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RWG Land Control

Started by Nkiro, 10-01-2009, 02:10:57 PM

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Nkiro

// Lands
    12 Mountain (1)
    1 Savage Lands
    1 Seaside Citadel
    8 Plains (1)
    9 Forest (1)
    1 Jungle Shrine
    1 Taiga
    1 Temple Garden
    1 Savannah
    1 Sacred Foundry
    1 Plateau
    1 Wasteland
    1 Stomping Ground

// Creatures
    1 Sakura-Tribe Elder
    1 Vexing Shusher
    1 Yavimaya Granger
    1 Yavimaya Elder
    1 Fulminator Mage
    1 Goblin Settler
    1 Goblin Grenadiers
    1 Academy Rector
    1 Goblin Gardener
    1 Fire Snake
    1 Dwarven Blastminer
    1 Deus of Calamity
    1 Ajani Vengeant
    1 Avalanche Riders
    1 Magus of the Moon
    1 Ohran Viper

// Spells
    1 Flame Javelin
    1 Firespout
    1 Call the Skybreaker
    1 Branching Bolt
    1 Poison the Well
    1 Naturalize
    1 Lightning Helix
    1 Incinerate
    1 Safewright Quest
    1 Crucible of Worlds
    1 Land Tax
    1 Enlightened Tutor
    1 Implode
    1 Sensei's Divining Top
    1 Idyllic Tutor
    1 Incendiary Command
    1 Winter's Grasp
    1 Thermokarst
    1 Reap and Sow
    1 Ice Storm
    1 Creeping Mold
    1 Mwonvuli Acid-Moss
    1 Demolish
    1 Stone Rain
    1 Limited Resources
    1 Swords to Plowshares
    1 Wrath of God
    1 Rout
    1 Lay Waste
    1 Sunder from Within
    1 Pillage
    1 Molten Rain
    1 Ensnaring Bridge
    1 Honden of Infinite Rage
    1 Honden of Cleansing Fire
    1 Seismic Assault
    1 Trinisphere
    1 Crib Swap
    1 Aftershock
    1 Earth Rift
    1 Wreak Havoc
    1 Primal Command
    1 Price of Progress
    1 Pyroclasm
    1 Ghostly Prison

This decks objective, as in any land distruction deck is to lock the oponent down.
I is aided by limited ressources.
Problems i saw until now where defeeting weenie, the mana base (as allway), and having a consistent killing method.

Vazdru

Quote from: Nkiro on 10-01-2009, 02:10:57 PM

    1 Trinisphere


Trinisphere is banned. In a real tourney you would be maybe disqualified if you play that card (or at least get a  warning / game-loss). http://www.magicplayer.org/index.php?id=highlander_rules
I surely recommend that you change that card  ;)

IMO the deck seems not focussed enough and some card choices look quite suboptimal.

Why Inceinerate but not Lightning Bolt ? - in fear of a River Boa?
Instead Flame Javelin (in Multicolor-Deck?)?

Why Vexing Suher - if your oppoent has no lands he usually can't counter anythin at all.

You need an early blocker and a Mana Boost? How about Wall of Roots?! And where is the overmighty Wildfire? It often handle all your problems with a single swing...

Think about Flametongue Kavu, Boom/Bust, Krosan Grip and Ravenous Baboons.

More suggestions after we played our league match  ;D :P 

Far below the earth
Where the demons hunt the souls of those that sleep
In the city of the Vazdru and the Drin
Where the black flame burns inside the palace fountain.

Mythrandir

#2
Seeing that it´s a a tri-colored LD deck with G, i would change the following:
Vazdru has already posted nice tips. ;)

Lands:
- seaside citadel
- savage lands
- jungle shrine
(i dont think u need these lands)

cut some basic and add these:

+ rishadan port (good to block a land)
+ maze of ith (great VS aggro)
+ fetchs for RWG (helps thinning the deck and avoiding color screw)
+ flagstones of trokair (great if u play a mass LD)
+ karakas?

Creatures:

- yavimaya granger
- goblin grenadiers (too conditional)
- goblin gardener
- goblin settler
- fire snake (too high CMC)

+ wall of roots
+ wall of blossoms
+ tarmogoyf
+ exalted angel (always a good finisher)
+ countryside crusher
+ ravenous baboons
+ eternal witness
+ duergar hedge-mage (very versatile)
+ realm razer??
+ birds/llanowar/werebear etc

not creatures but...
+garruk

spells:

since you´re packing G you could play a mana ramp strategy, that would thin your deck, give your land advantage and avoid color screws.

