Viga-BOOM!

Modern nbarry223

SCORE: 259 | 865 COMMENTS | 65810 VIEWS | IN 112 FOLDERS


Feb. 23, 2022

Thanks to everyone who's contributed in one way or another (there's been a whole lot of changes from the deck's inception).

I'd like to especially thank Jay, CurdBrosBrewingCo, Earthsfire, Crazybop09, JacobAGrossman, and asasinater13 for the useful suggestions. topdeckermtg2010, DaggerV, and pacundo also made notable suggestions, which were inevitably cut for bigger and better things. Ealon suggested using a card in a way I didn't think of previously, which led me to finding a very nice sideboard option.

Also, special thanks to The Doctor for the name (thank you to everyone else for the suggestions too!)

Thank you to everyone else for the +1s and support, really appreciate it all. Keep the ideas coming if you have any, I try to give them all a shot.

Jay says... #1

A few thoughts-

-I like Rampaging Baloths

-Chalice of the Void should really be sideboard. It's useless against control.

-Why use City of Brass when you can take advantage of multitriggering lands that enter tapped? Especially when you're almost all Green.

-Try using a wide array of lands. Prime Time can set up mean interactions like Inkmoth Nexus + Kessig Wolf Run .

-Tolaria West is killer for finding other lands, Summoner's Pact , and chalice if you keep it.

Best of luck, I'm thoroughly loving this deck type!

December 17, 2013 10:33 a.m.

nbarry223 says... #2

So ye, after adding in fetches and Hunter's Insight this deck wins by turn 4 pretty consistently. The fetches help me get the most out of my landfall triggers, and Hunter's Insight solves my lack of draw power in a superfluous way. I also have 11 cards to get Primeval Titan out: 4x Primeval Titan , 3x Tooth and Nail , 4x Summoner's Pact . Basically, all you need to do is make sure Amulet of Vigor stays on the board until you get a Primeval Titan out. If you can do that, you basically win immediately when it resolves (especially if you had a turn 2 Lotus Cobra ).

December 17, 2013 12:13 p.m.

phil2010 says... #3

it feels like you have all this mana but no end game solution. Kessig Wolf Run is a land that is a must in this deck. Omnath, Locus of Mana Protean Hydra are pretty solid creatures in this deck as well.

December 18, 2013 12:42 a.m.

nbarry223 says... #5

Well, I pretty much tap out to cast titan turn 3, and then I will usually be able to get Rampaging Baloths out through Summoner's Pact , Hunter's Insight , Tooth and Nail or just having it next turn. That's a 8/6 trample (plus the first swing with 8/6 titan) and a 6/6 trample titan plus however many 4/4 beasts I can manage to cheat into play by bouncing lands (or fetching ones). The overwhelming swarm is usually enough the next turn if my 22 trample damage doesn't kill them.

Keep in mind this is just the most common play, it can be a lot faster if you get a "godhand" with 2 amulet of vigor in it, because you can tap your bounce lands twice every time you play them (and bounce them back to hand) netting you 4 mana each land drop.

Kessig Wolf Run is probably a good idea, as it could be useful in certain situations. I'll add the boros bounce too, just to assure I can always give Primeval Titan haste if I cast it.

December 18, 2013 1:27 a.m.

OnyxFever says... #6

January 7, 2014 9:55 p.m.

nbarry223 says... #7

for what exactly i have no blue or black costs?

January 7, 2014 11:03 p.m.

OnyxFever says... #8

Simic Growth Chamber and Golgari Rot Farm are bounce lands like Gruul Turf , Boros Garrison and Selesnya Sanctuary (what red and white costs do you have?). I figured if you want bounce and green they would be good when it comes to consistency in the opening hand. If I misunderstood what was going here just ignore what I said.

January 8, 2014 3:17 a.m.

nbarry223 says... #9

My red and white costs are in Slayers' Stronghold which gives my titan(s) haste, allowing me to fetch more lands. I currently have 8 green bounce lands, which isn't too bad, although adding in more also means lowering the amount of untapped lands I have to play Amulet of Vigor

By all means, if you can see some blue or black card that can do work in this deck, I will not hesitate to add them, but until then, they are useless to me.

January 8, 2014 10:22 p.m.

