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Thread: [Deck] Aggro Loam

  1. #401
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    Re: [Deck] Aggro Loam

    Quote Originally Posted by sdematt View Post
    With two, though, it's nearly impossible.

    -Matt
    Just seems like a completely suboptimal situation though, and that's why I say grave hate essentially makes PFire garbage. You either hold it until you get two Groves down or let it sit in the yard until you find the second one.

  2. #402

    Re: [Deck] Aggro Loam

    Quote Originally Posted by Richard Cheese View Post
    Just seems like a completely suboptimal situation though, and that's why I say grave hate essentially makes PFire garbage. You either hold it until you get two Groves down or let it sit in the yard until you find the second one.
    By that argument, Loam is terrible in the deck. You either hold it until you have enough mana and cycle lands or hope they don't have GY hate. Oh, except that you can protect Fires from Extirpate, but you can't protect Loam from Extirpate.
    Quote Originally Posted by Ertai's Familiar View Post
    Quote Originally Posted by DragoFireheart View Post
    Interestingly enough, I would argue that BS is the Dark Ritual in this case.
    Tom? Is that you? I thought you were going to go work on DnD?

  3. #403
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    Re: [Deck] Aggro Loam

    Quote Originally Posted by CorpT View Post
    By that argument, Loam is terrible in the deck. You either hold it until you have enough mana and cycle lands or hope they don't have GY hate. Oh, except that you can protect Fires from Extirpate, but you can't protect Loam from Extirpate.
    Are you saying that there's the same likelihood of getting 2 Groves (out of a max of 4, but more likely 2) into play as there is of holding 1 out of 6+ cycling lands? Or are you trying to suggest that Punishing Fire is somehow better than Loam because it can dodge one hate card? Because by that argument, every card in the deck is worse than Punishing Fire except basic lands.

  4. #404

    Re: [Deck] Aggro Loam

    Quote Originally Posted by Richard Cheese View Post
    Are you saying that there's the same likelihood of getting 2 Groves (out of a max of 4, but more likely 2) into play as there is of holding 1 out of 6+ cycling lands? Or are you trying to suggest that Punishing Fire is somehow better than Loam because it can dodge one hate card? Because by that argument, every card in the deck is worse than Punishing Fire except basic lands.
    I'm saying it is ridiculous to say that grave hate makes Fires garbage when it is stronger against GY hate than anything else GY based (Loam, Knight, Goyf, etc...) in the deck.
    Quote Originally Posted by Ertai's Familiar View Post
    Quote Originally Posted by DragoFireheart View Post
    Interestingly enough, I would argue that BS is the Dark Ritual in this case.
    Tom? Is that you? I thought you were going to go work on DnD?

  5. #405
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    Re: [Deck] Aggro Loam

    Let me rephrase then. 1R to do 2 damage is garbage. 1RR +1 life to do 2 damage/turn is good. 1RRR + 2 life to do 2 damage/turn postboard is garbage.

    I actually like Grove/Fires, I just don't think Aggro Loam is the best place for it. The deck's overall reliance on the graveyard means it's going to come up against a lot of hate, and while Fires can dodge most of it, it does get considerably worse against almost all yard hate. If you look at all the most common hate, only Leyline and Wheel of Sun and Moon hose the entire deck, and Fires has no outs against them either. Fires requires extra Groves/mana even to play around Crypt or Relic, whereas Knight, Goyf, and Crusher don't really care.

    I think the original debate is whether it can replace Seismic Assault, and I just don't think it can. Assault is easier to deal with, but even so you can usually nuke their entire board in response. It's just something that flat-out wins games if it stays on the board.
    Last edited by Richard Cheese; 07-06-2011 at 02:32 PM. Reason: Original post sounded unnecessarily rude

  6. #406

    Re: [Deck] Aggro Loam

    Quote Originally Posted by Richard Cheese View Post
    Let me rephrase then. 1R to do 2 damage is garbage. 1RR +1 life to do 2 damage/turn is good. 1RRR + 2 life to do 2 damage/turn postboard is garbage.
    It's not even that: assuming you're burning your opponent, you're paying 1RR for one damage, which is far worse than Assault. 1RR and 1 life for the opponent only nets two damage to creatures, and there aren't a lot of decks that run a ton of x/2 guys (even Merfolk's guys buff each other). That means you'd need to muster 2RR per turn plus the R from Grove to even start killing stuff, which is terribad.

