Maybeboard


Intro: Welcome to R/G Turbo lands boys and girls. With all of the 3+ colour land decks running around I wanted to try and run a much more consistent mana base that isn't thrown off by LD and moon effects. The focus of the deck (as expected) is to ramp and fix draws early and play big things and card advantage engines late.

Points: Natural Order-3 Strip Mine-3 Mox Emerald-3 Crop Rotation-1

Game Plan: You have many utility lands at your disposal to disrupt your opponent like the LD lands, glacial chasm, Maze of Ith, Karakas, and Blast Zone all let you mess with your opponent while trying to get to your win conditions. These are Valakut, Field of the Dead and the Marit Lage combo. You have many tutors and extra land per turn options so on average you should be ahead in mana which lets you play your big threats early like Primeval titan, Ulvenwald Hydra, Titania, and Ancient Greenwarden. The rest of the deck is designed to get you there as soon as possible through ramp, card draw, tutors, and some removal.

Match ups: Since the deck's game plan is to get to it's late game it's weakness has notably been with the early game. Aggro decks that can pressure early and disrupt your land chains are your worst enemy. red/X aggro, blue/X tempo, and D&T varients all prove tricky but at least beatable with decent starts. But with being a lands deck you prey on slower midrange and control builds like B/G/X, U/W/X, Medium builds, and anything that needs time to get off the ground let's you gain advantage while messing with them. With the number of different angles of attack it has this deck does well against prison style decks as they usually don't have an answer to every option you have. Combo decks are the biggest headache for aside form the LD lands and limited removal you don't have many ways of stopping them from setting up.

Deckbuilding: With only being in the two colours your options for flex slots and adaptability expand greatly from the greedier manabase decks. You can change the removal/interaction with more card filtering for a more explosive build, change the points for harder ramp, play around with the top end, take out the Valakut option for more utility lands, try and play heavier into the board with cards like scute swarm, Centaur Vinecrasher, and Crawling Sensation. Honestly the deck is highly customizable so if you'd like to take a swing let me know what direction you take it in :)

Considerations: -The Tabernacle at Pendrell Veil (Mess with Creature strats) -Wheel of Fortune (card selection) -Chrome Mox/Mox Ruby (More explosive starts) -More Mana Dorks (More explosive starts) -Sphere of resistance/Thorn of Amethyst/Cindervines (Combo Hate) -Ancient Grudge, Shattering Spree, By force, (Artifact interaction) -Bojuka Bog (GY hoser) -Scute Swarm/Crawling Sensation (Board Presence) -Ghost Quarter, Field of Ruin, Tectonic Edge (Land Hate) -Mizzium Mortars, Chain Lightning, Flame Slash (More Removal) -Nissa,Vital Force / Nissa, Vastwood Seer/ Chandra, Torch of Defiance (Value engines)

I could go on and on about what to run in this deck but I encourage people to try and come to their own decisions. If you like the deck leave an upvote and give any suggestions you can :) Happy Casting!

Suggestions

Updates Add

OUT: Elvish Rejuvenator - Kazandu Nectarpot - Seasoned Pyromancer - Ulvenwald Hydra - Wayward Swordtooth - Thrill of Possibility - Cathartic Reunion - Explore - Magmatic Insight - Search for Tomorrow - Tormenting Voice - Court of Bounty

IN: Ignoble Hierarch + Jaddi Offshoot + Fury + Wrenn and Seven + Tireless Provisioner + Unholy Heat +Urza's Saga + Sylvan Library + Abundant Harvest + Mox Emerald + Road // Ruin + Finale of Devastation

Taking out a lot of the card selection for more on board interaction and adding more efficient synergistic cards while reducing the mana curve. Only concern is the more high end green creatures that are cut the less effective Natural Order becomes so it's possible that future changes would result in a change of the pointed cards that are included.

Comments

Date added 3 years
Last updated 2 years
Card Score 6 / 10
Legality

This deck is Canadian Highlander legal.

Rarity (main - side)

14 - 0 Mythic Rares

50 - 0 Rares

14 - 0 Uncommons

7 - 0 Commons

Cards 100
Avg. CMC 2.45
Tokens Clue, Construct 0/0 C, Elemental 5/3 G, Emblem Wrenn and Seven, Emblem Wrenn and Six, Food, Marit Lage, Treasure, Treefolk */* G w/ Reach, Zombie 2/2 B
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