Ok, I'm posting this again because it got moved/deleted and I hope we can make this work.
This is a thread to be devoted to trying to break/work to maximize the Landfall mechanic. The only colors that I seem to see people pretty much convinced will be in the deck are Green and White because green has Harrow plus all the other ramp cards and the multi-colored card Knight of the Reliquary.
Some variants want to run Red for some more solid beaters (Plated Geopede) for faster kills. These versions also sometimes forgo the Knight for more ramp in sorcery form and/or burn and/or other creatures.
Some want to stay pure with G/W for cheaper creatures and 2 creatures that put tokens into play (Rampaging Baloths and Emeria Angel) with some cheap creatures as support.
Then there are other decks that want to run Blue for a more controlling deck that can run Windrider Eel for some explosively quick kills in the air. These decks are also going to maybe see Clarion Ultimatum as a combo/ramp card that will be a cheap (relatively speaking) way to get 5 lands into play at one time.
And finally some decks want to run black for Ob Nixilis, the Fallen and some other creature control options to slowly suck the life out of your opponent.
So, just to get a deck out there here's the original deck that I posted in the original thread I made:
hey nice deck list, my approach to this deck involves blue. This deck has never been tested against a competitve deck (there are none so far) but it does well in casual. Here it is.
Sideboard choices
Purge is for vampire/ naya decks.
day of judegment for goblin decks/ zoo (when wall of denial isn't enough)
Pithing for planewalkers decks/ angel ascension decks.
sable for control/vampire
mindbreak for cascade
you usually want your knight of the reliquary to evade lightning bolt so you need at least 2 lands in your graveyard before you cast it. basically build an army and get garruk's ultimate up and running. save your creatures from wrath effects with dauntless and negate. swing in for the win with baneslayer or overrun them with beast tokens. early games you're basically hiding behind the wall and pathing anything that's annoying.
vampire knight hawk is annoying hence the purges in the sideboard. I'd like to throw in some meddling mages in the side as well but I'm not sure for what.
Dauntless Escort has been pretty underwhelming so far, but I'm not about to give him up just yet, might just be the opponent.
Knight of the Reliquary enters as a 5/5 minimum usually and soon enough will be pushing 9/9.
Baloths is clearly shaping up to be more defensive than Ob Nixilis I'm not quite sure how many of each I want though..
Ob Nixilis is actually that good, and isn't hyped.
Steppe Lynx is undercosted and overaggressive in this deck. Half the time he's 4/5 on turn two swinging but always atleast 2/3 and is an important source of damage early on.
Scute Mob is also better than I expected. With Ranger of Eos searching two up when I have four mana dropping them next turn and hopefully getting five mana they can seriously add to your board position.
Ranger of Eos is almost mandatory in my eyes when running Scute Mob.
Harrow is mandatory in all eyes.
Khalni Heart Expedition is one of the best ramps in this deck which is a needed side effect to make Scute Mob actually work, and drop Baloths/Ob Nixilis in timely fashion. They also work as bullets for when you do drop either of these two, or if you need to block/burst with Steppe Lynx.
I've been crazy about Vines of Vastwood from the start - it's protection from removal which everyone will do to you so it's never up to the meta, and the +4/+4 is a very real alternative option even if you just cast it on a creature that didn't get blocked.
Removal in general: I've run out of many spots for removal in my decklist which is why I'm eying Dauntless to be mushed into two removal spells, and one Ob/Baloth..
I almost don't care about your opinion about much of what I have in here - but I really wish to know what others think about Dauntless Escort, and how many Baloths/Obs I should have because I haven't really played with the Escort before this.
This is a combo-ish deck abusing Landfall, or more specificly Ob Nixilis, the Fallen and Knight of the Reliquary. I think this deck has alot of potential but I think it will prosper from work from the community.
The deck can go off with a great hand around turn 3 or 4, but is more tuned for a turn 4 or 5 win. Knight of the Reliquary, Harrow, Khalni Heart Expedition, and the Enemy Fetchlands can cause the landfall ability in this deck to trigger an increadably large amount of times in one turn. In the current version I have one turn killed with Ob Nixilis, the Fallen as early as turn 4.
One of the beautyful things about this deck is that with Knight of the Reliquary being able to grab a fetchland, you can trigger landfall 3 times if you play a non-fetchland as your land for turn and sack a plains or forest to Knight of the Reliquary, and 4 times if it is a fetchland. Throw Harrow and Khalni Heart Expedition into the mix, and you have a very large amount of landfall activations. You can even Path to Exile one of your own creatures just to get the final activation if you need it.
I know I am not the perfect deck builder, so I am sure their is some changes that could be made to better this deck. This is just my early version to the deck to get the idea out there so we can build an even better version. Also, the deck still needs a sideboard.
I hope this deck will be well liked by the community, and feedback is of course very welcome.
EDIT: This was my origional post from my thread, that was moved and locked, I am now trying to make the deck a combo/control deck geared totaly twards Ob Nixilis, the Fallen. Here is what I plan to do,
I have no idea what to add, some sugestions so far were Sign in Blood and Maelstrom Pulse, but I want to think of all my good options before I start filling slots. This deck can combo out for 21 Life on turn 4 to 5 pretty well, so I want to maximize the possibilitys on doing it as soon as possible, or stablization cards for late game, like one person suggested Day of Judgment. I am really in need of help on perfecting this deck, as I can already tell that with a little more work it can become a Powerhouse.
