Water, water, everywhere,
And all the boards did shrink;
Water, water, everywhere,
Nor any drop to drink.
This is a flood deck. Your side floods quickly with creatures, enchantments, and a few horrible big beasties, while your opponent's side just gets flooded. With islands. That don't untap. Ever.
If you find you're already playing against blue, sideboard in counterspells for the land disruption and counter their counters. Guaranteed to have any blue mage pulling their conical hat over their eyes in frustration.
Card breakdown:
Arbor Elf: What's not to love about this guy? He gives us four mana turn 2 if we have a utopia sprawl. Essential piece.
Choke: So you've turned up to 12 of their lands into islands. What next? Make sure those islands sink beneath the surface never to reemerge. Choke means their land will never untap which basically translates to
Sea's Claim
being a 1 cmc Stone Rain.
Convincing Mirage
,
Sea's Claim
, Spreading Seas: Cavern of Souls? Island. Sacked your Misty Rainforest for a Stomping Ground? Lose three life. And have an island. Urborg, Tomb of Yawgmoth? Island. Glimmervoid? Island. Urza lands? More like Is lands.
Fertile Ground
, Utopia Sprawl: Lovely, lovely ramp. Synergy with both plainswalkers, Kiora's Follower and Arbor Elf
Garruk Wildspeaker: What a joy this fellow is. Cast him basically for free with his first ability on turn 2 if you had a Utopia Sprawl andArbor Elf in play. Have beastie blockers if needed to chump with his second. And sure, send in
arbor elves
for lethal with his max.
Nissa, Worldwaker Untap four forests. The synergy with
Root Maze
and Utopia Sprawl is just crazy. A 4/4 trample beast from all my land that I use for mana and then untap with Arbor Elf to attack with. An ultimate that's game-winning. I'd put two in if I could.
Primal Surge: There are only two non-permanents in this deck, and both of them are primal surge. I've managed to cast this on turn 4, though turn 5 is usually the most likely. This card will literally spew your entire deck onto the battlefield, simultaneously locking down their mana base, ramping up to impressive amounts of mana, and giving all creatures, including Emrakul, the Aeons Torn haste and a host of other lovely attributes thanks to Akroma's Memorial. If this resolves, it's almost always game over.
Eidolon of Blossoms: A great card engine given how many cheap enchantments this deck packs into play. Cast it on turn two thanks to Arbor Elf and Utopia Sprawl. Then start drawing your deck until you hit one of your win cons. Just be careful not to deck yourself when the draw triggers resolve after the primal surge. Be sure to stop surging early enough so that when you draw there'll still be some cards left. Unless you're planning on siding in Laboratory Maniac for the sheer novelty.
Emrakul, the Aeons Torn: We all know this card is just a beast and usually means game over when it hits the board - hence the exorbitant casting cost. Surged in with Akroma's Memorial, he hits the turn he arrives.
Kiora's Follower: It's like an Arbor Elf scaled up and grew a tail - and expanded his range to more than forests. I like it.
Kiora, Master of the Depths
: Again, such a great plainswalker! First ability synergies beautifully with the whole Arbor Elf + Utopia Sprawl
thing I've been raving about. The second ability is not quite so applicable - but can find some more elves/lands at a pinch, and the max? Sure, I'll take three octopuses to beat up any critters you've managed to cast and then send their tentacles straight at you, why not?
Root Maze
: I just love this card. Seriously. If I could think of something to remove I'd play a four of. This single-handedly stops other ramping decks from out-ramping you. It ruins tron for one green mana. It means that you never have to worry about what they'll play when they cast a non-converted land untapped onto the field. Instead, it just comes in tapped, meek as a lamb, waiting for another enchantment to turn it into another island. It really messes with affinity. Just love.