// Mana
// Counting artifacts here too. The offcolor Vivid-land will become the missing dual at some point.
1 Polluted Delta
1 Flooded Strand
1 Windswept Heath
1 Tropical Island
1 Underground Sea
1 Tundra
1 Savannah
1 Scrubland
1 Breeding Pool
1 Watery Grave
1 Overgrown Tomb
1 Terramorphic Expanse
7 Island
3 Forest
2 Plains
1 Swamp
1 Vivid Creek
1 Vivid Grove
1 Vivid Marsh
1 Vivid Meadow
1 Vivid Crag
1 Golgari Signet
1 Selesnya Signet
1 Orzhov Signet
1 Coalition Relic
34
// Utility lands
// Two of these counts as a one land, due to colorless mana they produce. I used to have a full set of cycling-lands but gave up on them; Never really needed that much of them.
1 Lonely Sandbar
1 Tranquil Thicket
1 Nantuko Monastery
1 Wasteland
1 Volrath's Stronghold
1 Academy Ruins
1 Cephalid Coliseum
7
// Critters
// Utilities. Not sure about the Hedge-Mage, it should become better when I reach full dual and shock dual count. Jotun Grunt and Loaming Shaman are the only things I've got as a gravehate, they've been enough so far.
1 Wall of Roots
1 Dark Confidant
1 Jotun Grunt
1 Trygon Predator
1 Hag Hedge-Mage
1 Loaming Shaman
1 Eternal Witness
1 Yavimaya Elder
1 Plumeveil
1 Mystic Snake
// Beaters
// I've been mostly playing multiplayer games, hence Multani and SSS. Is there anything better? I tried Eternal Dragon but its just too clunky(and too small :o).
1 Tarmogoyf
1 Spawnwrithe
1 Overbeing of Myth
1 Multani, Maro-Sorcerer
1 Exalted Angel
1 Simic Sky Swallower
// More utilities
1 Wonder
1 Genesis
18
// Random stuff
1 Sword of Fire and Ice
1 Sword of Light and Shadow
1 Grafted Wargear
1 Ajani Goldmane
4
// Can you dig it?
// This should be okay, aight?
1 Sensei's Divining Top
1 Brainstorm
1 Ponder
1 Life from the Loam
1 Demonic Tutor
1 Regrowth
1 Recollect
1 Thirst for Knowledge
1 Intuition
1 Jace Beleren
1 Fact or Fiction
1 Gifts Ungiven
12
// The wizard says no
// Undermine and Absorb seems quite suboptimal, is there anything better? Mana Drain wont do it, as I wont get one just for this deck.
1 Stifle
1 Daze
1 Mana Leak
1 Evasive Action
1 Counterspell
1 Forbid
1 Dissipate
1 Voidslime
1 Undermine
1 Absorb
1 Force of Will
1 Misdirection
12
// Remove something concrete, as by lifting, pushing, or taking off.
// I've been going back and forth with Ghastly Demise and Smother, should I run both?
1 Engineered Explosives
1 Ghastly Demise
1 Swords to Plowshares
1 Echoing Truth
1 Chainer's Edict
1 Rushing River
1 Krosan Grip
1 Putrefy
1 Pernicious Deed
1 Oblivion Ring
1 Vindicate
1 Mortify
1 Crime 'n Punishment
13
Quote from: VurkkaAlso, anyone who's up for a few games via MWS; feel free to add me to a messenger of your choice.
Quote from: pyyhttu on 18-09-2008, 06:25:05 PMTerramorphic Expanse, Vivid lands (Or do they actually work in your build, as I'd try first Gemstone Mine, Reflecting Pool and Tithe as fixers). And yeah, get that Bayou.Vivid lands has been great. I don't need to rush against control so the CIPT doesn't matter. The four color manabase couldn't hold without them, imo.
Quote from: pyyhttu on 18-09-2008, 06:25:05 PMThe utility lands section misses Karakas, Maze of Ith and Flagstone of Trokair, something which I nearly always play in tandem with Crop Rotation. Especially if the mana base is OK and space permits more utility lands. I'd say you could very well experiment your build into this direction.I don't own any of those cards. Sounds fun though.
