Waterlogged Grove

Waterlogged Grove

Land

, Pay 1 life: Gain or .

, , Sacrifice Waterlogged Grove: Draw a card.

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Waterlogged Grove Discussion

jaymc1130 on Convoluted Combos

1 month ago

AstroAA Sometimes a silly initial idea can lead to a fundamentally powerful truth. That's part of why our group initially started running the original Bloom Combo in any Sultai shell. There are lots of combos in the game that are very powerful, and evaluating total efficiency in competitive settings can help a player win more games by streamlining deck play patterns through deck construction techniques.

For example, a quick comparison of some of the combos we've discussed so far, Bloom Combo, Dramatic Scepter Combo, and Thoracle Consult Combo.

Thassa's Oracle + Demonic Consultation requires 2 card slots in a deck to be able to produce a win with a total mana investment of . It's not just compact in mana investment and card slots, it's also stack compact, requiring just the Oracle trigger, holding priority, and the Consult naming a card not in the deck. All of these factors combine to make it extremely efficient at the job it does and this comes with the trade off of extremely high risk to go with such an efficient maximum reward. If your attempt gets stuffed at the point where you exile your deck but your Oracle trigger doesn't resolve successfully then you get to enjoy perhaps a turn cycle before dying immediately on your next upkeep. Extreme efficiency with the trade off of some knuckle whitening risk. It makes this a great combo to employ at a moment's notice in situations where you can fit it in while opponents didn't leave themselves with enough resources to defend against the line of play, but not usually ideal being used into the full grip and untapped mana bases of opponents ready to interact and the two cards won't generate much value while waiting for the opportune moment as they sit in hand.

Isochron Scepter + Dramatic Reversal is a 2 card combo that generates infinite untaps of nonland permanents with a minimum of 1 additional card that itself is a nonland mana producing permanent (ie, Sol Ring). The loop can become mana positive with certain cards or combinations of cards (Mana Vault, or Arcane Signet+Sol Ring). And that infinite mana can be used with some sort of outlet card to produce a win. So it's a combo that at a minimum will require 4 cards to produce a win, though more often 5 or 6. The mana investment is to play and activate, which is more efficient than the number of card slots that will need to be dedicated to it. It's a combo with components that will have at least some value over time before the combo is activated outright since those dorks and rocks can probably cast another spell, so it has some natural play pattern efficiency. If stuffed, there's a pretty decent chance of losing access to this combo in the future. If the Scepter is destroyed in response to it's first activation, for example, you'll be out the exiled Dramatic Reversal from the imprint even if you can get the Scepter back into play later on. So still maximum reward potential, but less impactful risk to go with the slightly less efficient overall set up since you won't lose if stuffed. It's a combo that can be played pretty easily into opponents ready to defend since it will generate mana to interact with them after starting it's loop and the mana investment on your end is pretty low, but an easy one to interact with for opponents so it's liable to be one they stuff if thrown out wily nilly.

Summer Bloom + Mystic Sanctuary + Waterlogged Grove + Squandered Resources + Ramunap Excavator + Noxious Revival + green land is 7 pieces in total, but one is only needed as the "outlet" (Noxious Revival to loop the deck) and another can be essentially any random land that might be lying around to bring the core down to those 5 unique cards. With the initial 6 cards in place and Revival in the deck the initial mana investment can be as low as to begin the line of play by casting the Summer Bloom. If some of the other pieces aren't in play then the initial investment cost isn't quite so shockingly efficient, but the combo is still solid in terms of card slot and mana investment efficiency when not wowing. Not much risk if the attempt is stuffed, and there's a decent chance you can just try again by saccing the Sanctuary and replaying it to get the Summer Bloom back if countered for example, but the same maximum potential reward of winning the game. Most of the pieces of the combo are value components themselves so they fit naturally into most board state development play patterns allowing you to both spend resources reacting to opponents and amass resources in play and in hand when they don't present serious threats. By far the most conservative of these 3 combos, but far more flexible in it's approach while minimizing potential risks to lose the game.

wallisface on UG Erayo Control/Lock

4 months ago

Some thoughts:

  • You need a way to reliably get Thrasta, Tempest's Roar into your hand, as it appears to be the only way you'll be able to apply pressure. Unlike traditional control, you have a lot of Thrasta-enabling pieces clogging up your deck, so I don't think you can rely on keeping control of the game for long before your opponent starts being able to enact their plans. Traditional Storm decks get what they need efficiently by having loads of draw-cards in their decks, so maybe that's a good avenue to explore?

  • 20 lands fees super low, especially when you're running 4cmc stuff like Cryptic Command and Paradoxical Outcome (and you're going to need more than just the to cast Thrasta, Tempest's Roar also... feels like you need to reach 5ish lands??) I would think you'd want 23 lands as a minimum (Waterlogged Grove'd be good additions as you can always draw from them if you're flooding)

wallisface on Eldrazi PanharmoniTron

7 months ago

deathjunky If I were trying to build a Modern Panharmonicon with Tron Lands deck, I think i’d initially set myself the following restrictions:

  1. Make sure there’s a full playset of Panharmonicon. The card is important to have in play, so we should be ensuring we get it.

