Hi All,
Thanks for the comments and suggestions on my LD Gruul.
And thanks for posting your list @licker and for your suggestions. I found that I was stripping the 21 lands out of the deck very quickly and I've gone away from a creature heavy option.
I went back through the all the posts and played with @InFaMoUsGeMiNi's "Lands" deck and @rogueassasin 's "LANDS.DEC". They were both running 30 lands, and I could see why.
Interestingly I didn't really understand the their commentary, until I built the decks and took them for a run. @roagueassain your point about the
evolving Wilds being the hardest working card in the deck was spot on. I hadn't understood it until I played it and experienced the synergy with
Zendikar's Roil 2 tokens, thin the deck, and put a land in play - for one card that is pretty amazing.
I started playing paper when I was studying at Caltech in the 90's, but gave it up when I came back to Oz - it was too expensive here and there wasn't a big community back then.
DOTP sucked me back in 15 years later, and I love it. Although given the time difference means it is hard finding many players online on the iPad late at night Australian Eastern Standard Time.
Anyway, I think that I play fairly well, but I really want to improve in the deck-building stakes.
This forum, @hakeem928, @CovertGoBlue @Stevolutionary from DOTP, all the YouTube channels have been awesome in teaching by example.
I realised that I'm not disciplined enough - I tend to want to put in my favourite cards, or the strongest cards even though they don't necessarily synergise with the aim of the deck that I am designing.
My insight from the LD decks was that really it was all around Card Advantage and Control. I had to be disciplined in taking out all the (awesome) cards that worked well in other decks if they didn't fit my theme.
I tried mono-green but it didn't have enough removal.
I tested a bunch of cards which had some synergy,
Herald of the Pantheon,
Evolutionary Leap,
Gatecreeper Vine,
Elvish Visionary,
Zendikar Incarnate (all the usual suspects) etc, but realised that I didn't need them to make the deck work. Originally I thought
Into the Maw of Hell was too expensive, but I've learned to love it. More 2 for 1 goodness and it seems to cause a a lot of Rage Quits
Currently the list is:
Gruul LD1 x
Molten Vortex4 x
Fiery Impulse3 x
Ravaging Blaze4 x
Twin Bolt1 x
Nissa, Vastwood Seer2 x
Reclamation Sage2 x
Exquisite Firecraft4 x
Nissa's Pilgrimage4 x
Mwonvuli Acid-Moss3 x
Zendikar's Roil3 x
Into the Maw of Hell2 x
Gaea's Revenge6 x
Moutain9 x
Forest2 x
Rootbound Crag2 x
Foundry of the Consuls4 x
Gruul Guildgate4 x
Evolving WildsI'm torn between
Rhox Maulers and
Gaea's Revenge as the finishers. I really like the trample, but the opponent usually has a hand full of useless creature removal, and
Gaea's Revenge is a tough beast to stop.
keen to hear what other people's thoughts on the topic.
A couple of other notes.
Nissa, Vastwood Seer and the
Reclamation Sage aren't there as creatures. Nissa lets you drop an extra land a turn (or draw a card) which generates more tokens and thins your deck. Reclamation Sage is purely there to deal with the Enchantments which currently dominate the iPad meta.
Molten Vortex is the secondary win condition - It can act as bait for anti-enchantment cards, it helps remove blockers, and it is a great finisher. Even though on the surface it is a nonbo with the
Zendikar's Roil it has ben valuable.
I've had fun playtesting, with some wins and losses.
The losses were to a Dimir Mill deck, where I never drew a
Zendikar's Roil. Frustratingly I had just drawn my GA for the win, but he milled the last 14 cards on my library before I could drop it.
The second loss was to a Sultai EvilPea Necromancy deck. Frustrating game - I was desperate and dropped my GR without a covering creature and lost it to a
Fleshbag Marauder. After he managed to get the emblem on
Liliana, Heretical Healer I couldn't keep a creature on the board.
On a brighter note I got the "Accelerated Production" Achievement for casting a 7 mana creature on turn 4 (there may be a bug there - I'm pretty sure I dropped GR on turn 5 after a turn 3
Nissa's Pilgrimage and a turn 4
Mwonvuli Acid-Moss.
And I also achieved my original goal of frustrating and destroying every Rakdos Sac and Steal deck that I played against
Please take it for a spin. I'm keen for suggestions on how to improve it.
Thank you
Nish
PS Here in Australia every single newspaper says that Jarryd Hayne is singlehandedly winning the NFL for SF by himself