re: [Deck] R/G Combo Lands
Currently running both mainboard. I like the Worms better, they can come down sooner, are hard to Countertop, and force Terminus fairly quickly. I think they're different applications for sure, but Worms seem to be stronger overall.
I haven't gotten to hardcast the World Breaker too often, usually it gets cast once and then is immediately STP'd.
Re: [Deck] R/G Combo Lands
Quote:
Originally Posted by
Claymore
Currently running both mainboard. I like the Worms better, they can come down sooner, are hard to Countertop, and force Terminus fairly quickly. I think they're different applications for sure, but Worms seem to be stronger overall.
I haven't gotten to hardcast the World Breaker too often, usually it gets cast once and then is immediately STP'd.
How is it that you're able to resolve that through FOW? Do you just retrace it over and over until it resolves?
Edit: The more important question might be, how do you fit both the Worm Harvest and Worldbreaker packages into the main?
Re: [Deck] R/G Combo Lands
Quote:
Originally Posted by
Drake0525
Hmm, your right of course. There is no way to remove it without sideboard cards. Maybe I'll just leave manabond where it is.
worth noting, Riftstone lets you win the game if you have 2 crop rotations, 2 green sources and a combo piece.
Riftstone is better if you find yourself grinding games out more often then not as your a lot more flexible with your mana/lands.
Re: [Deck] R/G Combo Lands
Quote:
Originally Posted by
Lord_Mcdonalds
worth noting, Riftstone lets you win the game if you have 2 crop rotations, 2 green sources and a combo piece.
Riftstone is better if you find yourself grinding games out more often then not as your a lot more flexible with your mana/lands.
Wow, I didn't even see that line! Thanks for the heads up on that. That could be really amusing!
Re: [Deck] R/G Combo Lands
Quote:
Originally Posted by
Drake0525
How is it that you're able to resolve that through FOW? Do you just retrace it over and over until it resolves?
Edit: The more important question might be, how do you fit both the Worm Harvest and Worldbreaker packages into the main?
They only have 4 FoW in the deck, and that's the only card that can stop Worms (other than RiP). That's also assuming they haven't spent a Force yet. It's not a given to resolve through a FoW in hand or a CounterTop, but it has a much better shot than all of the 1 and 2 cc spells.
I'm running a different deck. I'm gallivanting in here because the Jund Depths thread is dead and we use similar concepts.
Re: [Deck] R/G Combo Lands
Quote:
Originally Posted by
Lord_Mcdonalds
worth noting, Riftstone lets you win the game if you have 2 crop rotations, 2 green sources and a combo piece.
Riftstone is better if you find yourself grinding games out more often then not as your a lot more flexible with your mana/lands.
Riftstone is the green source, so 2 mana (at least 2 lands) + 2 combo pieces (lands/crops) gets Marit out.
Re: [Deck] R/G Combo Lands
I should've been more specific, Riftstone being in your deck let's you win from 2 green sources and a combo piece if you have 2 crop rotations.
It's negligible really as it infrequently occurs but it is a cool upside.
Re: [Deck] R/G Combo Lands
Quote:
Originally Posted by
Lord_Mcdonalds
I should've been more specific, Riftstone being in your deck let's you win from 2 green sources and a combo piece if you have 2 crop rotations.
It's negligible really as it infrequently occurs but it is a cool upside.
These sort of lines definitely happen, and it's helpful to have these sort of lines against burn and DnT. I probably wouldn't try this plan against a deck with FoW unless I'm pretty desperate.
Re: [Deck] R/G Combo Lands
Quote:
Originally Posted by
Sibelius
If you need to hedge main deck play Riftstone AND Worm Harvest. Then you have a small out to Moon decks and slightly improved miracles MU.
Sib
Blood Moon decks that are grindy, I can see that working. Fast Blood Moon decks, on the other hand...
Specifically, I'm thinking about Sneak Attack decks (mono-red or multicolor) that play Blood Moon main. The truth may be that we have to accept a horrible matchup.
I can see why Miracles is so popular: it generally has few truly terrible match-ups. Meanwhile, Storm and Sneak Attack often just steamroll us.
Re: [Deck] R/G Combo Lands
Running 1 Molten Vortex over the 4th Punishing Fire MD also isn't bad against Moon decks. I once used that and almost won G1 vs Goblin Stompy with 2 Moons out. But he played Chalice on 2 :(
I think having 1 Vortex is fine anyway.
Re: [Deck] R/G Combo Lands
Quote:
Originally Posted by
Alexeezay
Running 1 Molten Vortex over the 4th Punishing Fire MD also isn't bad against Moon decks. I once used that and almost won G1 vs Goblin Stompy with 2 Moons out. But he played Chalice on 2 :(
I think having 1 Vortex is fine anyway.
I had this exact situation occur last night. I went on to win the match by drawing multiple K grips in both postboard games.
Re: [Deck] R/G Combo Lands
Question: Is Stunning Regrowth a card we could play in lands?
3G Sorcery
Return all land cards from your graveyard to the battlefield tapped.
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Re: [Deck] R/G Combo Lands
First question you should always ask, what would this take the place of? If you can't see a reason to cut something for it, it's not getting played. In this case it's not something you want in the main and it's weakness to Graveyard hate means your don't want it in the side.
Re: [Deck] R/G Combo Lands
The card is hilarious with Tireless Tracker! But so is Life from the Loam and Exploration. Nope, I don't want it except for my Gitrog Commander deck.
Re: [Deck] R/G Combo Lands
Quote:
Originally Posted by
CovenantElite30
Question: Is Stunning Regrowth a card we could play in lands?
3G Sorcery
Return all land cards from your graveyard to the battlefield tapped.
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I was definitely excited to see this card exists, but not for Lands.
I mean, they get back all the lands I Wastelanded? No thanks. And coming in tapped means that I can't make a 20/20, Maze a Tarmagoyf, recur a Punishing Fire, or do much else.
Re: [Deck] R/G Combo Lands
This is one sided. Return all Wastelands and Ghost Quarters.
This does give a 4 cost land recursion spell to navigate around Counterbalance.
Re: [Deck] R/G Combo Lands
Quote:
Originally Posted by
Claymore
This is one sided. Return all Wastelands and Ghost Quarters.
This does give a 4 cost land recursion spell to navigate around Counterbalance.
I'd rather leave them in the yard and just start slamming Worm Harvests.