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Casual

Rez09


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Yet another creature based casual deck for play with my friends. This time we are focusing on landfall and sacrifice effects to rapidly build up our board and hit 'em hard! 'Cause that's what all my deck do. >:3 That out of the way, let's see what we are working with here:


- Land Base -

As with basically all of my decks, we are running a total of 24 lands here, with a mix of 6 fetchlands and 18 forests. The fetchlands may seem strange in a mono color deck, especially in mono green of ALL colors, but they have the unique property of sacrificing themselves on demand and generating an additional landfall trigger in the process. Three triggers from one card activation, especially a FREE activation, is something we don't want to pass up in a deck like ours. :) That said, I do advise against running full playsets of the fetchlands, as they can really slow down your opening hand, which is something we do not want at all given how slow this deck can sometimes be.


- Core Cards -

Basically everything we are doing in this deck revolves around two unique triggers, Landfall and sacrifice, and the three specific cards we are running to benefit from them form our core:

Tireless Tracker x4

Our first core card is the Tireless Tracker, which has an unflagged landfall ability that generates clues, and thus sacrifices and card advantage, for us whenever a land hits our board. It also benefits from us sacrificing said clues, allowing it to pump itself if it manages to stay on the board, and fairly directly fuels our next core card:

Bloodbriar x4

The Bloodbriar. The Briar is the only of our three core cards that doesn't benefit from lands entering the field directly, instead feeding off of our sacrifices. Know what is pretty sweet about that? A whooooooooooole lot of what we are running love to sacrifice themselves to the, even some of our land, and the Briar benefits from it all, fairly rapidly scaling to unreasonable levels of power, especially with the Tracker above giving us clues to sink our excess mana into.

Undergrowth Champion x4

Rounding out our core we have the Undergrowth Champion, which is a much hardier version of the above Briar that cares about our landfall triggers instead of sacing. This makes the champion interesting, as it won't pump as often as the Briar tends to, but it will often gain more counters per growth -- it gets two counters per fetchland, for instance, as opposed to the one the Briar gets. The real boon to the Champion is its ability to swing in where our other creatures cannot, specifically into Deathtouchers, as they will only remove a counter from it instead of killing our Champion -- it also survives all damage based removal well. Absolutely excellent for what we are doing. ;)


- Secondary Cards -

So we have our three primary beaters, but how are they going to get in to deal their damage? Sure, we can smash things once we get on a roll, but enemy chump blockers or larger threats can all get in the way of what we want to do, and we need options to get around that. Enter our secondary cards, the gate openers:

Siege Behemoth x3

Kicking things off and topping our curve, we roll in our Siege Behemoth, which offers us the ability to outright ignore their blockers, something we can absolutely benefit from. Even better, the Behemoth is Hexproof, so as long as it hits the board they aren't removing it without a boardwipe effect, and we don't HAVE to ignore their blockers if we don't want to, so we can clear out some chump blockers instead on the off hand chance they block with something important. The card is still a bit slow though, even with all of our ramp, and we can't benefit from it until the turn after it drops, but the effect is potent and should close out games for us.

Roar of Challenge x3

Coming in at a much lower cost and more immediate effect we have Roar of Challenge, which will allow us to slap a lure effect on one of our creatures and get in with our remaining forces -- and the invulnerability effect on this card is super easy for us to hit in this deck, so we won't even lose our bait most of the time, and, in fact, it can do a ton of damage to enemy utility creatures if they are untapped.


- Tertiary Cards -

AKA the rest of our deck, all of these cards work like our secondary cards and support our core, but instead of getting us in they hit our triggers, often by both sacrificing themselves and dropping in land for us, though not always.

Eldritch Evolution x2

And kicking off with one of those 'not always' cards, we have Eldritch Evolution, which will allow us to tutor up one of our core cards and put it into play by sacrificing one we already have out. We are keeping the number of these low here since we generally have other ways to hit those cards, as they represent twelve of our sixty cards and we like sacing clues, but sometimes you just need something like this. We can also dredge up some of our other creatures with it and then sac them with their own abilities for 2 sacs and a landfall trigger. Neat.

Quirion Ranger x2

The absolute oddest ramp card ever, if we haven't played a land for the turn we can tap a land, bounce it back to our hand, then replay and tap it again. The real value of this card is in its ability to generate us landfall triggers each turn, and as an evolution target if absolutely necessary.

