1.Have Protean Hulk enter the graveyard from the battlefield
2. Using Hulk's graveyard trigger, get Body Double (copying Hulk) and Viscera Seer
3. Sacrifice Body Double (copying Hulk) to Viscera Seer
4. Using Body Double (compying Hulk)'s graveyard trigger, get Death Cultist and Reveillark
5. Sacrifice Death Cultist to gain one life and have opponent lose one life
6. Sacrifice Reveillark to Viscera Seer
7. Using Reveillark 's LTB trigger, return Body Double (copying Reveillark ) and Death Cultist
8. Sacrifice Death Cultist to gain one life and have opponent lose one life
9. Sacrifice Body Double (copying reveillark) to Viscera Seer
10. Using Body Double (copying Reveillark )'s LTB trigger, return Body Double (copying Reveillark ) and Death Cultist , then wash, rinse and repeat.
I use Death Cultist over Mogg Fanatic because it gets around "you can't take damage" effects.
It can extremely rarely win on turn one, every once in a while turn two, a pretty decent amount of the time on turn three, and very, very consistently by turn four.
Birds of Paradise - Great turn one play, enabling most of my turn two wins. Worth playing green for.
Lotus Bloom - The main reason that turn four wins are so consistent. I can suspend one turn one and try to find ways to combo earlier, but if I can't, I'll just fall back on this for a turn four win.
Simian Spirit Guide - Oftens gets me to Through the Breach mana, is just a simple but all around great card for this deck.
Thoughtseize - Another great recent addition. Gets combo disruption out of their hand early, and bins Protean Hulk when I need it.
Faithless Looting - A great digging card in general, but also double as a way to bin Protean Hulk for Footsteps of the Goryo
Summoner's Pact - Another essential card for the deck. Gets Protean Hulk and can be grabbed by Peer Through Depths.
Peer Through Depths - The newest addition to the deck, but the deck felt much smoother the first time I hit it. Gets everything I could ever need. Protection, Hulk, Through the Breach /Footsteps of the Goryo , and ways of binning Hulk.
Favorite Playstyle: Combo
How Competitive: PTQ/GP
Favorite Colors: BUG
Budget: Don't care
Staples Owned: If I like the deck, it doesn't matter if I do or don't have the staples.
I enjoy graveyard based combos mostly, but it doesn't have to be.
So, I know this is late and probably too late but if there's any way that Intruder Alarm could be replaced with Cloudstone Curio, that would be awesome. If not, its cool. Thanks!
Boggart Battle Tactics :symbr::symbr:
Tribal Enchantment - Goblin [R]
Sacrifice a goblin: ~ deals 2 damage to target creature.
When you control no goblins, sacrifice ~. "Some of our men would do better as cannon fodder!"
"Good idea."
IIW (If I Win?): 4 color cards without messing with the color pie.
Hi! It's probably a little late to introduce myself considering I joined 5 months ago, but I never did, so I am now.
I've been playing magic for about 4 years. I love modern and playing home-brews that try to be competitive. I love green and blue together, but not the guild simic, only the color combination. I guess I'm a johnny/spike, and I love seeing really cool card interactions, game winning combo or not. My favorite deck at the moment is a modern elf combo deck.
That's about it! I look forward to being more active on the forums.
Hi! I changed decks, but the last sig you made for me was awesome, so here I am again.
I'd like the sig to have (in no particular order) the Beck side of Beck // Call, Elvish Archdruid, Nettle Sentinel, and Heritage Druid with the background being Intruder Alarm from 8th edition. Then, at the top left it should say "You twiddle your thumbs..." and at the bottom (wherever looks best) it should say "...While I twiddle my elves." without the quotes.
Again, I hope that's not too much, if it is feel free to cut something out, but please not Heritage Druid or Nettle Sentinel. Thanks!
If anyone could make me a sig for my elf combo deck, that would be awesome. I'd like it to have Heritage Druid (medium sized, not too big) in the front, and then a Nettle Sentinel on both sides of it. Then, in the background, I'd like a sort of sea of Llanowar Elves (m12). Like, a lot of them please :tongue:. And finally on the bottom in a font that you think looks cool, it should say: I Brought a Couple of Friends...
Thanks so much to anyone who could do this, it would be really helpful and I'll be sure to credit you.
EDIT:
Not needed anymore... Can't delete the post.
I agree! That combo is one of my favorite things to do with the deck. I love having some crazy random combo that nobody sees coming and blows people out of the water when they understand it. Thanks for the feedback.
