I would play it more, but there is a distinct lack of tournaments near me. As for the price tag, I'm failing to see how it is more expensive than Jund or any Uxy deck.
@greenpoe: Can you list your land base as well? I'd really like to see where you're going with it and if you have it tuned. I'd be more than willing to test out Naya Loam. Is BoP really all that necessary? Seems like the worst thing to cascade into.
Birds of Paradise is absolutely necessary for the aggro-build. It's the deck's 1-drop and helps cope with the high amount of 3-drops (dropping them on turn 2). Plus, acceleration via Birds and KotR allow you to ditch extra lands to Assault. Yeah, it does stink hitting a BoP off of BBE, but on the flip side, almost anything else you cascade into will really help your board position. I wouldn't try Hierarch, either, because RRR for Seismic Assault is really important to hit early at times.
// Lands
2 [BRB] Mountain
2 [M12] Rootbound Crag
4 [ZEN] Scalding Tarn
2 [GP] Stomping Ground
4 [ZEN] Verdant Catacombs
1 [RAV] Temple Garden
2 [RAV] Sacred Foundry
4 [ZEN] Arid Mesa
1 [WWK] Tectonic Edge
2 [FTS] Horizon Canopy
// Creatures
4 [FUT] Tarmogoyf
4 [MOR] Countryside Crusher
4 [ARB] Bloodbraid Elf
4 [DDG] Knight of the Reliquary
4 [10E] Birds of Paradise
4 [ARB] Qasali Pridemage
// Spells
4 [RAV] Life from the Loam
4 [8E] Seismic Assault
4 [M11] Lightning Bolt
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Checking back in with a little secret tech for you guys playing the grindy version like myself: Golgari Thug
This guy won me at least 3 games Wednesday functioning as a faux Volrath's Stronghold. It seems really clunky and slow but recurring Goyf or a post-board Baloth is just back breaking. He's absolutely fine as a singleton and something I would definitely suggest testing. Killing him is super easy and if you have enough mana (which is pretty much every game for me) you can get him rolling in a single turn once the game goes late.
My list as of current:
4 bob
4 goyf
1 thug
1 darkblast
2 looting
3 flame jab
3 inquisition
4 raven's crime
4 life from the loam
I'd rather play Haunted Fengraf over Golgari Thug. Sure, no guarantees, but it returns dead guys to your hand and not your library, and it's a land that can be Loamed every turn.
Besides, this deck plays so few creatures that it may as well be a guarantee.
I'd rather play Haunted Fengraf over Golgari Thug. Sure, no guarantees, but it returns dead guys to your hand and not your library, and it's a land that can be Loamed every turn.
Besides, this deck plays so few creatures that it may as well be a guarantee.
Hrm that may be worth it. IDK though if I were to hit Bob with one already on the table over a 7/8 Gerf I might get pretty upset haha. And against Rakdos you really really need that lifegain. Which leads me to a relevant question:
Whats the second best thing we have compared to Zuran Orb?
Hrm that may be worth it. IDK though if I were to hit Bob with one already on the table over a 7/8 Gerf I might get pretty upset haha. And against Rakdos you really really need that lifegain. Which leads me to a relevant question:
Whats the second best thing we have compared to Zuran Orb?
Kitchen Finks. Also Eternal Witness is pretty good in the deck, too. I'd play her over the Thug, honestly. I mean if you want it to be recurring Haunted Fengraf sounds good; but between Tec/GQ and it that's a lot of colorless when triple red is important to have by T3 or T4.
Has anyone tried out Crucible of Worlds in this deck? I just thought of it and checked if it was legal and it is surprisingly enough. Seems like more advantage for grinding out games. I'll have to try it myself.
Anyways, I had a thread for my variant on Loam Assault. I was developing a RUG list and I've had a lot of success with it. However, with the sub-forum being dismantled I'm certain I won't get any real feedback anymore so I figure I'll post it here. Here is the list I currently have built in real life:
Things to note about adding blue:
-Deprive has been an amazing card for me. With a Seismic Assault out, it is a Counterspell+Shock which is just phenomenal.
