Ok, it's just like a second Black Lotus with a "discard your hand" drawback, to make the Auriok combo more reliable. I think if I find a slot or two, I would rather play a third Monastery, or a fourth Mental Misstep.
Does any one have recent feature match to watch (youtube) or any other kind of cool material ?
Hi, I dont know if there is lot a people talking about Bomberman around here, but as I'm starting vintage with this deck, I would like getting feedback from the list I played until then. (I play in a no-limit proxies vintage FNM
From the last tournament we run (10 players), there was 3 or 4 Oath, 2 Dredge, 2 MUD, 1 Bomberman (me) and maybe Storm ? I really dont remember.
I faced Dredge and 3 Oath, won 2-0 against Dredge, 2-1 against the first Oath, and lost 1-2 against the two other Oath.
Your list is close to the Intuition control build, but imo, you need more tutor (Crop Rotation or Gamble) instead of Manabond, wich are a strong in the R/G Combo build, but not that strong in the Control build (wich is the one you build). Crop is better if you have lot of utility lands, Gamble is better if you have more impact spell that dosent recure with Academy (Imo).
Trinisphere and Krosan Grip really should go in your sideboard exept if your meta is full of Omnishow (your main looks like a pre-sideboarded deck against this deck).
Glacial Chasm is a great tool to fight against combo deck (who rarly can deal with a Glacial/thespian loop) or deck that dont really care of the mana-denial plan. Personnly, I dont use it anymore, and I just moved Zuran Orb into sideboard as well.
Crucible is one of my favorite card, and it make sens to play it along Ghost Quarter (one of the stronger mana-denial plan), it become even more insane with Exploration in play. But except if there is lot of deck with multiple basics lands, Wasteland-lock is usually enough. It really depend on your meta and personnal feeling/choice.
I would go up to 4 Exploration as it is one of our best turn 1 play.
One basic forest because it let you play most of your spell under Blood Moon (and can save a Thespian Stage from wasteland if you copy one basic land in response to wasteland targeting your thespian, but this is not the main reason to play a Basic Forest... The main reason is above ;).
Side :
4 Dark Confidant
4 Trinisphere
4 Krosan Grip
3 Chalice
If you dont have 4 Dark Confidant ($$$), you really can use the enchantment (Dark Tutelage). Same effect, much more resilient, but cost 1 mana more to play. With all the acceleration, this isnt a real problem. But with this mechanic, I would rather go for 4 Sphere of Resistance instead of Trinisphere. It save you some life but more of that, Sphere taxes all spell, not only the ones under 3 mana cmc (and it has some tricky things, like taxing Dig Trough Time, Trinisphere just dont care at all). But this is really a personnal point of view.
Here is the spells I play :
4 Mox
4 Exploration
3 Explosives
2 Chalice
2 Crop Rotation
3 Punishing Fire
2 Intuition
4 Loam
36 lands
I play Lands for several time now and I just finally got rewarded with my first top8 recently (ppffoo !)
I posted this deck because it share some of RUG Lands cards (Intuition, Exploration, Crop Rotation, and some utility lands) and it is "budgetizable". I mean, with RUG Lands, you really need Tabernacle and ABU dual lands. With this Bant Lands (or FarmVille deck), there is no Tabernacle, and it can run shock lands instead of dual lands without losing too much (which is almost impossible with RUG Lands). Force of Will is also budgetizable with any other counterspell (losing the catcha), or cut off of the 75 for 4 Punishing Fire since he (Figurative) already has a playset of Grove (and Force isn't at its top here because of a lack of blue cards).
If he wants to go in a budget "Lands" deck build with shock lands and the cards he already traded for RUG Lands, I think this is a good start. He will eventually find step by step the cards he needs to build RUG Lands while enjoying a budget Bant Lands that is more stronger than a budget RUG Lands deck.
Figurative : you might play "Bant Lands", a solid deck that also use powerful lands to grind victory.
It has showed up several times in top 16 of big tournament (i.e. 14th GP Paris 2011). It's NOT Lands, but close and share the same big Witch as a wincon (and it is a bit cheaper as Shock lands might be played instead of dual without too many drawback).
Here is the decklist from GP Paris 2011, it's a bit old, but still up-to-date with your very own adjustments. :
If you want to play RUGx with Chalice and Exploration, can I submit my own list ?
