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PostPosted: Sat Jun 17, 2017 6:45 am 
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I've been working on this deck since Amonkhet came out. It is a fairly simple ramp deck, but using Cruel Reality and Sandwurm Convergence as finishers. I think they are reliably better than any 7/8 mana creatures in Green or Black.

Today I had a good run and went 8-0 with this deck ranking in the 20s.

The positives of this deck are that the enchantments are really powerful finishers. If I can resolve one, I probably win around 90% of games.

Playstyle: The idea of this deck is that you remove opponent's threats in the early game, plus gain some life, and then move to playing an enchantment by turns 5-7, closing out the game. One of the benefits of this deck is that is has very few creatures, thus making your opponent's removal (of which there is a ton in the metagame at the moment) redundant. The only creatures you play are Primal Druid, which you are happy to see die, as it will aid your ramp plans. Once Sandwurm Convergence is up and running, you are pretty happy to see your opponent spend their removal on killing your wurms, as you have a neverending supply. The deck also uses Diabolic Tutor to good effect, to search for your enchantments, and also to access a 'toolbox' for situations you might face.
The main weaknesses are counterspells, with some weakness to enchantment removal and aggro.

Deck:

Removal:
Fatal Push x2 - Not sure whether this should be 2 of or three of, but 2 seems to work at the mo.
Battle at the Bridge x2 - Awesome in this deck. Will kill Ulamog, and any gods, plus the life gain can be crucial.
Trial of Ambition x2 - Sacrifice gets you around certain problems. Cheap. Not sure whether 1 or 2.
Languish x2 - Go to sweeper.
Never // Return x2 - Killing planeswalkers is important. Return is useful often as much for interfering with your opponent's graveyard (Bye Bye Scrapheap Scrounger), as it is for the 2/2 token.

Creatures:
Primal Druid x4 - Good against aggro, and happy to see it die for an extra forest or swamp.
Nissa, Vastwood Seer x1 - finds a land, and then good for draw and ramp when a planeswalker

Planeswalkers:
Ob Nixilis Reignited x1 - kind of a 'plan B', as can win games on its own. Great to have the card draw.

Ramp:
Gifts of Paradise x3 - Decent ramp. Good lifegain, which can make all the difference vs aggro. Good at fishing out opponent's enchantment removal to clear the way for the bigger ones.
Nissa's Pilgrimage x3 - Basic ramp. Preferred over Explosive Vegetation.

Finishers:
Cruel Reality x1 - Great against big creatures and planeswalkers. Might take some time, but if your opponent can't get rid of it, will kill them eventually.
Sandwurm Convergence x2 - Awesome. Flyers can't attack, which many players don't seem to notice - Smuggler's Copter and Skysovreign etc., become useless. Wurm tokens are 5/5 which means that Grasp and Languish are ineffectual.
Ulamog, The Ceaseless Hunger x1 - no explanation necessary.

'Toolbox':
Read the Bones x2 - Good to cast mid-game to set up your next couple of turns.
Diabolic Tutorx2 - Surprisingly good. Will find your finishers, but also anything else you need.
Appetite for the Unnatural x1 - instant speed enchantment removal is good versus Sphinx's Tutelage decks, therefore gets the nod over Reclamation Sage. Not sure whether 1 or 2 of.
Tamiyo's Journalx1 - Great for the grindier games as will give card advantage and search capability.
Daring Demolition x1 - Nothing nicer than casting this on a Skysovereign. Will remove other big creatures.
Necromantic Summons x1 - This seems to be a great card for breaking symmetry.

Lands (26):
Swamp x10
Forest x8
Hissing Quagmire x2
Woodland Cemetary x2
Evolving Wilds x4

Whether this can be a tier one deck in the meta remains to be seen, but can be competitive against a lot of decks. A lot of opponents don't seem to guess what's coming, so the surprise element is good.


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PostPosted: Sun Jun 18, 2017 6:14 pm 
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Personally I'd opt for Druid of the Cowl (and/or Deathcap Cultivator) over Primal Druid. They're basically a land/ramp themselves, no need to rely on them dying first. Only issue would be you that you won't want to sweep them with Languish. But depending on the meta, I wouldn't mind seeing Languish removed and going a little bit more creature-based so you can include things like Tireless Tracker (he's an amazing combo with Journal in a ramp deck).

You've got some tutor for Ulamog which is good. I usually also encourage Nissa's Renewal to bridge the gap between 6 and 10 mana. Especially when you're not running Veggies to ramp for 2 (Pilgrimage only ramps for 1).

Not sure about Daring Demolition.. 4 mana, sorcery speed.. Just run instant speed Murder or Grasp of Darkness if you're concerned about vehicles.

I see you're already aware of the weakness to counterspell control.

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PostPosted: Mon Jun 19, 2017 1:58 am 
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Kel'Thuzad wrote:
Personally I'd opt for Druid of the Cowl (and/or Deathcap Cultivator) over Primal Druid. They're basically a land/ramp themselves, no need to rely on them dying first. Only issue would be you that you won't want to sweep them with Languish. But depending on the meta, I wouldn't mind seeing Languish removed and going a little bit more creature-based so you can include things like Tireless Tracker (he's an amazing combo with Journal in a ramp deck).

You've got some tutor for Ulamog which is good. I usually also encourage Nissa's Renewal to bridge the gap between 6 and 10 mana. Especially when you're not running Veggies to ramp for 2 (Pilgrimage only ramps for 1).

Not sure about Daring Demolition.. 4 mana, sorcery speed.. Just run instant speed Murder or Grasp of Darkness if you're concerned about vehicles.

I see you're already aware of the weakness to counterspell control.


Yeah, I've preferred Primal Druid, simply because I'm running so few creatures and running the mana dorks seems to attract removal.

Daring Demolition - I agree Murder or grasp are good alternatives. I got a bit tired of seeing Skysovreign, so like being able to remove any vehicle on my turn.

Because the 7/8 mana enchantments seem to do so well at locking up the game, I'm not sure that Nissa's Renewal is needed.

That said, I'm going to test out some of the adjustments you've suggested and see if it gets even better.

The counterspells really haven't been much of a problem. It seems that quite a few of those decks are happy to tap out to put down a threat in the belief that I'm probably going to try and stick a big creature down which they can handle with removal. The enchantments seem to surprise these players. I haven't seen a Rec Sage in a few days now... :)


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PostPosted: Mon Jun 19, 2017 10:33 am 
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I'm not trying to be a bastard about this but I just went from level 16 to 7....

0-9. Nothing hard about this deck...simple ramp is the goal. Can't win a game with it it's that bad of a deck in the current meta.

I just played a game where a guy got Lilly out on turn 3 and there was nothing I could do except play lands and watch him tick lilly up to 7 and then ultimate her...nothing I could do.


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PostPosted: Mon Jun 19, 2017 12:01 pm 
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Location: Montreal, Quebec, Canada
lol youch!!


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