-Spellpierce is solid at getting things to stick early on as well. It gets worse late game (which happens often) so I don't really want to run more copies since it loses value pretty quick. Flashing it back has been clutch several times though.
-Snapcaster is great with the deck since it is largely graveyard based and gives me a decent amount of reach with Bolt. He makes Dredging less painful and he is hardly ever irrelevant.
-Jace Beleren is the biggest reason I had for playing this deck. He is a powerful card on his own but combined with Assault and Loam he allows you to do at least 12 damage in a single turn. He draws attention away from you as well, giving you more time to dig for your combo.
I also have a Aggro-Control variant in RUG as well. It utilizes cards like BBE and Vendilion Clique to generate value and provide a decent clock. It is more volatile than I'd like it to be but I've dealt 16 damage on turn 4 through a Polymorphed Emrakul. So, it has promise and is less stressful on the brain but I feel more in control with the list above.
Crucible isn't good because it doesn't actually give you another land drop, and it takes lands out of your graveyard. You want them in there so you can Loam them back to your hand.
Comments after reading through most of the thread:
While I have a fewer number of creatures than the rough lists of some of my fellow posters on this thread, my reasoning behind that choice, is that I want to preserve the multiple avenues to victory that the BRG version touts, while still remaining in these colors and the potential to develop large creatures if left unchecked.
My thinking with this list is that I want to be hitting them from multiple angles - Bloodbraid Elf cascaded into anything is a good value with the dorks removed, and as a result of not having those dorks / non essential (arguably) pieces, is that the loam assault burn interaction is still abused to its fullest.
Idea:
My contribution to the think tank is this - has anyone attempted to brew a list that uses almost exclusively man lands along side the loam engine? In my head it could be effective to swing in with Mishra's Factory and make your opponent choose between 2 to the face, blocking the 2 and trading, or blocking the 2 and giving fodder to the assault loam engine.
Anyway, I would love to hear any comments that y'all might have
Lightning Helix with zero Bolts definitely sounds wrong. Also, consider adding Qasali Pridemage. Goes great with the aggro angle and deals with troublesome stuff. You really are going to want the 4th Countryside Crusher for sure, especially in a list like that.
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I agree with Greenpoe, if you are playing Red you should really have Bolt. Same goes for White and Path to Exile. They are just most efficient removal in the format and should be in there somewhere. Having Pridemage is a great idea as well. I've found I have a fairly rough time Mainboard dealing with other enchantments. Generally I can just play around them, but having removal for them on a creature that buffs your creatures seems perfect here.
I haven't been a huge fan of Noxious Revival or Wurm Harvest. I never was excited to see them when drawing them. Which usually makes me cut cards. If you really want to return cards from the graveyard, run an Eternal Witness or two. It does the same thing but will get the card in hand immediately and can still be cascaded into off of BBE. I have the same feelings for Country Side Crusher but I'm assuming he is a stand in for Goyf. I'd make the swap to Goyf if/once you get them. He'll just be more efficient for you.
Your mana base could be changed up as well. You don't really need all of those shocklands. Run more fetches since they combo well with Loam and will help mana fix for you. Also, running Knight of the Reliquary opens you up to running the Zendikar spell lands like Sejiri Steppe and Bojuka Bog. They should probably be in there somewhere as a 1-of for your Knight to fetch out.
@Greenpoe and Capt. Nick
Thank you very much for your suggestions - after implementing and goldfishing with the addition of some of the cards you guys mentioned, I am feeling much more comfortable with how the deck plays out in the early stages. The list at the moment is as follows:
I feel that you were both right in your case made for Lightning Bolt, and it seemed the natural replacement for Jab and Harvest - I also feel like Pridemage and Witness provide me with more resiliance over what I had earlier so they went in, as did the Bog and Steppe. I reasoned that Countryside Crusher would be a mediocre mid game draw as I would need to go through the assault cycle to see value out of him, and whose spaces would be better allocated to the cards above. I removed him for that reason, and in his place stuffed the cards above.
