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
1 week 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 weeks 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.
2 weeks ago
Vexing Devil? Plus Grim Lavamancer can help you put to use used burn spells. Ruinous Minotaur could have some synergy with your Countryside Crusher. Flames of the Blood Hand is good for pure damage and can act as a counterspell to a lifegain spell your opponent may happen to play. Banefire is a good late game card. Wild Ricochet can be useful removal and benefit you, depending on the situation
3 weeks ago
Countryside Crusher needs to have trample and hexproof.
4 weeks ago
in fact you dont want 4 Countryside Crusher because when your first one will get his effect you dont want to land on another Countryside Crusher, because you need trample of Fatal Frenzy to 1 shot oponnent.
4 weeks ago
Not to put to fine a point on it:
SCORE: 38 | 43 COMMENTS | 3315 VIEWS | IN 8 FOLDERS
1 month ago
Hey MadKat take a look at this for a unique angle/brew:
SCORE: 31 | 37 COMMENTS | 2921 VIEWS | IN 7 FOLDERS
It's based on Knight of the Reliquary, Sin Prodder and Countryside Crusher synergies with fetch lands Boom/Bust and Ghost Quarter. Tested it yesterday v.s. B/W tokens and it seemed to hang together fairly well. Maybe board has other things I'm looking at. The core numbers for crusher, prodder and knight seem fine. Birds over AEther Vial. Mixture of a large number of fetches and utility lands, and then removal and utility spells. See what you think!!