Ground Assault deals damage to target creature equal to the number of lands you control.
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Ground Assault Discussion
3 days ago
clayperce I suppose it depends on where you live.
Struggle // Survive is cool. I liked Ground Assault, this is an instant. I don't think it is quite good enough though. Likewise for the other one.
Doomfall is mostly interesting because it doesn't target or send to the graveyard, so it screws over Progenitus and the original titans quite nicely. Other than that, I think To the Slaughter is probably better.
Rules question: Torrent of Venom. Can the opponent sacrifice the targeted creature if it would die from the counters?
6 days ago
Ok, Round 2.
So you want to build a classic Timmy deck and ramp up to big creatures, and kill with big creatures. Seems like a solid strategy. Here are my suggestions.
First, go all in on land ramp or creature ramp.
With land ramp, cards such as Explosive Vegetation, Explore, and Cultivate are your best friends. If you are doing this you'll need to run a land count that is roughly around 25-28 lands, in order to facilitate you pulling them all out of your deck. You will then want up to 1/6th of your deck to be payoff cards. (Based off of a quick look at a typical tron deck). Creatures such as Rubblehulk and Zendikar Incarnate get tons of value off of the higher land count. Ground Assault can be a powerful removal spell provided you have enough lands. Savage Twister can also be used as a boardwipe, that you can control the strength of. Rampaging Baloths is also a card that can seal the game for you. And one swing off of Baloth Woodcrasher after an explosive vegetation can mean lethal.
Creature ramp on the other hand is a little different. You can play less lands, up to 22-24, as long as you are playing enough 1 mana dorks. An interesting thing to note about 1 mana dorks is how they speed up your gameplan. If you play a dork on turn 1, then on turn 2 you will have 3 mana, essentially gaining a turn over your opponent. If you play a dork again, on turn 3 you should have 5 mana. (Assuming you are hitting your land drops). In this case cards such as Explosive Vegetation aren't as good, because you won't be able to play in on turn 2, and on turn 3 casting it will leave you with one unused mana. So you want to build the curve of your deck so that it takes advantage of this by having a turn 1 dork such as Llanowar Elves, a turn 2 dork that costs 3 such as Greenweaver Druid, and on turn 3 play a six drop such as Terra Stomper or Soul of the Harvest. (By the way, this same principle applies to the land deck because Cultivate will get you to 5 mana on turn 4, and Explosive Vegetation will get you to 6.) I would also recommend making this deck mono colored, and use your removal in cards such as Prey Upon.
The third option is to go full on Tron. The urza cycle of Tron lands can get you to 6 mana on turn 3 with just the lands. It is all colorless mana however. Tron is a very powerful deck arcehtype, and is even Pauper legal. Here's a pauper list that might give you ideas on how you could do something similar if you decided to go down that route. https://www.mtggoldfish.com/archetype/pauper-temur-tron-22406#online
There are a lot of different ways to take this deck, but the important part is deciding on where you are going to take it and sticking with it. You can have mana dorks in your lands list but it might not run as well, and vice versa for anything else. You have to choose what you want and work to narrow it down into something that is cohesive. Good luck with your deck, and let me know which route you take! I might end up making the other list haha!
Remember, you can always order your list online. Most of the cards in this strategy should be fairly cheap, and shouldn't break the budget.
3 months ago
Oh I forgot, Ground Assault might be good as a sideboard card for removing large creatures.
3 months ago
for example, I run a decent quality Omnath, Locus of Rage build, in response they started running Ground Assault and Acidic Soil to one-shot me after i've gotten to critical mass. the only way to get around it is to bolt the guy who played it until he's dead before the card resolves
7 months ago
- Acidic Slime - > Reclamation Sage (unless you want to specifically destroy lands)
- Elvish Aberration (late game ramp is better done with things such as Boundless Realms)
- Giant Adephage sucks if you are not in a aggro deck.
- Kazuul, Tyrant of the Cliffs is not all that useful in most cases, specially since the tokens do not flip
- Hua Tuo, Honored Physician meh. (Outclassed by ETB Eternal Witness or Skullwinder)
- Magmatic Force (not only expensive $-wise, but has a very high CMC)
- Deconstruct (even though getting some mana back seems great, restricted removal is bad removal)
- Detonate (same thing, even worse that you have to pay the mana cost of the artifact)
- Lava Axe (same thing, even more restricted)
- Monstrous Growth (???)
- Searing Flesh (this card is so terrible... go to my "other cards" section and pick something else)
- Stream of Life (pure lifegain only delays the inevitable)
- Carbonize (meh. Same thing that I said about Searing Flesh)
- Comet Storm (use Rolling Thunder instead)
- Evolution Charm (it's simply bad in your deck)
- Fog (you would be better off with Druid's Deliverance if you go with some of my suggestions)
- Heat Ray (ugh, fireball limited to just ONE creature? Really?)
- Lava Burst (ugh, fireball limited to just ONE creature? Really?)