I do not have yet any problem with Chalice and Exploration. There are both very strong and you are honestly never (ok, almost never) behind because of Chalice at one. This list keep the heavy control RUG Lands offer, but with a bit of combo taste (4x Stage, 2x Depths). Because of Chalice, there is no more Rotation (sadly), but it dosent impact that much on the control side because 3x Intuition are still here, and the witch is also summoned without any problem. What it does lose is the catcha with Bojuka bog or Glacial Chasm (this is the reason why I dont play Chasm anymore). To play 4x Stage and 2x Depths (3 lands more of the classical 2x Stage 1x Depths), I removed Glacial Chasm, Ghost Quarter and Creeping Tar Pit. I also run 1x Thicket instead of 3th Tolaria West.
Because of Choke in sideboard, I play one less Tropical and one more Taiga. I like the 3/3 split between Chalice and Explosives, but a 4x Chalice 2x Explosives configuration is alright too.
Everyone seems to still be playing RUGa lands but it never shows up in mtgtop8. Am I just missing it or is the RG version actually superior?
I dont think RUGx Lands is played by everyone, but rather just by a small group of people who love the deck.
Piloting RUGx Lands is not that easy and experience is mendatory to get result with it.
On the other hand, piloting RG Combo Lands is more affordable. The decision three is far less complex, and the combo is very hard to disrupt once the lands are in play. On top of that, RG Combo Lands is build with a lot of recurrence, and it can be very very fast (T2 or T3 kill is not exceptional), which is a good thing in the current meta.
So, I do believe there is a lot more "Lands" players around, but most of these new players are piloting RG Combo Lands.
The few players who play RUGx Lands are (imo) the same from years to years... Because the reason of playing RUGx Lands is more a kind of "loving the deck" more than "playing the deck for results".
I did'nt know he was on Jund. I really saw nothing except a fetch and 2 lands. I didnt play with lot of attention, and dont remember wich fetch and lands it was. But you are right, I should have sided Fow out.
I juste played a Trial for GP Lille (coming this july) with Grixis Tempo. I didnt scout much the internet deck-list before the event, Grixis Tempo is a great deck and I really love to play Tempo based deck. My matche-ups were Reanimator, Merfolks, Jund and Death-Taxes.
Round 1 against reanimator (1-2) : First game I keep a decent hand with cantrip, fetchland, 2 counter and a Delver. But this wasn't enough to stop entomb, careful study and 2 exhume. Game 2 were good, with a Surgical in my opening hand, Stifle, Probe and Daze. I was just able to keep my opponent off black-mana and race to victory with Delver. Game 3, I never saw any one of my graveyard hate (even with 2 mulligans), and therefor sadly didn't was able to fight the reanimated plan.
Round 2 against Merfolks : Game 1 Lightning Bolt and Forked Bolt let me drive a single Delver go through the victory. Game 2 Grim Lavamancer did an awesome job, with a Shaman kill.
Round 3 against Jund : This match was very hard. It has a lot more anti-creature than the amount I run. Game 1 I stifle + wasteland his 2 first lands, then I started to cut 3 life per turn with a flipped Delver. He scooped after 2 turn without land-drop. Game 2 was horrible, I took a double mulligan to start with a single land hand (Underground sea), Ponder and still no land, then shuffle, draw. My opponent drop a land, thoughtseize me (taking Force) and pass the turn. On my second turn, I didn't draw a land and pass. He untap, draw, drop a land and play tarmogoyf. I did not draw a land, and pass. My opponent untap and draw, drop a land and play Engineered Plague naming Humans. I scoop. Game 3 was very very interesting, but his tarmogoyf was just too big to die with a single bolt, and after I kill one with Perish, my opponent top-deck another Tarmo.
Round 4 against Death-Taxes (1-x) : My opponent is a kind girl I know from here and there. Game 1 Lavamancer did the whole job, and Delver run to victory. As my opponent took sooooo much time to play, we didn't have time to end the second game (which I would have lost). There where a little bit of no-fairplay from her part. At a time, I play a True-Name not formally naming any player, assuming the opponent is an automatic choice. She try to swords my True-Name, arguing I did name anyone and call the judge. The judge said I have to name when I play TNN, and therefor ask me to name someone. After that, we both took a warning, me for not naming, and her because she knew I have to name but failed to. So, I was a bit disappointed because at that stage of the tournament, the were absolutely no way to reach the top8 or any other reward. So, But as I dropped to get home not too late, I give her the victory anyway.
