Threshold for Hunting Grounds in legacy.
Legacy forum
Posted on July 11, 2015, 9 p.m. by Devilsmage
I am exploring a legacy control type deck using Hunting Grounds, a powerful enchantment when threshold is achieved.
My question for everyone is, what is the most consistent and effective way to get threshold, as well as get HG into play quickly?
My current method gets HG into play turn 2 and activates it turn 3; its a viable deck but I am struggling to optimize it...I just think a turn 2 play that gets HG out and activates it is possible, but I cant find a way.
Thoughts?
Devilsmage says... #3
Hm...that is one way to do it. The problem I run into in testing is that I just have to get setup BY turn 2 to be compeitive, right now I just donno how to do it, as im sure its possible (i think hedron crab with fetches or an entomed golgari grave troll or a tome scour are my only ways to do it, but they all just "waste" cards to set it up.)
Right now I am using cards like Commune with the Gods and Grisly Salvage to not lose card advantage as well as fill the yard, as well as fetches.
I was hoping for some ace in the hole...like an Archive Trap type card that could also hit me or something.
July 11, 2015 10:11 p.m.
lemmingllama says... #4
Sadly I don't know of any way to just instantly mill 7 cards, otherwise all mill decks would be running it. That's why I suggested running lots of cantrips and protection. You may not be able to get Hunting Grounds active on turn 2, but you can draw through your deck to find the pieces you need and also the counterspells/Swords to Plowshares plan can keep you alive until you are ready to play fatties for free.
July 12, 2015 7:37 a.m.
Fetches, Gitaxian Probe, Brainstorm/Ponder, Lotus Petal, and I guess Manamorphose.
July 12, 2015 9:23 p.m.
Fetch, Gitaxian Probe into Gitaxian Probe to double check Lotus Petal, Brainstorm, Lotus Petal, Manamorphose for a turn 1 Hunting Grounds.
Leaving you with 1 Eldrazi in hand.
lemmingllama says... #2
Bant would likely be your best bet. You could run cards like Thought Scour, Brainstorm, Hedron Crab, tons of fetchlands and Wasteland. Basically lots of cantrips and such, also means Force of Will could be played. You might not consistently get it turn 2, but you should be able to get it by turn 3 without too much of an issue.
T1: Fetch, cantrip
T2: Fetch, Hunting Grounds, Force of Will their Force of Will.
T3: Some mix of cantrips, fetching/Wasteland, and cheap counters like Spell Pierce, Daze, Stifle, and Force of Will
July 11, 2015 9:24 p.m.