I don't know (or at least didnt like) about putting Path to Exile in the deck because I felt like while a great card when it works, its drawback of giving my opponent a land (putting more pressure on me going off earlier) or cascading into it when there is no worthy target far outweighed its potential value.
As far as the sideboard goes, I have always love the concept of transformational sideboard, and realized that with the changes we just made, the deck looks similar enough to Big Naya to make the deck transform into it. The thinking is that my opponent will sideboard in graveyard and enchantment hate, which will then be blank against the deck that abuses neither (well maybe the gy slightly with knight, but thats what the pridemage is for - to remove spellbombs and the like). As a result, my rough sideboard looks like:
Any thoughts? I fell like it puts enough early game pressure in a significantly different enough way to blank my opponents sideboard choices, and turning the game into aggro naya vs handicapped opponent.
This is the direction I'd take your deck. I cut it down to 26 lands and adjusted it to help you hit a color curve of Lynx/Bolt/Looting turn 1, Pridemage/Loam/Helix turn 2, Assault/KotR turn 3. I'm not sure on which Filter land you'd want more so I just left a 1/1 split. It shouldn't matter too much but keep an eye on it in testing. This list is nice in that you don't need any real double mana color restrictions (outside of red which) frees up your early land drops and adds to your deck's consistency.
I added a Raging Ravine to give you a man land to let you continue getting in damage late game. It's always a good option to have, especially since you can Loam it back if need be.
Also, I feel like Slayer's Stronghold will be better for your deck. It doesn't require you to tap out, gives Haste to your Knight of the Reliquary, gives Vigilance KotR as well, and will let your Steppe Lynx still get in for damage if you are missing land drops. Horizon Canopy is also a notable addition, it's instant speed draw so you can respond to Graveyard hate and dredge Loam out. This works doubly well with KotR since you can tutor for it and draw at instant speed.
Flame Jab is pretty important to the deck. It's your plan B Assault since it operates out of the graveyard in case you are denied access to your resolved Assaults. Like to Pithing Needle or O-Ring. I shaved a land (26 should be enough lands) and an Assault to get them back in. With Cascade, I've found that 4 Assaults becomes a bit too repetitive.
Steppe Lynx with Loamable Fetch Lands should be really strong, getting in for 4 damage turn after turn is solid. I may have cut too many fetch targets for this line of play but if you need more than 9 activations, it probably wasn't going to happen anyways. Haha.
4 Pridemage and 2 Witness seems like too much. 1 Witness should be all that you need to get some decent value late game. 2 Pridemage seems a hair too low but 3 seems like a little too much but I have no testing to back up that claim. See how it works for you and go from there. He is solid but I feel I wouldn't really want to see more than 1 at any point in a game.
Path should stay in the sideboard until you are sure your opponent is playing creatures. It would suck to Cascade into it and then have to bottom it for no value. I don't really like the transformational sideboard since the main deck is going to be fairly solid. I feel a transformational sideboard is made to capitalize on people siding in cards that will become dead. Graveyard hate is so light that the benefit of being able to lock someone out with AssaultLoam is still worth running through the hate. Plus, that will water down their ability to deal with your creatures which will still be applying pressure effectively.
Like I said, this is the direction I'd take with your Naya Aggro Loam list. It looks pretty solid but I'd need to do some testing to get a better idea on numbers (especially in the mana base).
Will this deck still be able to work in Modern with the Valakut unbanning?
Yes, why wouldn't it? It just may have to run an extra tectonic edge or ghost quarter. Also, this may make the Naya version unplayable due to lack of disruption or countermagic.
IMO it didn't get killed. It just makes the Naya version infinitely worse, and possibly the blue version as well. Cavern and Boseiju both neuter counterspells, so I think the Jund variant is the way to go. With hand disruption and another GQ or TE, it shouldn't be too much of a problem.
