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Atarka, Rise of the Landfall

Standard Competitive RG (Gruul)

drk_evns


Sideboard


RG | Atarka, Rise of the Landfall

As of right now the super fast aggro R/G Landfall just isn't competitive. It has issues as soon as it hits mid-game, because all it's trying to do is come in for quick aggro. It's just not practical. This deck is an attempt to create a RG deck that can be competitive at every stage of the game in today's standard. Slightly more focused than my previous standard Landfall deck, and a more diverse play.

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Cards I included:

Makindi Sliderunner + Scythe Leopard - Early game hits with landfall. Great attackers & can be good blockers if you leave your fetch lands on the field during your opponents turn to instant-landfall (Atarka's Command is also great for triggering surprise landfalls)

Undergrowth Champion - One of the best in the deck. Obvious benefits. Great in early, mid, and late game.

Shaman of the Great Hunt - Pumps everybody up, and allows for draw. Excellent mid to late-gamer. (Thanks to Derpachus for the suggestion)

Dragonmaster Outcast - This deck is capable of getting 5 lands fast. Seeing a 5/5 dragon on your 4th turn isn't unlikely.

Oblivion Sower - One of my favorite mid-game drops, as it gives you a relatively large creature, mills your opponent (especially fun after they scry) and triggers multiple landfall (usually). It can be a finisher as well.

Dragonlord Atarka - Late game finisher. I've been seeing him turns 5-7 and when he hits, he hits hard. Your opponent is generally done when he hits the board.

Nissa, Vastwood Seer   - Early game, she's a land grab, and late game she's draw and a possible finisher for very long games.

Animist's Awakening - Not bad even if you're only seeing 2 cards. GREAT late game, as you're probably looking to finish off your opponent if you pull 2 or 3 lands from this and you have a few landfall creatures on the board.

Explosive Vegetation - Takes you from 4 drop to 6 drop in addition to making your landfall triggers big and buff..

Atarka's Command - Obvious benefits here. A flexible and capable card at any stage of the game. Save your mana and drop this on your opponents turn for a nice surprise.

Sword of the Animist - In testing, I haven't lost once when I get this on the board. It nearly guarantees a land drop, and usually even 2 lands a turn. Usually I would never run 4 of a legendary artifact, but this is a special case. a It's hard not to change the course of the game once you get this attached to something. ESPECIALLY powerful on Undergrowth Champion.

Blighted Woodland - In testing, I haven't had much issue with this being colorless. That could change. I like it as a double landfall trigger late game.

Evolving Wilds - Mostly in here because I don't have the other fetch lands, but I like being able to threaten instant landfall on my opponents turn. Generally we have enough effective 1 or 2 drops that it's okay to put this on the board turn 2 or 3.

Wooded Foothills - Obvious benefits.

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Sideboard

Jaddi Offshoot - A wonderful way to fend off other early aggro decks. You're gaining life and taking care of all 1/1 and 2/2s on your opponents first and second drops. A chump block once you get to mid game. Putting this in against really fast aggro decks.

Shaman of the Great Hunt - Added to sideboard as well. He definitely helps when your opponent's deck wants to go the distance rather than kill you quickly. Pumps everybody up, and allows for draw. Excellent mid-gamer. (Thanks to Derpachus for the suggestion)

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Cards I didn't Include:

Omnath, Locus of Rage - Landfall focused win alternate to Dragonlord Atarka. Atarka won out because of the instant benefits when he hits the battlefield.

Nissa's Pilgrimage - Quick grab of 2 or 3 lands on your third turn, still a great trigger late in the game. This was generally too slow for early game, and I was already winning when I played it later in the game. Wasn't enough of an effect to push anything else out.

Retreat to Kazandu - The mid to late game "Retreat" of choice. Gain life, or permanent pump of your creatures. I found the retreats slowed me down a bit in the early game, but I haven't ruled them out yet.

Retreat to Valakut - Great early game aggro pumper. In the late game, you're swinging with big stuff and they aren't blocking. I found the retreats slowed me down a bit in the early game, but I haven't ruled them out yet.

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Revision 2 See all

(8 years ago)

+2 Nissa, Vastwood Seer  Flip main
+4 Shaman of the Great Hunt maybe
Date added 8 years
Last updated 8 years
Key combos
Legality

This deck is not Standard legal.

Rarity (main - side)

14 - 2 Mythic Rares

14 - 0 Rares

10 - 0 Uncommons

8 - 4 Commons

Cards 60
Avg. CMC 2.78
Tokens Ashaya, the Awoken World, Dragon 5/5 R
Folders Prototypen
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