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Thread: [Deck] 43 Lands

  1. #2321

    Re: [Deck] 43 Lands

    Quote Originally Posted by snorlaxcom View Post
    How do you win game one if you resolve a bridge? Deck the opponent? I have Punishing Fire main because he handles DRS quite well, answers planeswalkers
    (scarey for this deck), and serves as a wincon.

    Don't know what meta you have, but look out for LED based decks and I doubt you can win against miracles.
    Not much LED decks in my meta. There's one guy who runs it but wasn't playing it that night. I'm still pretty new to lands. I had to sell my old lands deck for college money a year ago

    Mainly people scoop when I would waste/ Loam lock them and yeah, make them draw out too. Banefire is okay as a finisher. Emrakul is good once you cast him anyways.

  2. #2322
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    Re: [Deck] 43 Lands

    Quote Originally Posted by Alicanto View Post
    Not much LED decks in my meta. There's one guy who runs it but wasn't playing it that night. I'm still pretty new to lands. I had to sell my old lands deck for college money a year ago

    Mainly people scoop when I would waste/ Loam lock them and yeah, make them draw out too. Banefire is okay as a finisher. Emrakul is good once you cast him anyways.
    At least you can turn your hobby into cash if need be. You could condense your list and give room for better %s. What decks are giving you trouble?

  3. #2323

    Re: [Deck] 43 Lands

    Quote Originally Posted by snorlaxcom View Post
    At least you can turn your hobby into cash if need be. You could condense your list and give room for better %s. What decks are giving you trouble?
    Goblins/ Elves because they're pretty fast and sometimes I can't get chasm/ Tabernacle/ bridge/ propaganda out in play quick enough. I need to have some K-grips instead of the Ray of Revelations in case I do need to destroy a bridge and attack with Emrakul/ Geist/ manlands.

    Nic- Fit: played this recently and don't really know how to get around this. I haven't played legacy very long and when I played a year ago, already the decks have changed a bit since then.


    Has anyone considered the land Unstable Frontier to turn Chasm into a basic land until end of turn? And I have been reading the Lands primer on mtgsalvation too. There was some talk of using Cursed Scroll in place of Punishing Fire. Maybe I will change out my Howling Mines for 3 Crop Rotation instead.

  4. #2324
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    Re: [Deck] 43 Lands

    Quote Originally Posted by Alicanto View Post
    Goblins/ Elves because they're pretty fast and sometimes I can't get chasm/ Tabernacle/ bridge/ propaganda out in play quick enough. I need to have some K-grips instead of the Ray of Revelations in case I do need to destroy a bridge and attack with Emrakul/ Geist/ manlands.

    Nic- Fit: played this recently and don't really know how to get around this. I haven't played legacy very long and when I played a year ago, already the decks have changed a bit since then.


    Has anyone considered the land Unstable Frontier to turn Chasm into a basic land until end of turn? And I have been reading the Lands primer on mtgsalvation too. There was some talk of using Cursed Scroll in place of Punishing Fire. Maybe I will change out my Howling Mines for 3 Crop Rotation instead.
    Scroll doesn't work well with all the singletons, too slow to kill a T1 DRS (or lackey), easy AD target, and can't be recovered as fast as fires. It's a win-more card. You also have 3 howling mine so that's a nombo right there.

    Is frontier supposed to be mana fixing on your chasm? Just play city of brass then because with chasm out you don't take damage.

    Goblins gets better with p.fire. If you don't have fire then use 4 maze. That was the standard config before fires and works more consistently in your list with multiple manabonds and draw effects. I would look to add 2-3 Intuitions because resolving one against creature spamming decks should be gg (ie elves). Piles take a while to think about though, but it can expedite a Marit Lage kill too.

    Nic has ooze which needs to be answered. Pfire answers this pretty handily... Deed wipes the accelerants, so amass a board presence before this. They don't have waste, so Maze + pfire will give you enough time to setup a lock before they stick a thrun. Look at a nic fit list again. There is nothing scary about it. Lands has more than enough tools to beat them g1 and they have loads of dead cards. SB chalice on one makes port shine and kgrip is a beast here. They may just be better at racing you with howling mine.

  5. #2325

    Re: [Deck] 43 Lands

    Quote Originally Posted by snorlaxcom View Post
    Scroll doesn't work well with all the singletons, too slow to kill a T1 DRS (or lackey), easy AD target, and can't be recovered as fast as fires. It's a win-more card. You also have 3 howling mine so that's a nombo right there.

    Is frontier supposed to be mana fixing on your chasm? Just play city of brass then because with chasm out you don't take damage.

    Goblins gets better with p.fire. If you don't have fire then use 4 maze. That was the standard config before fires and works more consistently in your list with multiple manabonds and draw effects. I would look to add 2-3 Intuitions because resolving one against creature spamming decks should be gg (ie elves). Piles take a while to think about though, but it can expedite a Marit Lage kill too.

