I enjoy these kinds of land removal decks and am trying my own (below). However, I apparently am just a terrible player I barely crack 50% with this deck, is it about lacking Gaea's Revenge? Is Into the Maw of Hell not a good enough include? Do I just need to learn to play better Not a complete collection for me, so I'm trying the best I can...
Gaeas revenge and some land to sub some poor choices and no, you won't win every game, but I lost twice in a row to MAW and MOSS with my super subtle cute dimir thopter network control deck, so if nothing else; once you finalize the build, you will give me nightmares.
land destruction + lots of heavy threats that need answering and some evoleap + semihexproof 8/5s at the very end makequite some control decks
I was at 23 land, but kept getting flooded, so I took some out. Played ~10 games with the list above and it seemed fine, indeed I pull land like crazy with Gatecreapers and moss and pilgirmage. I think the real issue boils down to me not having any GR for that immediate threat, I also don't have any other burn to stick in yet
No evo either...
It is kind of gimped I guess, but I still enjoy it
Perilous Myr - We're playing the midrange game and we have some sacrifice outlets to blow him up on demand. We all know this guy by now.
Gatecreeper Vine - Keeps the land flowing so we can get to 7+ mana reliably. After that, he's sacrifice fodder.
Elvish Visionary - Early game cantrip to keep us out of topdeck mode. More sacrifice fodder.
Twin Bolt - We need some early game interaction and I think this is better than Fiery Impulse.
Fiery Conclusion - Remember all that sacrifice fodder? Turn it into five damage to a creature at instant speed for just two mana! We can't play too many of these and I've chosen to just play one.
Evolutionary Leap - This card is amazing in most decks but especially here because we have lots of cheap creatures that do stuff and we can "upgrade" them into our bigger dudes once they've had their effect.
Nissa, Vastwood Seer - Excellent win condition for any green deck that can get to seven lands. She even draws you the seventh. The best Planeswalker in the set and very easy to flip.
Nissa's Pilgrimage - Ramp and thinning. We have some expensive spells and Zendikar Incarnate gets bigger with every land we put into play.
Kird Chieftain - A nice body and a relevant activated ability in a deck with Zendikar Incarnate and Outland Colossus. Also another creature to target with Chandra's Ignition if you need to clean up the board.
Zendikar Incarnate - This guy can get extremely big in this deck and is basically GG with Ignition. The activated ability of Kird Chieftain, Flameshadow Conjuring tokens, and the Rogue's Passage are other ways to deal tremendous amounts of damage with this guy.
Flameshadow Conjuring - Copies the EtBs of our little dudes and lets us create extra hasted copies of our big dudes. Creates bonus sacrifice fodder for Evolutionary Leap and Fiery Conclusion.
Outland Colossus - All the stuff I wrote about Zendikar Incarnate applies here as well.
Chandra's Ignition - Hoo boy, this card is sick if you get it to go off. You want to cast this card.
Gaea's Revenge - This guy is insanely difficult to deal with in the current pool and we have no trouble casting him. We can't do all the cool stuff like give him trample with Chieftain, make him unblockable with the Passage, or Ignite him but I think he's good enough on his own. As a bonus, we can create an extra copy via Flameshadow Conjuring. I haven't lived this dream yet, but my day is coming.
Ravaging Blaze - Instant-speed removal for big dudes that sometimes just wins the game if your spell mastery is on. We can produce a lot of mana, so a single X spell like this is always welcome.
Can I use Pharika's Discipline + Chandra's Ignition to clear the table as well.
Kird Chieftain is a good card, but do not like to use as it leaves a foreseeable attack trample on his behalf Wildsize prefer to surprise.
you would rather sacrifice card advantage for maybe catching your opp off guard? well guess what intelligent players are able to read when a combat trick will happen anyways oh and if you have enough mana kird cheiften can hit multiple creatures so yeah pretty clear whats the better card
you would rather sacrifice card advantage for maybe catching your opp off guard? well guess what intelligent players are able to read when a combat trick will happen anyways oh and if you have enough mana kird cheiften can hit multiple creatures so yeah pretty clear whats the better card
She beat me to it ftw!
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you would rather sacrifice card advantage for maybe catching your opp off guard? well guess what intelligent players are able to read when a combat trick will happen anyways oh and if you have enough mana kird cheiften can hit multiple creatures so yeah pretty clear whats the better card
You can play, but never actually will know what card I'm at hand. I think we can also bluffing or not?
it still doesn't matter though because I'd probably not block even if you did bluff. what a lot of new players don't really get is as long as you'll end combat at a health value equal to or greater then 1 (unless you suspect some burn nonsense) you don't need to block. I could care less if you cantrip and deal 2 damage for 3 mana it's so terribly inefficient (when compared to a body like kird chieftain) not to mention this is a flameshadow deck so you're usually going to be spending all your mana precombat to get the charging token in so how often will you actually hold 3 mana open to deal 2 damage and maybe kill a creature
you would rather sacrifice card advantage for maybe catching your opp off guard? well guess what intelligent players are able to read when a combat trick will happen anyways oh and if you have enough mana kird cheiften can hit multiple creatures so yeah pretty clear whats the better card
You can play, but never actually will know what card I'm at hand. I think we can also bluffing or not?
Your not playing control, your playing aggro. The only thing you want in your hand is another bomb in case they kill the one you got. And removal. in other words, Kird ftw!
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Loving the game on the iPad and loving the vids from @Hakeem928 and the meta commentary from @CovertGo Blue.
