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Noble Urborg - What the FRACK?! [Drillin' for Oil]

Noble BRG (Jund) Budget Casual Combo Land Destruction Theme/Gimmick



This deck centers around Land destruction and depriving my opponents of all opportunities. Card-by-card, the strategy is as follows:


Urborg, Tomb of Yawgmoth - The sole source of black mana in this loverly little Jund deck. It pulses with power in the Noble format, especially, because it can be played whenever it will have the greatest effect --> no waiting for that draw. It combos with most of the deck, which focuses on Swampwalking for damage. If the opponent uses swamps, this guy waits in the wings until I need black mana.

Four Uncommons:

Spreading Algae . They really synergize with the Noble to destroy land on the cheap. Not to mention that they're 100% organic and naturally renewable land hate. Thanks to Urborg, only being able to enchant a Swamp isn't such a huge deal.


Mire Boa - A low-CMC swampwalker that hits for 2 damage every turn. On top of that, it's got removal and burn resistance with that super-cheap regen cost.

Quag Vampires - The one-drop swampwalker. Paying its standard cost gives me a clone of Plague Beetle , the swampwalk OG. The kicker is what gives this card its value, though, 'cause tapping out at turn 5 or 7 gives a 3/3 or 4/4 finisher that really pulls its weight.

Warthog - The workhorse of the deck, this guy hits for a reliable 3 damage turn after turn. Just one gives a 7-turn clock and obviously more 'Hogs shorten that timetable. While 7 turns seems like too long to be competetive, my opponents don't usually have more than 2 mana at a given time (and more often than not, less), so at that point the advantage is very firmly mine.

Dirtwater Wraith - The heavy hitter, this guy has a more reliable 3 toughness than Whispering Shade 's 1, which increases his longevity. He is usually the win-con, albeit in a very much facilitated by land-hate kind of way.

Kird Ape - Usually the first guy I drop. He is a 2/3 by the time he can swing and makes for a nice, more durable chump-blocker to save my Warthog s for more important work.

Orcish Settlers - A fairly cheap meat-shield that doubles as substantial land-removal for those Explore-ing sons o' bitches that somehow get a land-jump on me, as it were.

Thunderscape Apprentice - An unlikely addition, at first glance. He provides that extra boost to keep my Apes alive while blocking/getting hit by a Lightning Bolt, while also being a source of 1 damage that functions even if my pussy-ass opponent drops a Fog.

Enchantments and Sorceries:

Contaminated Ground - It forces a land to only generate black mana, it burns the opponent whenever they tap said land, AND it guarantees a Swampwalk outlet even if Urborg is somehow removed from the picture. Wow. Winner.

Sinkhole - Basic land destruction, while maintaining low CMC requirements. BB is easy enough to scrounge up with Urborg, and it lets me get the land drop earlier than Stone Rain did.

Mwonvuli Acid-Moss - This bad boy basically pulls off a 2-land swing, killing one of the opponent's while tutoring one for me. What fun!

Molten Rain - This makes those Khans of Tarkir lifegain lands and Ravnican Gates look less helpful than anticipated. YOU ONLY GET BLACK MANA, YOU HEAR ME?!

Roiling Terrain - Because I like to pour lemon juice directly into paper cuts and rub sand in the eyes of the fallen. Kick you while you're down (possibly to death).



Decided to pull Funeral Charm and Quiet Disrepair from the sideboard. I swapped in Naturalize and Electrickery instead. The 'trickery is for those 1-drop mana dorks that my local meta loves to throw around that totally mess up my game. Also, I subbed in Sinkhole for Stone Rain, per ibstudent2200's suggestion.


Frytrix99 says... #1

how about Contaminated Ground ? If he can have some land, they will be swamp (Only) and makes him lose 2 life everytime he want to use it. If you can destroy the other land he got, good luck for him to stay in game.

Also, if ou face an opponent with many non-basic lands, Uncontrolled Infestation can be usefull. (Side)

I like the idea of using Urborg, Tomb of Yawgmoth in the deck! The swampwalk mechanic is just perfect here! I would probably add more creature with it, cause they become unblockable. It's fast direct damage that you'll do every turns. Also, the Madness effect is always fun to play!