    Nic has ooze which needs to be answered. Pfire answers this pretty handily... Deed wipes the accelerants, so amass a board presence before this. They don't have waste, so Maze + pfire will give you enough time to setup a lock before they stick a thrun. Look at a nic fit list again. There is nothing scary about it. Lands has more than enough tools to beat them g1 and they have loads of dead cards. SB chalice on one makes port shine and kgrip is a beast here. They may just be better at racing you with howling mine.
    Alright, nix the Scroll and the Howling Mines (just need to figure out what cards to buy now...) And frontier was supposed to be another "stage" on chasm to not lose the life. Like on the upkeep of my turn, change chasm into a basic land and not lose the cumulative life.

  6. #2326
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    Re: [Deck] 43 Lands

    Quote Originally Posted by Alicanto View Post
    Alright, nix the Scroll and the Howling Mines (just need to figure out what cards to buy now...) And frontier was supposed to be another "stage" on chasm to not lose the life. Like on the upkeep of my turn, change chasm into a basic land and not lose the cumulative life.
    Current oracle text:
    "Cumulative upkeep—Pay 2 life. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)"

    So the trigger will still hit the stack at the start of the upkeep and resolve regardless if chasm now changes to a basic land and loses all abilities in the upkeep.

  7. #2327

    Re: [Deck] 43 Lands

    Quote Originally Posted by snorlaxcom View Post
    Current oracle text:
    "Cumulative upkeep—Pay 2 life. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)"

    So the trigger will still hit the stack at the start of the upkeep and resolve regardless if chasm now changes to a basic land and loses all abilities in the upkeep.
    Ohh ok. I and some people on Gatherer were thinking that it would not be cumulative upkeep. Thanks for clearing that up!

  8. #2328

    Re: [Deck] 43 Lands

    Hey all, my first real post on these forums. I mostly just look over this post (and the one on MTG Salvation) for any new ideas or approaches people talk about on Lands. I've been playing it for a little bit over a year and a half. I've been working on experimental lists for a while. I took one to GP DC and it was way too inconsistent.

    I recently did a write up on a local tournament I went to. It's a bit too long for this forum read, so it's on a google Doc.

    https://docs.google.com/document/d/1..._ok/edit?pli=1

    Basically, I won all of our bad match ups and lost 2 of our decent - good match ups. My breakers were not good enough to get me into top 8.

    I'm unsure if I am going to stick with crop rotation. 3 feels like too much. I only ever really want to see 1 in a given match up really and I found myself to be drawing multiples of them much too often. Since I've made the cut, I see them just the right amount.

    Bojuka Bog is a great card, but I don't think it has as great of an effect that we want it to. I would prefer it to be a tranquil thicket, or bump up my groves.

  9. #2329
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    Re: [Deck] 43 Lands

    Quote Originally Posted by Jastern101 View Post
    Hey all, my first real post on these forums. I mostly just look over this post (and the one on MTG Salvation) for any new ideas or approaches people talk about on Lands. I've been playing it for a little bit over a year and a half. I've been working on experimental lists for a while. I took one to GP DC and it was way too inconsistent.

    I recently did a write up on a local tournament I went to. It's a bit too long for this forum read, so it's on a google Doc.

    https://docs.google.com/document/d/1..._ok/edit?pli=1

    Basically, I won all of our bad match ups and lost 2 of our decent - good match ups. My breakers were not good enough to get me into top 8.

    I'm unsure if I am going to stick with crop rotation. 3 feels like too much. I only ever really want to see 1 in a given match up really and I found myself to be drawing multiples of them much too often. Since I've made the cut, I see them just the right amount.

    Bojuka Bog is a great card, but I don't think it has as great of an effect that we want it to. I would prefer it to be a tranquil thicket, or bump up my groves.
    I wouldn't play this deck with less than 3 groves since DRS decks are so heavily played and he can really hamper the game plan. DRS has to die. I'd snap cut the Bog for a Grove #3 and I am close to adding a fourth in my own list. Grove+Pfire also makes the deck less reliant on Mazes and Fastbonds for survival (critical vs Delver) and can buy lots of time vs Stoneforge packages.

    Crop Rotation here seems fine because you have Marit Lage pieces to assemble and you can sac a an early thicket or Twest to then recycle. Also, getting utility lands into play EOT saves time and mana from main phase Loaming and using a Twest. It's easy to play around taxing counters with it and responding to a Wasteland basically acts as a Stifle. You may be able to use Riftstone Portal here.

    I am trying out entomb now to serve as an extra Pfire, Loam, and land target.

  10. #2330

    Re: [Deck] 43 Lands

    Yea, I will be cutting the bog for a third Grove. I personally haven't had trouble finding Grove, I've had more trouble finding P.Fires for the moments when I need them. But I do prefer consistency over the few possible chances(which haven't even occurred in the past 3+ tournaments I've gone to) where crop rotating into Bojuka Bog acts as a groundbreaking play.