Quote from: pyyhttu on 18-09-2008, 06:25:05 PMLooks OK. That Hedge-Mage is interesting, has it worked for you? Duergar Hedge-Mage has been a bomb in my testing but builds have been more aggroish. Loaming Shaman at least in my grave-intensive meta wreaks havoc everytime it hits the board. But cut that Plumeveil. What does it do? You mentioned Etched Oracle: yeah, play that.Hedge-Mage has been great, I rarely get to use the discard ability though, its basically Witness #2.
Quote from: pyyhttu on 18-09-2008, 06:25:05 PMAjani? For what? Life gain? Try Loxodon Hierarch. If you have access to Garruk or even Liliana, I'd try those any time over Ajani in case my deck has to have a planeswalker.I've tried Liliana, but she has been dealt with before she sees another turn, everytime. 3BB; An opponent discards a card doesn't sound too good. Garruk is already on my buylist.
Quote from: pyyhttu on 18-09-2008, 06:25:05 PM"Can you dig it?"-section looks good otherwise, but we have Jace here. Why?1UU; Draw a card, prevent the next combat damage that would be dealt to you. :P
Quote from: pyyhttu on 18-09-2008, 06:25:05 PMPermission spells you have packed: I wouldn't play Daze, so replace it with Remand like you suggested. Forbid is a must as you may have noticed: its game locking synergy with Loam & lands is tremendous. Undermine, Absorb and Voidslime are hard to cast from time to time, so maybe Memory Lapse? I can't get any good counters to my mind now.Absorb and Undermine aren't hard to cast, see Vivid lands. But there has to be something better, Faerie Trickery maybe?
Quote from: pyyhttu on 18-09-2008, 06:25:05 PMLast thing: In case you seek to get most kick out of an efficient Loam-engine in HL, I'd say Oath of Druids has tremendous synergy at least according to my experience. <-- Loam with Oath (modified Frank Topel's version) won me couple of games in that tournament. But in case you want to better this build in overall, check those two earlier decklists from GP-4 and make the tweaks as you see best.Oath is a completelty different deck, I don't want to go that way.. yet.
QuoteThe utility lands section misses Karakas, Maze of Ith and Flagstone of Trokair, something which I nearly always play in tandem with Crop Rotation. Especially if the mana base is OK and space permits more utility lands. I'd say you could very well experiment your build into this direction.
I don't own any of those cards. Sounds fun though.
QuoteAbsorb and Undermine aren't hard to cast, see Vivid lands. But there has to be something better, Faerie Trickery maybe?
QuoteCan you dig it?"-section looks good otherwise, but we have Jace here. Why?
QuoteNow the deck kinda isn't neither. But if those 2 decklists don't offer any ideas, I do have some suggestions for that Loam/Gifts concept of yours if you want to pursue it. Your meta seems to lean heavily on control so you might want to try the only good retrace card, Raven's Crime against them. At least Nastaboi have had good experience of that one.
Quote from: Mythrandir on 18-09-2008, 08:29:14 PMhave you tested glen elendra archmage?Oh my, haven't met that gal before. :o
Quote from: VuRkkaShould I edit the opening post for these?
// Mana
1 Polluted Delta
1 Flooded Strand
1 Windswept Heath
1 Tropical Island
1 Underground Sea
1 Tundra
1 Savannah
1 Bayou
1 Scrubland
1 Breeding Pool
1 Watery Grave
1 Overgrown Tomb
1 Temple Garden
1 Godless Shrine
1 Terramorphic Expanse
7 Island
2 Forest
1 Plains
1 Swamp
1 Vivid Creek
1 Vivid Grove
1 Vivid Marsh
1 Vivid Meadow
1 Golgari Signet
1 Selesnya Signet
1 Orzhov Signet
1 Coalition Relic
34
// Utility lands
1 Lonely Sandbar
1 Tranquil Thicket
1 Nantuko Monastery
1 Wasteland
1 Volrath's Stronghold
1 Academy Ruins
1 Cephalid Coliseum
7
// Critters
1 Wall of Roots
1 Dark Confidant
1 Jotun Grunt
1 Trygon Predator
1 Hag Hedge-Mage
1 Loaming Shaman
1 Eternal Witness
1 Yavimaya Elder
1 Solemn Simulacrum
1 Mystic Snake
1 Tarmogoyf
1 Spawnwrithe
1 Ravenous Baloth
1 Loxodon Hierarch
1 Etched Oracle
1 Overbeing of Myth
1 Exalted Angel
1 Wonder
1 Genesis
19
// Equipments
1 Sword of Fire and Ice
1 Sword of Light and Shadow
2
// Can you dig it?