Just so you know. amulet of vigor doesn't untap your lands twice. If it would come into play tapped, it comes into play untapped instead.

January 8, 2014 11:29 p.m.

Jay says... #11

Actually, you're incorrect. If you have two Amulet of Vigor s down, you can get double the mana. Their ability is a triggered ability, and thus uses the stack. In between ability resolutions on the stack you can tap the lands for mana, thus essentially giving you double. This is because mana abilities (such as tapping lands) do not use the stack at all.

January 8, 2014 11:31 p.m.

I see how it works now, my bad. I read it as comes into play untapped, not untap the land. That makes sense now. Sweet deck idea anyways.

January 8, 2014 11:40 p.m.

Kaitoghost says... #13

The wording on Amulet is "Whenever a permanent enters the battlefield tapped, and under your control, untap it." It doesn't allow you to untap your land, then tap it, then untap it again.

Unless you can point me to an official Judge's ruling in your favor, then Amulet doesn't work the way you believe.

January 11, 2014 2:54 p.m.

nbarry223 says... #14

amulet is a triggered effect...

Therefore, the ability of Amulet of Vigor goes on the stack however many times for however many are on the field when you play a tapped permanent (in my case, lands, it could be even more degenerate with things like Time Vault though). Tapping a land for mana is done as an interrupt, so you can tap in between each separate triggered untap ability. It is the same concept as countering select spells in a counter war while allowing others to resolve, except tapping a land cannot be responded to, think of it as something with split second if that helps (although it is totally different).

January 11, 2014 5:48 p.m.

Jay says... #15

It doesn't require a judge's ruling, it's a basic understanding of the stack. Two separate abilities are on the stack, and inbetween their activation you can float mana.

January 11, 2014 5:50 p.m.

nbarry223 says... #16

Also worth noting is that I am usually returning the bounce land itself to my hand after tapping it for mana (as part of the lands cost), which is why I can consistently get a whole lot of mana really quickly with the multiple land plays per turn.

The only real problem is that this deck really relies on Amulet of Vigor , and I'm not quite sure how to protect it efficiently in the early turns once they side for removal (there's a lot of artifact hate in this format).

January 11, 2014 5:51 p.m.

Jay says... #17

I've been considering siding Buried Ruin

January 11, 2014 6:06 p.m.

nbarry223 says... #18

meh, that's not as powerful of an interaction as I'd want. it's a lot to pay 2 mana and a land for Amulet of Vigor

I'll keep trying to come up with some solution, but I can't really think of anything that's all that great.

January 12, 2014 9:54 p.m.

nbarry223 says... #19

anyone think it's worth splashing blue for the three blue cards in my maybeboard?

Academy Ruins Tolaria West Trinket Mage

I am going to playtest it a bit with the splash, but I want opinions if it'll hurt my consistency too much.

January 13, 2014 8:07 p.m.

caboose2900 says... #20

This kinda reminds me of one of my decks, although mine is much sillier than yours. We both try to get a bunch of lands though, so that is similar. Anyways, cool deck. +1 from me.

Here is the link to my deck in case you want to check it out: The Hills Have Eyes

January 15, 2014 7:43 p.m.

Jay says... #21

Tolaria West is amazing in this deck, trust me. It allows for a Turn 2 win.

January 15, 2014 8:16 p.m.

nbarry223 says... #22

I already have a bunch of turn 2 win hands. Tolaria doesn't enable enough to justify adding blue. I'm mainly looking at it for Trinket Mage to be able to fetch Amulet of Vigor if and when it gets destroyed after they side in artifact hate. tolaria and acad ruins are just icing on the cake if I do add blue.

January 16, 2014 4:27 p.m.

Jay says... #23

Transmuting TW for Prime Time is also invaluable.

January 16, 2014 4:42 p.m.

nbarry223 says... #24

it's almost win more though, as I will usually have played a titan to fetch it. Trinket mage on the other hand allows me to recover from the decimation of someone destroying my turn 1 amulet in a timely manner. It'd essentially give me 8 amulets to run if I put it in as a 4 of (will probably be a 3 of though)

January 16, 2014 4:48 p.m.

nbarry223 says... #25

long story short, will blue be worth it in your opinion? I'm thinking it will be after the playtesting I've done. It seems to be consistent even with 4 colors.

January 16, 2014 4:49 p.m.