For the next tournament (before GP Lille), I will drop the Gitaxian Probe for a Spell Pierce and a Spell Snare, and 2 Terminate. I might up the count to 3 Terminate by playing only a single Forked Bolt.
So after an intensive "Thursday Magic Night", I decided to follow WyvernSlayer's advice and play -1 EE +1 Loam (so 2 Explosive and 4 Loam).
I didnt had to transmute into explosive that much. When I did, it was to establish a Academy-Explosive lock, and waiting my opponent to concede.
For the manland, Creeping Tar Pit is awesome against Planewalker and the activation cost while being more expensive than Mishra isn't a real problem, because by the time I tutor it in play, I'm already with enough mana to do thing and activate.
My next big tournament is this sunday. I expect lot of Maverick/Aggro Loam/Delver deck, I also changed a bit the sideboard :
-3 Slaughter Games (too slow and only good against control, where Land is already the control deck)
+1 Cursed Totem, +2 Toxic Deluge (good Maverick/Delver/Shaman decks)
Back few moths ago, I used to play with entomb and Raven's Crime. Right now, I prefer gamble over Entomb (it let a chance to keep the tutored card in hand ;). But Raven's Crime is a real killer if you manage to get Urborg, Tomb of Yawgmoth in play plus a Loam (one of my good old favorite Intuition pile : Raven's Crime, Urborg, Loam).
What do you think about playing Raven's Crime as the 61st cards ?
It makes me really sad to cut another Explosive for a 60 cards deck (34 lands, 26 spells), but I dont like to play 61 cards (argh, seem like an unsolvable problem...)
Maybe -1 land ? -1 Wasteland, or better -1 Taiga to cut a 60 cards deck (33 lands, 27 spells) ?
Lands/Control
//Artifact (8)
1 Crucible of Worlds
2 Engineered Explosives
4 Mox Diamond
1 Zuran Orb
//Enchantment (4)
4 Exploration
//Instant (8)
2 Crop Rotation
3 Intuition
3 Punishing Fire
//Sorcery (7)
2 Gamble
4 Life from the Loam
1 Raven's Crime
//Land (34)
1 Academy Ruins
1 Bayou
1 Creeping Tar Pit
1 Dark Depths
1 Forest
1 Ghost Quarter
3 Grove of the Burnwillows
1 Karakas
3 Maze of Ith
1 Misty Rainforest
4 Rishadan Port
1 Taiga
1 The Tabernacle at Pendrell Vale
1 Thespian's Stage
2 Tolaria West
1 Tranquil Thicket
2 Tropical Island
1 Underground Sea
1 Urborg, Tomb of Yawgmoth
1 Verdant Catacombs
4 Wasteland
1 Wooded Foothills
This evening is our "magic day week", I will playtest with -1 EE, +1 fourth Loam.
About manlands : attacking with Mishra is only two tapped land (Mishra + activation) instead of an attack with Creeping Tar Pit wich is four (Tar Pit + activation). But does it really matter?
I will think about it and play with the one I feel more confortable with.
Report will be there next week for sure. Victory? Maybe, who knows !
This sunday I will battle in a +80 players legacy tournament with my Land-control deck.
I didnt customize the list that much, but for info, here is the list :
Artifacts
1 Crucible of Worlds
3 Engineered Explosives
4 Mox Diamond
1 Zuran Orb
Spells
4 Exploration
2 Crop Rotation
3 Intuition
3 Punishing Fire
2 Gamble
3 Life from the Loam
Lands
1 Academy Ruins
1 Bayou
1 Dark Depths
1 Forest
1 Ghost Quarter
3 Grove of the Burnwillows
1 Karakas
3 Maze of Ith
1 Mishra's Factory
1 Misty Rainforest
4 Rishadan Port
1 Taiga
1 The Tabernacle at Pendrell Vale
1 Thespian's Stage
2 Tolaria West
1 Tranquil Thicket
3 Tropical Island
1 Urborg, Tomb of Yawgmoth
1 Verdant Catacombs
4 Wasteland
1 Wooded Foothills
Sideboard
2 Abrupt Decay
2 Chains of Mephistopheles
4 Chalice of the Void
2 Crop Rotation
2 Krosan Grip
2 Pithing Needle
3 Slaughter Games
I would like to ask you some things :
1) What do you think about manlands. Is Creeping Tar Pit strictly better than Mishra ?