1 Sensei's Divining Top
1 Brainstorm
1 Ponder
1 Life from the Loam
1 Demonic Tutor
1 Regrowth
1 Recollect
1 Recurring Nightmare
1 Thirst for Knowledge
1 Intuition
1 Jace Beleren
1 Fact or Fiction
1 Gifts Ungiven
13
// The wizard says no
1 Stifle
1 Daze
1 Mana Leak
1 Evasive Action
1 Counterspell
1 Forbid
1 Dissipate
1 Voidslime
1 Undermine
1 Absorb
1 Force of Will
1 Misdirection
12
// Remove something concrete, as by lifting, pushing, or taking off.
1 Engineered Explosives
1 Ghastly Demise
1 Swords to Plowshares
1 Echoing Truth
1 Chainer's Edict
1 Rushing River
1 Krosan Grip
1 Putrefy
1 Pernicious Deed
1 Oblivion Ring
1 Vindicate
1 Mortify
1 Crime 'n Punishment
13
Quote from: pyyhttu on 19-09-2008, 06:09:49 PMThey work great.
Other, more exotic and newer choices in your deck (Spawnwrithe, Hag-Hedge Mage) look very interesting and would love to hear how they work in your meta.
Quote from: Mythrandir on 19-09-2008, 11:45:07 PMWhy Undermine? Giving 3 lifeloss along with the countering seems better to me than gaining 3 life. Absorb takes the boot as soon as I can find Faerie Trickery somewhere. As soon as Alara comes out, I'll try Bant Charm in the place of Undermine.
also i´d trade the undermine over a faerie trickey
Quote from: Mythrandir on 19-09-2008, 11:45:07 PMWhy Undermine? Giving 3 lifeloss along with the countering seems better to me than gaining 3 life. Absorb takes the boot as soon as I can find Faerie Trickery somewhere. As soon as Alara comes out, I'll try Bant Charm in the place of Undermine.
also i´d trade the undermine over a faerie trickey
Quote from: Mythrandir on 20-09-2008, 04:25:09 AMas for the bant charm, have u read it correctly? counter target INSTANT.. so it isnt that good... =/ i was looking forward to it, but since it ca only coutner instant.... how about dromar charm?I read it correctly. Compared to Dromar's Charm it has 2.5/3 good modulars, while Dromar's has 1/3.
Quote from: VuRkka on 22-09-2008, 04:50:48 AMQuote from: Mythrandir on 20-09-2008, 04:25:09 AMas for the bant charm, have u read it correctly? counter target INSTANT.. so it isnt that good... =/ i was looking forward to it, but since it ca only coutner instant.... how about dromar charm?I read it correctly. Compared to Dromar's Charm it has 2.5/3 good modulars, while Dromar's has 1/3.
Quote from: Mythrandir on 22-09-2008, 12:43:37 PMQuote from: VuRkka on 22-09-2008, 04:50:48 AMQuote from: Mythrandir on 20-09-2008, 04:25:09 AMas for the bant charm, have u read it correctly? counter target INSTANT.. so it isnt that good... =/ i was looking forward to it, but since it ca only coutner instant.... how about dromar charm?I read it correctly. Compared to Dromar's Charm it has 2.5/3 good modulars, while Dromar's has 1/3.
ok, that´s probably from your experience (and your meta). dromar life gaining has kept me alive inumerous times, plus it is a hard counter, the only ability i dont use that often (but sometimes comes in handy) is the -2/-2. As for the bant i really like the "spot removal" it has, which is way better than -2/-2. as for the artifact destruction i have those in other cards. what really draws me back from the card is the the counter. is too limited. it can NOT counter: creatures, artifacts, enchantments, sorceries, planeswalkers. so, IMO, its is very restrictive.
but once again i understand it may vary due to the meta. since you play mostly against other control decks, the +5 life doenst seem that great.
