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Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Oathbreaker | Legal |
Pauper | Legal |
Pauper Duel Commander | Legal |
Pauper EDH | Legal |
Pioneer | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Arboreal Grazer
Creature — Beast
Reach
When Arboreal Grazer enters the battlefield, you may put a land card from your hand onto the battlefield tapped.
Khurgar on
Modern Lands
2 months ago
Allright, so here's the "how the fk does it work?" part.
The deck is a prett slow one that takes some time before it really activates, so several cards both in the main deck and side board are there to mitigate the pressure that we might suffer from early plays. Lightning Bolt, Fire / Ice and Arboreal Grazer fills these slots in the main deck.
What the deck wants to do is generally to discard lands with Seismic Assault to deal damage to the enemy, then use cards such as Wrenn and Six, Life from the Loam and Slogurk, the Overslime to recur those lands to your hand again.
Trade Routes is used for 3 reasons. The first is pretty straight forwards, use your land cards in hand to generate new cards. Second use is to be able to play your channel lands early in the game to give mana while being able to pick them up later in the game to use their channel effect. And the third one is to make Slogurk, the Overslime to grow rapidly. If you discard a land and opt to dredge a Life from the Loam, Slogurk, the Overslime can grow anywhere between +1 to +4 +1/+1 counters for a single mana, ontop of digging for utility lands that you can return later.
Sadly I have not had a lot of time playtesting it, and I think that the sideboard needs a lot of work. First and foremost I feel like I have doubled down a bit too hard on artifact hate, albeit with a lot of cards with multi purpose.
Anyways, the rundown of why I included the cards are as follows: Damping Sphere was included to stop decks such as tron and titan, and it also works well versus decks such as breach or storm or other more jank combos such as neobrand.
Pithing Needle and Relic of Progenitus dont need explaining.
Brotherhood's End was included to deal with asmo decks, affinity, prison tron, goblins, merfolk and other similar decks to these.
Force of Vigor is in the deck solely because I have no way to stop a turn 2 kill from hammer, other than blocking with an Arboreal Grazer. I am strongly considering cutting it though.
Haywire Mite is included to stop Kaldra Compleat, but will probably see play in the same games that my other artifact and enchantment hate cards.
Otawara, Soaring City is just so that you are more likely to draw them, especially in matchups where they run pithing needle to stop Boseiju, Who Endures, but is also really good for returning combo pieces to hand, or just big beaters like murktide. Its also really good vs tokens.
Boseiju, Who Endures just a really solid card, deals with most problems the deck faces, such as graveyard hate and blood moon effects.
Bojuka Bog is a fantastic card in this deck. With this card and Trade Routes you can exile your opponents graveyard every turn if you'd like, although it is only in sorcery speed.
Cards that I would like to experiment with: Expressive Iteration is a card that I am gonna experiment with in place of Fire / Ice. I think that Fire / Ice is much better at stalling out the game, but expressive is such a valuable card to have in the mid game.
Academy Ruins and Buried Ruin to be able to get artifacts back from the graveyard.
Shadowspear to deal with agressive matchups where the opponent have no good way of dealing with my constructs or Slogurk, the Overslime.
Orvar, the All-Form versus decks that enjoy discarding your hand, so generally versus decks that runs archong or liliana.
I hope you enjoyed the read, give me some thoughts in the comments if you have any =)
Breakaway on
Simic Butts ft. Reality Chip
2 months ago
Arboreal Grazer and Gilded Goose can help you ramp a bit if you feel like you are a bit slow.
27hp on
Landfall Champions
3 months ago
Search for Tomorrow seems like a good fit. I've been pretty lucky pulling Arboreal Grazer most first turns so that always gives me immediate ramp but having more 1 mana options can't hurt.
Jaddi Offshoot is insane! I think I'm definitely adding that in asap. I feel like Courser of Kruphix is definitely a tighter strategy option than Gladeheart but I'm hesitant! In a couple of my games with this deck I've been doubling up life gain/damage with Vito, Thorn of the Dusk Rose + Sanguine Bond and gladehearts landfall effect have really been lifesavers. However ... I have top-carded with this deck a few times already and that sucks. Might toss out the 2 Chalice of Life Flip for 2 of them and see how it goes!
nbarry223 on
Viga-BOOM! (Turn 2)
3 months ago
They finally spoiled the one piece this deck was historically missing, a 4 CMC creature which allows us to pivot to stalling or help progress our plan of getting to 6 mana. Sadly, I think the deck has pivoted enough into colorless utility lands which blow themselves up for Amulet of Vigor that it may not find a home because of how color intensive it is. I'm still kind of excited to see any "you may play an additional land" cards, since I would prefer another per turn usable card to help offset Arboreal Grazer and Explore if possible.