I've been thinking about it, and wouldn't Grim Discovery be great in black builds? Reuse your fetches and get back KotR or other creatures that ate removal.
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Currently running:
Standard GWUBant EnchantmentsUWG BR Dos Rakis RB UW Mill WU
I've been thinking about it, and wouldn't Grim Discovery be great in black builds? Reuse your fetches and get back KotR or other creatures that ate removal.
yea it could be good as a two of, but what would be cut.
I've been thinking about it, and wouldn't Grim Discovery be great in black builds? Reuse your fetches and get back KotR or other creatures that ate removal.
I personally dont care for Grim Discovery, I personally would rather have sign in blood, which can push that last small bit of dmg thru if needed, and when u use to add cards to ur hand they are fresh cards.
Ok, so I really like where this thread is going so far. It seems at this point that we have a strong contingent of people that really want to see the G/W/B version work really well, and I love it. I'm going to post 2 more decks that we can talk about to see what people think of them:
OK, so I suck at building control decks, so bear with me here. It's 38 cards and no lands right now, but you get the idea, I hope:
Ok, again, I'm not great at control decks but I think this is a start. It's also 42 cards at the moment. It also needs Tome Scour I think.
Just remember, these are all primers to get people talking about some of the other options out there for the Landfall mechanic.
EDIT: One card that I have heard good things about and have seen it do some pretty cool things is Explorer's Scope. I think it deserves a spot in the deck, but I don't know what to take out or how to fit it in at all.
So, basically you are looking at a G/W/R quick beats decks. Honestly, it seems much more fragile than I would like to run since you are relying on one creature to win when you aren't playing a control deck. Yes you have the Knight in there, but I don't think that's enough. If you look at the version that I posted just above your post here, it runs many different creatures that work towards the same goal and allows for you to have multiple threats. Yes, I'm not using some of the cards that you have going in your deck, but I think both are good starters.
I think your deck has too much Soul's Majesty. As much as I like this card in the deck to help keep your hand full, you are trying to kill before you even get to play that card to any advantage. It costs 5 and when you hit 5 land, you are probably trying to kill your opponent with multiple land drops with Harrow and other such cards. I'm not saying that you should take it out, but drop the number to 2. It's one of those cards that's best late game to get your tempo back when you run out of gas.
I personally am still out there on the Cobra as to how useful it really is to this deck. I'm so worried that it will allow you to over extend and get punished for it if you don't actually kill your opponent. I know a deck like this should be fast and brutal, but if your opponent gets to 4 mana and "Wraths", then what are you going to do with no cards in your hand. Even Soul's Majesty doesn't help at that point.
Finally, your land isn't optimized. You have too many ramp sorceries/instants. Drop the Rampant Growth, it's not as good in this deck. Next you need to rework your land base to include at least 3 of the new Sac Lands and 4 Terramorphic Expanse. With these cards, you will be able to play 3-4 lands with just your normal land drop and the Knight of the Reliquary. That is the best and more optimal way to get the crazy landfall interactions we are looking for. As for replacing Rampant Growth, I would add one more land, 23 is just too few and with the 2 slots from the Soul's Majesty, I would add in 4 Lightning Bolts for some creature removal and a way to get that last little bit of damage through. As for your creatures, I would drop the Birds which in my opinion are way to repetitive with what your deck already does and add in Scute Mob or Steppe Lynx so you have another big threat your opponent will have to deal with. This gives you 3 different creatures that are big threats in the deck.
At first I thought Gwu was the way to go, feeding off the ramp until the big Clarion Ultimatum. Fun, but I think there is a better version of "Landfall".
Thought this up before I went to bed last night (not a complete deck):
Now I believe the Ob Nixilis is the way to go. Not only because he is the most efficient landfaller at +3/+3 permanently, but he consistently pings the opponent like a disciple of the vault pro. I think the deck needs to be rounded out for some other win conditions though. That is why I think Scute Mob should be included, along with one angel. Scute Mob over Steppe Lynx because it is a far better topdeck and is more stable if we want to generate the real landfall steam AFTER Nixilis lands.
I just made this up and I have to go to work but I hope to test it when I get back. I'd appreciate some thoughts or improvements on the idea.
This deck can just be really fast. Since I've removed Harrow, it's no longer very likely to win in the first 4 turns (although still possible, I suppose), but it performs surprisingly well in the late-game. Most of my creatures have a tendency to get huge, so a Naya Charm tap-down generally results in a win.
It tests really well against other aggro-decks and does alright black midrange, although something like TurboFog could probably ruin me. Of course, if that actually gets popular, I could just add Unstable Footing to board.
I still think that over-all, Green/White/Black has the most potential due to the reduculousness of Ob Nixilis, the Fallen. He wins the game without even having to swing, and the only instant speed removal that has a high chance to hit him is Path to Exile, because he can get out of lightning bolt range easy with playing a land with priority and if they bolt in responce you use any of your instant speed land-dropers, like Harrow, Khani, Reliquary, or Sackland.
I wish we could put these landfall decks into seperate threads... but sadly we cant...
I still think that over-all, Green/White/Black has the most potential due to the reduculousness of Ob Nixilis, the Fallen...