    But that aside - what deck runs Extirpate? If Extirpate is a problem, you shouldn't be running a LftL deck. Pretty much every other form of graveyard hate can be played around.

  7. #407

    Re: [Deck] Aggro Loam

    in my mind, it plays out like this:

    punishing fire / grove:
    + ignores counters
    + pieces can be tutored with KotR / dredged into
    + resistant to some grave hate
    - slower than loam + seismic
    - mana intensive
    - completely ruined by some grave hate

    loam / seismic:
    + more explosive
    + doesn't require a graveyard
    - vulnerable to enchantment hate (qsali pridemage)
    - without loam, its slower than pfire+grove, and has dissynergy with crusher
    - counterable
    - if dredged into, can't be recovered; untutorable

    If seismic sticks, and you have loam, your gonna win most the time. If you have fire and grove, you can still easily lose. However, every good deck has an answer for seismic, but most don't for fire. I'd say fire is more consistent but less powerful, but both are viable options.

    fire has worked out better for me

  8. #408

    Re: [Deck] Aggro Loam

    For those interested, I've written a fairly thorough primer on my particular build of Aggro Loam.

  9. #409
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    Re: [Deck] Aggro Loam

    Quick question: If you were to build a list with Wish, what do you think it would look like?

    Also, Buried Ruin...worth cutting a cycler for to recur EE?

    Nice writeup btw, about time an updated primer came out for this deck.

  10. #410

    Re: [Deck] Aggro Loam

    Quote Originally Posted by Antonius View Post
    For those interested, I've written a fairly thorough primer on my particular build of Aggro Loam.
    I've added the link to the front page. Thanks.

  11. #411
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    Re: [Deck] Aggro Loam

    Dropped a single game last night to win the weekly Legacy:

    2 Taiga
    2 Bayou
    1 Badlands
    3 Grove of the Burnwillows
    3 Forgotten Cave
    3 Tranquil Thicket
    4 Wooded Foothills
    2 Bloodstained Mire
    1 Mountain
    1 Forest
    4 Wasteland
    1 Volrath's Stronghold

    4 Mox Diamond
    2 Seismic Assault
    4 Life from the Loam
    2 Punishing Fires
    2 Terminate
    2 Maelstrom Pulse
    1 Putrefy
    2 Go for the Throat
    2 Sylvan Library

    4 Tarmogoyf
    4 Countryside Crusher
    4 Dark Confidant
    1 Terravore

    BOARD:
    2 Perish
    2 Crypt/Deed
    3 Extirpate
    2 Grip
    1 Grudge
    1 Crucible of Worlds
    2 Pyroblast
    2 Thrun

    Took it down against 43 Lands, Junk, and Stoneblade in the finals. We split for prizes, then played for glory. I won in 3; my game 2 here was terrible, and I lose because I didn't hit Seismic Assault or Punishing Fires or Grip or Grudge in the 45 cards I went through. Ugh.

    Seismic Assault > Batterskull, just so you all know.

    -Matt

  12. #412

    Re: [Deck] Aggro Loam

    Quote Originally Posted by Antonius View Post
    For those interested, I've written a fairly thorough primer on my particular build of Aggro Loam.
    What would you think of Scavenging Ooze in place of Lavamancers in your build? It seems strong, and having played against it, I think we could use its power quite effectively.
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  13. #413
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    Re: [Deck] Aggro Loam

    Ruckus suggested we move the discussion of this list here, where it belongs. Quoting myself:

    Quote Originally Posted by Admiral_Arzar View Post
    This is my most recent Jund-colored list (yes, it is 61 cards):

    4 Dark Confidant
    4 Tarmogoyf
    4 Countryside Crusher

    4 Mox Diamond
    4 Lightning Bolt
    3 Punishing Fire
    4 Burning Wish
    3 Life from the Loam
    2 Seismic Assault
    2 Maelstrom Pulse

    4 Forgotten Cave
    3 Tranquil Thicket
    3 Grove of the Burnwillows
    4 Wasteland
    4 Wooded Foothills
    3 Bloodstained Mire
    1 Bayou
    1 Taiga
    2 Badlands
    1 Forest
    1 Mountain