1 Polluted Delta 1 Flooded Strand 1 Windswept Heath 1 Wooded Foothills 1 Bloodstained Mire 1 Tropical Island 1 Underground Sea 1 Tundra 1 Savannah 1 Bayou 1 Scrubland 1 Breeding Pool 1 Watery Grave 1 Hallowed Fountain 1 Temple Garden 1 Overgrown Tomb 1 Godless Shrine 6 Island 3 Forest 2 Plains 2 Swamp 1 Golgari Signet 1 Selesnya Signet 1 Orzhov Signet 1 Coalition Relic 34 1 Lonely Sandbar 1 Tranquil Thicket 1 Nantuko Monastery 1 Wasteland 1 Volrath's Stronghold 1 Academy Ruins 1 Cephalid Coliseum 7 | 1 Wall of Roots 1 Dark Confidant 1 Jotun Grunt 1 Trygon Predator 1 Hag Hedge-Mage 1 Loaming Shaman 1 Eternal Witness 1 Yavimaya Elder 1 Solemn Simulacrum 1 Mystic Snake 1 Aeon Chronicler 1 Shriekmaw 1 Etched Oracle 1 Tarmogoyf 1 Spawnwrithe 1 Ravenous Baloth 1 Loxodon Hierarch 1 Exalted Angel 1 Wonder 1 Genesis 20 1 Sword of Fire and Ice 1 Sword of Light and Shadow 2 | 1 Sensei's Divining Top 1 Brainstorm 1 Ponder 1 Life from the Loam 1 Demonic Tutor 1 Regrowth 1 Recollect 1 Recurring Nightmare 1 Thirst for Knowledge 1 Intuition 1 Jace Beleren 1 Fact or Fiction 1 Gifts Ungiven 13 1 Stifle 1 Daze 1 Mana Leak 1 Evasive Action 1 Counterspell 1 Forbid 1 Dissipate 1 Faerie Trickery 1 Voidslime 1 Undermine 1 Absorb 1 Force of Will 1 Misdirection 13 | 1 Engineered Explosives 1 Swords to Plowshares 1 Echoing Truth 1 Chainer's Edict 1 Rushing River 1 Oblivion Ring 1 Vindicate 1 Mortify 1 Krosan Grip 1 Putrefy 1 Pernicious Deed 11 |
Quote from: VuRkka on 27-09-2008, 12:27:41 AM
I was playing in a tournament today with this deck, results weren't quite what I expected. As you know, I've been mostly playing against control where this deck shines, but the tournament was filled with aggro. Here's a smallish report;
Round 1, RG Beats
G1: Angel flipped on turn four, I gave her a Sword of Light and Shadow, won.
G2: I didn't see or played any blue manasources in this game. Had an opening grip of 2 Forest, Plains, Wasteland, Hierarch, Baloth and Spawnwrithe. Spawnwrithe eventually won me the game.
(yeah pyyhttu, 'twas me next to you.)
Round 2, RB Goblins
G1: Lost to Price of Progress.
G2: Lost to Patriarch's Bidding.
Had I've seen those coming I may have won, both times I had a counter in my hand but no mana open. On game two I've had just Intuitioned for Loam, EE and Academy Ruins. Zo-Zu the Punisher HURTS!
Round 3, Uwb Control
G1: Lost to Sensei's Divining Top + Future Sight shenanigans.
G2: I had the engine up and running. Intuitioned for Loam, Ruins and Etched Oracle, kept beating with it until my opponent was at six life. He played Stuffy Doll which I bounced back to his hand on my turn and beat him down to two. On his turn he replayed the Doll. I didn't have an answer in my hand nor I didn't find one, I drew 12 cards from Cephalid Coliseum and dredged 6 with Loam, still nothing, not even Wonder showed up. On his turn time limit was called and he just played Guilty Conscience.
Round 4, Uwg Mindslaver
G1: Spawnwrithe got Remanded and shortly after countered. I bounced Mirari's Wake once but that didn't help much. Didn't see but 4 lands in this game.
G2: The same as G1, although I played three Signets but they were eaten by Trygon Predator. Intuitioned for Loam, Ruins and Academy but I didn't have enough mana to clear the board.