I wonder why because I'm running Crucible and read around here and there that with Crucible on the board, Mishra is better than Creeping Tar Pit.
2) I really LOVE Explosive, it has saved my lot of games. But since I want to run Crucible, do I need to cut -1 Explosive to run 4 Loam ? With 2 Gamble maindeck, isn't 3 Loam enough (as a dont really care to discard Loam once tutored for it).
I really want to find Smokestack a new home since Dutch/Geddon Stax is no longer really a viable strategy in my meta. I gotta use my Tabernacle somewhere!
I saw several people playing with 2-3 smokestack, Crucible and Worm Harvest as a wincon.
Does any one have recent feature match to watch (youtube) or any other kind of cool material ?
From the last tournament we run (10 players), there was 3 or 4 Oath, 2 Dredge, 2 MUD, 1 Bomberman (me) and maybe Storm ? I really dont remember.
I faced Dredge and 3 Oath, won 2-0 against Dredge, 2-1 against the first Oath, and lost 1-2 against the two other Oath.
Here is my 75:
2 Cavern of Souls
4 Flooded Strand
1 Island
1 Plains
2 Polluted Delta
1 Tolarian Academy
3 Tundra
2 Underground Sea
Creatures:
2 Auriok Salvagers
3 Trinket Mage
2 Monastery Mentor
1 Blightsteel Colossus
Spells:
1 Time Walk
1 Ancestral Recall
1 Brainstorm
1 Flusterstorm
4 Force of Will
3 Mana Drain
3 Mental Misstep
1 Spell Snare
1 Hurkyl's Recall
1 Tinker
1 Mystical Tutor
1 Vampiric Tutor
1 Demonic Tutor
2 Jace, the Mind Sculptor
2 Sensei's Divining Top
1 Aether Spellbomb
1 Nihil Spellbomb
1 Engineered Explosives
1 Grafdigger's Cage
1 Pithing Needle
1 Black Lotus
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire
1 Sol Ring
1 Devout Witness
2 Disenchant
1 Grafdigger's Cage
1 Pithing Needle
2 Rest in Peace
3 Swords to Plowshares
1 Tormod's Crypt
3 Containment Priest
1 Karakas
Your list is close to the Intuition control build, but imo, you need more tutor (Crop Rotation or Gamble) instead of Manabond, wich are a strong in the R/G Combo build, but not that strong in the Control build (wich is the one you build). Crop is better if you have lot of utility lands, Gamble is better if you have more impact spell that dosent recure with Academy (Imo).
Trinisphere and Krosan Grip really should go in your sideboard exept if your meta is full of Omnishow (your main looks like a pre-sideboarded deck against this deck).
Glacial Chasm is a great tool to fight against combo deck (who rarly can deal with a Glacial/thespian loop) or deck that dont really care of the mana-denial plan. Personnly, I dont use it anymore, and I just moved Zuran Orb into sideboard as well.
Crucible is one of my favorite card, and it make sens to play it along Ghost Quarter (one of the stronger mana-denial plan), it become even more insane with Exploration in play. But except if there is lot of deck with multiple basics lands, Wasteland-lock is usually enough. It really depend on your meta and personnal feeling/choice.
I would go up to 4 Exploration as it is one of our best turn 1 play.
My recommendation for your deck is :
1 Crucible
1 Zuran Orb
4 Mox
4 Loam
4 Exploration
2 Intuition
2 Crop Rotation
3 Punishing Fire
3 Explosives
35 Lands
1 Forest
One basic forest because it let you play most of your spell under Blood Moon (and can save a Thespian Stage from wasteland if you copy one basic land in response to wasteland targeting your thespian, but this is not the main reason to play a Basic Forest... The main reason is above ;).
Side :
4 Dark Confidant
4 Trinisphere
4 Krosan Grip
3 Chalice
If you dont have 4 Dark Confidant ($$$), you really can use the enchantment (Dark Tutelage). Same effect, much more resilient, but cost 1 mana more to play. With all the acceleration, this isnt a real problem. But with this mechanic, I would rather go for 4 Sphere of Resistance instead of Trinisphere. It save you some life but more of that, Sphere taxes all spell, not only the ones under 3 mana cmc (and it has some tricky things, like taxing Dig Trough Time, Trinisphere just dont care at all). But this is really a personnal point of view.