    Sideboard
    1 Shattering Spree
    1 Life from the Loam
    1 Devastating Dreams
    1 Firespout
    1 Perish
    1 Maelstrom Pulse
    1 Reverent Silence
    1 Worm Harvest

    1 Volrath's Stronghold
    2 Krosan Grip
    4 Chalice of the Void

    This list is burn-heavy, which is very appropriate for my meta - full of Stoneblade.dec, Dark Confidant, Cat Sligh, and Tribal decks. Burning Wish -> Devastating Dreams is, for lack of a better word, devastating in non-blue matchups. Burning Wish -> Perish also gives it a shot against NOPRO decks, which are otherwise a very bad matchup. Chalice comes in a against combo or decks like Cat Sligh and Burn where it saves your ass. Combo is still an incredibly bad matchup though, I don't ever really expect to win unless they go all-in on Empty the Warrens or whatever. I run no grave hate because nobody but me plays graveyard decks in my meta. This deck has performed pretty well, but I think I'm going to experiment with cutting black and running Knight and STP, as there's a lot of red spells in my meta and Bob rarely lives long enough to make a difference.
    Lord of the Chalice

    Quote Originally Posted by Julian23 View Post
    Since playing against Spiral Tide provides a lot fun for both players is something only someone who's not had sex for quite a while could enjoy, I pull out GW Maverick.
    Quote Originally Posted by Brainstorm Ape View Post
    Spikes are supposed to enjoy winning by leveraging their talents, but this card can't fetch the most SKILL INTENSIVE card in all of Magic?

    Clearly aimed at Modern plebs, not gonna be a pillar of our format.
    Stompy Discord: https://discord.gg/6cesvkz

  14. #414
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    Re: [Deck] Aggro Loam

    Quote Originally Posted by Keiichi View Post
    What would you think of Scavenging Ooze in place of Lavamancers in your build? It seems strong, and having played against it, I think we could use its power quite effectively.
    The problem with this is that they don't do remotely the same thing. Grim is creature removal + reach, and Ooze is grave hate + fattie.

    @Arzar, a few questions.

    1. 2/3 Assault/Fires split...I would have thought the opposite would increase the chance of drawing rather than dredging Assault, has that ever been an issue?

    2. Maelstrom Pulse - I've been running EE in this spot but haven't really tested enough to have to use it yet, just wondering how good Pulse has been and if you've tried anything else there

    3. On the wishboard, how often do you wish for Firespout as opposed to just Dreams, especially with Bolt and Fires main?

    4. Does D-Ho ever play Aggro Loam anymore?

  15. #415
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    Re: [Deck] Aggro Loam

    Quote Originally Posted by Richard Cheese View Post
    @Arzar, a few questions.

    1. 2/3 Assault/Fires split...I would have thought the opposite would increase the chance of drawing rather than dredging Assault, has that ever been an issue?

    2. Maelstrom Pulse - I've been running EE in this spot but haven't really tested enough to have to use it yet, just wondering how good Pulse has been and if you've tried anything else there

    3. On the wishboard, how often do you wish for Firespout as opposed to just Dreams, especially with Bolt and Fires main?

    4. Does D-Ho ever play Aggro Loam anymore?
    1. Yes, sometimes dredging assault has been an issue. However, there are a lot of times when you really don't want to draw Assault, so I limit it to two copies. Punishing Fire is better if you just need removal early, and so gets the nod.

    2. I like Pulse over EE as it's not as slow assuming you're not EEing at one (and this deck kills cheap creatures very easily). Pulse is sometimes awkward as it kills your own Goyfs, but EE does too and this deck has lots of ways to win Goyf wars. Pulse is also a viable out to Jace/Moat/Humility/etc. whereas it's difficult to get 4 colors with EE. Pulse is a swiss army knife, and as long as I play black I want at least two of them.

    3. Firespout is in the board specifically for Merfolk/Mystic decks with blue, or for the corner case where Dreams would not leave you at an advantage against aggro.