    I wasn't stating that Crop Rotation has been underwhelming or anything close to that. The issue with Crop Rotation is that it isn't a necessary spell. Those two slots are the most flexible slots in the deck. I've debated over changing them out to allow me to run Manabond, 2nd EE's + Oblivion Stone, Gamble/Entomb, ect... I suppose the issue is, I haven't found the cards to fill the slots to make myself satisfied with this version of the overall deck. Granted, Crop rotation has been the closest I've found in doing that. I was stating that I would cut them for Gamble/Entomb because if you don't have Life from the Loam active, then you are probably hurting which both of those tutors solve, and if it is active, Entomb simply requires you to Life the land you would've gotten with Crop rotation and then spend (one of) your turn's land drop on it.

    I am interested in your thoughts on entomb. Have you tested the slots you have entomb in as Gamble as well? if so, which would you prefer?
    In the sight of Rest in Peace/GY removal, I feel that I would prefer Gamble depending on how you would sideboard post-games.

  11. #2331
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    Re: [Deck] 43 Lands

    Quote Originally Posted by Jastern101 View Post
    Yea, I will be cutting the bog for a third Grove. I personally haven't had trouble finding Grove, I've had more trouble finding P.Fires for the moments when I need them. But I do prefer consistency over the few possible chances(which haven't even occurred in the past 3+ tournaments I've gone to) where crop rotating into Bojuka Bog acts as a groundbreaking play.

    I wasn't stating that Crop Rotation has been underwhelming or anything close to that. The issue with Crop Rotation is that it isn't a necessary spell. Those two slots are the most flexible slots in the deck. I've debated over changing them out to allow me to run Manabond, 2nd EE's + Oblivion Stone, Gamble/Entomb, ect... I suppose the issue is, I haven't found the cards to fill the slots to make myself satisfied with this version of the overall deck. Granted, Crop rotation has been the closest I've found in doing that. I was stating that I would cut them for Gamble/Entomb because if you don't have Life from the Loam active, then you are probably hurting which both of those tutors solve, and if it is active, Entomb simply requires you to Life the land you would've gotten with Crop rotation and then spend (one of) your turn's land drop on it.

    I am interested in your thoughts on entomb. Have you tested the slots you have entomb in as Gamble as well? if so, which would you prefer?
    In the sight of Rest in Peace/GY removal, I feel that I would prefer Gamble depending on how you would sideboard post-games.
    Between the 1CMC tutors it depends what you are gearing towards. You lose a card with all of them.

    Gamble is no doubt the most powerful, but you could be blown out by its draw back effect and timewalk yourself.

    I have been liking the Entomb in my list, but I do have more black mana with the extra Tar Pit and an Urborg. It has been serving as a low powered Intuition, but has been quite impressive competing with decks running taxing counters and DRS. I am in favor of Entomb for Lands because I can EOT a critical piece with the most information available, which has great synergy with the control element of the deck. Although it cannot get a fastbond, I know Entomb won't hurt my hand and this makes the card itself become less of a liability because the target will always get binned. The limitation of only binning something can be annoying for a topdeck without a Grove in play.

    Crop Rotation being only limited to transfiguring lands doesn't get your Loam engine active nor reliably complete the Pfire combo. There is no Cradle in the deck to look for, but having Marit Lage and winning the game can justify this inclusion.

    Etutor gets you a fastbond or sb lock piece guaranteed. I never liked going for another color now with Pfire in the deck, but some still make it work. It paints a target on what to counter or AD the next turn and it doesn't assemble a Loam engine or Pfire combo (crucible is loose).

    Vs decks that are running RiP I probably already take out Entomb to add EE or Kgrip/AD, so I wouldn't know how sb games would change. I like the tutors to make G1 more consistent, but in either case they are easily boarded out (similar to Manabaond).
    Last edited by snorlaxcom; 12-17-2013 at 06:00 PM.

  12. #2332
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    Re: [Deck] 43 Lands

    I need some help guys. I'm a dark depths playing testing out this shell (lands Shell). I goldfished a few games and it looks like it has some fast plays that can get depths out quick. The more relevant part is its consistency in getting there. Between gamble and crop rotation and loam it seems like it gets there about as fast, probably a turn slower, as the all in build i was going for. From what I can tell just from the goldfishes it seems like p fire is going to be very good at holding creatures at bay / buying a few turns. Port answers a few of the problems that the all in build suffered from. I'm overall satisfied and looking forward to testing.

    The issues / questions I have are...

    The deck folds to combo game 1. With a sideboard devoted almost entirely to combo is that enough?

    The deck also folds to blood moon. 3 grips in the board enough? doesn't seem like it. With S&T running moon and painter on the rise is this deck well positioned in the meta?

    Not to sure about the control match ups but against miracles id imagine theres not much they can do especially if port is holding them back.

    Is DRS a big enough problem to mess with loams or does p fire balance it out?

    Also I'm sure this list could use a karakas somewhere. It was poached from a recent top 8 on october but was running 4 hexmages with almost no way to cast them. I swapped the hexmages for gambles.