Thalia and the Gitrog Monster
Legendary Creature - Human Frog Horror
First strike, deathtouch
You may play an additional land on each of your turns.
Creatures and nonbasic lands your opponents control enter the battlefield tapped.
Whenever Thalia and The Gitrog Monster attacks, sacrifice a creature or land, then draw a card.
4/4
nbarry223 on
Viga-BOOM! (Turn 2)
3 months ago
Yeah, I am still playing around with a few slots, but these numbers are getting closer to what I envision as the "ideal" 75.
For example, I ended up cutting a Valakut, the Molten Pinnacle because we aren't naturally getting to 6 lands consistently anymore, having 7 lands in the deck that blow themselves up. It's still worth playing a copy though, as there's plenty of lines that get us there. Quite happy with just one, as I still get to lethal with it thanks to Mosswort Bridge over Sunhome, Fortress of the Legion.
I chose Mosswort Bridge over Sunhome, Fortress of the Legion since it helps us get that land count up pretty consistently, and is pretty much just as deadly with less initial mana investment (fetching Mosswort Bridge and Vesuva copying a bounce, so you can replay it as Mosswort Bridge when you find an extra land creature is a nice line).
I'm still undecided as to the "proper" counts for Elvish Reclaimer, Explore, and Arboreal Grazer, since the influx of colorless lands and more consistent double amulet has changed the deck's dynamics a little. It's also a lot easier to fold to hate, because we are sort of sacrificing our lands for Amulet of Vigors, so if those amulets get removed, we are just behind.
I'm also not sure if I want to add back a second Tolaria West or not, because I am capable of getting away with only one thanks to Tyrranax Rex covering me against interactive decks. It does take away a few lines, but most of those are win-more, so I have been weighing the pros and cons of that second copy and am still undecided currently.
wallisface on
Landfall Champions
4 months ago
You land count and ramp abilities both seem waaay too low here.
Your only ability to ramp seems to be Grow from the Ashes, which at 3 mana is a pretty clunky spell, and does very little work towards accelerating your land drops.
20 lands is also waaay too low for what you’re doing here. As reference, Modern Primeval Titan decks are currently running 32 lands (and i’ve never seen this lists run less than 30).
Added to the above, your current deck has absolutely nothing to do on turn 1, meaning you’re always starting a full-turn behind your opponent - a really dangerous and unwise place to be.
I would advise upping your land count by A LOT, and getting more cards in to help you accelerate (like Explore and Arboreal Grazer). You’re currently running too many payoff cards and not nearly enough ways to ensure you’ll be able to cast them.
wallisface on
Rampy Boi
5 months ago
Some thoughts:
-
because you’re only running Forest as a land-type, Matca Rioters is always going to be a 1/1. I’d suggest ditching it.
-
all your ramp creatures are good for generating mana, but terrible for actually advancing your plan of increasing your land count. Cards like Explore or Arboreal Grazer are probably more useful for ramping you in a way that’s more meaningful to your creatures.
-
Rancor is probably useful to let your big stompy creatures actually close-out a game and not just get chump-blocked by 1/1s forever.
Squee_Spirit_Guide on
Shifty Crabs!
5 months ago
Hey aholder7, thanks for your thoughts! I've been trying to resist control in this deck because I feel like I always go down that path with (probably because it's the best option). I view this as more of a race about trying to have more crabs than my opponent can find removal before it's too late. I don't play competitvely, so I've been finding that the deck runs pretty well, even in the face of removal.
That said, I like the idea of Arboreal Grazer. Adding a decent body for blocking and an extra land drop is nice, I'll definitely be trying that out! And you're probably right that control/interaction would be key if I wanted to win an FNM or take this to a GP (do GPs exist still?).
Thanks again for taking the time to to leave your ideas and suggestions! It's much appreciated :)
Have (1) | reikitavi |
Want (2) | MarshCasualty , ZAC727 |