I always liked Seismic Assault as a card, an enchantment that provided non-counterable constant damage, and a great outlet for lands you didnt need anymore. But a deck built around it has some limitations built in, land balance. If you run to much land you get mana flooded if you didnt draw into you SA, to little and the card is useless. So this is my first stab at making a Seismic Assault deck, personally I feel its a little to creature heavy so I will take any advice thats offered under advisement.
Why 2x of most of my non-basics?
So I can make best use of Realms Uncharted. Also so my Yavimaya Elders rarely run out of things to fetch me.
Why only one land fetch spell?
Because Realms is awesome enough, Also with Yavimaya Elder fetching lands and Life from the Loam recycling them I rarely want for ammunition.
Boarderposts?
They bounce a land I can throw back into my hand Mid to late game and they dont hurt my mana curve to badly to just play turn one.
Wont your opponent use lands edge against you?
While they can its kinda rare to accidentally run into a deck that has that kind of land to throw away to use it more efficiently then me. Also R/G lacked a consistent way to tutor for my Assaults so I wanted a way to make sure I had at least one way to throw lands at my opponent.
Dead Weight?
Wild Nactal and Kird Ape are pretty much hanging around to be chump blockers, Id welcome other suggestions into this slot.
Browbeat, love the card but it just doesnt seem to flow with the deck, for 3 mana Id rather get more lands to throw at them compared to maybe get more lands to throw at them.
Deus, hes here because I have foil ones and because Worm Harvest, the other 5 drop I considered wasent appealing to me.
Thanks for any and all input you have to offer I appreciate it
Blue decks are infamous for being hated in multiplayer games.
So I found a way to make them worse with five simple words "I Tinker for Sundering Titan."
I like it, man. I've been trying to build a deck like this for a while, but haven't really been able to decide how to do it...here's some things I really like about your build:
- I like the Borderposts kicking your lands back into your hand, right where you eventually want them. Khalni Gem could be really a good inclusion too
- Harvest Wurm and Eternal Wilderness are nice to provide a little extra heat later, once you've got your SM played. Definitely 2 or 3-of instead of 4-of (like you got).
Now, I've been thinking of building a Seismic Assault deck for a long time now...and I'll just share some thoughts I had for my deck...hopefully some of my (likely) ramble might be interesting to ya'
- This deck is contingent on getting SM on board, so you're hopin and praying you get your key card in the top 1/6th of your deck, which is a maybe. We want more likely than "maybe". Problem is R and G aren't great colors for draw. For that reason...
- ... I've contemplated adding U, and making it three color. Blue offers draw and find...Impulse, Sage Owl, Ancestral Knowledge (would be great here), Ponder, etc. Anything to dig and deck-fix would be awesome here, ensuring our Seismic Assault sees daylight. Blue would also give you access to the coup de gras...Sunder(yeah...that's right)...plus Trade Routes, allowing all sorts of land-esque tricks (Thwart or Ovinomancer would be interesting after you got SA on the table too). If so, your land-hunting would focus on getting U for search, then R to get Seismic going, esp since you need RRR.
- Green of course could find whatever basics, or mana fix so I don't think three colors would be too tough to manage...for my own good (since I'm still trying to decide), I did some research...basic fetching love: Harrow, Khalni Heart Expansion, Search for Tomorrow, Kodama's Reach, Elfame Santuary (could be nice here), Civic Wayfinder, the ever popular Krosan Tusker, your pal Yavimaya Elder (stellar), Lay of the Land, Rites of Spring (!), Silverglade Pathfinder, Seek the Horizon, etc...
- Other general (budget) mana-fixing options include: Skyshroud Elf, Birds of Paradise, Joiner Adept, Prismatic Omen or even Orochi Leafcaller. Prismatic Lens, Vivid Grove (would play well with the borderpost), Astrolabe, Barbed Sextant/Chromatic Sphere, Darksteel Ingot, Manamorphose, Rupture Spire, Terrarion, etc. Enchant Lands like Dawn's Reflection and Fertile Ground could accel too.
I like it as the simple RG it feels like adding a 3rd color would rob alot of the tempo.
Realms Uncharted and Life from the loam work great together. And I have the cards I listed.
Khani Gem seems like it fits alot better in land destruction which I have next to zero of.
Vivids come in tapped and thats just slowing me down.
I do most of my land fetching with Yavimaya elder and Dredging then casting Life from the Loam, I realize LftL is hardly in everyone's budget but it practicly runs the deck by itself. Pay 2 tp sac Yav Elder to draw a card, get 2 lands, dredge Life from the Loam cast it and thats 5 lands and 10 damage for G3
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Blue decks are infamous for being hated in multiplayer games.
So I found a way to make them worse with five simple words "I Tinker for Sundering Titan."
The deck
4x Kird Ape
4x Yavimaya Elder
2x Wild Nacatl
2x Eternal Witness
2x Grim Lavamancer
2x Terravore
2x Harvest Wurm
2x Deus of Calamity
4x Life From the Loam
4x Browbeat
Instant
4x Realms Uncharted
Enchantment
4x Seismic Assault
2x Land's Edge
Artifact
2x Firewild Boarderpost
6x Forest
4x Mountain
4x Stomping Ground
2x Rootbound Crag
2x Grove of the Burnwillows
2x Fire-Lit Thicket
Justifications
Why 2x of most of my non-basics?
So I can make best use of Realms Uncharted. Also so my Yavimaya Elders rarely run out of things to fetch me.