Here is the spells I play :
4 Mox
4 Exploration
3 Explosives
2 Chalice
2 Crop Rotation
3 Punishing Fire
2 Intuition
4 Loam
36 lands
I play Lands for several time now and I just finally got rewarded with my first top8 recently (ppffoo !)
If he wants to go in a budget "Lands" deck build with shock lands and the cards he already traded for RUG Lands, I think this is a good start. He will eventually find step by step the cards he needs to build RUG Lands while enjoying a budget Bant Lands that is more stronger than a budget RUG Lands deck.
It has showed up several times in top 16 of big tournament (i.e. 14th GP Paris 2011). It's NOT Lands, but close and share the same big Witch as a wincon (and it is a bit cheaper as Shock lands might be played instead of dual without too many drawback).
Here is the decklist from GP Paris 2011, it's a bit old, but still up-to-date with your very own adjustments. :
http://archive.wizards.com/Magic/magazine/article.aspx?x=mtg/daily/eventcoverage/gppar14/welcome
4 Flagstones of Trokair
4 Tropical Island
2 Savannah
2 Tundra
3 Thespian's Stage
1 Dark Depths
1 Wasteland
4 Flooded Strand
3 Windswept Heath
2 Misty Rainforest
4 Force of Will
4 Intuition
4 Brainstorm
4 Ponder
3 Supreme Verdict
4 Exploration
4 Living Wish
4 Crop Rotation
2 Life from the Loam
1 Ethersworn Canonist
1 Qasali Pridemage
1 Peacekeeper
1 Meddling Mage
1 Karakas
1 Dark Depths
1 Thespian's Stage
1 Bojuka Bog
1 Sigarda, Host of Herons
2 Engineered Explosives
3 Spell Pierce
I do not have yet any problem with Chalice and Exploration. There are both very strong and you are honestly never (ok, almost never) behind because of Chalice at one. This list keep the heavy control RUG Lands offer, but with a bit of combo taste (4x Stage, 2x Depths). Because of Chalice, there is no more Rotation (sadly), but it dosent impact that much on the control side because 3x Intuition are still here, and the witch is also summoned without any problem. What it does lose is the catcha with Bojuka bog or Glacial Chasm (this is the reason why I dont play Chasm anymore). To play 4x Stage and 2x Depths (3 lands more of the classical 2x Stage 1x Depths), I removed Glacial Chasm, Ghost Quarter and Creeping Tar Pit. I also run 1x Thicket instead of 3th Tolaria West.
Because of Choke in sideboard, I play one less Tropical and one more Taiga. I like the 3/3 split between Chalice and Explosives, but a 4x Chalice 2x Explosives configuration is alright too.
Here is my list :
4 Mox Diamond
3 Chalice of the Void
3 Engineered Explosives
4 Exploration
3 Punishing Fire
3 Intuition
4 Life from the Loam
1 Academy Ruins
1 Bojuka Bog
2 Dark Depths
1 Forest
3 Grove of the Burnwillows
1 Karakas
3 Maze of Ith
1 Misty Rainforest
4 Rishadan Port
2 Taiga
1 The Tabernacle at Pendrell Vale
4 Thespian's Stage
2 Tolaria West
1 Tranquil Thicket
2 Tropical Island
1 Urborg, Tomb of Yawgmoth
1 Verdant Catacombs
4 Wasteland
1 Windswept Heath
3 Choke
4 Krosan Grip
4 Trinisphere
1 Zuran Orb
1 Smokestack
2 Phyrexian Revoker
I dont think RUGx Lands is played by everyone, but rather just by a small group of people who love the deck.
Piloting RUGx Lands is not that easy and experience is mendatory to get result with it.
On the other hand, piloting RG Combo Lands is more affordable. The decision three is far less complex, and the combo is very hard to disrupt once the lands are in play. On top of that, RG Combo Lands is build with a lot of recurrence, and it can be very very fast (T2 or T3 kill is not exceptional), which is a good thing in the current meta.
So, I do believe there is a lot more "Lands" players around, but most of these new players are piloting RG Combo Lands.