I feel like we really need to start running Mainboard Enchantment/Artifact hate. There are plenty of decks that rely on those types of cards (including our deck) for their main game plan. A couple Nature's Claim could be very potent. Especially if the Prismatic Omen + Scapeshift deck takes off. Thoughts on that?
It's hard to find maindeckable artifact/enchantment hate in RUG colours. I guess there's Viridian Zealot and Acidic Slime?
In Naya, you get Qasali Pridemage, and in Jund, you get Maelstrom Pulse/Abrupt Decay. I'm considering swapping my singleton Pulse for a Decay, but Decay does nearly nothing against RG Valakut Ramp while at least Pulse hits Primeval Titan.
Nature's Claim is perfectly reasonable hate. The games are usually grindy enough that the life gain isn't terribly relevant and can be used on my own Assault if need be. I like Pulse but I think the mana cost and Instant speed of Abrupt Decay make it a much more solid choice.
I feel like Combo-Kut is going to be a lot more effective than a RG ramp variant in Modern. Traditional ramp just doesn't seem fast enough or interactive enough to compete with the current top decks. Resloving a Primeval Titan won't straight win the game for you, where as a resolved Scapeshift will.
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QuestSteelUW
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Birds of Paradise is absolutely necessary for the aggro-build. It's the deck's 1-drop and helps cope with the high amount of 3-drops (dropping them on turn 2). Plus, acceleration via Birds and KotR allow you to ditch extra lands to Assault. Yeah, it does stink hitting a BoP off of BBE, but on the flip side, almost anything else you cascade into will really help your board position. I wouldn't try Hierarch, either, because RRR for Seismic Assault is really important to hit early at times.
// Lands
2 [BRB] Mountain
2 [M12] Rootbound Crag
4 [ZEN] Scalding Tarn
2 [GP] Stomping Ground
4 [ZEN] Verdant Catacombs
1 [RAV] Temple Garden
2 [RAV] Sacred Foundry
4 [ZEN] Arid Mesa
1 [WWK] Tectonic Edge
2 [FTS] Horizon Canopy
// Creatures
4 [FUT] Tarmogoyf
4 [MOR] Countryside Crusher
4 [ARB] Bloodbraid Elf
4 [DDG] Knight of the Reliquary
4 [10E] Birds of Paradise
4 [ARB] Qasali Pridemage
// Spells
4 [RAV] Life from the Loam
4 [8E] Seismic Assault
4 [M11] Lightning Bolt
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This guy won me at least 3 games Wednesday functioning as a faux Volrath's Stronghold. It seems really clunky and slow but recurring Goyf or a post-board Baloth is just back breaking. He's absolutely fine as a singleton and something I would definitely suggest testing. Killing him is super easy and if you have enough mana (which is pretty much every game for me) you can get him rolling in a single turn once the game goes late.
My list as of current:
4 bob
4 goyf
1 thug
1 darkblast
2 looting
3 flame jab
3 inquisition
4 raven's crime
4 life from the loam
3 lilly
3 siesmic
28 land
3 grudge
2 pyroclasm
3 baloth
1 seal of primordium
2 torpor orb
2 slaughter pact
1 thoughtsieze
1 engineered explosives
dredge t.e.s. loam
- Bryant Cook
Besides, this deck plays so few creatures that it may as well be a guarantee.
Hrm that may be worth it. IDK though if I were to hit Bob with one already on the table over a 7/8 Gerf I might get pretty upset haha. And against Rakdos you really really need that lifegain. Which leads me to a relevant question:
Whats the second best thing we have compared to Zuran Orb?
dredge t.e.s. loam
- Bryant Cook
Kitchen Finks. Also Eternal Witness is pretty good in the deck, too. I'd play her over the Thug, honestly. I mean if you want it to be recurring Haunted Fengraf sounds good; but between Tec/GQ and it that's a lot of colorless when triple red is important to have by T3 or T4.
