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"The land will not wait for the enemy to arrive"


Hey guys! What I'm showing off is a landfall deck particularly focused on swarming the field with elementals and gaining a huge advantage from value gained by landfall. The deck was made with a budget in mind so I've left out fetch lands (for now) and decided to just add on to it and make it competitive.

  • The general early game of the deck is to start off by getting out a Jaddi Offshoot turn one and ramp up as much as you can using the various spells and sorceries meant to do so such as Oath of Nissa and Vessel of Nascency. You're able to make the game last quite a while with a 0/3 defender so feel free to take your time, maybe even drop another.

  • A creature you're going to really want to drop, which is possible to get out turn 2, is Undergrowth Champion. It's got the ability to grow into an insane late game monster and it's pretty tough to get rid of. It will trade into a good chunk of early game monsters and consistently hand you board control. This along with the fact that you've got easy life gain means that you'll be doing just fine against a good chunk of match-ups.

  • Something you're going to want to take advantage of with the deck is the ability to snag lands that you throw into the grave using Groundskeeper. This allows you to throw lands away with Vessel of Nascency and not have to worry about the amount of lands you dump. Vessel of Nascency is best utilized when you thin out your deck of lands and use it to grab useful cards such as game winning creatures or ones that can fuel your main combo. Another way I've added some card draw is using Magmatic Insight. It will also utilize the Groundskeeper synergy and will positively impact your deck and hand in the same way Vessel does. It allows you to thin out the deck and your hand of basic lands and helps you draw into things better than lands. These two cards will help to dodge the biggest enemy to a landfall deck, drawing too many lands.

  • The main combo of the deck is going to be revolving all around Omnath, Locus of Rage. He will be your primary late game card that can either shove through a huge amount of damage and punish them for blocking. This card also gives your opponent a massive headache in the sense that it deals damage for almost nothing. Making a swarm of 5/5 elementals using this and cards like Evolving Wilds and Explosive Vegetation is commonly going to win you the game, especially when they get punished for removing the 5/5's you get to swarm the field with.

I've been messing around with this deck and refining it a bit and I'm at the point where the games match up in my favor 80% of the time. If you have nay questions or are willing to give me feedback please do, just keep in mind that I'm poor. I'm always open to criticism and I'm interested in taking this deck into tournaments so any help I can get is great. I was interested in gearing it a little towards burn maybe and dropping a few more red spells so Chandra, Fire of Kaladesh   could be activated earlier and get the burn going but I'm certain how to do that. I'm also interested in throwing in some card draw some how as it tends to fall off mid game. If you have suggestions please feel free to leave them below. Thanks!


EDIT

I've made a few changes to the deck so far. Now it includes Magmatic Insight (swapped them out with the Grove Rumbler as I felt there's better things to use the mana on so I never got to use it on curve) to hopefully help with the card drawing issue and Nissa's Renewal (swapped out with Sylvan Scrying because I have enough "land in hand" fixing with the Vessel of Nascency and Explosive Vegetation) as a nice late game clutch top deck. Both of these cards have positively impacted the deck so far and I'm glad some people at my LGS recommended them.


EDIT

So recently I've been able to play test the deck a lot and noticed that I wasn't able to flip Chandra, Fire of Kaladesh   at all. I took her and just replaced her with one more Mina and Denn, Wildborn, making it a more consistent draw. I've taken out Magmatic Insight and replaced it with Radiant Flames in order to cull back early aggression (this was one of the biggest pains in the ass for this deck) that Jaddi Offshoot couldn't deal with. I've also replaced the Devour in Flames with Burn from Within as I found myself struggling with either the last 10 hp of an opponent or one really big ass creature. As for the new lack of card draw (thanks to replacing Magmatic Insight) I slotted in 3x Tireless Trackers to replace the 3x Groundskeeper. This change is one that I'm still testing out but of the two games I've played I've been able to draw through a very large chunk of my deck. I will still keep the groundskeepers in the side deck as they will be slotted in with tireless tracker if I face a mill deck. As always thanks for all the suggestions and I hope to see more.

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Date added 8 years
Last updated 8 years
Exclude colors WUB
Legality

This deck is not Standard legal.

Rarity (main - side)

8 - 0 Mythic Rares

17 - 0 Rares

7 - 0 Uncommons

10 - 0 Commons

Cards 60
Avg. CMC 2.80
Tokens Clue, Dragon 5/5 R, Elemental 5/5 RG
Folders Ideas, Random decks, R/G Landfall Ideas
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