Why only one land fetch spell?
Because Realms is awesome enough, Also with Yavimaya Elder fetching lands and Life from the Loam recycling them I rarely want for ammunition.
Boarderposts?
They bounce a land I can throw back into my hand Mid to late game and they dont hurt my mana curve to badly to just play turn one.
Wont your opponent use lands edge against you?
While they can its kinda rare to accidentally run into a deck that has that kind of land to throw away to use it more efficiently then me. Also R/G lacked a consistent way to tutor for my Assaults so I wanted a way to make sure I had at least one way to throw lands at my opponent.
Dead Weight?
Wild Nactal and Kird Ape are pretty much hanging around to be chump blockers, Id welcome other suggestions into this slot.
Browbeat, love the card but it just doesnt seem to flow with the deck, for 3 mana Id rather get more lands to throw at them compared to maybe get more lands to throw at them.
Deus, hes here because I have foil ones and because Worm Harvest, the other 5 drop I considered wasent appealing to me.
Thanks for any and all input you have to offer I appreciate it
Anybody have input?
So I found a way to make them worse with five simple words "I Tinker for Sundering Titan."
Jace of Bel-Air
My Trades
Deck Building
Help Me Build ShellDrazi
Land Assault
- I like the Borderposts kicking your lands back into your hand, right where you eventually want them. Khalni Gem could be really a good inclusion too
- Harvest Wurm and Eternal Wilderness are nice to provide a little extra heat later, once you've got your SM played. Definitely 2 or 3-of instead of 4-of (like you got).
Now, I've been thinking of building a Seismic Assault deck for a long time now...and I'll just share some thoughts I had for my deck...hopefully some of my (likely) ramble might be interesting to ya'
- This deck is contingent on getting SM on board, so you're hopin and praying you get your key card in the top 1/6th of your deck, which is a maybe. We want more likely than "maybe". Problem is R and G aren't great colors for draw. For that reason...
- ... I've contemplated adding U, and making it three color. Blue offers draw and find...Impulse, Sage Owl, Ancestral Knowledge (would be great here), Ponder, etc. Anything to dig and deck-fix would be awesome here, ensuring our Seismic Assault sees daylight. Blue would also give you access to the coup de gras...Sunder(yeah...that's right)...plus Trade Routes, allowing all sorts of land-esque tricks (Thwart or Ovinomancer would be interesting after you got SA on the table too). If so, your land-hunting would focus on getting U for search, then R to get Seismic going, esp since you need RRR.
- Green of course could find whatever basics, or mana fix so I don't think three colors would be too tough to manage...for my own good (since I'm still trying to decide), I did some research...basic fetching love: Harrow, Khalni Heart Expansion, Search for Tomorrow, Kodama's Reach, Elfame Santuary (could be nice here), Civic Wayfinder, the ever popular Krosan Tusker, your pal Yavimaya Elder (stellar), Lay of the Land, Rites of Spring (!), Silverglade Pathfinder, Seek the Horizon, etc...
- Other general (budget) mana-fixing options include: Skyshroud Elf, Birds of Paradise, Joiner Adept, Prismatic Omen or even Orochi Leafcaller. Prismatic Lens, Vivid Grove (would play well with the borderpost), Astrolabe, Barbed Sextant/Chromatic Sphere, Darksteel Ingot, Manamorphose, Rupture Spire, Terrarion, etc. Enchant Lands like Dawn's Reflection and Fertile Ground could accel too.
The problem I keep butting up against, is dedicating so much of the deck to mana-accel, and draw...that what's left once you get SM going (and what are you doing 'til then)? I haven't come up with a deck yet...but I'm thinking (taking a key or two from your deck):
22 Land
1/3 Mana-fixing/land draw (Borderposts, Terrarion, Yavimaya Elder, Rites of Spring, Lay of the Land...)
1/3 Draw/trix (probably 3 Ancestral Knowlege, 2 Trade Routes, 3 Impluse + 3 Seismic Assault...)
1/3 Late-game push (3 Harvest Wurm, 3 Groundskeeper, 2 Sunder, 2 Land Tax, etc...)
Seems potentially vulnerable for the first few turns, though...Vine Trellis could help early game, and accel.
Thoughts?
DRum
Old school group, sometimes more beer than cards. Revised thru Tempest block (and a little of Urza), sorry if I don't know all the new cards
Ye' Olde Schoole Casual Decks: BUReanimate -- GRAggro -- BWPestilence -- G10-land Stompy -- GRElfball -- GWEnchantress -- RAnkh Sligh -- BDiscard -- MUC "Draw-go" -- BRSuicide -- UWSkies -- UHigh Tide Mill -- WWeenie -- UMutated Bombers -- URThe great land-toss -- UB Molasass
Realms Uncharted and Life from the loam work great together. And I have the cards I listed.
Khani Gem seems like it fits alot better in land destruction which I have next to zero of.
Vivids come in tapped and thats just slowing me down.
I do most of my land fetching with Yavimaya elder and Dredging then casting Life from the Loam, I realize LftL is hardly in everyone's budget but it practicly runs the deck by itself. Pay 2 tp sac Yav Elder to draw a card, get 2 lands, dredge Life from the Loam cast it and thats 5 lands and 10 damage for G3
So I found a way to make them worse with five simple words "I Tinker for Sundering Titan."
Jace of Bel-Air
My Trades
Deck Building
Help Me Build ShellDrazi
Land Assault