    4. He hasn't played it in the year I've been down here, but gives me advice and lends me cards lol.
    Lord of the Chalice

    Quote Originally Posted by Julian23 View Post
    Since playing against Spiral Tide provides a lot fun for both players is something only someone who's not had sex for quite a while could enjoy, I pull out GW Maverick.
    Quote Originally Posted by Brainstorm Ape View Post
    Spikes are supposed to enjoy winning by leveraging their talents, but this card can't fetch the most SKILL INTENSIVE card in all of Magic?

    Clearly aimed at Modern plebs, not gonna be a pillar of our format.
    Stompy Discord: https://discord.gg/6cesvkz

  16. #416

    Re: [Deck] Aggro Loam

    @Admiral: I've been thinking about running a Burning Wish build and yours seems to have the most promise. I like how burning wish in your build shores up the inclusion of Punishing Fires over more versatile removal, like EE. Do you ever miss having access to a full sideboard?

  17. #417
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    Re: [Deck] Aggro Loam

    Quote Originally Posted by Antonius View Post
    @Admiral: I've been thinking about running a Burning Wish build and yours seems to have the most promise. I like how burning wish in your build shores up the inclusion of Punishing Fires over more versatile removal, like EE. Do you ever miss having access to a full sideboard?
    Yes, against combo I greatly miss the whole sideboard. But I pretty much gave up on ever winning that matchup when I built this deck, so whatever.

    EDIT: With rare exceptions, the maindeck is a beast against aggro and control, so I'm not worried much about boarding cards. Chalices help shore up questionable aggro matchups (Burn, Cat Sligh) as well as Tempo ********* and other blue decks with extremely low curves. It might even get you there against TES if you're the luckiest man on Earth. Also feel free to board it in against decks which bolt isn't that good (Landstill). Grip is a good catch-all - I run it primarily because my meta is being overrun by Batterskulls but it could be any random answer depending on what worries you the most.
    Last edited by Admiral_Arzar; 07-13-2011 at 06:47 PM. Reason: More thoughts.
    Lord of the Chalice

    Quote Originally Posted by Julian23 View Post
    Since playing against Spiral Tide provides a lot fun for both players is something only someone who's not had sex for quite a while could enjoy, I pull out GW Maverick.
    Quote Originally Posted by Brainstorm Ape View Post
    Spikes are supposed to enjoy winning by leveraging their talents, but this card can't fetch the most SKILL INTENSIVE card in all of Magic?

    Clearly aimed at Modern plebs, not gonna be a pillar of our format.
    Stompy Discord: https://discord.gg/6cesvkz

  18. #418

    Re: [Deck] Aggro Loam

    So I'm going to be honest here: I've played Legacy exactly twice in the past year, and I haven't played this specific deck in over a year (Zoo is my current weapon of choice, but I love me some Loams and would be happy to play this deck again). If people want to send me data, current matchup analyses, and the like I can update the opening posts.

    Thanks.

  19. #419
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    Re: [Deck] Aggro Loam

    All this talk of Jund, Naya, and 4c... but no love for the blue splash? I've seen it mentioned briefly here and there (it's usually me who brings it up), but it seems permanently dismissed by the community.

    To me, Aggro Loam can be built in a vast number of ways. This can be said for most aggro/control decks, and I think there are many pros and cons to each variation.

    As far as true Aggro Loam is concerned (i.e not a deck like Bant Loam or Rock Loam), R/G is the basic shell. Straight R/G plays just fine with no splash, and there are obvious reasons to splash a 3rd (and in some cases, 4th) color. I do not deny the power of Jund. I've played Jund quite a bit back in Aggro Loam's heyday (when it was a dominant force in the metagame, don't remember the year). However, I'd like to post my R/G with a blue splash:

    R/G/u Aggro Loam

    // Lands (24)
    4 [ON] Wooded Foothills
    3 [ZEN] Scalding Tarn
    1 [ZEN] Misty Rainforest
    4 [R] Taiga
    1 [R] Volcanic Island
    1 [R] Tropical Island
    3 [UNH] Mountain
    1 [UNH] Forest
    3 [ON] Forgotten Cave
    1 [ON] Tranquil Thicket
    1 [TSP] Academy Ruins
    1 [TE] Wasteland