Great deck!

October 13, 2014 1:10 a.m.

Thank you for the suggestions! Contaminated ground was something I considered, since I can force my opponent to only have contaminated land, which would be fun. Uncontrolled infestation is nice, but between Spreading Algae doing essentially the same thing and Molten Rain incorporating some burn, I don't know that it's a good fit. That being said, with regards to mechanics-based suggestions, I was considering adding in Plague Beetle or maybe Bog-Strider Ash or something. What should I take out?

October 13, 2014 1:23 a.m.

Frytrix99 says... #3

instead of Bog-Strider Ash , i would suggest : Warthog (common in Visions), or any 2/2 for 3 mana (Raiding Nightstalker , Krosan Constrictor , Bog Smugglers , Bog Raiders ). The fact is that the Bog-Strider Ash is 4 mana for 2 damages. The other choice still 2 damages, but for 3 mana.

I would take out Basking Rootwalla . Yea, the madness is fun, but you got a 1/1 that can be 3/3 for a certain cost. Nothing else. It can be block easily and don't make a big surprise when it comes into play.

Also, Bloodfire Expert don't seem to synergyse well with the deck. Maybe i'm wrong, but still no evasion, can be boost if you play something in instant (what you don't have). If you still want to play it, i would propose to use Funeral Charm that can make him be swampwalk and give him a +1/+1.

Wild Mongrel is fun when you use madness mechanic. As i said, Basking Rootwalla is not really impressive. If you use Dark Withering or Brain Gorgers , there's many things you can do. You can destroy (or he can choose to sacrifice) a creature. That make him have less presence in the battlefield. Plus, if he don't want to sacrifice, you have a nice creature for 2 mana. Better than the little lizard.

so this is what i would do :

-4x Basking Rootwalla

-3 Bloodfire Expert

-2 Wild Mongrel

+4 Contaminated Ground

+4 Warthog

+1 Mire Boa


-4x Basking Rootwalla

-3 Bloodfire Expert

+3 Brain Gorgers

+2 Wild Mongrel

+2 Plague Beetle or lands. You need lands if you want to play spell that cost you 3-4 at the 3-4 turns

I hope that's helping you :)

October 13, 2014 2:48 p.m.

I certainly appreciate the suggestions, and will put some heavy consideration into them. The thing is, though, that this isn't really a GRB deck, it's mostly just Gruul. The only access I have to black mana is through Urborg. If an opponent is using any type of nonbasic land destruction, I don't want to have too many black spells or be too invested in swampwalk because it may become useless.

And trust me, the Rootwalla is the cornerstone of this deck and can kick major ass in the Noble format, especially with big creatures not coming out due to mana shortages for my opponent.

The reason for the bloodfire expert is that he boosts when I destroy land, too, including with the Spreading Algae, so if I destroy 2 lands in a turn, he's suddenly a 5/3, which is a big deal with land control.

Still, your suggestions have a great deal of merit and I greatly appreciate the input. You can expect to see a reworked deck in a day or two.

October 13, 2014 7:23 p.m.

BiPolarBearZzz says... #5

This deck is very nice, by nice, I mean evil. The interactions of Urborg, Tomb of Yawgmoth and Spreading Algae is crazy good. Very solid noble deck. +1 for the spin on a noble. Plus I'd rather play against this and see it work, than play against infect.

October 16, 2014 4:13 a.m.

Thanks a lot, man. When I saw the Urborg Algae potential, I knew I had to make a Noble deck out of it. It just made way too much sense, especially with the Noble being intantly accessible during a match.

October 16, 2014 4:45 a.m.

Do either of you guys have any thoughts on Kird Ape instead of the Rootwalla? If yes, then I'll pull madness altogether, meaning that the 7 slots occupied by the madness critters and the Mongrel are up for grabs, so given 4 apes, what should the other 3 be? Maybe 2 Whispering Shade and some third thing?