    4 Rishadan Port
    4 Wasteland
    4 Dark Depths
    4 Grove of the Burnwillows
    4 Thespian's Stage
    3 Maze of Ith
    2 Taiga
    1 The Tabernacle at Pendrell Vale
    1 Savannah
    1 Windswept Heath
    1 Glacial Chasm
    1 Verdant Catacombs
    1 Tranquil Thicket
    1 Bojuka Bog
    1 Misty Rainforest
    4 Punishing Fire
    4 Crop Rotation
    3 Life from the Loam
    4 Exploration
    4 Manabond
    4 Mox Diamond
    4 Gamble
    SB: 3 Ethersworn Canonist
    SB: 4 Sphere of Resistance
    SB: 1 Crucible of Worlds
    SB: 1 Trinisphere
    SB: 2 Chalice of the Void
    SB: 3 Krosan Grip
    Play 4 Card Blind!

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    Legacy: Dark Depths
    EDH: 5-Color Hermit Druid

    Currently Brewing: [Deck] Sadistic Sacrament / Chalice NO Eldrazi

    why cards are so expensive...hoarders

  13. #2333

    Re: [Deck] 43 Lands

    So you're running the "combo" lands build. First of all, this build doesn't auto-lose game 1 to other combo decks. You can turn 1 Manabond, dump full hand of lands with the 20/20 combo into play and then kill them the following turn. That's just about as fast as any other combo deck just using a creature to seal the deal.

    I would reduce the number of Dark Depths you are running to 3 or 2. From people I've spoken to about the combo version, 2 seems to be the right number in the main. They sideboard the other 2 for the combo match ups so that they can go off faster.

    Go ahead and increase the number of tranquil thickets you have with those available slots. The ability to cycle-dredge life from the loam with Manabond in play allows you to accelerate way to fast for any fair deck.

    I would also reduce the number of Manabonds you are running to 2 or 3 of. most likely a 2 of. The card introduces many problems as it can make many keepable hands, although still keepable, very awkward to play out.

    In addition to this, I personally am a fan of Ghost Quarter, running a basic forest (this will help against blood moons btw), and karakas.

    Since you are running Savannah, I suggest cutting two of your Sphere of resistance and running 2 Thalia. She has the same effect but she makes for a great beater when you can't rely on your 20/20 combo.

    From here I'll just go over your questions 1 by 1 to make sure I covered all of them:

    1. Combo decks. You are a combo deck, There should be quite a few hands where you can make a 20/20 on turn 1 or 2 and race other combo decks just as quickly.

    2. The deck does fold to blood moon however, there are very few decks that main deck blood moon. Some Miracle decks and Imperial Painter. Again, you are a combo deck with this version of lands. Your entire objective is to throw a 20/20 out there and get the kill as quickly as possible. Against miracles, this may be somewhat more difficult. Remember to port/wasteland them off their white at the end of their second main phase, then make your 20/20, kill them on your turn. Sideboarding K-grips is fine. 3 sounds like a fine number. I personally run 4 artifact/enchantment removal spells, however, I usually play the control/grindy version of lands. This will also help against back to basics, Helm/Rest in peace combo, Grindstone combo, Omni-tell, ect... Keep around 3-4 ench/artifact removals in your sideboard. I'm from MD and I know Speiss/Spoken with him quite a few times. Though not close friends, he seems like a really good player. Look at his lists for combo lands. He runs a different kind of artifact/enchantment hate. I'm not sure why, but I am sure he had good reason for it. So consider it.

    3. You can help your Show and tell Match up by running Karakas. Helps a bunch when you don't have the other half of your combo, you can crop rotate into it and bounce whatever they put into play. post board you can put in your K-grips to deal with Blood Moon and Sneak Attack. Remember that with multiple red, Sneak attack + Emrakul will get around your Karakas.

    4. You are absolutely right. Port is a big player in this match-up. You're objective is going to be to keep them off of playing helm(since you probably won't keep them off of Rest in Peace. They run Swords to Plowshares & Terminus. The two big spells that actually deal with your 20/20, so keep them ported off white when you go for your kill.

    5. DRS can cause a lot of problems. Fortunately, all of the decks that play that guy really only run Force of Will as their counterspell. So usually a Punishing Fire is all you need to clear him off the board. Those decks also don't run removal for your 20/20. So if you can just throw that out there on the board before they get a chance to put a wasteland into play, you will win.

    So... in all,

    Just from glancing over your list, I would:

    -2 Dark Depths
    -2 Manabond
    -1 Crop Rotation

    (I just realized you are only running 3 Life from the loam)
    +1 Life from the loam
    +2 Tranquil Thicket
    +1 Karakas
    +1 Forest

    You should check out some of Kurt Speiss' Lands builds. He took one to an invitational and an open and did well in both. Those are good lists to check out if you are trying to play the combo version of lands.