    // Creatures (8)
    4 [FUT] Tarmogoyf
    4 [MOR] Countryside Crusher

    // Spells (28)
    1 [EVE] Worm Harvest
    1 [RAV] Life from the Loam
    4 [CST] Brainstorm
    4 [TE] Intuition
    4 [JU] Burning Wish
    4 [R] Lightning Bolt
    3 [EX] Seismic Assault
    3 [FD] Engineered Explosives
    4 [SH] Mox Diamond

    // Sideboard (15)
    SB: 1 [EVE] Worm Harvest
    SB: 1 [RAV] Life from the Loam
    SB: 1 [TO] Nostalgic Dreams
    SB: 1 [PS] Hull Breach
    SB: 1 [TO] Devastating Dreams
    SB: 1 [SHM] Firespout
    SB: 2 [4E] Red Elemental Blast
    SB: 1 [IA] Pyroblast
    SB: 4 [ZEN] Spell Pierce
    SB: 1 [WWK] Bojuka Bog
    SB: 1 [LG] Karakas

    Just as a prelimary, my sideboard is still in its testing phases, so feel free to make suggestions.

    I think blue lends an inredible amount of power to the deck.

    Brainstorm increases the decks overall consistency tremendously, throughout the entire course of the game. Early game, Brainstorm helps increase the consistency of land drops, finding a tutor, so on and so forth. Once a Loam is online, Brainstorm essentially becomes an Ancestral Recall.

    Intuition is so rediculously powerful for any deck runing Life from the Loam, that I cannot understand why others haven't tried to pioneer with a blue splash before. Intuition is essentially card advantage in a deck that uses its graveyard as an extension of its hand. Intuition for Loam/Worm Harvest/fetchland (or any card here if you have a fetchland already in the graveyard) sets up a horde of 1/1 tokens as soon as you're capable of hitting 2GGG (shouldn't be hard). Intuition also allows the deck to tutor up Ruins/EE, Wasteland, and cycle lands.

    In regards to the cycle lands, between Intuition and Brainstorm, the deck can run less of them. This is a good thing, since an early flood of cycle lands can often be disastrous. It also lets the deck cut down to 1 maindeck copy of Loam, which is typically a dead draw in multiples. Also, since this deck is rather mana hungry, and I tend to use my Wastelands to destroy utility lands rather than manascew my opponent, I'm also able to cut down to 1 copy, using the space to make my manabase alot stronger.

    If you ask me, Intuition > Dark Confidant, but that's my personal opinion. The deck runs no protection for the 2/1, who may or may not go the distance for you, whereas a resolved Intuition is almost always gg.

    Thoughts?

    EDIT: Just for some amusement...