Agreed. I've been working on Jund Aggro, which I like, but I keep wanting to add white, so instead I'm working on this as well. I don't want the deck to fail if any particular piece of the "combo" is missing, so I'm thinking of running a creature heavy version that relies on the strength of individual parts, but also happens to combo out occasionally. I'm not sure if I want to run Steppe Lynx/Scute Mob/Noble Hierarch in the 1 drop slot, and I'm not sure on the distribution of Baneslayer/Baloths. Baloths combos better, but isn't as amazing against aggro or a stalled board. Garruk is an alternate turn 4 or 5 win, allowing you to trample over with Leaches/Cobras/Knights etc. The land base will get tweaked more once I'm set on 1 drop and finisher slots. Sideboard is of course conjecture at this point.
Ok, so we have a lot of people with decks and ideas, what I want from people is to actually play their decks and come back with results that help us to figure out what is actually good here and what isn't.
Well I, personally thinking the Naya is the way to go, tested it out and found that it has really explosive turns (explorer's scopes are really good)... but then, hits top deck mode and has nothing. I suspect this happens in most versions except for Bant versions and am trying to find some way to amend this....
maybe four colour? WGRU... blue for draw, and Clarion Ultimatum?
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Temporarily retired from the game
Thanks a bunch to Rivenor from Miraculous Recovery Signatures for the awesome sigpic!
Obviously, the plan is to build an extremely aggressive attack in the first three turns. As such I'm torn on the Terramorphics; they slow the deck's ability to play its spells down drastically, but they help ensure the Lynxes and Pedes are hitting for plenty, plus they help prevent the enemy from making any effective use of their Disfigures or Volcanic Fallouts. (In fact, the deck relies on being able to Fallout away blockers and have its own guys survive the blast.)
I'm tempted to replace the 'Morphics with Misty Rainforests or Verdant Catacombs, and pay the extra life to get extra landfalls - call it Suicide Landfall. Does this seem workable to anyone?
If anyone is wondering why more Bolts than Paths, Bolt is something that you can always do something with when you cascade into it; if the enemy has no creatures, Path might be a waste of time. But it can occasionally be used on a blocked Nacatl or Elf to trigger Landfall to pump an unblocked Pede for lethal.
I'm also trying to decide if 24 land is too many for a deck that maxes out at 4 CMC. But then, it IS a landfall deck... this is rather unexplored territory so I'm not sure how much is "too many". There was a time when I would have said 24 was definitely too much for such an all-in aggro strategy. What do you folks think?
Finally, I'm torn on the final two slots, which I put the Ajanis into. For additional consistency I've considered another Fallout and another Path, but that seems like too much pure removal. I've considered adding a pair of Hellspark Elementals to give me something else to do with two mana when I don't have a Pede in my hand. Ajani seems like a durable card that can help win races, provide removal in a pinch, and live through DoJ to be very nasty if not dealt with.
Edit: P.S., also considering replacing the Thoctars with the slightly easier to cast Knight of the Reliquary, who is likely to be a 3/3 by the time he hits play and can either swing or feed Landfalls to the rest of the team.
Ok, so I personally like the creature mob option with Rampaging Baloths and Emeria Angel, so I'm going to work on a G/W/r version with Knight of the Reliquary and, believe it or not, Sarkhan Vol to allow for my mobs to swing immediately and at a higher power. I know this is a stretch of a deck, but it's something that I think needs to be explored. I won't be able to play it tomorrow, maybe at a release event that evening. I might be helping out with a wedding, so play testing is going to be difficult for me here the next few days. But at least I'm going to work on a better version (hopefully) of my original deck that I posted here. Basically, I'm looking for a deck that has good defense early game to stop the quick beats out there and then capitalize on their lack of late game and destroy them with mine. At least that's the running idea so far.
Ok, so we have a lot of people with decks and ideas, what I want from people is to actually play their decks and come back with results that help us to figure out what is actually good here and what isn't.
I've played against a Jund deck with my G/W/b version (-3 Dauntless +2 Ob +1 Baloths) and Jund Charm messed me up atleast twice while setting up for pumping two Scute Mobs after an Eos drop with 6 mana so Dauntless might be worth the side cutting.. something.
My versions seems to turn into an engine of very generic parts which has been nice watching synergy happen with everything, but not a two card combo, and one of the best things for an aggro deck to have is having no key component that makes or breaks the game if countered.
Knight's ability with enough fetches is [T] +2/+2 gain one mana, lose one life (gain mana if you sacced a tapped forest/plains) and comes into play as a 4/4 most of the time with 8 fetches and 4 harrows. It also makes the Lynx a 4/5 the Geoped (that I don't run) a 5/5 first strike, the quest two up, gives you two 4/4s, does 6 damage and pumps Ob to a 9/9 atleast. Just tapping to +2/+2 would be great but it is sometimes unreal.
But if they Doom Blade the Knight you can do all that and pump future Knights +1/+1 with Harrow, aswell as ramping you up one to help with Eos/Baloths/Ob Nixilis. Or Ramp yourself twice and exclude pumping Knights with Expedition pop.
But you don't need to cast any spells to do 4 damage on turn two if you just play a one drop(Lynx) and a fetch land next turn giving +1/+1 to future Knights and +4/+4 now just for pulling one of 8 super lands in your 7 opener.
But something is going to click late game with Harrow, Knight, and Expedition working at getting 8 power of creatures or 6 of burn and +6/+6 to a body or Ranger of Eos getting 10 power of one drops that turn into 18 then 26, and cats that work early game that can survive lots of attacks at 4/5 unkillable without a trick to most other aggro decks.