  14. #2334

    Re: [Deck] 43 Lands

    Quote Originally Posted by apple713 View Post

    4 Rishadan Port
    4 Wasteland
    4 Dark Depths
    4 Grove of the Burnwillows
    4 Thespian's Stage
    3 Maze of Ith
    2 Taiga
    1 The Tabernacle at Pendrell Vale
    1 Savannah
    1 Windswept Heath
    1 Glacial Chasm
    1 Verdant Catacombs
    1 Tranquil Thicket
    1 Bojuka Bog
    1 Misty Rainforest
    4 Punishing Fire
    4 Crop Rotation
    3 Life from the Loam
    4 Exploration
    4 Manabond
    4 Mox Diamond
    4 Gamble
    SB: 3 Ethersworn Canonist
    SB: 4 Sphere of Resistance
    SB: 1 Crucible of Worlds
    SB: 1 Trinisphere
    SB: 2 Chalice of the Void
    SB: 3 Krosan Grip
    I like the fact that you're maxing out on the combo with 4 manabond. It makes you combo out way faster, but also makes you more vulnerable to graveyard-hate. Also, game two gamble or manabond can screw you over since you mostly can't afford to use them as you should have some hate in hand.

    A solution could be to run Cabal Therapy as combohate, since its the only card available that functions from the yard (apart from raven's crime). You should run dryad arbor as well then, and enough fetchlands to reliably get it and flashback CT. The more discard you add in your sideboard (thoughtseize or duress), the more info you'll have to effectively cast CT.
    One big advantage of CT is any matchup running swords to plowshares, since you can discard it before making the token, or at least you have knowledge if its safe to combo. So perhaps this card compensates the graveyardvulnerability of running 4x manabond as its more likely that the token endures swords.
    I have been experimenting with CT in this way, but you need excellent knowledge of all decks to max out on its use, especially when you're brainstormed in response.

    I find Chalice an excellent gamble target against fast combo as ANT, belcher or oops all spells, since the chance of keeping chalice after gambling (5 out of 6 on the play) are probably better than the normal odds against these matchups.

    If you run 4x manabond, you should run seal of primordium instead of Krosan Grip, as you can cast it and fully abuse manabond loam/thicket, whereas Krosan Grip would be discarded or stop you from chaining lands. Its also a turn faster to cast, improving your odds against mooneffects. Once its out its out (whereas Grip needs a forest or three open mana to be effective).

  15. #2335
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    Re: [Deck] 43 Lands

    Quote Originally Posted by Raystar View Post
    Played in a small tournament today (17 people) with a "non usual" build for a split in the final. The build I played is:


    4 Mox Diamond
    4 Life from the Loam
    4 Exploration
    2 Manabond
    4 Crop Rotation
    3 Entomb
    4 Engineered Explosives

    1 Academy Ruins
    3 Bayou
    1 Bojuka Bog
    2 Dark Depths
    1 Forest
    1 Glacial Chasm
    1 Karakas
    3 Maze of Ith
    1 Misty Rainforest
    4 Rishadan Port
    1 Savannah
    1 The Tabernacle at Pendrell Vale
    3 Thespian's Stage
    2 Tranquil Thicket
    3 Tropical Island
    1 Verdant Catacombs
    4 Wasteland
    1 Windswept Heath
    1 Wooded Foothills


    Sideboard
    3 Dark Confidant
    1 Dark Depths
    2 Ethersworn Canonist
    2 Krosan Grip
    2 Sphere of Resistance
    3 Swan Song
    2 Thalia, Guardian of Thraben


    We played 5 turns of swiss and Top8 and we had pretty much all the usual Legacy meta (I will post the link on TCDecks when and if it will be available).

    Here you go with a quick run down of the matches:

    - 1st Match: Daniele with EsperBlade (featuring TNN)

    G1: we both started the game pretty fast with him on Stoneforge Mistyc + Batterskull and me attacking his mana base with a Wasteland and a single Rishadan Port. I managed to hold him a bit with a Maze of Ith but the deck decided to crap on me not dredging any other Port for his 4 basic lands and not showing a tutor nor a piece of the combo...I died with tons of mana killed by a Jace that survived a couple of countered EE. Out go 2 manabond, 3 entomb and a Loam; In 3 Dark Confidant, 2 Thalia and a DD.
    G2: The deck decided that I didn't have to win the match and after a mulligan to 6 (without a life from the loam) proceeded to show me 3 consecutive Mox Diamond from the top of the deck....I died horribly. Not a good start of the tournament...

