Sideboard


Once upon a time a group of Selesnya mages found themselves on a world devoid of mana. Magic still cost just as much as ever but here, on this plane, they could not draw on the plains and forests as they were accustomed to.

"Let us take this as a test." Said the oldest guildmage among them. What do we have when our mana is gone?

"Nothing!" wept an evish novice, "Nothing at all!"

"But that's not true" said the guildmage, "we have each other."

"Deep within each living thing," The guildmage continued, "Is a spark of mana, within those beings of the forest they are green, those creatures of the city they are white. If we can summon small creatures to our aid, ornithopters with hearts of steel, and rootwallas born of madness, then we can draw on them, and slowly we can grow our ranks until we can summon an angel who needs no mana, an angel of every color, an angel who can give us back our mighty wurms."

The others nodded and set about their task. This was their ultimate test as green and white mages, to build a community without land to draw on.

landless

Slowly they learned their art, they let their enemies go first and went mad with their rootwallas or buried their vengevines in shallow graves, then when their time to cast came again they summoned memnites to bring the vengevines back, they drew saprolings out of the barren soil. They exiled the spells for their wurms for life and time to build their army. They waited until eight creatures stood, three green, and with the chord of many voices together, their angel might be called.

saprollings

We have our zero drops: Basking Rootwalla, Allosaurus Rider, Memnite Ornithopter, Shield Sphere, Vengevine and Vine Dryad - which essentially give us 28 mana sources - albeit only 12 of which are unconditional. You always want to go second so you can draw and discard a Vengevine or Basking Rootwalla if you get one.

By turn two you usually have four or so creatures/mana sources out, and you're already outracing your land bound adversaries. Unfortunately at this point the deck often stalls. Five mana gives you Sprout Swarm with buyback or Scatter the Seeds both of which will jump you to the eight mana you're going for.

The endgame - which sometimes comes really quickly - is Chord of Calling into Maelstrom Archangel which serves as both a four turn clock and a vehicle to drop Autochthon Wurm on people. I'm open to ideas of other endgames if people have them. The one restriction is that it be green so that I can Nourishing Shoal it away if I accidentally draw it.

Maelstom archangel

Autochthon Wurm + Nourishing Shoal is my favorite synergy in the deck - I've won games with people swinging all out to kill me, and an instant speed fifteen life gives me a beautiful swing back.

One of my biggest struggles with the deck is its issues with white. Half the convoke cards are white - but the only avenues to get white stuff out is with Chord of Calling or Sprouting Renewal and it's hardly reliable enough to include any of the gems white convoke could give (Return to the Ranks, March of the Multitudes, Conclave Phalanx, or Venerated Loxodon - I have included March of the Multitudes in the sideboard in case the deck you're against is slow enough it might be worth it.

The rest is fairly intuitive - Gather Courage and Arboretum Elemental against spot removing burn (a bad match up) Pause for Reflection against agro - Sundering Vitae when four Sprouting Renewal aren't keeping up.

The deck simply dies to board wipes. Your only chance here is to outrace them.

Auchtothon wurm

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Date added 10 years
Last updated 3 years
Key combos
Legality

This deck is Legacy legal.

Rarity (main - side)

4 - 2 Mythic Rares

20 - 0 Rares

18 - 2 Uncommons

18 - 11 Commons

Cards 60
Avg. CMC 3.67
Tokens Elf Knight 2/2 GW, Saproling 1/1 G, Soldier 1/1 W w/ Lifelink
Folders Landless, Legacy Fun, cool shit
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