I will admit that I'm not the guy who's been playing this deck for 3 years, or 2, or even 1. I actually only started playing this deck about a month ago. But wait, don't leave yet! I came across him on a search on gatherer for a general that would spark my interest after trying many decks that I just got tired of and had linear strategies to them. None of them were working for me anymore. I went into Naya colors because in my opinion, that's where some of the most fun and even powerful cards are despite the exclusion of black and blue. I saw Hazezon, vaguely remembering him from a last search. I saw some potential, so I started building.
My list started out 1 part ramp, 1 part anthems, and 1 part token producers. Playing it sort of went like ramp spell, ramp spell, token spell, token spell, Hazezon, get wrathed and/or just lose from taking so long to get a mediocre board position. I almost went on another search for a general when I realized that his trigger being delayed meant there was a wider spectrum of possibilities with him (I wasn't being too observant when I first played with him, I know). It went to being a blink deck that was pretty bad with all of the anti-synergy between tokens and blink spells. Then, I added some sac outlets, some recursion, and some more ETB creatures. The list exploded with synergies, acceleration, and, well, explosiveness. I've been tweaking the deck almost every single day since then, and it's been the most fun deck I've played while also being powerful and including come-out-of-nowhere kills (those are the best). This is my kind of EDH deck.
You might like playing Hazezon if...
You like steamrolling people who underestimated you (and won't ever again)
You like to win explosively, taking a board state with nothing on it and creating an army approximately the size of Russia
You like to win during the combat step
You like playing a deck that is both fun and powerful
You like to have play token deck that laughs at (and even plays) Wrath of God
You might not like playing Hazezon if...
You like playing typically powerful decks so everyone knows you're the "alpha" from turn one
You like to grind out a win over many turns
You would rather combo out than with through damage
You like playing a deck with a linear playstyle that makes everyone at the table groan
You think tokens are too fragile
Deck List
This is it: this list. It's been tweaked a lot and I'm still flexible to any new suggestions that you think would add to the deck. Please no infinite combos, not because my playgroup isn't cutthroat, but because that's just not how this deck rolls.
Avacyn's Pilgrim - A dork with mana fixing attached. If you drop this guy turn one, you're gonna have a good time.
Bloodbraid Elf - A hasty beater who can cascade into a sac outlet, a small utility guy, or even a dork to help power out Hazezon in the next couple of turns.
Craterhoof Behemoth - Our Natural Order target of choice. Powers unstoppable wins from nowhere.
Elvish Mystic - "Just a dork" means much more than just a dork with mass pump spells, and casting any bomb one turn earlier is happy times.
Enlisted Wurm - Another cascade creature with a sizable body to cast bigger things for free.
Eternal Witness - What an amazing utility card. Almost ended a game with that Titanic Ultimatum? Cast it again.
Juniper Order Ranger - A complete house in this deck, cast it right before a Hazezon and watch your opponents cry.
Kamahl, Fist of Krosa - A repeatable overrun that turns your lands into 4/4 tramplers? I'll take it.
Knight of New Alara - One of this deck's all-stars. Makes your sand warriors 4/4 without any other boost.
Mirror Entity - With all the ramping you do in this deck and the P/T boosts your creatures are already getting, he'll get your army through anything.
Mycoloth - Best not to sac all your guys to him, because him getting killed after that is a blowout, but he can be a pretty big body for his price, and makes your army bigger every turn.
Restoration Angel - A blink effect to target Hazezon on upkeep and do one of two things: Blink him before triggers then sacrifice him (obviously needs a sac outlet) or, of you don't have a sac outlet, just blink him and have him stay. Also, if you have something like Cathar's Crusade that you're going to cast this turn, you can exile him, let the upkeep trigger resolve, and then have him come back. Then cast the Crusade and you have another wave for next turn, this time with a Cathar's Crusade buff.
Skyshroud claim - Great ramp card to find fetches, and because the lands come in untapped, can be followed up by a mana dork or the like.
Titanic Ultimatum - One of the most EDH-y ways to overrun, and almost always a game ender. If not, puts me way ahead on life so that the remaining opponent(s) will curl up into a little ball.
Cathar's Crusade - One of the best, if not the best card for this deck. Just insane.
Doubling Season - Another star card. My token swarm doubles, Cathar's Crusade laughs, awesome synergy with Saproling Burst, and lets me go Garruk into ultimate or Elspeth into ultimate- both of which should end the game then and there.