    0 - 0 - 1

    - 2nd Match: Massimiliano with Death&Taxes (featuring Mangara)

    G1: I couldn't believe it, in testing the build seemed extremely consistent and it was crapping on me again. I lost quickly to a ton of equipments with only 2 lands on the board. At this point I was almost tempted to call the day and dismount the deck...I decide to hang on and side out the same set of the previous game siding in 3 Confidant, 2 Krosan Grip (for RiP) and a DD
    G2: a 20/20 indestructible beater on turn 2 with my opponent tapped out...good times
    G3: I waste a Port, a Cavern and a Karakas and proceed to summon Marit Lage that gets StPed twice with me winning the game at 59 life points

    1 - 0 - 1

    - 3rd match RUG (don't remember the name of my opponent, sorry :( )

    G1: another crappy hand and I get punished by a delver coupled with a wasteland, a stifle, double pierce and double bolt...nobody could beat that :) Same siding as the first match.
    G2: quick Marit Lage (3rd or 4th turn) and we go to the third game
    G3: I don't remember very well but I think I denied his mana and played Marit lage quickly for the win again. The oppo wanted to stifle the combo but the judge explained that he could only stifle the Stage activation giving him another turn to find a solution.
    Feeling better now, the deck his working as expected even if it was supposed to win G1s not G2s and G3s....

    2 - 0 - 1

    - 4th match Antonio with GRB Nic Fit (without Scapeshift)

    G1: when I saw the red mana I feared scapeshift and I tried to control his red mana sources. In the meanwhile he is beating with 2 explorers. When the explorers get the company of a witness, I drop Glacial Chasm that gets copied by Stage the turn after. The board is stalled in this way for a couple of turns and he gets more presence with an huntmaster. I finally draw a Crop Rotation and combo out. Same siding as the match with D&T
    G2: he keeps a hand a bit shaky with mana and gets punished by my denial. After a bit I combo again and win.

    3 - 0 - 1

    - 5th match against Tin Fins. I was paired up and we decided to draw to get into top8

    3 - 1 - 1

    - Quarterfinals against the Tin Fins I IDed during the swiss.

    G1: a very difficult match-up in G1 but I can give him a surprise with crop rotation into Bojuka Bog. I obviously don't see crop (or anything else :) ) in the first 7 and mulligan into a hand with crop, karakas and other stuff but lacking green mana. I keep hoping to draw G (I'm on the play and hoped that the karakas would be enough). Unfortunately he has the nuts and combo out during the first turn with me not being able to do anything. I side in everything except for the 2 krosan grips and side out 2 loams, 2 manabond, 3 entomb, 3 EE, Tabernacle and 2 maze of ith.
    G2: I keep a hand with turn one canonist and some denial that slows him down enough to be able to play a second canonist and kill him
    G3: I mull to a very bad 5 with swan song and dark confidant but only a bayou...I feel very lost but he doesn't have an exceptional hand and I manage to top deck the denial I need followed by canonist, spere of resistance and a second swan song. I beat him down and counter one of his entomb when he is at 4 then proceed to play EE to get rid of the token and make the remaining 4 damages
    I'm very happy that my sideboard worked out, I feel a lot more confident going forward.

    - Semifinals against the Esper Blade deck that had beaten me during the swiss

    G1: he keeps a hand a bit weak on lands and gets punished out of it. I combo off after a while because the deck refuses to provide the needed support and risked a return from the opponent. In addition to the same siding strategy of the swiss match I sided in the 2 krosan grips and sided out another loam.
    G2: I control his Batterskull with double maze of ith until I'm able to combo out and he doesn't have the StP that would save his life.

    We split the finals (opponent was on Jund), we were pith tired and decided not to risk :)

    The deck is bonkers, it provides a very strong sideboard strategy against combo and it seems to play well against the meta. There were two Elfs decks in the room but I haven't met them, they would have probably been a difficult matchup.
    How has this been doing? I don't like EE as the only critter removal as d&t has revoker on it and flickerwisp can blank it. The 2 Kgrip will be pretty extended on that mu as is. Do you not like pfire in your meta? DRS can still easily remove academy and ee on T1 can still be AD. I like Entomb with pfire to search it out.

  16. #2336
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    apple713's Avatar
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    Re: [Deck] 43 Lands

    @ INGO & @ Jastern

    I've tinkered my list quite a bit. I took out punishing fire and grove all together. Punishing fire begs for a long matchup and doesn't really eliminate any problems the combo runs into. DRS stops the Loam engine but if you have the combo you're pretty well set. I've played a lot of dark depths and the cards that hurt it are, wasteland, karakas, maze of ith, and swords to plowshares. Most decks that run DRS don't also run swords, so I won't need to recur the combo once its assembled.

    I decided that entomb was great for getting loam because loam is essential if you don't have a crop rotation / acceleration.

    Manabond was underperforming. It was good in some hands and bad in others. Since the land count for this version is low manabond got the axe entirely. running entomb, with gamble and 3 loams means that i'll start digging on t2 usually. Gamble is worth keeping because it tutors for my missing land too. If I have a depths/stage in hand and need the other I can tutor for the other piece and take a "gamble". Usually pays off because its being cast with several cards in hand. If I have a loam in hand then its doesn't even matter.

    Exploration lets me still get a t2 token
    Hexmage gets me a t2 token

    Darkblast might earn a spot because of entomb.
    I have 3 spots open in board. Not sure if they need to go towards combo or what. I was thinking maybe 1 riftstone portal to entomb in response to a blood moon or something so that I can cast my seals. Riftstone also helps the non mana producers.

