Ior Ruin Expedition

Ior Ruin Expedition

Enchantment

Landfall Whenever a land enters the battlefield under your control, you may put a quest counter on Ior Ruin Expedition.

Remove three quest counters from Ior Ruin Expedition and sacrifice it: Draw two cards.

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Ior Ruin Expedition Discussion

Ansem717 on I Have A Huge Snake

2 months ago

Howdy EnigmaX,

You asked for a thorough review, well... You've been warned.

First and foremost, this deck is poor. It's functionality is heavily redundant. There are cards that will do something that you don't need or are just not that good of a card.

Your aim of the deck is to kill with general damage. There are two things needed to do this.

  1. Have the general's attack be a high number to deal fast damage.
  2. Make sure the general cannot be killed via Unblockable, Indestructible, and Untargetable.

Usually having (1) and 2/3 of (2) is good enough. Your general naturally comes with a way to get high power and unblockable. You do not need to give him more sources of unblockalbe or power. None. Not one. Every extra power increase will simply put it, be a dead draw. Why pay 12 mana to equip Argentum Armor when you could pay 12 mana to grant +12/+12 and unblockable? I did exaggerate, though; some sources of extra power buff, depending on how the deck functions, can be played.

The only buffs you need are things that do more than just strick power upgrades, more than just unblockable. Fireshrieker in this case is not a bad idea, same with Inquisitor's Flail. These cards don't give your general power buff but rather x2 power (and in Flail's case, halves your toughness). With your general already being able to buff his power and give him Unblockable, you do NOT need to run Batterskull, Argentum Armor, Diviner's Wand, O-Naginata, Loxodon Warhammer, Trailblazer's Boots, Sword of Vengeance or Kusari-Gama (did you seriously read this card? Wtf?) as they are too mana intensive.

Instead, honestly, I'd like to see this deck more dedicated to land spam. I can imagine this deck running an extra amount of lands and then many fun things to do with them. Collective Voyage can usually pay off with ALOT of lands. Having an excess number of lands can also lead to Lost in the Woods triggering multiple times, protecting you from some attacks. Burgeoning, Terrain Generator, Walking Atlas, Budoka Gardener, Oracle of Mul Daya and Azusa, Lost but Seeking all help you play lands faster than everyone else. With a lot of lands, Seer's Sundial, Recycle and Horn of Greed will prevent you from getting clogged up. My favorite card to try out in a deck like this would be Treasure Hunt and Abundance. I can't imagine how much value we can net in a land heavy deck!

Retreat to Coralhelm, Nissa, Vastwood Seer  Flip (and thus Nissa, Sage Animist), Ior Ruin Expedition, Khalni Heart Expedition, Explorer's Scope and Sword of the Animist will also help preventing the deck from getting clogged. Sword of Feast and Famine is useful to tap all your mana, buff general, swing, and play cards on M2, essentially doubling your land's mana base. Bear Umbra does the same thing and both of them also protect our general. Omniscience lets us play cards without wasting our mana so our lands can be used to buff the general as high as possible. I like the thought of Dictate of Karametra and Vorinclex, Voice of Hunger in this deck. Dictate works nicely as a way to burst general damage our opponent, while Vorinclex can do the same... just a bit mana intensive, but also has a strong second ability and a 7/6 trampling body attached.

Rampaging Baloths, Avenger of Zendikar, Roil Elemental and Liege of the Tangle can turn each land you draw into creatures. Just be careful to not overextend with the Liege.

We still need to protect your general, and one that works really well with the plan we're currently at is Sylvan Safekeeper, despite her giving Kaseto shroud. Other than her, I highly suggest staying far away from Shroud as possible. We don't want to accidently prevent our general to use his ability on himself. Hexproof is how we should do it with Swiftfoot Boots and Champion's Helm. There are many other sources of hexproof out there, so I suggest you choose which one works best for you. Keep in mind: NO SHROUD! The other form of protection to Kaseto is indestructible. Sadly, Simic doesn't provide a whole lot to offer, but at least we have Darksteel Plate and Fabricate can help tutor for either form of protection.

Also working well in a deck with a big general is Garruk, Primal Hunter and Prime Speaker Zegana as they let you refill your hand quickly. Be sure to run Reliquary Tower, and Spellbook too.

It's also good to have some, but not alot of ramp spells and mana rocks. I don't believe we need any mana rocks except for Chromatic Lantern. That way we don't need to worry about the specific lands we find, they'll all activate Kaseto. I don't think we don't need more rocks than that. Our ramp should consist of creatures like Yavimaya Elder, Lotus Cobra and Solemn Simulacrum and spells such as Edge of Autumn, Journey of Discovery, Verdant Confluence, Tempt with Discovery, and Boundless Realms. I also mentioned Collective Voyage earlier. I think we're good for now. We'll see in playtesting if we need more or less ramp.

Furthermore, say we barely miss lethal and the opponent has one turn left... Well, we can make their day sad by taking extra turns. Cards like Temporal Mastery, Time Stretch and my favorite, Walk the Aeons, will work quite well in this deck. Now we don't need to reach very far in one swing when we have two swings.

Another fun and evil thing to do is target our opponent's creatures with Kaseto! Why? Well, because it combos nicely with Dismiss into Dream adding lots of board control! It also works with Willbreaker but I do not suggest running him, as he can easily be removed.

Wow! I'm sorry for pretty much making a new deck for you, but honestly, I don't think your current build is good... so I"m just gonna go ahead and finish off this post by completing the deck. I'm already this far.

We're so far 50 cards in. I feel like this is a perfect number of land. 50 land is alot more lands than an EDH should run, so we should be getting many triggers. We're gonna need alot of basics and almost no colorless lands, as each color we don't have is another power our general doesn't get. This limits us, so I'd suggest only four colorless lands, and one land without mana abilities: Terrain Generator, Reliquary Tower, Strip Mine, Homeward Path, and Maze of Ith. These cards are great tech cards that should be in most EDHs. Every other colorless land will just get in the way. Then comes our colored non-basics. Your original list is fine with what it had for colored lands and I especially liked Cavern of Souls here, as it works perfectly for this general. Once we've filled up our colored lands and colorless lands, we have room for 36 cards left. That's an even split of 18 forests and 18 islands, but let's look at the color differentiation in the deck. We have almost 70% of the deck green. Doing the math, that means we should have 25 Forests and 11 Islands.

That is what I believe a Kaseto deck should look like. Running cards like Rogue's Passage will seriously screw you over. You don't need to pay 4 mana to do what (G)(U) can do, and you need the colored mana, not (1) that Rogue's Passage provides... Keep in mind, it's possible to run Snake Tribal too, which can be more of a midrange build, having constant threats being played on tempo. But for a Voltron who wants you to TAP OUT each turn... you can't be running 20 instants, or a bunch of dead cards.

Like I said, you asked for a review, and this is it. I hope you've learned more about deck building overall, and likewise, I'll be here if you need anything.

Sincerely,

--Ansem717

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Pauper Legal

Printings View all

Set Rarity
Zendikar Common

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