Sakura-Tribe Elder x4

Next up we have probably our most useful card in the category, the elder sacs himself for free and digs a basic land up for us, hitting both of our triggers with no fuss. We can also declare him as a blocker and sac him before damage is dealt to prevent some damage as well. Wewtwewt

Dawntreader Elk x4

Can we just talk about this art for a moment? Gooooooogeous. Functionally the Elk is a slightly inferior version of the above elder, but it does come with a bigger body, which might prove important at some point.

Ordeal of Nylea x3

Less reliable than our previous options, Ordeal is a very unique card that works crazy well with our deck for a variety of reasons, not the least of which is its ability to bestow a guaranteed +1 counter whilst also hitting three triggers for us. For two mana. This card is fantastic as long as we have a creature with at least two +1 counters on it that we can swing with, and we should never have an issue with that.

Harrow x3

Harrow . . . is bananas. Like, it is just an odd card, primarily intended for fixing I imagine, but it operates similarly to Ordeal above in its ability to generate triple triggers for us, only this time at instant speed, and it effectively only costs a single mana as the new lands come in untapped, leaving us enough mana for a clue if we have one.


- Other Options -

There are actually a TON of viable options within this framework if you are willing to move things around, especially considering the monstrous amount of mana fixing our deck potentially has if you want to splash for other cards alongside the toolboxy nature of Eldritch Evolution. Notable options like Angelic Purge benefit our Bloodbriar, Renegade Rallier allows us to reuse fetchlands, and Tethmos High Priest +Whip Silk+Sakura-Tribe Elder is . . . about the most hilarious thing ever.

Looking at cards I specifically considered for the deck but decided against, the Krosan Wayfarer provides excellent early game ramp in the right situation, and can allow double fetchland drops later for quad landfall and triple sac triggers, but I felt it was unreliable overall; Yavimaya Elder is expensive for what it does, and we already make clues for card draw; Diligent Farmhand is similar to the Dawntreader Elk , but I'm a whore and sold my deckslot to better artwork; and Khalni Heart Expedition is usually a slower Ordeal of Nylea . All of these cards are still completely viable and worthy of consideration if you have any of them, I just selected other options. Outside of these . . .

Looking at the core, Ulvenwald Mysteries is a viable replacement for the Tireless Tracker with a much lower price point. With so many of our creatures killing themselves we will generate plenty of clues, and we get the same amount of power for using said clues, albeit across multiple bodies instead of a single big one. That said, if planning to run Mysteries over Tracker, one should also consider . . .

Champion of Lambholt as a replacement for the Siege Behemoth. Champion comes out earlier and effectively has 'creaturefall', which means she will benefit from the tokens Mysteries generates for us via clues and any of our creatures that come in to sac themselves TO Mysteries. Her lower mana cost also makes her a valid Evolution target, so we can always find her in our deck when we need her, and her ability to shut out enemy blockers by her mere existence with enough counters on her makes her actively superior to the Behemoth in this situation. She also plays well with Confront the Unknown , another viable option, for surprise blowouts, as we can shut down much larger defenders than expected the turn she drops for a single mana with sufficient clue tokens in play.

Mutant's Prey and Return to the Earth are excellent removal options for those looking for more interaction with their opponent's board. Berserk is silly powerful and can turn chump blocked creatures into lethal damage.


- Major problems with the deck -

Board. Wipes. And bounce. Because we are so reliant on counters either one of these shuts us down hard. Additionally, we are super easy to stall with tokens unless our Behemoth or Roar are in play, and we aren't running any removal of any kind, so we will only minimally be able to react to our opponent's board. We need to hit the ground running and end things in the early midgame, otherwise we will run into serious trouble.


- Key points on the deck -

Certain key things to remember when playing this are:

  • Most of our sacrifical creatures can be declared as blockers then sacrificed before damage is dealt, both preventing damage AND netting their benefit.

  • It is possible to catch an unobservant opponent out by leaving fetchland or clues on the board, then popping them to pump a creature after blockers are declared. This can turn would-be trades in our favor, or score us some nice potential damage.

  • Ordeal of Nylea will sac itself when we declare our attacker instantly if it already had two +1 counters on it; this can net up to 3 +1 counters on our Undergrowth Champion due to double landfall triggers.


- The End -

Welp, that's what I've got for this one; share any suggestions you have, any comments, whatevs. Thanks for reading, and you . . . have a nice day. /O/

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Date added 6 years
Last updated 6 years
Legality

This deck is Casual legal.

Rarity (main - side)

4 - 0 Mythic Rares

9 - 0 Rares

8 - 0 Uncommons

21 - 0 Commons

Cards 60
Avg. CMC 2.92
Tokens Clue
Folders deck stuff
Votes
Ignored suggestions
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