    Chasm has been lack luster in here. Since this version doesn't want to really lock the opponent out and instead goes for the kill it seems like a wasted slot.

    This version plays much less like a lands deck and more like a depths deck. It looks like lands but its different.

    Gemstone and city were put in instead of duals because Gamble is good when you can cast it t1, as is exploration and crop rotation. Playing with hexmage means that you need the black mana too. playing with fetches meant that situations would come up when i took the wrong one. Nothing has come up yet where I have regretted the city/gemstones.

    urbogs benefit the lands that don't produce mana which is nice.

    Biggest problem for the deck is surgical extraction, DRS is a close second. Chalice on 1 is the only answer it seems. Too bad they banned mental misstep.

    Volraths stronghold has potential here because it can recur hexmage which can kill planes walkers. Other than that maybe recur an eternal witness but that seems like a long shot. If stuff has gotten to that point its probably over for you any ways.

    Spells - 26

    3 Entomb
    4 Crop Rotation
    3 Life from the Loam
    4 Exploration
    4 Vampire Hexmage
    4 Mox Diamond
    4 Gamble

    Lands - 34
    4 Rishadan Port
    4 Wasteland
    4 Dark Depths
    4 Thespian's Stage
    3 Maze of Ith
    1 Glacial Chasm
    1 Tranquil Thicket
    1 Karakas
    4 Urborg, Tomb of Yawgmoth
    4 City of Brass
    3 Gemstone Mine
    1 Bojuka Bog


    SB: 4 Sphere of Resistance
    SB: 4 Chalice of the Void
    SB: 4 Seal of Primordium
    SB: 3 Open slots




    Final thoughts - so far the deck seems more consistent than the other versions I've played. It has some weaker match ups and I haven't really done nearly as extensive testing with it as the other versions.

    No matter how you cut it the deck has lots of potential to be quick. there are 2 (hexmage depths and urborg / exploration depths stage land land) ways to make a t2 token and win on t3. In my other versions it only had 1 way (hexmage)

    Also, I don't like discard against combo decks. It's not good enough. with brainstorms and tops keeping the important cards on top and them still having the potential to top deck it makes discard weaker than other answers. I prefer sphere and chalice. Possibly thorn too. Just haven't decided on the last few slots in the board.
    Play 4 Card Blind!

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  17. #2337
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    snorlaxcom's Avatar
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    Re: [Deck] 43 Lands

    Quote Originally Posted by apple713 View Post
    @ INGO & @ Jastern

    I've tinkered my list quite a bit. I took out punishing fire and grove all together. Punishing fire begs for a long matchup and doesn't really eliminate any problems the combo runs into. DRS stops the Loam engine but if you have the combo you're pretty well set. I've played a lot of dark depths and the cards that hurt it are, wasteland, karakas, maze of ith, and swords to plowshares. Most decks that run DRS don't also run swords, so I won't need to recur the combo once its assembled.

    I decided that entomb was great for getting loam because loam is essential if you don't have a crop rotation acceleration.

    Manabond was underperforming. It was good in some hands and bad in others. Since the land count for this version is low manabond got the axe entirely. running entomb, with gamble and 3 loams means that i'll start digging on t2 usually. Gamble is worth keeping because it tutors for my missing land too. If I have a depths/stage in hand and need the other I can tutor for the other piece and take a "gamble". Usually pays off because its being cast with several cards in hand. If I have a loam in hand then its doesn't even matter.

    Exploration lets me still get a t2 token
    Hexmage gets me a t2 token

    Darkblast might earn a spot because of entomb.
    I have 3 spots open in board. Not sure if they need to go towards combo or what. I was thinking maybe 1 riftstone portal to entomb in response to a blood moon or something so that I can cast my seals. Riftstone also helps the non mana producers.

    Chasm has been lack luster in here. Since this version doesn't want to really lock the opponent out and instead goes for the kill it seems like a wasted slot.

    This version plays much less like a lands deck and more like a depths deck. It looks like lands but its different.

    Gemstone and city were put in instead of duals because Gamble is good when you can cast it t1, as is exploration and crop rotation. Playing with hexmage means that you need the black mana too. playing with fetches meant that situations would come up when i took the wrong one. Nothing has come up yet where I have regretted the city/gemstones.

    urbogs benefit the lands that don't produce mana which is nice.

    Biggest problem for the deck is surgical extraction, DRS is a close second. Chalice on 1 is the only answer it seems. Too bad they banned mental misstep.

    Volraths stronghold has potential here because it can recur hexmage which can kill planes walkers. Other than that maybe recur an eternal witness but that seems like a long shot. If stuff has gotten to that point its probably over for you any ways.