October 24, 2014 4:59 a.m.

ibstudent2200 says... #8

Needs more Sinkhole .

The Madness subtheme seems very weird, and doesn't synergize well with the land destruction theme.

For creatures, Whispering Shade is fine, though Dirtwater Wraith might be better (higher starting toughness). Blistergrub is decent in your deck, too.

Quiet Disrepair is worse than Naturalize or Nature's Claim . When you want the enchantment/artifact removal, you want it immediately (ex. Jeskai Ascendancy will kill you t3 or t4 if you don't stop it), and when you want the lifegain, you won't sideboard Quiet Disrepair into your deck.

Lightning Bolt is almost never a bad card to play.

It's too bad that Terravore is a rare, because it would do silly things in this deck.

October 25, 2014 1:43 p.m.

So I've reworked the deck, pulling the madness from it entirely. ibstudent2200, thanks for the Dirtwater Wraith idea. One problem I had with playtesting Whispering Shade was that its low toughness made it too vulnerable during opponents' turns. It really is too bad about Terravore , but them's the bricks. shrugs

October 25, 2014 5:31 p.m.

shinobigarth says... #10

looks pretty good but you're missing 1 card. the card count should say 61 when you have your noble card in the main board.

November 11, 2014 1:20 p.m.

Frytrix99 says... #11

100.3a Each deck must contain a minimum of sixty cards, including its Noble card. There is no maximum deck size; however, you must be able to shuffle your deck with no assistance.


November 11, 2014 4:34 p.m.

shinobigarth says... #12

Frytrix99 i interpret that rule to mean your deck = 60 card deck + your noble card

November 11, 2014 5:28 p.m.

Frytrix99 says... #13

I don't think.. for me it's 60 cards including the noble. You include the noble in the 60 cards... Well.. this is how i see the rules :/

There's another source : http://tappedout.net/mtg-decks/introducing-noble-the-format-1/

"Beyond these rules, deck construction is the same as traditional deck construction. Specifically, there is a 60-card minimum, and this includes your 1 rare/mythic, up to 4 uncommons, and 55+ commons."

November 11, 2014 6:51 p.m.

ChrisH says... #14

What about another land destruction deck?

December 9, 2014 7:29 a.m.

If I found myself against another LD deck, I'd swap 3 cards for Trace of Abundance, which I'd throw on Urborg and 2 bi-color lands. That way, Urborg would be safe and I could produce up to 7 mana in a turn (if I drop a land), which could generate a 4/4 swampwalking Quag Vampires or an 8/3 Dirtwater Wraith for a turn, either of which would be adequate for finishing. The cards I'd take out vary, depending on what my foe uses. If they use no nonbasic land, I'd pull Molten Rain. If they use shit like Electrickery, I'd pull some 1-toughness critters. If theirs is an otherwise ideal match-up (meaning that none of my cards are rendered useless), I'd probably ditch Roiling Terrain and/or Contaminated Ground, as the former has a high CMC and the latter is easy enough to avoid.

December 9, 2014 7:54 a.m.

mpeach1 says... #16

Hmm first time I've even seen this format, seems pretty fun

January 31, 2015 5:36 p.m.

Sir5L says... #17

+1 love the deck gonna have to see if I can put this together

February 2, 2015 6:18 a.m.

Thanks, mpeach1 and Sir5L! This deck is really fun to play. The only problems I've ever had with it are with mana-dork heavy decks, but the Electrickerys in the sideboard are usually a good way to sweep them under the rug.

February 2, 2015 12:27 p.m.

Maringam says... #19

Sylvan Scrying to find Urborg?

July 24, 2015 8:42 p.m.

ibstudent2200 says... #20

Is Evincar's Justice a reasonable sideboard card?

July 25, 2015 2:24 a.m.

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Compare to inventory
Date added 3 years
Last updated 2 years

This deck is Noble legal.

Cards 60
Avg. CMC 2.33
Folders Noble?, Decks I Actually Own, Noble Format, MTG, noble decks i like
Views 1722