Quote Originally Posted by jandax View Post
@Media: Care to post a list? 4 wastes and 2 bogs? I mean I know Zoo can be tuned to stand up to Lands, especially if a developed scene hasn't hated the deck out. I'm just curious as my own list has PoP to combat lands, and that's about it.
// Deck file for Magic Workstation (http://www.magicworkstation.com)

// Lands
3 [ZEN] Arid Mesa
3 [ON] Windswept Heath
4 [TE] Wasteland
1 [FUT] Horizon Canopy
1 [PT] Mountain (1)
1 [LRW] Forest (2)
1 [SHM] Plains (4)
3 [ON] Wooded Foothills
1 [R] Savannah
3 [R] Taiga
2 [R] Plateau

// Creatures
4 [ALA] Wild Nacatl
4 [TO] Grim Lavamancer
4 [FUT] Tarmogoyf
4 [ARB] Qasali Pridemage
3 [WWK] Stoneforge Mystic
4 [CFX] Knight of the Reliquary

// Spells
1 [BOK] Umezawa's Jitte
1 [WWK] Basilisk Collar
1 [DS] Sword of Light and Shadow
4 [R] Lightning Bolt
4 [RAV] Lightning Helix
3 [LG] Sylvan Library

// Sideboard
SB: 3 [TSP] Krosan Grip
SB: 4 [SHM] Vexing Shusher
SB: 2 [WWK] Bojuka Bog
SB: 3 [LRW] Gaddock Teeg
SB: 3 [DK] Blood Moon

I may change the 3 sb blood moons to jotun grunts, as they splash damage lands while still annoying other GY-reliant decks. (re-using watses/canopys is also clutch, in addition to getting basics back in the deck against lands' ghost quarters)

IMHO, PoP just isnt that good against lands after g1, as most all alnds players run some number of zuran orbs and glacial chasms (both tutorable w/ tolaria west) sb or (!!!) main. Good lands players will gain life as they go to avoid a k grip on orb w/ 10 non-basics out. Pop will go a fair distance to winning G1, but something like ruination/armageddon+ exile GY effect or grunt+ another hate effect is needed to take the W.