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Anyways, I had a thread for my variant on Loam Assault. I was developing a RUG list and I've had a lot of success with it. However, with the sub-forum being dismantled I'm certain I won't get any real feedback anymore so I figure I'll post it here. Here is the list I currently have built in real life:
3 Snapcaster Mage
3 Tarmogoyf
Spells: 28
4 Lightning Bolt
2 Flame Jab
2 Spell Pierce
3 Faithless Looting
3 Thought Scour
3 Deprive
4 Life from the Loam
2 Jace Beleren
2 Volcanic Fallout
3 Seismic Assault
2 Steam Vents
1 Stomping Ground
1 Breeding Pool
4 Misty Rainforest
4 Scalding Tarn
3 Copperline Gorge
1 Raging Ravine
2 Cascade Bluffs
2 Island
1 Mountain
1 Forest
1 Desolate Lighthouse
3 Ghost Quarter
3 Spellskite
1 Volcanic Fallout
2 Engineered Explosives
1 Ghost Quarter
2 Mindbreak Trap
3 Nature's Claim
3 Ancient Grudge
Things to note about adding blue:
-Deprive has been an amazing card for me. With a Seismic Assault out, it is a Counterspell+Shock which is just phenomenal.
-Spellpierce is solid at getting things to stick early on as well. It gets worse late game (which happens often) so I don't really want to run more copies since it loses value pretty quick. Flashing it back has been clutch several times though.
-Snapcaster is great with the deck since it is largely graveyard based and gives me a decent amount of reach with Bolt. He makes Dredging less painful and he is hardly ever irrelevant.
-Jace Beleren is the biggest reason I had for playing this deck. He is a powerful card on his own but combined with Assault and Loam he allows you to do at least 12 damage in a single turn. He draws attention away from you as well, giving you more time to dig for your combo.
I also have a Aggro-Control variant in RUG as well. It utilizes cards like BBE and Vendilion Clique to generate value and provide a decent clock. It is more volatile than I'd like it to be but I've dealt 16 damage on turn 4 through a Polymorphed Emrakul. So, it has promise and is less stressful on the brain but I feel more in control with the list above.
For those curious, the other deck list is:
3 Snapcaster Mage
4 Tarmogoyf
3 Vendilion Clique
4 Bloodbraid Elf
Spells: 20
4 Seismic Assault
4 Life from the Loam
3 Deprive
4 Lightning Bolt
2 Mana Leak
3 Vapor Snag
Land: 26
2 Steam Vents
1 Stomping Ground
1 Breeding Pool
4 Misty Rainforest
4 Scalding Tarn
3 Copperline Gorge
1 Raging Ravine
2 Cascade Bluffs
2 Island
1 Mountain
1 Forest
1 Desolate Lighthouse
3 Ghost Quarter
3 Spellskite
1 Volcanic Fallout
2 Engineered Explosives
1 Ghost Quarter
2 Mindbreak Trap
3 Nature's Claim
3 Ancient Grudge
/facedesk
dredge t.e.s. loam
- Bryant Cook
4 Bloodbraid Elf
4 Knight of the Reliquary
3 Countryside Crusher
Spells
4 Life from the Loam
4 Faithless Looting
4 Lightning Helix
2 Flame Jab
2 Noxious Revival
1 Worm Harvest
4 Seismic Assault
Lands
4 Arid Mesa
4 Clifftop Retreat
3 Sacred Foundry
2 Temple Garden
2 Stomping Ground
2 Fire-lit Thicket
2 Rugged Prairie
2 Wooded Bastion
2 Ghost Quarter
2 Kessig Wolf Run
1 Plains
1 Forest
1 Mountain
Comments after reading through most of the thread:
While I have a fewer number of creatures than the rough lists of some of my fellow posters on this thread, my reasoning behind that choice, is that I want to preserve the multiple avenues to victory that the BRG version touts, while still remaining in these colors and the potential to develop large creatures if left unchecked.
My thinking with this list is that I want to be hitting them from multiple angles - Bloodbraid Elf cascaded into anything is a good value with the dorks removed, and as a result of not having those dorks / non essential (arguably) pieces, is that the loam assault burn interaction is still abused to its fullest.