- Turn to Dust (repeat after me: "Specific removal is bad removal")
- Cast Through Time (cost intensive, low rewards)
- Mirror Sheen (only copies instant/sorceries targetting you)
- Volition Reins (does not make any sense in here, plus high mana cost)
+ Mizzix of the Izmagnus
+ Jace's Sanctum (plus scry)
+ Everflowing Chalice (gets you 0.5 of your mana investment back, meaning you can go from 6 mana to 9 mana the following turn, 10 if you get your land drop)
+ Izzet Signet / Simic Signet / Gruul Signet (color fixing and ramp)
+ Sol Ring or Worn Powerstone (budget friendly)
+ Curious Homunculus Flip (if you copy him with Riku, the copy won't be able to flip, but it's still useful)
+ Dizzy Spell (just for the TRANSMUTE. You can fetch Lava Spike with it)
+ Muddle the Mixture (again, TRANSMUTE it into Desperate Ritual... or simply use it as a counter if you need to)
+ Vedalken AEthermage (just for the WIZARDCYCLING. Gets you any wizard you might want)
+ Eerie Procession is a must if you want to pull of your splice into arcane combo.
+ Bring to Light allows you to cast something from the deck for free, which could be interesting as well. (gets you anything from an Izzet Guildmage to a Mizzix of the Izmagnus or a Mnemonic Wall)
+ Signal the Clans (may seem inefficient, but if you copy it with Riku, basically translates into "Pick 4 creature cards and put 2 of them at random in your hand", which is not bad)
+ Mindclaw Shaman
+ Mulldrifter (cast it for the EVOKE cost and copy it with Riku to draw 4 cards for 2U(+ GU) and get a 2/2 flyer)
+ AEthersnipe (again, EVOKE it. With Riku it becomes 1UU(+ GU) for a 4/4 and 2 bounces)
+ Avatar of Fury (easy to cast, copy- able 6/6 creature)
+ Inferno Titan (lightning bolt on a stick)
+ Conjurer's Closet (essential when dealing with lots of ETB creatures)
+ Rude Awakening with Riku allows you to get some extra fuel for your next spell and might even become a win- con if you manage to attack someone with the lands.
+ Talrand, Sky Summoner gives you some creatures for each instant/sorcery casted
+ Docent of Perfection Flip is almost the same thing, with the added bonus of buffing your wizards on the flip side.
+ Young Pyromancer is a Chandra fanboy... just like you :P
+ Lunar Mystic might be worth considering since it allows you to fill back your hand
+ Trail of Evidence nets you some clues for emergencies
+ Dynavolt Tower is Kaladesh's way of saying "every 2.5 instant/sorceries you should be allowed to cast a lightning bolt"
+ Sphinx-Bone Wand finishes games (ask Cian about it)
+ Honden of Seeing Winds increases your draw.
+ Pongify and/or Rapid Hybridization and Reality Shift (instead of having to spend X to kill a creature, simply destroy it or exile it)
+ Curse of the Swine (again, removal is of utmost necessity in EDH)
+ Unsummon or Vapor Snag also help with targeted removal
+ Cyclonic Rift can be a little expensive ($- wise), but it's a staple for a reason
+ Vandalblast (overload is OP)
+ Ixidron gets rid of enemy creatures with ease, as they won't be able to be turned back face up.
+ Rise from the Tides might give you a bunch of creatures if used at the right time.
+ Talrand's Invocation gives you 2 2/2 flyers for 4 mana. Yeah, they are vanilla creatures, but sometimes that's all you need.
+ Past in Flames allows you to cast things from the graveyard
+ Burn from Within (you can cast it with X=0 to stop someone's sacrifice-combo or even use it to get rid of some pesky indestructible creature)
+ Ground Assault and Gruul Charm are cheap and useful damage dealers
+ Impact Resonance allows you to get a ride on someone else's damage and redirect some damage.
+ Price of Progress might be interesting. I'd say it should be an easy way to deal 6~10 damage.
+ Chandra's Ignition is also very strong, specially if you manage to double cast it on Riku himself or by casting it on Ixidron after it had just ETB.
8 months ago
I would suggest cleaning it up a bit, this deck seems a bit inconsistent since it has so many 1x cards. Maybe stick to cards that grab you lands like Viridian Emissary. If you grabbing extra lands is a good way to mana ramp and get extra value out of your cards. A lot of R/G cards are affected by lands you control. I really like Zendikar Incarnate, you can find a lot of creatures that get buffed by land. Also if you're going to run R/G with a land mana ramp, then you should definitely run 4x Ground Assault. Managorger Hydra is a neat little hydra too (tcgplayer has them for about 75 cents). It can get out of hand really quickly. And Ghor-Clan Rampager isn't exactly instant speed, but I think it's a bit better than Awaken the Bear. Also I would swap Titanic Growth for Giant Growth I wouldn't bother with Ghoultree, if you insist on running a card like that, Nemesis of Mortals is a more adaptable card. But both those cards are much more effective in graveyard decks.