The few players who play RUGx Lands are (imo) the same from years to years... Because the reason of playing RUGx Lands is more a kind of "loving the deck" more than "playing the deck for results".
I juste played a Trial for GP Lille (coming this july) with Grixis Tempo. I didnt scout much the internet deck-list before the event, Grixis Tempo is a great deck and I really love to play Tempo based deck. My matche-ups were Reanimator, Merfolks, Jund and Death-Taxes.
Round 1 against reanimator (1-2) : First game I keep a decent hand with cantrip, fetchland, 2 counter and a Delver. But this wasn't enough to stop entomb, careful study and 2 exhume. Game 2 were good, with a Surgical in my opening hand, Stifle, Probe and Daze. I was just able to keep my opponent off black-mana and race to victory with Delver. Game 3, I never saw any one of my graveyard hate (even with 2 mulligans), and therefor sadly didn't was able to fight the reanimated plan.
Round 2 against Merfolks : Game 1 Lightning Bolt and Forked Bolt let me drive a single Delver go through the victory. Game 2 Grim Lavamancer did an awesome job, with a Shaman kill.
Round 3 against Jund : This match was very hard. It has a lot more anti-creature than the amount I run. Game 1 I stifle + wasteland his 2 first lands, then I started to cut 3 life per turn with a flipped Delver. He scooped after 2 turn without land-drop. Game 2 was horrible, I took a double mulligan to start with a single land hand (Underground sea), Ponder and still no land, then shuffle, draw. My opponent drop a land, thoughtseize me (taking Force) and pass the turn. On my second turn, I didn't draw a land and pass. He untap, draw, drop a land and play tarmogoyf. I did not draw a land, and pass. My opponent untap and draw, drop a land and play Engineered Plague naming Humans. I scoop. Game 3 was very very interesting, but his tarmogoyf was just too big to die with a single bolt, and after I kill one with Perish, my opponent top-deck another Tarmo.
Round 4 against Death-Taxes (1-x) : My opponent is a kind girl I know from here and there. Game 1 Lavamancer did the whole job, and Delver run to victory. As my opponent took sooooo much time to play, we didn't have time to end the second game (which I would have lost). There where a little bit of no-fairplay from her part. At a time, I play a True-Name not formally naming any player, assuming the opponent is an automatic choice. She try to swords my True-Name, arguing I did name anyone and call the judge. The judge said I have to name when I play TNN, and therefor ask me to name someone. After that, we both took a warning, me for not naming, and her because she knew I have to name but failed to. So, I was a bit disappointed because at that stage of the tournament, the were absolutely no way to reach the top8 or any other reward. So, But as I dropped to get home not too late, I give her the victory anyway.
Here is the list I played :
4 Deathrite Shaman
4 Delver of Secrets
2 Grim Lavamancer
2 True-Name Nemesis
//Instant (20)
4 Brainstorm
4 Daze
4 Force of Will
4 Lightning Bolt
4 Stifle
//Sorcery (10)
2 Forked Bolt
4 Gitaxian Probe
4 Ponder
2 Flooded Strand
2 Misty Rainforest
2 Polluted Delta
2 Scalding Tarn
1 Tropical Island
2 Underground Sea
3 Volcanic Island
4 Wasteland
2 Flusterstorm
1 Sudden Demise
1 Dread of Night
1 Perish
2 Ancient Grudge
1 Sulfuric Vortex
1 Null Rod
1 Pithing Needle
2 Surgical Extraction
1 Grafdigger's Cage
For the next tournament (before GP Lille), I will drop the Gitaxian Probe for a Spell Pierce and a Spell Snare, and 2 Terminate. I might up the count to 3 Terminate by playing only a single Forked Bolt.
Nop, the tournament is held in Geneva (Switzerland).
But if you have a link for your tournament, it is possible to make the trip one day or another !
So after an intensive "Thursday Magic Night", I decided to follow WyvernSlayer's advice and play -1 EE +1 Loam (so 2 Explosive and 4 Loam).
I didnt had to transmute into explosive that much. When I did, it was to establish a Academy-Explosive lock, and waiting my opponent to concede.
For the manland, Creeping Tar Pit is awesome against Planewalker and the activation cost while being more expensive than Mishra isn't a real problem, because by the time I tutor it in play, I'm already with enough mana to do thing and activate.
