Ghost Quarter is worse then the 4th crop rotation imo. GQ is only really good against decks you can't wasteland out of the game (Miracles and Death & Taxes), playing a long game against miracles is ill advised as they will eventually lock you out of the game and can play around it to a degree, and is win more against Death and Taxes as simply making 20/20s and going to town is good enough (and faster), the games you lose against them are when they get a Mom + Thalia start and get ahead of you with well timed wastelands and ports, in those scenarios, GQ won't do much to help you.
Crop Rotation lets you be more explosive and negate opposing wastelands randomly. it's also basically tinker in this deck and who doesn't want to play effectively 4 Tinkers?
Manabond is sweet.
Torpor Orb stops Sword of the Meek, probably way too narrow to even consider though.
Way too narrow. Would just run Pithing Needle/Revoker at that point, and that is good in multiple matchups.
As far as Burgeoning goes, what would you take out for it? Why not just play another Manabond at that point? Cards cool, but it seems super situational. If they don't play a land, you have a card that literally does nothing, and easily could be another Manabond, where you can drop way more lands with LFTL.
Gitrog Toad
Any chance the black version wants this guy? Every time you dredge lands you draw a card - multiple loams, multiple replacement effects, and it starts feeling like actual dredge. Has built in exploration. Discard a land to molten vortex, draw a card. Just seems good. Requires a land sac on upkeep, but you automatically draw a card from it. You can sac your glacial chasm w/ it's trigger on the stack for value.
You can run a Volrath's Stronghold so you don't need to worry about dredging him.
Thoughts?
Shawn
I am! Splitting time btw Lands and an all-in Red prison variant.
I agree, nic fit is probably a better fit for it than lands, but I could certainly see it out of the board for a grindy game plan or even to out CA the mirror.
Just wanted to see everyone's thoughts since it is a land-centric card and while not a 20/20, it does close reasonably well.
Shawn
I think The Gitrog Monster is falling into the same category as Titania, Protector of Agroth. While awesome effects with our engine, it's just not possible without retooling alot of what makes RG Lands great.
That said I built an EDH for Titania just cause I really wanted to play her after many failed attempts to get her going in RG Lands...I may do the same with Gitrog...
That was my thought initially too. It requires retooling to an extent. I think the big difference w/ Gitrog is it's built in card advantage that is abused by what we do well. It's when a land goes to the GY from anywhere, draw a card. So when you pitch a land to a diamond, draw a card. When you pitch a land to vortex, draw a card. When you dredge loam and hit a land, you get a card. You get a card just from his upkeep sac trigger.
It's probably a win-more card. But I can't help but think about the sheer card draw advantage we would get from it. Especially in a deck like ours which doesn't draw a lot of cards and will get stuck not being able to dredge sometimes because you need to draw a specific answer.
Shawn
To Shawn:
Awesome that lands is your deck now. Last time i saw you in Columbus you were on death and taxes? Maverick? Not saying those aren't good decks but lands is busted good. Feels like I'm cheating every time i play.
Yeah, I went through a D&T phase, then Junk Depths. Picked up most everything else I needed for RGLands at GP Pittsburgh last fall. Just got the last Taiga I needed recently so I'll be on this for a long while. With all my old black cards (chains, abyss, Nether Void) I'm definitely leaning toward the black splash.
Shawn
@Shawn:
The black splash has much to recommend it.
@all:
Another video set:
Leagues #7
I like the Ghost Quarter main, I suppose it is is over the 4th fetchland in my version. It is a 5th waste against the BUG delver decks and very good against Eldrazi and Miracles.
I think your approach to Miracles needs to change. Yes game one is hard and making a quick lage is probably the best route. However in the post board games you should be heavily favoured. RIP and Moon can be played around, just don't be greedy and find that basic at the start. Don't bother griping CB. Save it for a hate permanent or Top. The beautiful thing about Loam and Fire is we can just keep jamming it into their CB, and without top they can't always have a 2 on top. We also beat them on card advantage whereas they have better selection. This is another reason to kill top.
My final bit of advice is to realise that removing all of their white sources is our route to victory. GQ kills their 1-2 plains, Wasteland deals with everything else. Use Rishadan Port to keep them off Plow if you're making the witch, or keep them off 4 mana for Jace. We play 4 copies of Stage and DD, remove the white, and draw the combo. (also make lots of copies of Port)
Hope this helps, ask questions whatever
Sib
@Sib
"However, in postboard games you should be heavily favored."
That just hasn't been my experience. I've heard lots of people say this, including Chris Andersen, but I don't think it's correct. The matchup may improve a little bit postboard, but I don't think it becomes "heavily favored" for us. And of course I agree that we want to Port Miracles off of white if we can and go for the combo when they have no white mana up. However, barring an active Loam recurring Ghost Quarter (which probably won't happen that often in boarded games because of yard hate), this can't really be your plan. Typically, what happens when you try to make that your plan is that you're always a step or two behind your opponent's land drops. We simply don't have enough Ports and Wastelands to keep up with their Tundras and Plains. If you're running Quarter, you've at least got a chance of doing that, and so maybe I'll give that a try in a video series.
Certainly these are not my finest hours. Nonetheless:
Leagues #8
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