The main problems isn't our unrivaled late game it's just - living through the sweeper to get there, so yeah, maybe Dauntless is worth a slot because going from one turn close to getting an unrivaled board position to swept from 2 damage to all with putrids following in for eight was a little too much to make a good late game matter. Particularly when it happens twice in a 5 game set.
Oh and someone else playtest Ranger of Eos - I'm not crazy.
I'm tempted to replace the 'Morphics with Misty Rainforests or Verdant Catacombs, and pay the extra life to get extra landfalls - call it Suicide Landfall. Does this seem workable to anyone?
I'd say you should remove some of those basic lands for more fetches. You only need to run enough basic lands so that your deck rarely runs out of them (because you can't search for a plains with Marsh Flats if there are none left in your deck). Whether to take out Terramorphic is up to you; I still have 2 of them in my list.
I'm also trying to decide if 24 land is too many for a deck that maxes out at 4 CMC. But then, it IS a landfall deck... this is rather unexplored territory so I'm not sure how much is "too many". There was a time when I would have said 24 was definitely too much for such an all-in aggro strategy. What do you folks think?
Funny, I'd say that 24 is too few in this deck. I run 26, although I run a total of 12 lands that search for other lands. The deck gets thinned so quickly that the topdecks in the end of the game end up being quite good.
Finally, I'm torn on the final two slots, which I put the Ajanis into. For additional consistency I've considered another Fallout and another Path, but that seems like too much pure removal. I've considered adding a pair of Hellspark Elementals to give me something else to do with two mana when I don't have a Pede in my hand. Ajani seems like a durable card that can help win races, provide removal in a pinch, and live through DoJ to be very nasty if not dealt with.
Personally, I really like Naya Charm in this deck. It can be burn when it needs to, but the tap-down ability is more useful for getting that final push through. Also, I found that this deck gets poor cascades with Bloodbraid Elf too often; I instead use Ranger of Eos along with Scute Mobs, which work extremely well.
Edit: P.S., also considering replacing the Thoctars with the slightly easier to cast Knight of the Reliquary, who is likely to be a 3/3 by the time he hits play and can either swing or feed Landfalls to the rest of the team.
Yes, try Knight of the Reliquary. It is much better than Thoctar in this kind of deck. It will usually be a 4/4 when you play it in the early game, and it easily becomes an 8/8 or bigger in the late game. The fact that it can tap to give +4/+4 to all Lynx/Geopedes on the field is also amazing.
If you are interested, my list was posted on the first page of this thread.
Ok, so we have a lot of people with decks and ideas, what I want from people is to actually play their decks and come back with results that help us to figure out what is actually good here and what isn't.
Good luck getting that around here. In my testing I have found that the only landfall creatures worth playing are lynx, pede, and cobra. The cobra does not pull his weight unless you build your curve around him and then you open yourself up to one removal spell just killed my deck. That leaves us with just lynx and pede, but that is enough since both are so powerful. Your base is lynx, pede, knight, harrow, 12 fetchlands, and at least 26 land in total. After that everything is just support cards whether they be removal, burn, other creatures to fill in the curve, or late game just in case bombs. What will be optimal will off course depend on the meta.
Elvish Visonary would help keep it from stalling out, and Terramorphic expanse are a decent budget replacement for the Fetchlands, and are easier to get and don't have the life loss, however at the expense of having the land come into play tapped.
The one thing i'm not so sure on is using Vines of Vastwood. Behemoth Sledge probably would work better, but i don't really need more than 2 or possibly 3 of those, so I wonder what else could fit in there. Also: With the amount of land search, i wonder if i could drop a couple lands from the deck and have it still work just as well.
Sideboard-wise: Great Sable Stag and some removal would probably be best... neh?
This is a thread to be devoted to trying to break/work to maximize the Landfall mechanic. The only colors that I seem to see people pretty much convinced will be in the deck are Green and White because green has Harrow plus all the other ramp cards and the multi-colored card Knight of the Reliquary.
Some variants want to run Red for some more solid beaters (Plated Geopede) for faster kills. These versions also sometimes forgo the Knight for more ramp in sorcery form and/or burn and/or other creatures.
Some want to stay pure with G/W for cheaper creatures and 2 creatures that put tokens into play (Rampaging Baloths and Emeria Angel) with some cheap creatures as support.
Then there are other decks that want to run Blue for a more controlling deck that can run Windrider Eel for some explosively quick kills in the air. These decks are also going to maybe see Clarion Ultimatum as a combo/ramp card that will be a cheap (relatively speaking) way to get 5 lands into play at one time.
And finally some decks want to run black for Ob Nixilis, the Fallen and some other creature control options to slowly suck the life out of your opponent.
So, just to get a deck out there here's the original deck that I posted in the original thread I made:
4x Rampaging Baloths
4x Lotus Cobra
4x Knight of the Reliquary
4x Scute Mob
3x Oracle of Mul Daya
3x Narrow Escape
2x Eldrazi Monument
1x Eternity Vessel
2x Ajani Goldmane or Garuuk Wildspeaker
2x Oran-Rief, the Vastwood
3x Arid Mesa or Marsh Flats
3x Misty Rainforest or Verdant Catacombs
8x Forest
6x Plains
Ok, so this isn't the best deck on the block, but it's at least something to get us started.