Thinking about the meta on the ipad I've been trying Gruul Rampto outrace all the control decks, and beatdown the weenies decks.
But I hate losing my creatures to the Rakdos decks
I was trying to construct a hex proof controlly sort of ramp deck around hexproof creatures such as Primal Huntbeast and Gaea's Revenge.
I also wanted to be able to go wide with creatures if necessary, and have creatures ready for all those "sac" cards, and added Zendikar's Roil
And them I really started to appreciate the synergies between Zendikar's Roil and Mwonvuli Acid-Moss. Destroy, their land, get one of your own, and create a 2/2 token . It synergises with Nissa and Nissa's Pilgramage.
Add a bit of removal to clear a path for our creatures and that should be the deck.
So in essence Gruul Control.
Here is my first cut. I know it isn't right. It is too unfocussed, but it is fun to play.
I would appreciate some advice on how to tighten it up.
You also have few good targets for Chandra's Ignition since Gaea's Revenge can't be targeted by it. Primal Huntbeast doesn't even seem to fit really in my opinion, that's a card you can dump auras on, but you have none. It's not that hard for many decks to deal with a 3/3, even if hexproof.
@nishdafish you have only 3 enchantments and herald of the pantheon and 2 of those enchantments fight against what the other one wants too do maybe if you had something absurd like 30 lands but you only have 24
I'm open to suggestions on how to improve it, I feel as if I don't have enough enough ways to interact with my opponent's board, so it isn't very flexible.
Joined: Oct 31, 2013 Posts: 7350 Location: Newfoundland
I was fiddling with a mongreen deck based on Zendikar's Roil and it was fun but inconsistent. If I drew it then things went swimmingly, but if I didn't it just floundered.
I'm not saying that zedikar's roil is terrible, (it'll be better when BFZ comes out but thats besides the point) what I am saying is that I want at the very least 15% enchantments before I run herald of the pantheon. in your deck I'd much rather run a card that actually does something the turn it enters i.e. elvish visionary
There really isn't enough tools in the card pool to build a deck that you can call a "Land Destruction" deck. Especially when you don't even have all 4 Mosses in the list. The only other card in the pool that destroys land is Into the Maw of Hell. And honestly I would include that card in a Gruul Ramp deck way before I would include Moss.
I actually tried a similar Gruul "Land Destruction" deck pretty early but realized that it just wasn't going to work. So I took out the Mosses, cut down to 2 Into the Maws, and went with straight burn, ramp and big creatures. It's a decent list but I'm still working on it so I haven't posted it yet. I can't seem to get it to work as consistently as the more popular Evoleap based Gruul build here.
I'm open to suggestions on how to improve it, I feel as if I don't have enough enough ways to interact with my opponent's board, so it isn't very flexible.
Thank you.
Nish
This is the deck I use now, I had posted an earlier version of it here before I had more cards, now I have filled it out with some more power cards and I find it to work exceptionally well. If you care about and or trust my w/l ratio with it, I have managed 12-2 with this iteration. Prior iterations were significantly worse. The version before this one was 11-7 for example. Also fair to note I'm not playing lvl40 (if anyone really cares about ranking), but this deck took me into the 30s, so most of the opponents are 20-40 at least.
Basically if you want a landkill deck I figure you should run all 7 landkill cards. Into the Maw of Hell is big and expensive, but it's also incredibly potent in many matchups. You do have to understand what to mulligan out of though, and that took me a bit to understand. I only have one Zendikar Incarnate(still... just can't open any in packs), so if you have more you could swap in more for something else, but you absolutely must play all 3 Kird Chieftain. You can experiment with Nissa's Pilgrimage instead of Elvish Visionary or Gatecreeper Vine, but I took out the Pilgrimages as I added more beef, and kept the weenies just to do do early chump blocking since you really want to just ramp into your big stuff before your life total gets too low and puts you in OTK range. You want to be the one forcing the other deck to go defensive, you don't want to worry about them getting you with some combo or burn.
Chandra, Fire of Kaladesh is another card I'm on the fence with. Though she has won me a few games, and if nothing else, she can draw out some removal or get your opponent to waste time/resources worrying about her. You do have enough Red to flip her consistently, but it's hard to do early and to have blockers to keep her alive.
I also didn't put in any Rogue's Passage. I've seen other versions with it, and it's hard to argue with, but with only 21 land (this has not been an issue though, you have lots of fetch for land) putting in colorless leads to issues with your double and cards. If you have a Mwonvuli Acid-Moss and Into the Maw of Hell in hand, when you play the Moss turn 4, you fetch, and can play the Maw turn 5. That's usually enough to ruin the other guys curve or screw with their mana requirements so that you can easily catch up over the next few turns and wind up in a dominant position.
There are other versions similar to this that I have seen on Twitch that also are very strong, so I do think you have some options in how you want to approach it. Mostly to me it's a trade off in running the handful of small fetch/draw cards vs. running more land and more big guys. Some focus almost entirely on burn too, but this version has a good amount of burn I think. Since you tend to wind up with a lot of land out, you get good results from Ravaging Blaze but you should be throwing your Fiery Impulse and Twin Bolt early and often to keep your opponent from establishing a board before you start dropping your big hitters. Even better is just that your Maws and Moss will get your Blaze to trigger to the face as well, and a Chandra's Ignition on a Kird Chieftain at turn 5 is often 8 damage to the opponent, and clears their board. So even if you wiffed on the land kill you still wind up with a straight forward burn/trample wincon.
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