Idea:
My contribution to the think tank is this - has anyone attempted to brew a list that uses almost exclusively man lands along side the loam engine? In my head it could be effective to swing in with Mishra's Factory and make your opponent choose between 2 to the face, blocking the 2 and trading, or blocking the 2 and giving fodder to the assault loam engine.
Anyway, I would love to hear any comments that y'all might have
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I haven't been a huge fan of Noxious Revival or Wurm Harvest. I never was excited to see them when drawing them. Which usually makes me cut cards. If you really want to return cards from the graveyard, run an Eternal Witness or two. It does the same thing but will get the card in hand immediately and can still be cascaded into off of BBE. I have the same feelings for Country Side Crusher but I'm assuming he is a stand in for Goyf. I'd make the swap to Goyf if/once you get them. He'll just be more efficient for you.
Your mana base could be changed up as well. You don't really need all of those shocklands. Run more fetches since they combo well with Loam and will help mana fix for you. Also, running Knight of the Reliquary opens you up to running the Zendikar spell lands like Sejiri Steppe and Bojuka Bog. They should probably be in there somewhere as a 1-of for your Knight to fetch out.
Thank you very much for your suggestions - after implementing and goldfishing with the addition of some of the cards you guys mentioned, I am feeling much more comfortable with how the deck plays out in the early stages. The list at the moment is as follows:
4 Bloodbraid Elf
4 Knight of the Reliquary
4 Qasali Pridemage
2 Eternal Witness
Spells
4 Life from the Loam
4 Faithless Looting
3 Lightning Helix
4 Lightning Bolt
4 Seismic Assault
Lands
4 Arid Mesa
3 Clifftop Retreat
2 Sacred Foundry
2 Temple Garden
2 Stomping Ground
2 Fire-lit Thicket
2 Rugged Prairie
2 Wooded Bastion
2 Ghost Quarter
1 Kessig Wolf Run
1 Sejiri Steppe
1 Bojuka Bog
1 Plains
1 Forest
1 Mountain
Changes:
- 3 Countryside Crusher
+4 Qasali Pridemage
+2 Eternal Witness
+4 Lightning Bolt
-1 Lightning Helix
-2 Flame Jab
-2 Noxious Revival
-1 Worm Harvest
+1 Sejiri Steppe
+1 Bojuka Bog
-1 Kessig Wolf Run
-1 Clifftop Retreat
-1 Sacred Foundry
I feel that you were both right in your case made for Lightning Bolt, and it seemed the natural replacement for Jab and Harvest - I also feel like Pridemage and Witness provide me with more resiliance over what I had earlier so they went in, as did the Bog and Steppe. I reasoned that Countryside Crusher would be a mediocre mid game draw as I would need to go through the assault cycle to see value out of him, and whose spaces would be better allocated to the cards above. I removed him for that reason, and in his place stuffed the cards above.
I don't know (or at least didnt like) about putting Path to Exile in the deck because I felt like while a great card when it works, its drawback of giving my opponent a land (putting more pressure on me going off earlier) or cascading into it when there is no worthy target far outweighed its potential value.
As far as the sideboard goes, I have always love the concept of transformational sideboard, and realized that with the changes we just made, the deck looks similar enough to Big Naya to make the deck transform into it. The thinking is that my opponent will sideboard in graveyard and enchantment hate, which will then be blank against the deck that abuses neither (well maybe the gy slightly with knight, but thats what the pridemage is for - to remove spellbombs and the like). As a result, my rough sideboard looks like:
4x Steppe Lynx
4x Vexing Devil
3x Rancor
1x Lightning Helix
3x Path to Exile
Any thoughts? I fell like it puts enough early game pressure in a significantly different enough way to blank my opponents sideboard choices, and turning the game into aggro naya vs handicapped opponent.
Thanks for all of the suggestions so far!