    <-------- New Game Started -------->
    Hanni's Security Code: A0BA3084 [Type 1.5]
    Loop's Security Code: 2C23F8A8 [Type 1.5]
    It is now turn 1 (Loop)
    It is now the Beginning Phase, Untap Step
    <Hanni> hello
    Loop shuffles library
    Hanni rolled a 12, using a 20 sided die
    <Loop> hi
    Loop rolled a 12, using a 20 sided die
    Loop rolled a 10, using a 20 sided die
    Loop shuffles library
    Hanni rolled a 1, using a 20 sided die
    Hanni draws 7 cards
    <Loop> p
    Loop draws 7 cards
    <Hanni> kp
    <Loop> kp
    It is now the Precombat Main Phase
    Loop plays Island from Hand
    <Loop> End my turn
    It is now turn 2 (Hanni)
    It is now the Beginning Phase, Untap Step
    It is now the Beginning Phase, Draw Step
    Hanni draws a card
    It is now the Precombat Main Phase
    Hanni plays Mountain from Hand
    <Hanni> End my turn
    It is now turn 3 (Loop)
    It is now the Beginning Phase, Untap Step
    It is now the Beginning Phase, Upkeep Step
    It is now the Beginning Phase, Draw Step
    Loop draws a card
    It is now the Precombat Main Phase
    Loop plays Island from Hand
    <Loop> End my turn
    <Hanni> EOT
    Hanni taps Mountain
    Hanni plays Forgotten Cave from Hand
    Hanni draws a card
    Hanni puts Forgotten Cave to Graveyard from Play
    It is now turn 4 (Hanni)
    It is now the Beginning Phase, Untap Step
    It is now the Beginning Phase, Upkeep Step
    Hanni untaps his/her permanents
    It is now the Beginning Phase, Draw Step
    Hanni draws a card
    It is now the Precombat Main Phase
    Hanni plays Taiga from Hand
    Hanni taps Mountain
    Hanni taps Taiga
    Hanni plays Tarmogoyf from Hand
    Loop taps Island
    <Hanni> Ok?
    Loop plays Spell Snare from Hand
    Loop puts Spell Snare to Graveyard from Play
    Hanni puts Tarmogoyf to Graveyard from Play
    <Hanni> End my turn
    It is now turn 5 (Loop)
    It is now the Beginning Phase, Untap Step
    Loop untaps his/her permanents
    It is now the Beginning Phase, Upkeep Step
    It is now the Beginning Phase, Draw Step
    Loop draws a card
    It is now the Precombat Main Phase
    Loop plays Island from Hand
    Loop taps Island
    Loop taps Island
    Loop taps Island
    Loop plays Vedalken Shackles from Hand
    <Loop> End my turn
    It is now turn 6 (Hanni)
    It is now the Beginning Phase, Untap Step
    It is now the Beginning Phase, Upkeep Step
    Hanni untaps his/her permanents
    It is now the Beginning Phase, Draw Step
    Hanni draws a card
    It is now the Precombat Main Phase
    Hanni plays Scalding Tarn from Hand
    Hanni puts Scalding Tarn to Graveyard from Play
    Hanni's life total is now 19 (-1)
    Hanni is looking its Library...
    Hanni puts Volcanic Island into play from Library
    Hanni shuffles library
    Hanni stops looking its Library...
    Hanni taps Mountain
    Hanni taps Taiga
    Hanni taps Volcanic Island
    Hanni plays Intuition from Hand
    <Hanni> Ok?
    <Loop> Ok
    Hanni is looking its Library...
    Hanni puts Worm Harvest into play from Library
    Hanni puts Life from the Loam into play from Library
    Hanni puts Academy Ruins into play from Library
    Hanni shuffles library
    Hanni stops looking its Library...
    Hanni puts Intuition to Graveyard from Play
    <Loop> Thinking
    <Loop> ruins to hand
    Hanni puts Academy Ruins to Hand from Play
    Hanni puts Worm Harvest to Graveyard from Play
    Hanni puts Life from the Loam to Graveyard from Play
    <Hanni> End my turn
    It is now turn 7 (Loop)
    It is now the Beginning Phase, Untap Step
    Loop untaps his/her permanents
    It is now the Beginning Phase, Upkeep Step
    It is now the Beginning Phase, Draw Step
    Loop draws a card
    It is now the Precombat Main Phase
    Loop plays Island from Hand
    Loop taps Island
    Loop taps Island
    Loop taps Island
    Loop taps Island
    Loop plays Jace, the Mind Sculptor from Hand
    Jace, the Mind Sculptor now has 3 (+3) counters.
    <Hanni> Ok
    Loop draws a card
    Loop draws a card
    Loop draws a card
    Loop puts a card on top of Library from Hand
    Loop puts a card on top of Library from Hand
    <Loop> End my turn
    It is now turn 8 (Hanni)
    It is now the Beginning Phase, Untap Step
    It is now the Beginning Phase, Upkeep Step
    Hanni untaps his/her permanents
    It is now the Beginning Phase, Draw Step
    <Hanni> Thinking
    Hanni draws a card
    It is now the Precombat Main Phase