Goblin Bombardment - One of the best (and most awesome flavor-wise) sac outlets out there.
Greater Good - An amazing sac outlet that refuels me.
In the Web of War - Yet another insane card here with six or seven tokens coming out in one turn.
Mirari's Wake - An anthem stapled onto a Mana Reflection. Amazing.
Perilous Forays - An amazing sac outlet. Sac my first wave of tokens to make my second wave HUGE, not to mention adding to my Fireballs.
Price of Glory - Makes sure nobody messes with my hasty tokens the turn they come out, which should be enough to pretty much end the game.
Saproling Burst - I couldn't help myself. The combo with Doubling Season is too awesome not to use. Also, not bad here even without Season.
Shared Animosity - The boost can get ridiculously big. Once I even topdecked a Shields of Velis Vel and used it on myself for the win.
Instants:
Artifact Mutation/Aura Mutation - For any pesky artifacts/enchantments, and with all the high cost artifacts and enchantments in EDH, can create a huge army.
Cloudshift - Another blink card. See Restoration Angel
Congregation at Dawn - Again, I couldn't help myself. Congregation finding Enlisted Wurm, Bloodbraid Elf, and Eternal Witness from top to bottom in that order. Cast Enlisted cascade into Bloodbraid cascade into Witness returning Congregation to my hand.
Enlightened Tutor - Great card as many of this deck's best cards are enchantments/artifacts.
Momentous Fall - Greater Good's one-shot cousin with no discard and added life gain. Not quite as good, but still great, especially to sac Hazezon on upkeep.
Shields of Velis Vel - Teehee. Sac Hazezon to any outlet on upkeep before token making happens and respond with this targeting them. One mana, instant speed, one-sided board wipe.
Kher Keep - Repeatable token making is amazing in this deck.
Miren, the Moaning Well - Another sac outlet that gains me what can be a significant amount of life.
Hideaway Lands - Auto-Includes. All easy to trigger in this deck.
Playing The Deck
Before I talk about playing the deck, one note about how the deck plays out itself. The general idea is not to slowly build up an army of tokens and then overwhelm the opponent. It's much cooler than that. The idea is to just blow up with a huge army tokens and attack in one fell swoop. Also, although this deck was made for multiplayer as it can take out many players at a time, it also holds up well in a duel.
Mulligans
The bare necessities for an opening hand are some source of ramp, some way to set up for the token raid (haste enabler, anthem of some kind), and any sort of other business spell to help along the way like a tutor or a cascade creature or a sac outlet. The optimal hand will have a couple ramp spells, a sac outlet, a way to set up, and possibly a business spell.
Turns 1-3
These are your turns to set up. If you take much longer than 3 turns to get at least 1 or 2 bodies on board, you're probably dead, so you need to set up quickly in these turns. You're ramping and you're casting enchantments to help and you're tutoring to make sure your token wave counts. Try to find a sac outlet to sacrifice Hazezon, too.
Turns 4-8
First things first, when you have enough mana to cast Hazezon and something to make your tokens better, you cast him. You just do. It doesn't matter if you just drew into Congregation at Dawn and you wanna go all cascade-y, you cast him. If you drew into Shields and only have enough mana to cast Hazezon and not shields too, fear not, because you untap before upkeep triggers! After you cast him, if you have nothing else to do, obviously just wait. Then, sacrifice him at upkeep to an outlet after blinking or casting shields or even doing nothing before that. Then, the token army is yours to play with. Play Mirror Entity, play any other enchantments that would make your tokens better. But the best thing you can do at this point is just to cast an overrun of some sort, because usually those'll just win you the game.
I would consider replacing something with Demonlord of Ashmouth, as he's quite the powerhouse on his own, and can trigger other Undying effects.
I definitely agree with this. Do you think I should take out Vorapede for it? This is lower CMC, easier to cast, and arguably better stats (Flying+ sac outlet over trample and vigilance). Either Vorapede or Kalonian Hydra's coming out for it, and I think Hydra has more impact on its own.
Moreover, this looks like a perfect Exava, Rakdos Blood Witch deck - everything becomes a Strangleroot.
I'm not quite sure about this one because she only gives my stuff haste after they're dead, so if I instant speed Pod or sac them to Varolz...
First off, I want to tell you that this deck is a work in progress. It's still a developing idea and I really need some constructive criticism to streamline it.