    Spells - 26

    3 Entomb
    4 Crop Rotation
    3 Life from the Loam
    4 Exploration
    4 Vampire Hexmage
    4 Mox Diamond
    4 Gamble

    Lands - 34
    4 Rishadan Port
    4 Wasteland
    4 Dark Depths
    4 Thespian's Stage
    3 Maze of Ith
    1 Glacial Chasm
    1 Tranquil Thicket
    1 Karakas
    4 Urborg, Tomb of Yawgmoth
    4 City of Brass
    3 Gemstone Mine
    1 Bojuka Bog


    SB: 4 Sphere of Resistance
    SB: 4 Chalice of the Void
    SB: 4 Seal of Primordium
    SB: 3 Open slots




    Final thoughts - so far the deck seems more consistent than the other versions I've played. It has some weaker match ups and I haven't really done nearly as extensive testing with it as the other versions.

    No matter how you cut it the deck has lots of potential to be quick. there are 2 (hexmage depths and urborg / exploration depths stage land land) ways to make a t2 token and win on t3. In my other versions it only had 1 way (hexmage)

    Also, I don't like discard against combo decks. It's not good enough. with brainstorms and tops keeping the important cards on top and them still having the potential to top deck it makes discard weaker than other answers. I prefer sphere and chalice. Possibly thorn too. Just haven't decided on the last few slots in the board.
    I was brewing a jund lands list myself, but auto-included pfire. The other thing I didn't like was shutting yourself off with chalice at 1. Having recurable removal for planeswalkers is great though. Hexmage can also remove counters from chalice so it's not that bad if you are stalling to assemble the combo.

    Blood moon is brutal here, but you dont have space for fetches. My rough mu with lands in general is miracles. Sb seals are great there if they resolve(nice against omnitell too).

    The random matches can be annoying vs a midrange junk deck or similar maverick list where they run swords and drs. D&t has many ways to deal with marit. They can block for days with just a mom and flying dork. Flickerwisp and swords can keep up with marit too. Karakas is whatevs vs lands. Although, I'd probably add a pyroclasm to the side or sulfur elemental if that deck is a problem. Mindcensor does a lot of work in this mu.

    So definitely add a darkblast md so you can kill flying dudes before they get a sword equiped(d&t or vs clique). Great tricks with thicket.

    This looks like a lot of fun to play!

    Edit: With so few green sources and do nothing lands I would md a riftstone portal if chasm is contributing so little. Having a tabernacle out also buys time against many aggro decks and is a brutal surprise once crop rotated in. Have you tried this out before?

    Some number of dark confidant has always been strong in the sb when the manabase can handle him.
    Last edited by snorlaxcom; 12-24-2013 at 03:14 PM.

  18. #2338

    Re: [Deck] 43 Lands

    1 Academy Ruins
    1 Dark Depths
    1 Forest
    1 Ghost Quarter
    1 Glacial Chasm
    3 Grove of the Burnwillows
    1 Karakas
    3 Maze of Ith
    1 Misty Rainforest
    4 Rishadan Port
    1 Savannah
    1 Taiga
    1 Thespian's Stage
    1 The Tabernacle at Pendrell Vale
    3 Tolaria West
    2 Tranquil Thicket
    3 Tropical Island
    4 Wasteland
    1 Windswept Heath
    1 Wooded Foothills
    35 Lands

    1 Crucible of Worlds
    2 Engineered Explosives
    2 Enlightened Tutor
    4 Exploration
    3 Intuition
    4 Life from the Loam
    1 Manabond
    1 Oblivion Stone
    3 Punishing Fire
    1 Zuran Orb
    26 Spells

    Sideboard:
    1 Bojuka Bog
    3 Chalice of the Void
    1 Cursed Totem
    1 Engineered Explosives
    1 Ensnaring Bridge
    3 Geist of Saint Traft
    2 Krosan Grip
    3 Trinisphere

    What my list is looking like at the moment. Long time lurker, first time poster. I love this archetype and traded into it after coming into an artist signed Tabernacle. I still play the control shell and a lot of my local meta is creature and midrange mostly. At some point I will try the all in combo versions.

  19. #2339
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    Re: [Deck] 43 Lands

    Kiora, the Crashing Wave. Seems like a very legitimate card.

    2GU

    +1 prevent all damage dealt to and from a permanent an opponent controls.

    -1 draw a card and play an additional land

    -5 put a 9/9 kraken into play every end step (emblem)

    Starts with 2 loyalty.

    Let's discuss.
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  20. #2340

    Re: [Deck] 43 Lands

    Quote Originally Posted by OneBigSquirrelGod View Post
    Kiora, the Crashing Wave. Seems like a very legitimate card.

    2GU

    +1 prevent all damage dealt to and from a permanent an opponent controls.

    -1 draw a card and play an additional land

    -5 put a 9/9 kraken into play every end step (emblem)

    Starts with 2 loyalty.

    Let's discuss.
    1) dies to lightning bolt AFTER you tick it on the first turn
    2) TNN
    3) It seems like its an Explore for 2 more mana.

    I don't know that the emblem ability is stronger than a Marit Lage token, and Marit Lage can race (yes, this can race too. just several turns after it comes down).

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