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4 Misty Rainforest
4 Seaside Citadel
3 Terramorphic Expanse (maybe 1 more)
7 Forest
6 Plains
1 Island
Creatures 20
4 Wall of Denial
4 Dauntless Escort
4 Knight of the Reliquary
4 Baneslayer Angel
4 Rampaging Baloths
4 Path to Exile
4 Negate
4 Harrow
3 Garruk Wildspeaker
4 Day of Judgement
3 Celestial Purge
3 Pithing Needle
3 Great Sable Stag
2 Mindbreak Trap
Sideboard choices
Purge is for vampire/ naya decks.
day of judegment for goblin decks/ zoo (when wall of denial isn't enough)
Pithing for planewalkers decks/ angel ascension decks.
sable for control/vampire
mindbreak for cascade
you usually want your knight of the reliquary to evade lightning bolt so you need at least 2 lands in your graveyard before you cast it. basically build an army and get garruk's ultimate up and running. save your creatures from wrath effects with dauntless and negate. swing in for the win with baneslayer or overrun them with beast tokens. early games you're basically hiding behind the wall and pathing anything that's annoying.
vampire knight hawk is annoying hence the purges in the sideboard. I'd like to throw in some meddling mages in the side as well but I'm not sure for what.
Temporarily retired from the game
Thanks a bunch to Rivenor from Miraculous Recovery Signatures for the awesome sigpic!
Rage quit reason of the moment:
3 Dauntless Escort
4 Knight of the Reliquary
2 Rampaging Baloths
2 Ob Nixilis, the Fallen
4 Steppe Lynx
4 Scute Mob
4 Ranger of Eos
4 Harrow
4 Khalni Heart Expedition
3 Vines of Vastwood
2 Maelstrom Pulse
Lands
4 Sunpetal Grove
4 Marsh Flats
4 Verdant Catacombs
6 Forest
3 Plains
3 Swamp
Dauntless Escort has been pretty underwhelming so far, but I'm not about to give him up just yet, might just be the opponent.
Knight of the Reliquary enters as a 5/5 minimum usually and soon enough will be pushing 9/9.
Baloths is clearly shaping up to be more defensive than Ob Nixilis I'm not quite sure how many of each I want though..
Ob Nixilis is actually that good, and isn't hyped.
Steppe Lynx is undercosted and overaggressive in this deck. Half the time he's 4/5 on turn two swinging but always atleast 2/3 and is an important source of damage early on.
Scute Mob is also better than I expected. With Ranger of Eos searching two up when I have four mana dropping them next turn and hopefully getting five mana they can seriously add to your board position.
Ranger of Eos is almost mandatory in my eyes when running Scute Mob.
Harrow is mandatory in all eyes.
Khalni Heart Expedition is one of the best ramps in this deck which is a needed side effect to make Scute Mob actually work, and drop Baloths/Ob Nixilis in timely fashion. They also work as bullets for when you do drop either of these two, or if you need to block/burst with Steppe Lynx.
I've been crazy about Vines of Vastwood from the start - it's protection from removal which everyone will do to you so it's never up to the meta, and the +4/+4 is a very real alternative option even if you just cast it on a creature that didn't get blocked.
Removal in general: I've run out of many spots for removal in my decklist which is why I'm eying Dauntless to be mushed into two removal spells, and one Ob/Baloth..
I almost don't care about your opinion about much of what I have in here - but I really wish to know what others think about Dauntless Escort, and how many Baloths/Obs I should have because I haven't really played with the Escort before this.
4 Lotus Cobra
4 Baneslayer Angel
4 Knight of the Reliquary
3 Ob Nixilis, the Fallen
3 Emeria Angel
2 Rampaging Baloths
4 Path to Exile
4 Maelstrom Pulse.
4 Harrow
Land
4 Verdant Catacombs
4 Marsh Flats
7 Forest
3 Swamp
6 Plains
UGR Intet, the Dreamer
B Korlash, Heir to Blackblade
WUBRG Sliver Overlord
W Rune-Tail, Kitsune Ascendant
4 Birds of Paradise
4 Ob Nixilis, the Fallen
2 Rampaging Baloths
4 Lotus Cobra
4 Grazing Gladehart
1 Iona, Shield of Emeria
3 Emeria Angel
4 Knight of the Reliquary
4 Khalni Heart Expedition
4 Path to Exile
4 Harrow
Lands
4 Swamp
5 Plains
5 Forest
4 Verdant Catacombs
4 Marsh Flats
The deck can go off with a great hand around turn 3 or 4, but is more tuned for a turn 4 or 5 win. Knight of the Reliquary, Harrow, Khalni Heart Expedition, and the Enemy Fetchlands can cause the landfall ability in this deck to trigger an increadably large amount of times in one turn. In the current version I have one turn killed with Ob Nixilis, the Fallen as early as turn 4.
One of the beautyful things about this deck is that with Knight of the Reliquary being able to grab a fetchland, you can trigger landfall 3 times if you play a non-fetchland as your land for turn and sack a plains or forest to Knight of the Reliquary, and 4 times if it is a fetchland. Throw Harrow and Khalni Heart Expedition into the mix, and you have a very large amount of landfall activations. You can even Path to Exile one of your own creatures just to get the final activation if you need it.
I know I am not the perfect deck builder, so I am sure their is some changes that could be made to better this deck. This is just my early version to the deck to get the idea out there so we can build an even better version. Also, the deck still needs a sideboard.
One of the first things I though of is to remove the Emeria Angel and Rampaging Baloths and to gear this deck totaly twards Ob Nixilis, the Fallen, with hardcasting Iona, Shield of Emeria. Sadly, that only opens up 5 slots, so it may not even help that much.