Deck Origin
This deck is a deck of my own. I was trying to create a deck that would both resilient and hard hitting early game, but still have a chance at winning late in the game. I wanted to be able to build up a big board presence and then keep it. Then I thought what better way to keep a board presence then to have creatures that have to die twice? That's when I came up with the idea of using and abusing the undying mechanic.
What is Jundying?
As I just said, this deck is built around the mechanic undying. It's not just a deck with a bunch of undying creatures and Flayer of the Hatebound, though. All of the parts of the deck are like gears that make each other work better than they usually would. Everything works together. There are many sac outlets for their synergy with undying creatures.Birthing Pod works incredibly well, and a well timed Damnation is game over. The deck hits hard and then has amazing power plays mid to late game.
How does Jundying match up against the three most common archetypes?
Control actually doesn't cause too many problems with this deck. It takes two removal spells to kill one guy, and bouncing a once-killed creature just makes for more wasting of removal. Aggro also isn't all that bad, because we have enough early-game resilience to stay alive, and a late game punch that aggro doesn't have. Combo is a bit tough, but we have our sideboard to deal with that.
Blood Artist - Works incredibly well with the graveyard interactions, sac outlets, and board wipes going on in this deck.
Disciple of Bolas - Great synergy with anything undying. Drawing cards is never bad.
Flayer of the Hatebound - A late game finisher and in combination with any sac outlet, or even better,a Damnation, it just wins games.
Hound of Griselbrand - One of my favorite cards in the deck, and one that I'm happy to sacrifice/pod all the time. A 2/2 double striker is scary, and a 3/3 is scarier yet.
Kalonian Hydra - A great new card that quickly makes all of my recurred undying creatures huge threats. Also, has great synergy with Varolz.
Strangleroot Geist - A great aggro card in addition to the fact that it fits here perfectly.
Deathrite Shaman - Amazing utility card. He ramps me to Vorapede or Flayer, he puts the opponent on a faster clock, and he holds down the fort by keeping my life total up.
Geralf's Messenger - Hit's them harder than you would expect with the two life and a decent body that gets bigger and deals more damage after death.
Other Spells
Cauldron Haze - A free reset if some of my already once dead undying guys are going to die once again. Great right before a Damnation .
Damnation - An amazing card in this deck in that it's pretty much a one sided board wipe with upside for me.
Lightning Bolt - Removal, to the face when my opponent's at low life, and can even work to use on one of my own undying creatures in a pinch.
Artifacts
Birthing Pod - Possibly the most synergistic card in the deck. At any level of the game, it makes my board presence unbeatable.
Enchantments
Ion Storm - I know, seems janky, but actually great. It's repeatable removal that keeps my guys going and can deal huge amounts of damage over time to my opponent.
CONCLUSION
That's pretty much the deck. Again, it's a work in progress, so feel free to leave any comment or suggestion that pops into your mind. I'm pretty flexible with the list right now. I may switch out Varolz for Greater Good, I may add Innocent Blood if I know what to take out and how important it is to have those cards in. I'm trying to streamline this deck as much as I can, so tell me anything that you think may make the deck better. Thanks.
1x Blood Crypt
1x Bloodstained Mire
4x City of Brass
3x Gemstone Mine
3x Mana Confluence
1x Mountain
1x Steam Vents
1x Stomping Ground
3x Wooded Foothills
4x Birds of Paradise
2x Body Double
1x Death Cultist
3x Protean Hulk
2x Reveillark
4x Simian Spirit Guide
2x Viscera Seer
3x Peer Through Depths
4x Summoner's Pact
4x Through the Breach
Sorcery (9)
4x Faithless Looting
3x Footsteps of the Goryo
2x Thoughtseize
Artifact (4)
4x Lotus Bloom
The idea (as many of you may know) is to either Through the Breach or Footsteps of the Goryo Protean Hulk, then when he dies:
1.Have Protean Hulk enter the graveyard from the battlefield
2. Using Hulk's graveyard trigger, get Body Double (copying Hulk) and Viscera Seer
3. Sacrifice Body Double (copying Hulk) to Viscera Seer
4. Using Body Double (compying Hulk)'s graveyard trigger, get Death Cultist and Reveillark
5. Sacrifice Death Cultist to gain one life and have opponent lose one life
6. Sacrifice Reveillark to Viscera Seer
7. Using Reveillark 's LTB trigger, return Body Double (copying Reveillark ) and Death Cultist
8. Sacrifice Death Cultist to gain one life and have opponent lose one life
9. Sacrifice Body Double (copying reveillark) to Viscera Seer
10. Using Body Double (copying Reveillark )'s LTB trigger, return Body Double (copying Reveillark ) and Death Cultist , then wash, rinse and repeat.