My next big tournament is this sunday. I expect lot of Maverick/Aggro Loam/Delver deck, I also changed a bit the sideboard :
-3 Slaughter Games (too slow and only good against control, where Land is already the control deck)
+1 Cursed Totem, +2 Toxic Deluge (good Maverick/Delver/Shaman decks)
Back few moths ago, I used to play with entomb and Raven's Crime. Right now, I prefer gamble over Entomb (it let a chance to keep the tutored card in hand ;). But Raven's Crime is a real killer if you manage to get Urborg, Tomb of Yawgmoth in play plus a Loam (one of my good old favorite Intuition pile : Raven's Crime, Urborg, Loam).
What do you think about playing Raven's Crime as the 61st cards ?
It makes me really sad to cut another Explosive for a 60 cards deck (34 lands, 26 spells), but I dont like to play 61 cards (argh, seem like an unsolvable problem...)
Maybe -1 land ? -1 Wasteland, or better -1 Taiga to cut a 60 cards deck (33 lands, 27 spells) ?
//Artifact (8)
1 Crucible of Worlds
2 Engineered Explosives
4 Mox Diamond
1 Zuran Orb
//Enchantment (4)
4 Exploration
//Instant (8)
2 Crop Rotation
3 Intuition
3 Punishing Fire
//Sorcery (7)
2 Gamble
4 Life from the Loam
1 Raven's Crime
//Land (34)
1 Academy Ruins
1 Bayou
1 Creeping Tar Pit
1 Dark Depths
1 Forest
1 Ghost Quarter
3 Grove of the Burnwillows
1 Karakas
3 Maze of Ith
1 Misty Rainforest
4 Rishadan Port
1 Taiga
1 The Tabernacle at Pendrell Vale
1 Thespian's Stage
2 Tolaria West
1 Tranquil Thicket
2 Tropical Island
1 Underground Sea
1 Urborg, Tomb of Yawgmoth
1 Verdant Catacombs
4 Wasteland
1 Wooded Foothills
SB: 2 Abrupt Decay
SB: 2 Chains of Mephistopheles
SB: 4 Chalice of the Void
SB: 1 Cursed Totem
SB: 2 Krosan Grip
SB: 2 Pithing Needle
SB: 2 Toxic Deluge
About manlands : attacking with Mishra is only two tapped land (Mishra + activation) instead of an attack with Creeping Tar Pit wich is four (Tar Pit + activation). But does it really matter?
I will think about it and play with the one I feel more confortable with.
Report will be there next week for sure. Victory? Maybe, who knows !
This sunday I will battle in a +80 players legacy tournament with my Land-control deck.
I didnt customize the list that much, but for info, here is the list :
Artifacts
1 Crucible of Worlds
3 Engineered Explosives
4 Mox Diamond
1 Zuran Orb
Spells
4 Exploration
2 Crop Rotation
3 Intuition
3 Punishing Fire
2 Gamble
3 Life from the Loam
Lands
1 Academy Ruins
1 Bayou
1 Dark Depths
1 Forest
1 Ghost Quarter
3 Grove of the Burnwillows
1 Karakas
3 Maze of Ith
1 Mishra's Factory
1 Misty Rainforest
4 Rishadan Port
1 Taiga
1 The Tabernacle at Pendrell Vale
1 Thespian's Stage
2 Tolaria West
1 Tranquil Thicket
3 Tropical Island
1 Urborg, Tomb of Yawgmoth
1 Verdant Catacombs
4 Wasteland
1 Wooded Foothills
Sideboard
2 Abrupt Decay
2 Chains of Mephistopheles
4 Chalice of the Void
2 Crop Rotation
2 Krosan Grip
2 Pithing Needle
3 Slaughter Games
I would like to ask you some things :
1) What do you think about manlands. Is Creeping Tar Pit strictly better than Mishra ?
I wonder why because I'm running Crucible and read around here and there that with Crucible on the board, Mishra is better than Creeping Tar Pit.
2) I really LOVE Explosive, it has saved my lot of games. But since I want to run Crucible, do I need to cut -1 Explosive to run 4 Loam ? With 2 Gamble maindeck, isn't 3 Loam enough (as a dont really care to discard Loam once tutored for it).
Your feedback are well welcome (:
I saw several people playing with 2-3 smokestack, Crucible and Worm Harvest as a wincon.