    Hanni plays Wooded Foothills from Hand
    Hanni puts Wooded Foothills to Graveyard from Play
    Hanni's life total is now 18 (-1)
    Hanni is looking its Library...
    Hanni puts Forest into play from Library
    Hanni shuffles library
    Hanni stops looking its Library...
    Hanni taps Mountain
    Hanni plays Lightning Bolt from Hand
    <Loop> Thinking
    Loop puts Jace, the Mind Sculptor to Graveyard from Play
    Hanni puts Lightning Bolt to Graveyard from Play
    Hanni taps Taiga
    Hanni taps Volcanic Island
    Hanni taps Forest
    Hanni plays Engineered Explosives from Hand
    <Hanni> Ok?
    <Loop> Thinking
    Engineered Explosives now has 3 (+3) counters.
    Loop plays Force of Will from Hand
    Loop plays Counterspell from Hand
    Hanni puts Engineered Explosives to Graveyard from Play
    Loop's life total is now 19 (-1)
    <Hanni> End my turn
    Loop puts Counterspell to RFG from Play
    Loop puts Force of Will to Graveyard from Play
    It is now turn 9 (Loop)
    It is now the Beginning Phase, Untap Step
    Loop untaps his/her permanents
    It is now the Beginning Phase, Upkeep Step
    It is now the Beginning Phase, Draw Step
    Loop draws a card
    It is now the Precombat Main Phase
    Loop plays Island from Hand
    Loop taps Island
    Loop taps Island
    Loop taps Island
    Loop plays Back to Basics from Hand
    <Loop> End my turn
    <Hanni> Ok
    It is now turn 10 (Hanni)
    It is now the Beginning Phase, Untap Step
    It is now the Beginning Phase, Upkeep Step
    Hanni untaps his/her permanents
    It is now the Beginning Phase, Draw Step
    Hanni puts Life from the Loam into play from Graveyard
    Hanni puts Forgotten Cave into play from Library
    Hanni puts Engineered Explosives into play from Library
    Hanni puts Countryside Crusher into play from Library
    Hanni puts Forgotten Cave to Graveyard from Play
    Hanni puts Engineered Explosives to Graveyard from Play
    Hanni puts Countryside Crusher to Graveyard from Play
    Hanni puts Life from the Loam to Hand from Play
    It is now the Precombat Main Phase
    <Hanni> Thinking
    Hanni plays Mountain from Hand
    Hanni taps Forest
    Hanni taps Mountain
    Hanni plays Burning Wish from Hand
    <Hanni> Ok?
    <Loop> Ok
    Hanni is looking its Sideboard...
    <Hanni> Thinking
    Hanni puts Hull Breach into play from Sideboard
    Hanni puts Hull Breach to Hand from Play
    Hanni stops looking its Sideboard...
    Hanni puts Burning Wish to RFG from Play
    <Hanni> End my turn
    It is now turn 11 (Loop)
    It is now the Beginning Phase, Untap Step
    Loop untaps his/her permanents
    It is now the Beginning Phase, Upkeep Step
    It is now the Beginning Phase, Draw Step
    Loop draws a card
    It is now the Precombat Main Phase
    Loop rearranges cards in Loop's Hand
    <Loop> Thinking
    <Loop> End my turn
    It is now turn 12 (Hanni)
    It is now the Beginning Phase, Untap Step
    It is now the Beginning Phase, Upkeep Step
    Hanni untaps his/her permanents
    It is now the Beginning Phase, Draw Step
    Loop puts Spell Snare to Hand from Graveyard
    <Hanni> ?
    <Hanni> why did you just put spell snare to hand from graveyard?
    <Loop> ?>
    <Hanni> you just put spell snare to your hand from your graveyard
    <Loop> no...
    <Hanni> dont act stupid
    <Hanni> it says it in the chat log
    <Hanni> fucking cheater
    <Loop> ??
    <Loop> wtf
    <Hanni> SPELL SNARE
    <Hanni> you moved it from your graveyard to your hand
    <Hanni> idiot
    <Loop> ok, if you're going to accuse me of stuff i didn't do
    <Loop> bye
    <System> Player Lost
    / Intuition Miracles
    Simulacrum Shops

    Quote Originally Posted by MMogg View Post
    In porn terms, Zoo has a 11" shlong and an impressive money shot, but it's over in 4 minutes, whereas Landstill is a good 8" and can go for 30 minutes.

  20. #420
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    Re: [Deck] Aggro Loam

    No offense, but just an observation: you like blue in everything. First Rock, now this?



    Interesting list. I think it looks cool, but I'm not sure if blue pulls its weight. Dark Confidant and removal are pretty good.

    By the way, all our removal is Green or Red or doesn't kill artifacts. We lose to a resolved Sphinx of the Steel Wind (as narrow as that is, Iona on black or Sphinx can't be killed). I know it's a very niche observation, but Reanimator is around.

    -Matt

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