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Rules of Nature! (Explosive Landfall)

Pauper* Aggro Budget Pauper RG (Gruul)

Sokolov-1964


Sideboard


Maybeboard


And they run when the sun comes up

With their lives on the line (ALIVE!)

For a while (NO CHOICE!)

Gotta follow the laws of the wild!

(One of these days I'll stop naming decks off Metal Gear references but today is not that day.)

Our lands are going down constantly while we rush in as hard and fast as we can. Adventuring Gear just makes every Landfall more Landfally. Put one on a little Plated Geopede and get your double Landfall trigger with an Evolving Wilds or Terramorphic Expanse and we're swinging for nine like it's no big deal--and that's on our littlest guy. Add on an Explorer's Scope and even more lands!

Combo:

Turn 1: Land, Adventuring Gear | Turn 2: Land, Plated Geopede | Turn 3: Tap one, attach Adventuring Gear to Geopede, play Evolving Wilds, drop our second land for four +2/+2 counters. If we've got a Crop Rotation and an open green, we get to search up another Wilds, then use that to search another basic: total of eight +2/+2 counters = 17/17 Geopede swinging in on turn 3 with zero fucks given.

If we do this Turn 4 we can have Rancor as well. Essentially we're going for a turn 5 win, which is where Durkwood Baloth fits in--a big guy for Turn 6 or 7 if we've burned through lands without finishing our opponent. To that end Thunderclap seems like a great option since most of the value we're getting out of lands is just by dropping them, and we should have more than average all game long. It also gives us a surprise sniper shot on a blocker when we're tapped out. Considering Fireblast to be able to close out the game, albeit for a higher cost. Given how close we can get to victory in 1-2 turns, burning two Mountains to finish the game sure seems worth it.

As each turn passes we get even more ways to avalanche out of control--meager mana costs can lead into small floods of land drops. As long as we don't run out of gas or get stalled out too much along the way, we should be able to win quickly and brutally. Our sideboard exists to cover our biggest weakness: stalls. We have options for getting lands back from the graveyard in Tilling Treefolk. Fury Charm is packed with value, helping our Baloth into play sooner, trampling through blockers, or sniping a pesky artifact. If we do manage to buff one of our guys to absurd levels inside a single turn, it would be pretty demoralizing to get blocked by a 1/1 so Makindi Sliderunner can be switched in, his natural Trample helping situationally, and Flinging a 10/10 Valakut Predator in after he attacks is pretty much game.

Zektar Shrine Expedition gives our opponent things they need to worry about for later that we'll be getting essentially free with what we're already doing anyway, and I'm seriously considering Khalni Heart Expedition as well. It could sit with its counters on it as long as we need, waiting for when giving +4/+4 (or +8/+8 with an Adventuring Gear) will let us swing for the win. Could also save us from a Bolt on our opponent's turn if that were necessary, while setting us up with two more lands to work with on our next turn. Could also prep for a use of Fireblast if we were to include that.

No card draw options is on purpose. For the most part, all we have is creatures and the lands we need to make them huge, and those lands are usually better off where they're searchable. So there aren't a huge variety of occasions where I feel card draw helps. I used to be considering Gruul Turf because it would lend consistency and lower our chances of going a turn without at least one land drop, but it also slows us down.

Suggestions and upvotes are much appreciated! I'm really proud of this deck and think I've made it quite formidable with synergy all over the place.

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Date added 8 years
Last updated 6 years
Legality

This deck is Pauper legal.

Cards 60
Avg. CMC 2.41
Tokens Elemental 7/1 R
Folders Pauper, Pauper, Cool Decks, Pauper Stuffs, pauper decks
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