I hope this deck will be well liked by the community, and feedback is of course very welcome.
EDIT: This was my origional post from my thread, that was moved and locked, I am now trying to make the deck a combo/control deck geared totaly twards Ob Nixilis, the Fallen. Here is what I plan to do,
-3 Emeria Angel
-2 Rampaging Baloths
-4 Grazing Gladehart
I have no idea what to add, some sugestions so far were Sign in Blood and Maelstrom Pulse, but I want to think of all my good options before I start filling slots. This deck can combo out for 21 Life on turn 4 to 5 pretty well, so I want to maximize the possibilitys on doing it as soon as possible, or stablization cards for late game, like one person suggested Day of Judgment. I am really in need of help on perfecting this deck, as I can already tell that with a little more work it can become a Powerhouse.
Standard
GWUBant EnchantmentsUWG
BR Dos Rakis RB
UW Mill WU
Legacy
RGoblinsR
yea it could be good as a two of, but what would be cut.
I personally dont care for Grim Discovery, I personally would rather have sign in blood, which can push that last small bit of dmg thru if needed, and when u use to add cards to ur hand they are fresh cards.
OK, so I suck at building control decks, so bear with me here. It's 38 cards and no lands right now, but you get the idea, I hope:
3x Windrider Eel
3x Living Tsunami
3x Sphinx of Lost Truths
2x Rampaging Baloths
4x Khalni Heart Expedition
3x Into the Roil
1x Mindbreak Trap
1x Rite of Replication
4x Negate
4x Essence Scatter
4x Spell Pierce
4x Summoner's Bane
4x Vines of Vastwood
4x Steppe Lynx
4x Scute Mob
4x Wild Nacatl
4x Knight of the Reliquary
4x Harrow
3x Khalni Heart Expedition
3x Path to Exile
2x Elemental Appeal
So, lets get talking about some of these other decks now.
Oh, one last deck that I just thought of, G/U/w Uber control/mill:
3x Roil Elemental
4x Wall of Denial
2x Emeria Angel
3x Iona, Shield of Emeria
3x Khalni Heart Expedition
3x Negate
3x Essence Scatter
2x Mindbreak Trap
3x Bant Charm
4x Archive Trap
4x Path to Exile
Just remember, these are all primers to get people talking about some of the other options out there for the Landfall mechanic.
EDIT: One card that I have heard good things about and have seen it do some pretty cool things is Explorer's Scope. I think it deserves a spot in the deck, but I don't know what to take out or how to fit it in at all.
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4 Lotus Cobra
4 Knight of Relinquary
4 Plated Geopede
3 Birds of Paradise
22 Other Spells
4 Harrow
4 Khalni Heart Expedition
4 Soul's Majesty
3 Rampant Growth
3 Vines of Vastwood
4 Colossal Might
3 Arid Mesa
2 Plains
2 Mountain
3 Jungle Shrine
13 Forest
So, basically you are looking at a G/W/R quick beats decks. Honestly, it seems much more fragile than I would like to run since you are relying on one creature to win when you aren't playing a control deck. Yes you have the Knight in there, but I don't think that's enough. If you look at the version that I posted just above your post here, it runs many different creatures that work towards the same goal and allows for you to have multiple threats. Yes, I'm not using some of the cards that you have going in your deck, but I think both are good starters.
I think your deck has too much Soul's Majesty. As much as I like this card in the deck to help keep your hand full, you are trying to kill before you even get to play that card to any advantage. It costs 5 and when you hit 5 land, you are probably trying to kill your opponent with multiple land drops with Harrow and other such cards. I'm not saying that you should take it out, but drop the number to 2. It's one of those cards that's best late game to get your tempo back when you run out of gas.
I personally am still out there on the Cobra as to how useful it really is to this deck. I'm so worried that it will allow you to over extend and get punished for it if you don't actually kill your opponent. I know a deck like this should be fast and brutal, but if your opponent gets to 4 mana and "Wraths", then what are you going to do with no cards in your hand. Even Soul's Majesty doesn't help at that point.
Finally, your land isn't optimized. You have too many ramp sorceries/instants. Drop the Rampant Growth, it's not as good in this deck. Next you need to rework your land base to include at least 3 of the new Sac Lands and 4 Terramorphic Expanse. With these cards, you will be able to play 3-4 lands with just your normal land drop and the Knight of the Reliquary. That is the best and more optimal way to get the crazy landfall interactions we are looking for. As for replacing Rampant Growth, I would add one more land, 23 is just too few and with the 2 slots from the Soul's Majesty, I would add in 4 Lightning Bolts for some creature removal and a way to get that last little bit of damage through. As for your creatures, I would drop the Birds which in my opinion are way to repetitive with what your deck already does and add in Scute Mob or Steppe Lynx so you have another big threat your opponent will have to deal with. This gives you 3 different creatures that are big threats in the deck.
I hope this helps a bit in your deck building.