  2. Ensure that the vast majority of the deck benefits from Panharmonicon. I would ditch the Eldrazi entirely for this, and focus on artifacts to make for a toolboxy build using Whir of Invention (this would allow us to get setup, while also getting pieces we need).

  3. Figure out how much we need Tron active. We either need low-ish cmc with Chalice of the Void, or we need to splash green to ensure Tron becomes active. I’m personally in favour of option A, though i think i’d still splash green for the likes of Thragtusk.

I think i’d end up with something like this (just spitballing, so this can easily be refined):

(Note, after going through that exercise, the biggest takeaway I have is that I don’t think Panharmonicon wants to be in the same deck as Tron-lands. If i’d just built this as a UG creature list, instead of a tron based build, i think it’d have been easier to ramp, and have access to better payoffs (i.e Hornet Queen). I think the best path forward for your Panharmonicon might be to ditch Tron)

mx439 on Volo's Legion

7 months ago

Update 2: 10/12/2021

Out: 2 Forest, Reef Worm.

In: Prowling Serpopard, Waterlogged Grove, Vineglimmer Snarl.

Silverdrake on Simic Control

10 months ago

I'd be careful with running that many filter lands (Flooded Grove). You will easily and often find yourself in a situation where your starting hand is perfect, except for the fact that your two lands are both Flooded Groves so you don't actually have any colored mana. With counterspell, charm, and coatl, I'm actually a fan of running some filter lands (unlike what most professional modern players will tell you), but some is the key word there. I run one in my UW control, and with your intensity of color I could see you maybe running two. But I wouldn't run any more than that. Some possible replacements:
Hinterland Harbor
Castle Vantress
Riptide Laboratory (snaps and cliques are both wizards, and bouncing them is wildly powerful!)
Waterlogged Grove

jaymc1130 on Sacrifice Lands and Recur Them for the Win!

10 months ago

The Bloom combo is a perfect fit for this deck thematically and functionally. It absolutely is something you should consider adding in.

The Bloom combo functions in a simple enough manner. With 3 Islands, Squandered Resources , and Crucible of Worlds in play, Summer Bloom , Mystic Sanctuary and Waterlogged Grove (or similar horizon land) available to be played in hand (or already on the board), and an available you're set up. Use the to cast Summer Bloom to net three additional land drops. Play Mystic Sanctuary, using it's triggered ability to put Summer Bloom back on top of the library. Play Waterlogged Grove. Play any other land that can produce green mana (including those already in play by first sacrificing it to Squandered Resources for mana). Tap the Mystic Sanctuary for , sacrifice it for , tap the other land for mana, sacrifice it for any color of mana it can produce. Use to sacrifice Waterlogged Grove for it's ability to draw a card and draw Summer Bloom from the top of the deck. There is now remaining to cast Summer Bloom as well as one left over mana of any color that the third land could produce. Repeat this loop for infinite mana.

This loop can also generate infinite draw. Every third iteration of the loop can be used to play Waterlogged Grove, use the from the Sanctuary to draw Bloom off the top, then replay Waterlogged Grove and use the second mana from sacrificing Sanctuary to draw the next card of the library.

Alternatively, the loop can also be used to restock the library with relevant instants and sorceries. Every third iteration of the loop can be used to play Mystic Sanctuary to put any instant or sorcery on top of the deck, then tap the Sanctuary for mana and sacrifice it for mana before playing it again from the graveyard to put Summer Bloom back on top of the library. The third additional land play can then be used to play Waterlogged Grove, sacrificing it to draw Bloom off the top.

With Noxious Revival these loops can be used to return every card in the graveyard to the library. First generate infinite mana, next generate infinite land drops by only using two land drops per loop iteration to play Mystic Sanctuary and Waterlogged Grove to reset, redraw, and replay Summer Bloom. Then cast Noxious Revival on any target in the graveyard to put it on top of the library, play Mystic Sanctuary to put Noxious Revival on top, play Waterlogged Grove, then sacrifice Mystic Sanctuary for mana and Waterlogged Grove to draw the Noxious Revival. Repeat this portion of the loop until all cards are returned from the graveyard to the library.

Since you'll already be using all of these pieces aside from Summer Bloom any ways in an effective land value matters themed deck the opportunity cost is essentially non-existent to include the cherry on top.

nathanielhebert on COWABUNGA!!! Turtle power is a great toughness!

11 months ago

seshiro_of_the_orochi Excited to report that I've assembled the cards needed to put this deck together — got a playset of Angler Turtle in foil, and a bunch of Frog Lizard tokens on hand. Splurged and added in a few Waterlogged Grove and Hinterland Harbor to the mana base, and an additional Assault Formation to give those turtles some teeth! Cheers!

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