Here's the current list, by the way;So in conclusion;
1 Polluted Delta
1 Flooded Strand
1 Windswept Heath
1 Wooded Foothills
1 Bloodstained Mire
1 Tropical Island
1 Underground Sea
1 Tundra
1 Savannah
1 Bayou
1 Scrubland
1 Breeding Pool
1 Watery Grave
1 Hallowed Fountain
1 Temple Garden
1 Overgrown Tomb
1 Godless Shrine
6 Island
3 Forest
2 Plains
2 Swamp
1 Golgari Signet
1 Selesnya Signet
1 Orzhov Signet
1 Coalition Relic
34
1 Lonely Sandbar
1 Tranquil Thicket
1 Nantuko Monastery
1 Wasteland
1 Volrath's Stronghold
1 Academy Ruins
1 Cephalid Coliseum
7
1 Wall of Roots
1 Dark Confidant
1 Jotun Grunt
1 Trygon Predator
1 Hag Hedge-Mage
1 Loaming Shaman
1 Eternal Witness
1 Yavimaya Elder
1 Solemn Simulacrum
1 Mystic Snake
1 Aeon Chronicler
1 Shriekmaw
1 Etched Oracle
1 Tarmogoyf
1 Spawnwrithe
1 Ravenous Baloth
1 Loxodon Hierarch
1 Exalted Angel
1 Wonder
1 Genesis
20
1 Sword of Fire and Ice
1 Sword of Light and Shadow
2
1 Sensei's Divining Top
1 Brainstorm
1 Ponder
1 Life from the Loam
1 Demonic Tutor
1 Regrowth
1 Recollect
1 Recurring Nightmare
1 Thirst for Knowledge
1 Intuition
1 Jace Beleren
1 Fact or Fiction
1 Gifts Ungiven
13
1 Stifle
1 Daze
1 Mana Leak
1 Evasive Action
1 Counterspell
1 Forbid
1 Dissipate
1 Faerie Trickery
1 Voidslime
1 Undermine
1 Absorb
1 Force of Will
1 Misdirection
13
1 Engineered Explosives
1 Swords to Plowshares
1 Echoing Truth
1 Chainer's Edict
1 Rushing River
1 Oblivion Ring
1 Vindicate
1 Mortify
1 Krosan Grip
1 Putrefy
1 Pernicious Deed
11
Pact of Negation/Slaughter Pact? Kinda mana free answers, I need them.
Daze/Foil?
WoG/Damnation/Infest? Two of them or all of them?
More mana producing lands? 30 is way too less(not counting utility-lands).
I'm gonna lessen the creature count for more answers to the situations I miserably lost today.
Quote from: Vazdru on 27-09-2008, 02:33:13 PMNo we haven't, it would be nice, but again, I don't own one.. yet.
Have we already spoken about Survival of the Fittest? I think it would fit nicely. Without Survival i would cut Wonder and Genesis for sure!
Quote from: Vazdru on 27-09-2008, 02:33:13 PMTolaria, atleast, is going in the deck with Pacts.
If you wanna add Pact of Negation try Tolaria West as well. In my opinion Impulse is still better than Ponder. Instead of adding WoG or Damnation just add Enlightened Tutor as second Deed or Explosives or of course Survival/Recurring!
QuoteAnd why Impulse is better than Ponder?
Quote from: VuRkka on 27-09-2008, 05:04:59 PMSelesnya Signet -> Tolaria WestWeekly update;
Nantuko Monastery -> Island
Hag Hedge-Mage -> Raven's Crime (The Mage was nice and all, but Raven's Crime is better I hear.)