I use Death Cultist over Mogg Fanatic because it gets around "you can't take damage" effects.
It can extremely rarely win on turn one, every once in a while turn two, a pretty decent amount of the time on turn three, and very, very consistently by turn four.
Through the Breach - Enables combo through mana acceleration
Footsteps of the Goryo - Enables combo through self-discard.
Birds of Paradise - Great turn one play, enabling most of my turn two wins. Worth playing green for.
Lotus Bloom - The main reason that turn four wins are so consistent. I can suspend one turn one and try to find ways to combo earlier, but if I can't, I'll just fall back on this for a turn four win.
Simian Spirit Guide - Oftens gets me to Through the Breach mana, is just a simple but all around great card for this deck.
Thoughtseize - Another great recent addition. Gets combo disruption out of their hand early, and bins Protean Hulk when I need it.
Faithless Looting - A great digging card in general, but also double as a way to bin Protean Hulk for Footsteps of the Goryo
Summoner's Pact - Another essential card for the deck. Gets Protean Hulk and can be grabbed by Peer Through Depths.
Peer Through Depths - The newest addition to the deck, but the deck felt much smoother the first time I hit it. Gets everything I could ever need. Protection, Hulk, Through the Breach /Footsteps of the Goryo , and ways of binning Hulk.
What do you guys think?
How Competitive: PTQ/GP
Favorite Colors: BUG
Budget: Don't care
Staples Owned: If I like the deck, it doesn't matter if I do or don't have the staples.
I enjoy graveyard based combos mostly, but it doesn't have to be.
Oh, whoops and I didn't say the size. The biggest a signature can be please.
Boggart Battle Tactics :symbr::symbr:
Tribal Enchantment - Goblin [R]
Sacrifice a goblin: ~ deals 2 damage to target creature.
When you control no goblins, sacrifice ~.
"Some of our men would do better as cannon fodder!"
"Good idea."
IIW (If I Win?): 4 color cards without messing with the color pie.
I've been playing magic for about 4 years. I love modern and playing home-brews that try to be competitive. I love green and blue together, but not the guild simic, only the color combination. I guess I'm a johnny/spike, and I love seeing really cool card interactions, game winning combo or not. My favorite deck at the moment is a modern elf combo deck.
That's about it! I look forward to being more active on the forums.
I'd like the sig to have (in no particular order) the Beck side of Beck // Call, Elvish Archdruid, Nettle Sentinel, and Heritage Druid with the background being Intruder Alarm from 8th edition. Then, at the top left it should say "You twiddle your thumbs..." and at the bottom (wherever looks best) it should say "...While I twiddle my elves." without the quotes.
Again, I hope that's not too much, if it is feel free to cut something out, but please not Heritage Druid or Nettle Sentinel. Thanks!
Thanks so much to anyone who could do this, it would be really helpful and I'll be sure to credit you.
EDIT:
Not needed anymore... Can't delete the post.
This is it: this list. It's been tweaked a lot and I'm still flexible to any new suggestions that you think would add to the deck. Please no infinite combos, not because my playgroup isn't cutthroat, but because that's just not how this deck rolls.