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-2 Elemental Appeal
+2 Explorer's Scope
Temporarily retired from the game
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Rage quit reason of the moment:
Thought this up before I went to bed last night (not a complete deck):
4 Misty Rainforest
4 Verdant Catacombs
2 Arid Mesa
//Creatures
4 Scute Mob
4 Steppe Lynx
4 Lotus Cobra
4 Knight of the Reliquary
3 Orale of Mul Daya
4 Windrider Eel
2 Rampagin Baloths
4 Khalni Heart Expedition
4 Harrow
3 Clarion Ultimatum
Now I believe the Ob Nixilis is the way to go. Not only because he is the most efficient landfaller at +3/+3 permanently, but he consistently pings the opponent like a disciple of the vault pro. I think the deck needs to be rounded out for some other win conditions though. That is why I think Scute Mob should be included, along with one angel. Scute Mob over Steppe Lynx because it is a far better topdeck and is more stable if we want to generate the real landfall steam AFTER Nixilis lands.
I just made this up and I have to go to work but I hope to test it when I get back. I'd appreciate some thoughts or improvements on the idea.
4 Scute Mob
4 Lotus Cobra
4 Knight of the Reliquary
4 Dauntless Escort
3 Oracle of Mul Daya
4 Ob Nixilis, the Fallen
1 Iona, Shield of Emeria
//Spells
4 Path to Exile
4 Khalni Heart Expedition
4 Harrow
4 Verdant Catacombs
4 Marsh Flats
2 Misty Rainforest
7 Forest
4 Plains
4 Swamp
See ya around guys.
:symw::symr: Boros Bushwhacker T2 :symu::symb::symg: Vial Affinity Legacy
MTGO: :symu::symw: U/W Control Block Vamps Block Vamps T2
4x Steppe Lynx
4x Wild Nacatl
4x Scute Mob
4x Plated Geopede
4x Knight of the Reliquary
4x Ranger of Eos
Spells (10)
3x Path to Exile
4x Lightning Bolt
3x Naya Charm
4x Arid Mesa
2x Rootbound Crag
2x Sunpetal Grove
2x Marsh Flats
2x Scalding Tarn
2x Verdant Catacombs
2x Terramorphic Expanse
4x Plains
4x Forest
2x Mountain
1x Path to Exile
3x Great Sable Stag
2x Harm's Way
3x Pyroclasm
3x Celestial Purge
It tests really well against other aggro-decks and does alright black midrange, although something like TurboFog could probably ruin me. Of course, if that actually gets popular, I could just add Unstable Footing to board.
I wish we could put these landfall decks into seperate threads... but sadly we cant...
Agreed. I've been working on Jund Aggro, which I like, but I keep wanting to add white, so instead I'm working on this as well. I don't want the deck to fail if any particular piece of the "combo" is missing, so I'm thinking of running a creature heavy version that relies on the strength of individual parts, but also happens to combo out occasionally. I'm not sure if I want to run Steppe Lynx/Scute Mob/Noble Hierarch in the 1 drop slot, and I'm not sure on the distribution of Baneslayer/Baloths. Baloths combos better, but isn't as amazing against aggro or a stalled board. Garruk is an alternate turn 4 or 5 win, allowing you to trample over with Leaches/Cobras/Knights etc. The land base will get tweaked more once I'm set on 1 drop and finisher slots. Sideboard is of course conjecture at this point.
4 Steppe Lynx
4 Putrid Leech
4 Lotus Cobra
4 Knight of the Reliquary
3 Ob Nixilis, the Fallen
2 Baneslayer Angel
2 Rampaging Baloths
Spells 12
3 Path to Exile
3 Maelstrom Pulse
3 Harrow
3 Garruk Wildspeaker
4 Verdant Catacombs
4 Marsh Flats
4 Sunpetal Grove
4 Plains
4 Forrest
5 Swamp
4 Great Sable Stag
2 Celestial Purge
2 Identity Crisis
4 Qasali Pridemage
3 Harm's Way
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Come join Warmachine!!!!!!
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Well I, personally thinking the Naya is the way to go, tested it out and found that it has really explosive turns (explorer's scopes are really good)... but then, hits top deck mode and has nothing. I suspect this happens in most versions except for Bant versions and am trying to find some way to amend this....
maybe four colour? WGRU... blue for draw, and Clarion Ultimatum?
Temporarily retired from the game
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Rage quit reason of the moment:
4x Terramorphic Expanse
4x Plains
4x Mountain
8x Forest
4x Wild Nacatl
4x Plated Geopede
4x Woolly Thoctar
4x Bloodbraid Elf
3x Path to Exile
4x Harrow
3x Volcanic Fallout
2x Ajani Vengeant
A few notes:
Obviously, the plan is to build an extremely aggressive attack in the first three turns. As such I'm torn on the Terramorphics; they slow the deck's ability to play its spells down drastically, but they help ensure the Lynxes and Pedes are hitting for plenty, plus they help prevent the enemy from making any effective use of their Disfigures or Volcanic Fallouts. (In fact, the deck relies on being able to Fallout away blockers and have its own guys survive the blast.)
I'm tempted to replace the 'Morphics with Misty Rainforests or Verdant Catacombs, and pay the extra life to get extra landfalls - call it Suicide Landfall. Does this seem workable to anyone?
If anyone is wondering why more Bolts than Paths, Bolt is something that you can always do something with when you cascade into it; if the enemy has no creatures, Path might be a waste of time. But it can occasionally be used on a blocked Nacatl or Elf to trigger Landfall to pump an unblocked Pede for lethal.
I'm also trying to decide if 24 land is too many for a deck that maxes out at 4 CMC. But then, it IS a landfall deck... this is rather unexplored territory so I'm not sure how much is "too many". There was a time when I would have said 24 was definitely too much for such an all-in aggro strategy. What do you folks think?