Wall of Roots -> Dromar's Charm (I give up, I may need it after all. :)
Spawnwrithe -> Slaughter Pact
Absorb -> Pact of Negation
Misdirection -> Collective Restraint
Thrist for Knowledge -> Enlightened Tutor
Putrefy -> Bant Charm
Recollect -> Impulse
Sword of Light and Shadow -> Glen Elendra Archmage
Golgari Signet -> Darksteel Ingot
Orzhov Signet -> Terramorphic Expanse
Jotun Grunt -> Tormod's Crypt
Dark Confidant -> Trinket Mage
Sword of Fire and Ice -> Mulldrifter
Ponder -> Worldly Counsel
Aeon Chronicler -> Crime n Punishment
1 Polluted Delta 1 Flooded Strand 1 Windswept Heath 1 Wooded Foothills 1 Bloodstained Mire 1 Tropical Island 1 Underground Sea 1 Tundra 1 Savannah 1 Bayou 1 Scrubland 1 Breeding Pool 1 Watery Grave 1 Hallowed Fountain 1 Temple Garden 1 Overgrown Tomb 1 Godless Shrine 1 Terramorphic Expanse 7 Island 3 Forest 2 Plains 2 Swamp 1 Darksteel Ingot 1 Coalition Relic 34 1 Volrath's Stronghold 1 Academy Ruins 1 Cephalid Coliseum 1 Lonely Sandbar 1 Tranquil Thicket 1 Tolaria West 1 Wasteland 7 | 1 Trinket Mage 1 Trygon Predator 1 Loaming Shaman 1 Eternal Witness 1 Yavimaya Elder 1 Solemn Simulacrum 1 Glen Elendra Archmage 1 Mystic Snake 1 Etched Oracle 1 Mulldrifter 1 Shriekmaw 1 Tarmogoyf 1 Ravenous Baloth 1 Loxodon Hierarch 1 Exalted Angel 1 Wonder 1 Genesis 17 1 Sensei's Divining Top 1 Brainstorm 1 Enlightened Tutor 1 Impulse 1 Worldly Counsel 1 Life from the Loam 1 Demonic Tutor 1 Regrowth 1 Recurring Nightmare 1 Intuition 1 Jace Beleren 1 Fact or Fiction 1 Gifts Ungiven 13 | 1 Pact of Negation 1 Stifle 1 Raven's Crime 1 Remand 1 Mana Leak 1 Evasive Action 1 Counterspell 1 Forbid 1 Dissipate 1 Faerie Trickery 1 Voidslime 1 Undermine 1 Dromar's Charm 1 Force of Will 14 1 Slaughter Pact 1 Tormod's Crypt 1 Engineered Explosives 1 Swords to Plowshares 1 Echoing Truth 1 Chainer's Edict 1 Rushing River 1 Krosan Grip 1 Oblivion Ring 1 Vindicate 1 Mortify 1 Bant Charm 1 Pernicious Deed 1 Collective Restraint 1 Crime n Punishment 15 |
Quote from: Mythrandir on 06-10-2008, 08:43:16 PMI do have the deck IRL, its the very first and only deck I've played in this format so far.
As for the color screw, i think it may be a bit of bad luck + MWS crappy shuffle. However you might try playing vesuva + urborg + krosan verge, [ALA] lands. Dou you have this deck in real life? Do you have the same problem?
Because (and this is weird) my real life deck has different problems from the online 1. lol
Quote from: Mythrandir on 06-10-2008, 08:43:16 PMThe problem against aggro is I can't remove their early threats early enough. Most of my counters have cmc 3 and that's too much. If I were to replace counters with more cheap removal I'd lose the advantage versus control. Most of the time I've been tutoring for Collective Restraints asap, it helps me to get into the late game and to get all of those engines running. Ghostly Prison and Propaganda along with the Restraints would lock them out pretty badly, but bleh..
As for aggro, i have no idea how to help you. You play all the nice creature available to control (and for your colors).
You try and add putrefy + moat + tabernacle, maze of ith (crop rotation for these lands)The main difference in our decks is the R. i have FTK, lightning helix + sudden shock + demonfire + fire/ice. whick can really make the difference, since some of them are only 2 CMC, instants.
Quote from: so_not on 09-10-2008, 10:17:15 AM
Your deck is IMO missing some critical cards that are good against aggro and control (plus some other cards):
Kitchen Finks
Phantom Centaur
Troll Ascetic
Garruk
Wall of Roots
Wall of Blossoms
Sakura-Tribe Elder
You might want to add even some of these to improve all your matchups.
Quote from: so_not on 09-10-2008, 10:17:15 AMI used to have few walls in this deck, the first list I've posted here still had two of them.
Your deck is IMO missing some critical cards that are good against aggro and control (plus some other cards):
Kitchen Finks
Phantom Centaur
Troll Ascetic
Garruk
Wall of Roots
Wall of Blossoms
Sakura-Tribe Elder
You might want to add even some of these to improve all your matchups.