+farseek
+crop rotation
+ rampant growth
etc

+ tithe/land tax?
+ eternal dragon? (mana/finisher)

- flame javelin
- call the skybreaker
- branching bolt
- naturalize (+ krosan grip)
- incinerate (+ lightning bolt or sudden shock)
- implode (+boom/bust - this is great with fetchlands)
- incendiary coomand VS plow under?
- trinishphere (banned)
- seimisc assault (unless you play with LFTL)
- 2 honden (dont know if it that good)

- price of progress VS blood moon (blood moon is better than magus, there is more creature removal than enchantment, as for PoP its really good, but mroe aggro than control, but you can try and squeeze these 3 cards)
- even limited resources i dont know (i understand since limited was one of my first decks i built...)


+ armageddon??
+ wildfire? (this is great with countryside)
+ LFTL engine with cycle lands?
+ demonfire (creature removal/finisher)
+ grave hate u need this a lot, i recommend phyrexian furnace and scrabbling claws)
+ global ruination (it really hurts.... writing this)

i know there are more "plus" than "minus", but it's just to give you options.
i really dont think u need that many "spot land removal" because against aggro is not quick enough and against control you dont need to LD every, every, every turn.
i think this deck needs a bit more of balance so it can handle both aggro and control, IMO.

But i think by playing in the league you´ll start to see a bit more of the metagame. My current 5CC list is way different than it started.

hope it helps. :)

Vazdru

things to add - things to cut:

Terravore - Land Tax
Countryside Crusher - Crucible of Worlds
Ravenous Baboons - Honden A
Garruk - Honden B
Wildfire - Aftershock
Boom/Bust - Seismic Assault
Reap and Sow - Poison the Well

I've just seen that you changed your deck a bit already. Let us see your update sometime.

Far below the earth
Where the demons hunt the souls of those that sleep
In the city of the Vazdru and the Drin
Where the black flame burns inside the palace fountain.

Nkiro

Ok

So I made a few changes to the deck, thaks to the help off the guys here in deck tech.

// Lands
    11 Mountain
    8 Plains
    9 Forest
    1 Taiga
    1 Temple Garden
    1 Savannah
    1 Sacred Foundry
    1 Plateau
    1 Wasteland
    1 Stomping Ground
    1 Windswept Heath
    1 Flooded Strand
    1 Bloodstained Mire
    1 Wooded Foothills

// Creatures
    1 Sakura-Tribe Elder
    1 Yavimaya Granger
    1 Yavimaya Elder
    1 Fulminator Mage
    1 Goblin Settler
    1 Goblin Grenadiers
    1 Academy Rector
    1 Dwarven Blastminer
    1 Deus of Calamity
    1 Ajani Vengeant
    1 Avalanche Riders
    1 Magus of the Moon
    1 Ohran Viper
    1 Wall of Roots
    1 Birds of Paradise
    1 Ravenous Baboons
    1 Tarmogoyf
    1 Soltari Visionary
    1 Garruk Wildspeaker
    1 Countryside Crusher

// Spells
    1 Firespout
    1 Call the Skybreaker
    1 Branching Bolt
    1 Naturalize
    1 Lightning Helix
    1 Incinerate
    1 Safewright Quest
    1 Enlightened Tutor
    1 Implode
    1 Sensei's Divining Top
    1 Idyllic Tutor
    1 Incendiary Command
    1 Winter's Grasp
    1 Thermokarst
    1 Reap and Sow
    1 Ice Storm
    1 Creeping Mold
    1 Mwonvuli Acid-Moss
    1 Demolish
    1 Stone Rain
    1 Limited Resources
    1 Swords to Plowshares
    1 Wrath of God
    1 Rout
    1 Lay Waste
    1 Pillage
    1 Molten Rain
    1 Ensnaring Bridge
    1 Crib Swap
    1 Aftershock
    1 Earth Rift
    1 Wreak Havoc
    1 Primal Command
    1 Pyroclasm
    1 Ghostly Prison
    1 Lightning Bolt
    1 Wildfire
    1 Blood Moon
    1 Price of Glory
    1 Molten Disaster
    1 Boom/Bust

I still have a few doubts about my mana base. I someone could help me there.
Or with any idea, would be very helpfull.

I'm just waiting for conflux to come and bring in some more goodies like martial coup.

Mythrandir

It seems a lot better now, even though there are some changes (already mentioned) that i would still try.

As for the mana base, it seems a lot better now. without those ALA lands, i think i would add rishadan port (sort of LD) + cycle lands (LFTL?).

Have you been testing? has it got any better against aggro/weenies?


Conflux will add an awesome knight to this deck ;)