4 Steppe Lynx
4 Bloodbraid Elf
4 Knight of the Reliquary
2 Qasali Pridemage
1 Eternal Witness
Spells: 16
4 Life from the Loam
3 Faithless Looting
3 Lightning Helix
4 Lightning Bolt
2 Flame Jab
Enchantments: 3
3 Seismic Assault
Lands: 26
4 Arid Mesa
4 Scalding Tarn
2 Sacred Foundry
1 Temple Garden
2 Stomping Ground
1 Fire-lit Thicket
1 Rugged Prairie
2 Ghost Quarter
1 Slayers' Stronghold
1 Raging Ravine
1 Horizon Canopy
1 Sejiri Steppe
1 Bojuka Bog
2 Plains
1 Forest
1 Mountain
3 Ancient Grudge
2 Engineered Explosives
2 Spellskite
3 Path to Exile
2 Ghost Quarter
2 Volcanic Fallout
1 Obstinate Baloth
This is the direction I'd take your deck. I cut it down to 26 lands and adjusted it to help you hit a color curve of Lynx/Bolt/Looting turn 1, Pridemage/Loam/Helix turn 2, Assault/KotR turn 3. I'm not sure on which Filter land you'd want more so I just left a 1/1 split. It shouldn't matter too much but keep an eye on it in testing. This list is nice in that you don't need any real double mana color restrictions (outside of red which) frees up your early land drops and adds to your deck's consistency.
I added a Raging Ravine to give you a man land to let you continue getting in damage late game. It's always a good option to have, especially since you can Loam it back if need be.
Also, I feel like Slayer's Stronghold will be better for your deck. It doesn't require you to tap out, gives Haste to your Knight of the Reliquary, gives Vigilance KotR as well, and will let your Steppe Lynx still get in for damage if you are missing land drops. Horizon Canopy is also a notable addition, it's instant speed draw so you can respond to Graveyard hate and dredge Loam out. This works doubly well with KotR since you can tutor for it and draw at instant speed.
Flame Jab is pretty important to the deck. It's your plan B Assault since it operates out of the graveyard in case you are denied access to your resolved Assaults. Like to Pithing Needle or O-Ring. I shaved a land (26 should be enough lands) and an Assault to get them back in. With Cascade, I've found that 4 Assaults becomes a bit too repetitive.
Steppe Lynx with Loamable Fetch Lands should be really strong, getting in for 4 damage turn after turn is solid. I may have cut too many fetch targets for this line of play but if you need more than 9 activations, it probably wasn't going to happen anyways. Haha.
4 Pridemage and 2 Witness seems like too much. 1 Witness should be all that you need to get some decent value late game. 2 Pridemage seems a hair too low but 3 seems like a little too much but I have no testing to back up that claim. See how it works for you and go from there. He is solid but I feel I wouldn't really want to see more than 1 at any point in a game.
Path should stay in the sideboard until you are sure your opponent is playing creatures. It would suck to Cascade into it and then have to bottom it for no value. I don't really like the transformational sideboard since the main deck is going to be fairly solid. I feel a transformational sideboard is made to capitalize on people siding in cards that will become dead. Graveyard hate is so light that the benefit of being able to lock someone out with AssaultLoam is still worth running through the hate. Plus, that will water down their ability to deal with your creatures which will still be applying pressure effectively.
Like I said, this is the direction I'd take with your Naya Aggro Loam list. It looks pretty solid but I'd need to do some testing to get a better idea on numbers (especially in the mana base).
Yes, why wouldn't it? It just may have to run an extra tectonic edge or ghost quarter. Also, this may make the Naya version unplayable due to lack of disruption or countermagic.
In Naya, you get Qasali Pridemage, and in Jund, you get Maelstrom Pulse/Abrupt Decay. I'm considering swapping my singleton Pulse for a Decay, but Decay does nearly nothing against RG Valakut Ramp while at least Pulse hits Primeval Titan.
I feel like Combo-Kut is going to be a lot more effective than a RG ramp variant in Modern. Traditional ramp just doesn't seem fast enough or interactive enough to compete with the current top decks. Resloving a Primeval Titan won't straight win the game for you, where as a resolved Scapeshift will.