1 Polluted Delta 1 Flooded Strand 1 Windswept Heath 1 Wooded Foothills 1 Bloodstained Mire 1 Tropical Island 1 Underground Sea 1 Tundra 1 Savannah 1 Bayou 1 Scrubland 1 Breeding Pool 1 Watery Grave 1 Hallowed Fountain 1 Temple Garden 1 Overgrown Tomb 1 Godless Shrine 1 Murmuring Bosk 1 Terramorphic Expanse 7 Island 2 Forest 1 Plains 1 Swamp 1 Flooded Grove 1 Mystic Gate 1 Sunken Ruins 1 Darksteel Ingot 1 Coalition Relic 35 1 Volrath's Stronghold 1 Academy Ruins 1 Lonely Sandbar 1 Tranquil Thicket 1 Tolaria West 1 Wasteland 6 | 1 Trinket Mage 1 Trygon Predator 1 Loaming Shaman 1 Eternal Witness 1 Solemn Simulacrum 1 Glen Elendra Archmage 1 Etched Oracle 1 Mulldrifter 1 Shriekmaw 1 Tarmogoyf 1 Ravenous Baloth 1 Loxodon Hierarch 1 Grave-Shell Scarab 1 Exalted Angel 1 Genesis 15 1 Sensei's Divining Top 1 Brainstorm 1 Personal Tutor 1 Enlightened Tutor 1 Impulse 1 Worldly Counsel 1 Life from the Loam 1 Demonic Tutor 1 Regrowth 1 Intuition 1 Jace Beleren 1 Fact or Fiction 1 Gifts Ungiven 13 | 1 Pact of Negation 1 Stifle 1 Raven's Crime 1 Remand 1 Mana Leak 1 Evasive Action 1 Delay 1 Condescend 1 Counterspell 1 Forbid 1 Dissipate 1 Voidslime 1 Dromar's Charm 1 Force of Will 14 1 Slaughter Pact 1 Tormod's Crypt 1 Engineered Explosives 1 Swords to Plowshares 1 Echoing Truth 1 Chainer's Edict 1 Rushing River 1 Krosan Grip 1 Oblivion Ring 1 Vindicate 1 Mortify 1 Bant Charm 1 Putrefy 1 Pernicious Deed 1 Collective Restraint 1 Wrath of God 1 Crime n Punishment 17 |
Quote from: VuRkka on 29-10-2008, 11:01:02 PM
Are Rav-block Karoo-lands playable?
Flooded Strand Polluted Delta Windswept Heath Wooded Foothills Bloodstained Mire Tropical Island Tundra Underground Sea Savannah Bayou Scrubland Breeding Pool Hallowed Fountain Watery Grave Temple Garden Overgrown Tomb Godless Shrine Murmuring Bosk 5 Island 2 Forest Plains Swamp Flooded Grove Mystic Gate Sunken Ruins Simic Growth Chamber Azorius Chancery Dimir Aqueduct Coalition Relic Darksteel Ingot 35 Volrath's Stronghold Academy Ruins Lonely Sandbar Tranquil Thicket Tolaria West Wasteland 6 | Tarmogoyf Knight of the Reliquary Ravenous Baloth Loxodon Hierarch Exalted Angel 5 Sensei's Divining Top Brainstorm Personal Tutor Enlightened Tutor Impulse Worldly Counsel Life from the Loam Regrowth Demonic Tutor Crucible of Worlds Trinket Mage Intuition Jace Beleren Eternal Witness Solemn Simulacrum Gifts Ungiven Fact or Fiction Garruk Wildspeaker Etched Oracle Mulldrifter 20 | Pact of Negation Raven's Crime Mana Leak Memory Lapse Remand Evasive Action Condescend Syncopate Counterspell Dissipate Forbid Dromar's Charm Glen Elendra Archmage Force of Will 14 Tormod's Crypt Engineered Explosives Slaughter Pact Swords to Plowshares Echoing Truth Chainer's Edict Qasali Pridemage Rushing River Krosan Grip Loaming Shaman Oblivion Ring Maelstrom Pulse Pernicious Deed Mortify Vindicate Bant Charm Nevinyrral's Disk Collective Restraint Wrath of God Shriekmaw 20 |