Finally, I'm torn on the final two slots, which I put the Ajanis into. For additional consistency I've considered another Fallout and another Path, but that seems like too much pure removal. I've considered adding a pair of Hellspark Elementals to give me something else to do with two mana when I don't have a Pede in my hand. Ajani seems like a durable card that can help win races, provide removal in a pinch, and live through DoJ to be very nasty if not dealt with.
Edit: P.S., also considering replacing the Thoctars with the slightly easier to cast Knight of the Reliquary, who is likely to be a 3/3 by the time he hits play and can either swing or feed Landfalls to the rest of the team.
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Evil Chocobo of the Alliance of Rogue Deckers!
A special thanks goes out to the one who loves atogs, thanks for the sig!
Come join Warmachine!!!!!!
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I have Magic ADD.
I've played against a Jund deck with my G/W/b version (-3 Dauntless +2 Ob +1 Baloths) and Jund Charm messed me up atleast twice while setting up for pumping two Scute Mobs after an Eos drop with 6 mana so Dauntless might be worth the side cutting.. something.
My versions seems to turn into an engine of very generic parts which has been nice watching synergy happen with everything, but not a two card combo, and one of the best things for an aggro deck to have is having no key component that makes or breaks the game if countered.
Knight's ability with enough fetches is [T] +2/+2 gain one mana, lose one life (gain mana if you sacced a tapped forest/plains) and comes into play as a 4/4 most of the time with 8 fetches and 4 harrows. It also makes the Lynx a 4/5 the Geoped (that I don't run) a 5/5 first strike, the quest two up, gives you two 4/4s, does 6 damage and pumps Ob to a 9/9 atleast. Just tapping to +2/+2 would be great but it is sometimes unreal.
But if they Doom Blade the Knight you can do all that and pump future Knights +1/+1 with Harrow, aswell as ramping you up one to help with Eos/Baloths/Ob Nixilis. Or Ramp yourself twice and exclude pumping Knights with Expedition pop.
But you don't need to cast any spells to do 4 damage on turn two if you just play a one drop(Lynx) and a fetch land next turn giving +1/+1 to future Knights and +4/+4 now just for pulling one of 8 super lands in your 7 opener.
But something is going to click late game with Harrow, Knight, and Expedition working at getting 8 power of creatures or 6 of burn and +6/+6 to a body or Ranger of Eos getting 10 power of one drops that turn into 18 then 26, and cats that work early game that can survive lots of attacks at 4/5 unkillable without a trick to most other aggro decks.
The main problems isn't our unrivaled late game it's just - living through the sweeper to get there, so yeah, maybe Dauntless is worth a slot because going from one turn close to getting an unrivaled board position to swept from 2 damage to all with putrids following in for eight was a little too much to make a good late game matter. Particularly when it happens twice in a 5 game set.
Oh and someone else playtest Ranger of Eos - I'm not crazy.
I'd say you should remove some of those basic lands for more fetches. You only need to run enough basic lands so that your deck rarely runs out of them (because you can't search for a plains with Marsh Flats if there are none left in your deck). Whether to take out Terramorphic is up to you; I still have 2 of them in my list.
Funny, I'd say that 24 is too few in this deck. I run 26, although I run a total of 12 lands that search for other lands. The deck gets thinned so quickly that the topdecks in the end of the game end up being quite good.
Personally, I really like Naya Charm in this deck. It can be burn when it needs to, but the tap-down ability is more useful for getting that final push through. Also, I found that this deck gets poor cascades with Bloodbraid Elf too often; I instead use Ranger of Eos along with Scute Mobs, which work extremely well.
Yes, try Knight of the Reliquary. It is much better than Thoctar in this kind of deck. It will usually be a 4/4 when you play it in the early game, and it easily becomes an 8/8 or bigger in the late game. The fact that it can tap to give +4/+4 to all Lynx/Geopedes on the field is also amazing.
If you are interested, my list was posted on the first page of this thread.
Good luck getting that around here. In my testing I have found that the only landfall creatures worth playing are lynx, pede, and cobra. The cobra does not pull his weight unless you build your curve around him and then you open yourself up to one removal spell just killed my deck. That leaves us with just lynx and pede, but that is enough since both are so powerful. Your base is lynx, pede, knight, harrow, 12 fetchlands, and at least 26 land in total. After that everything is just support cards whether they be removal, burn, other creatures to fill in the curve, or late game just in case bombs. What will be optimal will off course depend on the meta.
8 Forest
8 Plains
4 Terramorphic Expanse
Creatures (20)
4 Steppe Lynx
3 Emeria Angel
3 Oracle of Mul Ogya
3 Rampaging Baloths
3 Scute Mob
4 Elvish Visionary
4 Rampant Growth
4 Harrow
4 Khalni Heart Expedition
4 Vines of Vastwood
2 Garruk Wildspeaker
2 Beastmaster Ascension
Elvish Visonary would help keep it from stalling out, and Terramorphic expanse are a decent budget replacement for the Fetchlands, and are easier to get and don't have the life loss, however at the expense of having the land come into play tapped.
The one thing i'm not so sure on is using Vines of Vastwood. Behemoth Sledge probably would work better, but i don't really need more than 2 or possibly 3 of those, so I wonder what else could fit in there. Also: With the amount of land search, i wonder if i could drop a couple lands from the deck and have it still work just as well.
Sideboard-wise: Great Sable Stag and some removal would probably be best... neh?