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JUND (changed from Gruul) Addition, land destruction.
Probably not quite competitive. However, im sure there is a way to make this deck work better, any insight on how to make it worthy would be greatly appreciated. :D
I'm actually wondering what color combination would work best. I need to run cards like Demolish , Bramblecrush , and Acidic Slime , so that is Red and Green no matter what... but blue for counterspells? white for board removal?
Currently, i'm experimenting with black for kill against all the aggro in my store. So we'll see if i live long enough to lock them down.
Trying this deck tonight. I'll do an analysis tomorrow when i get to work.
01-02-13 // 3-1-0
So uh.. worked. I'm really surprised actually. The games were not easy by any means... and my opponents had their best decks.
Match 1: 1-2
Started out losing the first match, which was fine, since i was playing a durdle dumb land destruction deck. I expected to go 0-4 that night. He had 5 color control, with win cons like Thragtusk , Thundermaw Hellkite , Tamiyo, the Moon Sage , and Sphinx's Revelation . Dumb deck, which is just good cards and the colors to play them.
Match 2: 2-1
Played against junk tokens. Not fun in my eyes. However, the first game, my opponent missed ONE land drop... and i capitalized. Taking out all her white mana, i was able to stall the game until i got out a Garruk, Primal Hunter and a Chandra, the Firebrand (two really cool cards sitting side by side). The second game i got crushed, hard to fight 3/3 flying vigilant spirits. 3rd game, went first, ramped up to 4 mana on turn 3, and kept her from casting any of her token generator spells. :)
Match 3: 2-1
Another 4 color goodstuff deck. Izzet Staticaster , Nightshade Peddler , Thragtusk . rough combo, aparently the deck is a thing, and i took all his green land so he couldnt Farseek . Worked surprisingly well with keyrunes, poking until i win. Oh... and calling Thragtusk out with a turn 3 slaughter games is really good when he has 3 in his hand. ;D
Match 4: 2-0
Junk midrange... with mana dorks. I was really worried about this game... but i drew into removal to kill his dorks, and then proceeded to nuke all his white land. No Lingering Souls , no Loxodon Smiter s, no Sorin, Lord of Innistrad . Was good.
1-4-13 // 1-3-0
Terrible. My only win was a bye... which hasn't happened... jesus, for years. Since i first started playing. I was right in my prediction that this deck typology has trouble with aggro. You need to be able to kill off their little shits, while maintaining mana ramp, and destroying their lands every turn. Not that they need much, but, if they don't miss a land drop in aggro, 3 land is all they really need.
Definitely putting this deck up on the shelves for awhile.
LEAVE A COMMENT, DONT JUST LOOK
Added to the deck to make it playable at tournaments. It worked surprisingly well...
Had to update the removal package, as well as a better win con to kill them fast enough while they are still behind.
Er...maybe go blue, but not for counters...I'm talking land destruction. You may think...WHAT? But trust, I haven't finalised playtesting yet but with the frenzied tillings and farseeks and money for shocks could I suggest Nicol Bolas, Planeswalker ?
Please check my janky land destruction too?
so did you consider running Destroy the Evidence at all? I realize its another 5 drop, but you could replace say Frenzied Tilling . I guess my thought process is, if you are at 5 mana you are already almost at the top of your curve and more ramp at that point is a little redundant. With destroy the evidence not only is the cmc less mana intensive, but you also deprive your opponent of 2 lands, the one he was using and the one that could have replaced it.
I'm just now looking into this deck build so please feel free to point out the flaws in my thought processes.