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
2 weeks ago
Example: 11.7% OF THE TIME, IT WORKS EVERY TIME. is one of the most popular decks in all of Tapped Out.
If I do a deck search, using the Card Mountain, Sort by "Score" "Descending", this deck shows up as the top result.
This is because "Mountain" is 1 word.
3 weeks ago
After calculating a bit i found that most values here are wrong (11.666...% ignored mulligans and the additional 2/3 cards you get till round four, 18.333...% ignored mulligans also booth ignored the chance of drawing booth cards). For this calculation I assumed the following: if you don't have Countryside Crusher and only mountains you mulligan. You stop mulliganing when you have either 2 (when going first) or 1 card (when going second) left, then you draw 2 or 3 cards depending on your starting position till round 3. So these are the values I got for getting to 1 Countryside Crusher and 3 mountains on turn 3.
- list text hereGoing first: 36.6502839%
- list text hereGoing second: 38.6483949%
This of course neglects any positioning of Fatal Frenzy in the rest of the deck
3 weeks ago
on that note Countryside Crusher and Crawling Sensation benefit from land sac. Embodiment of Fury, Embodiment of Insight and Liege of the Tangle turn the sac for life and effect into a damage outlet as well. Titania, Protector of Argoth gives elementals back for each sacrifice, stacking the effects even higher. Devastating Summons is an alternate sac of elemental lands for damage and more elementals, great with titania. Elemental Mastery is basically free damage, do they take the damage, or block and take three times damage each blocked creature would deal? Rite of the Raging Storm is just free damage, free sacrifice for damage, and gets opponents fighting each other, not you. Seething Pathblazer, instant speed elemental sac. attack bonus is almost not needed. feel free to text me with thoughts, you've my number.
1 month ago
You may want to consider splashing green to add ramp (especially Tempt with Discovery) depending on how casual your play group is, Frenzied Tilling Harrow, Stoic Builder, Titania, Protector of Argoth, Countryside Crusher, or maybe soemthing akin to Drown in Filth. This does resemble more self destruction but if you are destroying everyone's lands anyway.
2 months ago
2 months ago
Question: Since Countryside Crusher is a three-drop, wouldn't the chances of winning be considerably different? You would have drawn a maximum of eleven cards including your opening hand by the time you cast it on turn three, which is an 18.33333etc% chance. If you also have a 51.6666etc% chance of drawing your other red card seventeen cards or more below your eleventh draw, or your twenty-eighth draw, this adds up to a 9.4% chance that you'll win on turn four. (Let's pretend they don't have any blockers or removal or bounce spells.) Or, if it's only eight cards down in the nineteenth spot, it would get seven +1/+1 counters and be able to win on turn five. That's much more likely, a 68.333etc% chance, and a 12.4989% chance of you being able to win.
2 months ago
Firstly, thanks everyone for taking the time to have a look. Really appreciated. Thanks especially to aholder7 and LithiumHD for the detailed reports. Really fun to read people's experiences when you've been bouncing a brew back and forth yourself for a while. Thanks for supporting trying to brew something a bit different.
Interesting. Backs up the testing I've done, and also some thoughts I had from brewing. I definitely find it fun to play, and I enjoy all the micro interactions even though it's not the winningest deck.
I'd agree with people that it's quite easy to misplay. Basically the ideal is that that you go T1 fetch, birds or hierarch. T2 Boom targeting a fetch or Ghost Quarter, potentially putting us 1 land and a dork up. T3 ideally at least 2 lands in graveyard, knight drops as at least a 4/4 swerving bolt. As people have highlighted before Sin Prodder and Countryside Crusher both die to bolt (although a fetch can help crusher round this). It's often really dependent on the board state, opponents deck, hand etc as to when I play those.
Much as I like the cute combos and interaction, you could try dropping Sin Prodder for a card quality draw spell like Faithless Looting to drop lands into the graveyard. Potentially it could have more upside without the risk of a 3cmc board investment getting wiped or bolted.
The 2 drop slot is the one where I've definitely kept swapping stuff in and out. I started with Spellskite to redirect removal. Then swapped to Scavenging Ooze for the lifegain, but wasn't sure whether I should maybe run Qasali Pridemage or even a token producer like Voice of Resurgence or Young Pyromancer or a blocker with upside in Wall of Omens. The token producers would purely be way of cluttering the board, chump blocking or at best going wide.
If people think Dromoka's Command is underperforming there may be an argumentfor swapping out those and scooze.
6 mana dorks feels right, and you need the non-land ramp. When I ran Steppe Lynx in earlier versions, the issue was that landfall, and out strategy of getting lands into the graveyard didn't always align, so you could be stuck with a dead draw that couldn't attack. Same went for Lotus Cobra in terms of anti synergy and Atarka's Command
I can see something in being able to drop Wild Nacatl in as a 1cmc 3/3.
The other protection route (though fringe) was to run a single Sejiri Steppe that could be tutored by knight, but realistically the chance of knight being able to tap and tutor it is probably low.
Boros Charm is the normal route to getting rid of a Lili by redirecting the damage.