Ive had a lot of Green and Blue cards sitting around, most of them Nagas, Leviathans, and giant Water Worms. After building through a Black - Blue Splash Zombie Deck and my Sultai Wurm Aggro Control Deck, I thought id work through my next big competitive play: A Blue - Green Splash Water Worm Aggro Control that can ensure a Trampling lethal on turn 5 or sooner with the right RNG.
Deck will take some time as im new to the deckbuilding experience, but ive landed top3 in Hour of Devastation Pre-Release Two-Headed Giant recently, and ive been working with similar decks recently, so I should do just fine. Even still, there is much left to learn.
Inspired by Quest for the Turn 4 Leviathans
Your cuddly Water Worms will trample all over your enemies.
This deck should be able to hold up against almost ANY kind of opposing deck:
- Any spell-heavy deck that needs to buff creatures and/or target your Water Worms should lose its setup and potential mid-game due to your Turn Aside. Plus if your enemy needs to pack their deck with counter-spells of their own, they will have to burn your Larger Than Life and
Phytoburst
, which are ONLY needed to slow the declination phase of the decks bell curve, thus losing any number of the aforementioned cards SHOULD NOT impact you in any way that will cause you to lose and/or struggle to get in the lead.
Any spell deck that has no way to cast spells from the grave and/or reclaim spells, or utilizes these mechanics too early - will ultimately be left EXTREMELY vulnerable to your blue wormies.
- Any fast mana ramp decks like those with plenty of cards like Arbor Elf, Elvish Mystic / Llanowar Elves, Utopia Sprawl, Explore, Birds of Paradise - SHOULD get trampled all over if you can manage to restrict their summoning and/or just stay alive. This is because their ramp is MUCH faster than yours. Sure they will dish out damage quicker and more often, but they will begin to fall short faster after you take care of those pesky elves.
Make sure you force the opposing deck to use any graveyard abilities and/or creature reclamation such as Gravepurge or
Dutiful Attendant
early so they will be unable to do so later. Or you could just force them to use other abilities first so that they never can bring anything back from the grave to begin with.
Use Turn Aside if any mana ramp deck wants to slap at your worms.
Basically just counter anything that will hurt your worms early and both force the enemy to waste their setup early and delay any endgame changers they may have. Outlast the mana ramp decks, buff your cuddly Water Worms, and trample all over your now-vulnerable enemies.