|Commander / EDH||Legal|
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|Modern Masters (MMA)||Rare|
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Creature — Giant Warrior
At the beginning of your upkeep, reveal the top card of your library. If it's a land card, put it into your graveyard and repeat this process.
Whenever a land card is put into your graveyard from anywhere, put a +1/+1 counter on Countryside Crusher.
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Countryside Crusher Discussion
1 day ago
If anyone's wondering, I've done the actual math (not trivial):
The odds of pulling a single card (such as one Countryside Crusher) during a mulligan down to 2 is exactly 45%.
1 day ago
Some cards I found:
Harmless Offering is a colorshifted Donate, Kazuul, Tyrant of the Cliffs could be white, Molten Influence is a "counterspell" in red, Measure of Wickedness should be probably red, Dragonmaster Outcast is a creature that rewards your ramp and I feel he could be green, Stromgald Spy looks at target player's hand and could be blue, Treacherous Urge, Enslave and Ritual of the Machine are threaten/control magic effects in black, The Great Aurora and Ezuri's Predation are wraths in green, Bellowing Tanglewurm has a black keyword, Curse of the Swine is mass removal with exile in blue, Primal Order is direct damage in green, Mana Vortex and Land Equilibrium are land destruction in blue, Web of Inertia is a strange pillowfort card and graveyard hoser in blue, Concordant Crossroads gives haste in green (???), Oath of Lieges ramps in white, Spoils of War gives +1/+1 counters in black, Touch of Darkness is colorshifting in black, Infernal Genesis gives everybody tokens in black, Countryside Crusher should probably be Golgari, Mana Flare is a mana doubler in red (????), Dreams of the Dead is creature recursion in blue, Reality Twist is ???, Imprisoned in the Moon is straight up removal in blue, Icy Prison is a political Oblivion Ring in blue, Not Forgotten is a green effect, Stunted Growth discards cards from opponent's hand in green...
4 days ago
3 weeks ago
i dont see it as a dumb move to hold up the removal until your opponents turn against this deck. What i mean is, that if it is you're first ever time playing against this deck, then yes it would be a little stupid. You wouldn't know what their plan was yet other than they are going to be milling themselves for a card. You wouldn't know that their is only 1 other card in the deck that isn't land.
with that in mind, someone who has seen the deck and know theres is only 1 other spell would wait till your turn(unless it is Fling, if it is Fatal Frenzy then i would wait for the mill all day), let you mill and get the card and then use the removal. then it would be game over. I would believe it would be the same even if they had 2 of each type of card in the deck(2 of Fatal Frenzy and Countryside Crusher)
1 month ago
Thanks for the help guys! After looking over the comments I decided that Valleymaker was a great mid to late game additive for this deck type, thanks Catalog9000. That's what TappedOut is good for, it's a pool of collective player knowledge.
Bloom Tender I liked just because for two mana I get two mana of any color more than on one turn, but you're right, there are better options. The option I ended up going with, which is a lot cheaper, is Sylvan Caryatid. It's still a two mana dork and fixer, but it has Hexproof, which is considerably better.
Since I have a heavy swinger in Countryside Crusher for 3 mana, I think the mid game is covered. Early game I have a hole though. So I decided to switch out Lotus Cobra for Vexing Devil. It will either be a swap out for 4 damage, instantly removed, or be a heavy hitting creature early in the game. Either way, its mana tapped for my opponent, damage done to them by the value of 4, or best case scenario a great creature early game.
1 month ago
The main issue with a deck like this in Modern is that it relies almost entirely on a single card. In this case, Countryside Crusher. You definitely have the fuel to make him astonishingly huge, but that's also the draw-back.
You see, without a means to give him Trample, a simple 1/1 will thwart your entire plan.
Another issue is that you lack draw spells. By putting all of your eggs in one basket with Crusher, you risk the fact you may never get to bring him out. Yes, I see you have Collected Company. Let's assume you get one of these cracked off. You may get a Crusher out of it, you may not. I run a Gruul Superfriends deck with Xenagos, the Reveler. When I crack off his ultimate, there are plenty of times I don't get anything useful. The other day I just barely saved my ass by pulling a Hydra Broodmaster out on the final card. Without that, I'd have lost.
And with the exception of Ramunap Excavator, all other creatures you control are glass cannons. 1/1s and 2/1s. Anybody can just swing each turn and break through your defenses.
I'm not trying to be rude here. Just honest. I feel like you have all of the elements for a surprisingly violent ramp deck. Perhaps you should focus on something that will benefit greatly from huge mana values. Such as Hydra Broodmaster or Avenger of Zendikar. There's also Flameblast Dragon, or his kick-ass older brother Steel Hellkite.
They're more expensive creatures, but also way more threatening. And since you're running ramp, getting them out is easy. Otherwise, focus on a way to ensure you get out Crusher. Harmonize is my favorite green draw engine. There are also these wonderful Gruul lands: Kessig Wolf Run and Skarrg, the Rage Pits. These won't take up spell slots, can be sac'ed for your engine, returned for your game plan, activated cheaply (Since X on Wolf Run only needs to be 1), and ensures Crusher gets his Trample.
Hope this helps!