1x Battlefield Forge
1x Boros Garrison
1x Brushland
1x Command Tower
1x Fire-Lit Thicket
5x Forest
1x Graypelt Refuge
1x Gruul Turf
1x High Market
1x Homeward Path
1x Karplusan Forest
1x Kazandu Refuge
1x Kher Keep
1x Miren, the Moaning Well
1x Mossfire Valley
1x Mosswort Bridge
2x Mountain
3x Plains
1x Rugged Prairie
1x Sacred Foundry
1x Selesnya Sanctuary
1x Spinerock Knoll
1x Stomping Ground
1x Sungrass Prairie
1x Temple Garden
1x Temple of the False God
1x Vivid Crag
1x Vivid Grove
1x Vivid Meadow
1x Windbrisk Heights
1x Wooded Bastion
1x Artifact Mutation
1x Aura Mutation
1x Cloudshift
1x Congregation at Dawn
1x Enlightened tutor
1x Momentous Fall
1x Shields of Velis Vel
1x Swords to Plowshares
Artifact (6)
1x Akroma's Memorial
1x Ashnod's Altar
1x Coat of Arms
1x Eldrazi Monument
1x Grim Monolith
1x Sol Ring
1x Spawning Pit
1x Thran Dynamo
1x Wayfarer's Bauble
Sorcery (15)
1x Burn at the Stake
1x Cultivate
1x Day of Judgment
1x Devout Invocation
1x Explore
1x Explosive vegetation
1x Hour of Reckoning
1x Idyllic Tutor
1x Natural Order
1x Seek the Horizon
1x Skyshroud Claim
1x Titanic Ultimatum
1x Triumph of the Hordes
1x Avacyn's Pilgrim
1x Bloodbraid Elf
1x Craterhoof Behemoth
1x Elvish Mystic
1x Enlisted Wurm
1x Eternal Witness
1x Juniper Order Ranger
1x Kamahl, Fist of Krosa
1x Knight of New Alara
1x Mirror Entity
1x Mycoloth
1x Purphoros, God of the Forge
1x Restoration Angel
1x Saffi Eriksdotter
1x Sakura-Tribe Elder
Enchantment (12)
1x Ashling's Prerogative
1x Beastmaster Ascension
1x Cathars' Crusade
1x Doubling Season
1x Fervor
1x Goblin Bombardment
1x Greater Good
1x In the Web of War
1x Mirari's Wake
1x Perilous Forays
1x Price of Glory
1x Saproling Burst
1x Shared Animosity
Planeswalker (2)
1x Elspeth Tirel
1x Garruk, Primal Hunter
Creatures:
Sorceries:
Enchantments:
Instants:
Artifacts:
Planeswalkers:
Utility Lands:
Mulligans
Turns 1-3
These are your turns to set up. If you take much longer than 3 turns to get at least 1 or 2 bodies on board, you're probably dead, so you need to set up quickly in these turns. You're ramping and you're casting enchantments to help and you're tutoring to make sure your token wave counts. Try to find a sac outlet to sacrifice Hazezon, too.
Turns 4-8
First things first, when you have enough mana to cast Hazezon and something to make your tokens better, you cast him. You just do. It doesn't matter if you just drew into Congregation at Dawn and you wanna go all cascade-y, you cast him. If you drew into Shields and only have enough mana to cast Hazezon and not shields too, fear not, because you untap before upkeep triggers! After you cast him, if you have nothing else to do, obviously just wait. Then, sacrifice him at upkeep to an outlet after blinking or casting shields or even doing nothing before that. Then, the token army is yours to play with. Play Mirror Entity, play any other enchantments that would make your tokens better. But the best thing you can do at this point is just to cast an overrun of some sort, because usually those'll just win you the game.
I definitely agree with this. Do you think I should take out Vorapede for it? This is lower CMC, easier to cast, and arguably better stats (Flying+ sac outlet over trample and vigilance). Either Vorapede or Kalonian Hydra's coming out for it, and I think Hydra has more impact on its own.
I'm not quite sure about this one because she only gives my stuff haste after they're dead, so if I instant speed Pod or sac them to Varolz...
Don't Look Down...
INTRODUCTION
Deck Origin
What is Jundying?
How does Jundying match up against the three most common archetypes?
4x Blood Artist
3x Deathrite Shaman
2x Disciple of Bolas
3x Flayer of the Hatebound
3x Hound of Griselbrand
2x Kalonian Hydra
4x Strangleroot Geist
2x Demonlord of Ashmouth
2x Geralf's messenger
Sorcery (4)
4x Damnation
Artifact (2)
2x Birthing Pod
2x Blood Crypt
4x Dragonskull Summit
4x Marsh Flats
3x Overgrown Tomb
2x Rootbound Crag
2x Stomping Ground
1x Swamp
2x Woodland Cemetery
2x Verdant catacombs
Instant (5)
2x Cauldron Haze
3x Lightning Bolt
2x Ion Storm
2x Ancient Grudge
3x Choke
2x Infest
2x Leyline of the Void
2x Pithing Needle
2x Shatterstorm
2x Surgical Extraction
Creatures
Other Spells
Artifacts
Birthing Pod - Possibly the most synergistic card in the deck. At any level of the game, it makes my board presence unbeatable.
Enchantments
Ion Storm - I know, seems janky, but actually great. It's repeatable removal that keeps my guys going and can deal huge amounts of damage over time to my opponent.